No, not you. The thing just behind you, looking over your shoulder. (Although I'm sure she wants you to have a great Halloween, too!)
Wednesday, October 28, 2020
Halloween is almost here...
... and Vampirella hopes you have a great one and that you get lots of candy!
Tuesday, October 27, 2020
'Tom & Jerry' get off to a great start
Wot a Night (1931)
Starring: Uncredited Voice Actors and Singers
Director: John Foster and George Stallings
Rating: Eight of Ten Stars
After their weird fares skip out without paying for the ride, cabbies Tom & Jerry chase them into a creepy castle with even creepier inhabitants.
"Wot a Night" was the first of what would become a series of 26 cartoons of wildly varying quality, with this one being among the top four or five of them all. It's crammed full of random weirdness, surreal humor, transformations of characters, and inanimate objects coming to life, as well as featuring some catchy music. It's not the mini-musical that some of the installments that follow will be, but it's close.
Like so many of these short cartoons from the 1930s, I feel like too much talking about the content on my part will spoil your experience in watching it; "Wot a Night" is best experienced with as little foreknowledge of what's coming as possible.
I will say that my favorite elements of the inaugural Tom & Jerry adventure is the way is plays with gothic horror tropes, from the dark and stormy night to the creepy castle, and all the way through to the scientists conducting experiments that go against the laws of men, nature, and gods. That last bit gives rise to what is something else I love about this cartoon, even if it's a aspect that springs entirely from my own imagination: It provides an explanation for where all those singing and dancing skeletons in early Disney cartoons (like "Skeleton Dance") or early Fleischer Betty Boop (like "Minnie the Moocher") come from. Also, the only real complaint I can mount is the sound effects and the voice acting. It all feels overwrought and more jarring than anything else. I can't say for sure if I would have felt the same way if this had been the first "Tom & Jerry" cartoon I'd seen, or if I'm reacting to the fact that several of my favorites in the series are, aside from musical interludes and songs, virtual silent movies.
Regardless of my feeling of the sound design, this is a fun cartoon that will keep you entertained for its eight-minute running time. It's particularly great viewing if you're looking for a little something to jump-start your Halloween Spirit! You can even watch it right now, from the very post, by clicking below! (And if you feel inclined, you can leave a comment telling us about YOUR favorite part of "Wot a Night" and if you agree or disagree with this review.)
Monday, October 26, 2020
Musical Monday with FKA twigs
In the spooky music video for "Video Girl"--which is embedded for your enjoyment below--a man being executed is visited by someone during his final moments. Is it Death? Is it a devil that's come to claim his corrupt soul? Is it an angel that's come to bring him to Heaven because he's paid for his sins? I don't know... but maybe someone out there does! If you do, let me in on the secret by commenting here.
Video Girl (2014)
Starring: FKA twigs and Daniyar
Director: Kahlil Joseph
Rating: Seven of Ten Stars
(We hope this chilling video helps get you in the right spirit for Halloween, which is lurking just ahead!)
Sunday, October 25, 2020
Halloween Warm-Up: The Monster
Here's a little flick from the cinematic special effects pioneer Georges Méliès that may help you get in the proper mood this Halloween season!
The Monster (1903)
Starring: Georges Méliès
Director: Georges Méliès
Rating: Seven of Ten Stars
A necromancer in Ancient Egypt shows off to a friend, summoning spirits and restoring life and beautiful youth woman who's long been dead.
"The Monster" is one of hundreds of showcases that Georges Melies made for his brand of cinematic wizardry during the early years of filmmaking. At roughly two-and-a-half minutes in length, this is an uncomplicated film, but it features some impressive (for the time) and well-executed special effects, and a nice little twist at the end.
The Monster (1903)
Starring: Georges Méliès
Director: Georges Méliès
Rating: Seven of Ten Stars
A necromancer in Ancient Egypt shows off to a friend, summoning spirits and restoring life and beautiful youth woman who's long been dead.
(If you've seen several other of Melie's films, there won't be many surprises here, but if you're a fan of his work, you'll still enjoy yourself.)
Check out "The Monster" right here, in this post, embedded below via YouTube.
Check out "The Monster" right here, in this post, embedded below via YouTube.
Saturday, October 24, 2020
Picture Perfect Special with Valeska Miller
Valeska Miller is an up-and-coming model and actress who can be seen in two short films at this year's 31 Nights of Halloween celebration. Click to check them out, as well as see more pictures--since she is also this week's Saturday Screen Queen.
You can also look at pictures here, obviously...
Introducing: Judy Drood, Girl Detective
One of the signature characters of Richard Sala was Judy Drood, a character who was part tribute to, and part spoof of, the ever-popular teenaged detective Nancy Drew. He created her in 1993 in what was intended as a one-shot short story for "Black Cat Crossing", but, when a friend several years later asked to read more about Judy Drood, Sala was more than happy to oblige.
Today, we present Judy's origin tale, the precursor to not one but two of Sala's major works--"Mad Night" (originally serialized in issues 1-12 of "The Evil Eye" as "Reflections in a Glass Scorpion") and "The Graverobber's Daughter" (a graphic novel published in 2005).
Thursday, October 22, 2020
Bessie Love and the Gourdians
In 1928, during her time fighting supernatural evil as The Love Bug, actress and secret warrior in the battle of good vs. evil, Bessie Love liberated a Gourdian from enslavement by an evil necromancer. She posed with him for a portrait, and he visited her and her family every Halloween for the rest of her life.
THE GOURDIANS
Tens of thousands of years ago, during the height of the Atlantean civilization on Earth, a misfired experiment in pushing the boundaries the Aeromancy and Biomancy magical disciplines flooded a pumpkin patch with magic and brought into existence a whole new species of beings. The Atlanteans named them "Gourdians" and the beings didn't really care what others referred to them as, so the name stuck.
Most of the Gourdians exist in a non-corporeal state, drifting through the boundaries between this universe and parallel realties, as well as this plane of existence, the spiritual realms, and the dimension that the Witchkind call home (generally considered part of the Realm of Fairies). They appear like floating, ghostly pumpkin with feet and occasional hats. They also manifest spindly arms with three-fingered hands when they need to wave or give someone the middle finger. Their faces appear as if they were carved out of their surface and it appears like there is a bright light glowing within them.
Once a year, when the dimensional veils are weakened during the time some mortals describe as October 30th through November 2nd, the Gourdians cross over onto the Earth plane. While here, they are semi-corporeal, and they can interact with our world to a limited extent.
GOURDIAN STATS AND ABILITIES
* Gourdians appear in groups of 3d4-2.
* Gourdians have a base Intelligence, Wisdom, and Charisma scores of 8, but each increases by 1 for each Gourdian that is assembled together (to a maximum of 18).
* Gourdians have 1 rank in all existing skills (attribute bonuses apply when appropriate).
* Gourdians are treated like 12th-level Fast Heroes (Rogues) for puroses of saving throws and attack rolls.
* Gouridans have 12 hit points. When reduced to 0 or less, they do not die, but instead become non-corporeal and are banished back to the spaces between dimensions.
* They can lift objects using the telekinesis spell, as a spell-like ability, at will. The can also use telekinesis offensively twice per day, four times on October 30th through November 2nd.
* When non-corporeal, Gourdians cannot be harmed nor can they do anything but observe their surroundings. They are invisible except to true seeing spells and spell-like abilities. They cannot be harmed in this state, except with a wish spell... and the only thing that can be done is that they must be wished out of existence.
* Gourdians can use fear as a spell-like ability twice per day, four times on October 30th through November 2nd.
* Gourdians can use planeshift as a spell-like ability twice per day, four times on October 30th through November 2nd.
* Gourdians have a permanent true seeing ability, and they can look into any dimension adjecent to the one they are currently in.
* Gourdians can cast bless or curse as spell-like abilities twice per day, four times on October 30th through November 2nd.
* Gourdians may grant a worthy person up to three wishes on October 31. (They usually do this for those who have sacrificed a great deal to to good deeds, or who combat evil against all odds.)
* Gourdians may initiate mental contact with any intelligent being that is within their lines of sight. The target hears a distant whisper, and the GM is to ask if the target chooses to listen. They can carrying on a mental conversation with a willing target for as long as 13 minutes, making themselves automatically understood in the target's native language. Only one Gourdian can be in contact with a target at a time, and they can only contact a single individual at a time. Unwilling targets may roll a Will save; if the save is successful, the Gourdian still makes contact but can only communicate for three minutes.
Gourdians usually contact people they want to help, warn, or, in the case of evil beings who have incurred their wrath, terrorize... but sometimes they just want to chat or tell jokes. (They love telling bad jokes.)
GOURDIANS IN PLAY
Gourdians like spending time on Earth, especially on Halloween. Although they usually just hang around the Witchkind, they will sometimes roam far and wide, helping heroes and making life difficult for villains.
Gourdians can be trapped using a special variant of the lesser planar binding spell and a specially prepared lamp (oil-burning or one that takes a candle). A single Gourdian can be trapped in a lamp, and the person who trapped it can force it to use its spell-like abilities on targets he or she specificies until the Gourdian has been forced to use three wishes. If the Gourdian is commanded to harm an Atlantean, one of the Witchkind, or other Gouridans, it is freed and will attack the person who trapped it. The Gourdian can also be liberated if the lamp holding it is smashed or targeted with dispel magic. A freed Gourdian will offer to grant wishes to the person who freed it.
THE GOURDIANS
Tens of thousands of years ago, during the height of the Atlantean civilization on Earth, a misfired experiment in pushing the boundaries the Aeromancy and Biomancy magical disciplines flooded a pumpkin patch with magic and brought into existence a whole new species of beings. The Atlanteans named them "Gourdians" and the beings didn't really care what others referred to them as, so the name stuck.
Most of the Gourdians exist in a non-corporeal state, drifting through the boundaries between this universe and parallel realties, as well as this plane of existence, the spiritual realms, and the dimension that the Witchkind call home (generally considered part of the Realm of Fairies). They appear like floating, ghostly pumpkin with feet and occasional hats. They also manifest spindly arms with three-fingered hands when they need to wave or give someone the middle finger. Their faces appear as if they were carved out of their surface and it appears like there is a bright light glowing within them.
Once a year, when the dimensional veils are weakened during the time some mortals describe as October 30th through November 2nd, the Gourdians cross over onto the Earth plane. While here, they are semi-corporeal, and they can interact with our world to a limited extent.
GOURDIAN STATS AND ABILITIES
* Gourdians appear in groups of 3d4-2.
* Gourdians have a base Intelligence, Wisdom, and Charisma scores of 8, but each increases by 1 for each Gourdian that is assembled together (to a maximum of 18).
* Gourdians have 1 rank in all existing skills (attribute bonuses apply when appropriate).
* Gourdians are treated like 12th-level Fast Heroes (Rogues) for puroses of saving throws and attack rolls.
* Gouridans have 12 hit points. When reduced to 0 or less, they do not die, but instead become non-corporeal and are banished back to the spaces between dimensions.
* They can lift objects using the telekinesis spell, as a spell-like ability, at will. The can also use telekinesis offensively twice per day, four times on October 30th through November 2nd.
* When non-corporeal, Gourdians cannot be harmed nor can they do anything but observe their surroundings. They are invisible except to true seeing spells and spell-like abilities. They cannot be harmed in this state, except with a wish spell... and the only thing that can be done is that they must be wished out of existence.
* Gourdians can use fear as a spell-like ability twice per day, four times on October 30th through November 2nd.
* Gourdians can use planeshift as a spell-like ability twice per day, four times on October 30th through November 2nd.
* Gourdians have a permanent true seeing ability, and they can look into any dimension adjecent to the one they are currently in.
* Gourdians can cast bless or curse as spell-like abilities twice per day, four times on October 30th through November 2nd.
* Gourdians may grant a worthy person up to three wishes on October 31. (They usually do this for those who have sacrificed a great deal to to good deeds, or who combat evil against all odds.)
* Gourdians may initiate mental contact with any intelligent being that is within their lines of sight. The target hears a distant whisper, and the GM is to ask if the target chooses to listen. They can carrying on a mental conversation with a willing target for as long as 13 minutes, making themselves automatically understood in the target's native language. Only one Gourdian can be in contact with a target at a time, and they can only contact a single individual at a time. Unwilling targets may roll a Will save; if the save is successful, the Gourdian still makes contact but can only communicate for three minutes.
Gourdians usually contact people they want to help, warn, or, in the case of evil beings who have incurred their wrath, terrorize... but sometimes they just want to chat or tell jokes. (They love telling bad jokes.)
One of the Witchkind, who is not amused by this Gourdian's jokes |
GOURDIANS IN PLAY
Gourdians like spending time on Earth, especially on Halloween. Although they usually just hang around the Witchkind, they will sometimes roam far and wide, helping heroes and making life difficult for villains.
Gourdians can be trapped using a special variant of the lesser planar binding spell and a specially prepared lamp (oil-burning or one that takes a candle). A single Gourdian can be trapped in a lamp, and the person who trapped it can force it to use its spell-like abilities on targets he or she specificies until the Gourdian has been forced to use three wishes. If the Gourdian is commanded to harm an Atlantean, one of the Witchkind, or other Gouridans, it is freed and will attack the person who trapped it. The Gourdian can also be liberated if the lamp holding it is smashed or targeted with dispel magic. A freed Gourdian will offer to grant wishes to the person who freed it.
Wednesday, October 21, 2020
Halloween is coming...
... and Vampirella wants everyone to remember what she does to those who are stingy with candy or mean to Trick-or-Treaters.
Wonder Woman Wednesday
Monsters and deadly viruses are abroad in the world this Halloween season, but Wonder Woman stands ready to protect the innocent as ever--even if the Powers That Be are afraid to release her latest movie! She's joined today by sidekicks Batman and Superman, so we'll all be able to rest easy as the shadows deepen...
Tuesday, October 20, 2020
'Monochrome': Perfect for review at this blog!
Monochrome: The Chromism (2019)
Starring: Joshua Bangle, Ryan Barnes, Cat Merritt, Devin Leigh, Sean Conley, and Sashanna Pearson
Director: Kodi Zene
Rating: Six of Ten Stars
Starring: Joshua Bangle, Ryan Barnes, Cat Merritt, Devin Leigh, Sean Conley, and Sashanna Pearson
Director: Kodi Zene
Rating: Six of Ten Stars
In a world where everything is literally in black and white, Issac (Bangle) becomes the first victim of a strange infection that is causing people to turn colored.
When I was first told about "Monochrome", I thought it was a perfect subject for review at this blog--a place where everything is in black and white (as declared on the header), but occasionally splashes of color creep in. I was also certain I'd have a good time poking a little good-natured fun at the ridiculous premise--as a lover of things "Star Wars" and publisher of comics anthologies like "Stardust the Super Wizard", I am clearly not picky about fantasy getting into my science fiction--because the way in which we perceive colors comes from such a complex mixture of physics and physical conditions that the notion of a mystery contagion causing people to become "colorized" couldn't possibly be successfully played straight.
And yet, writer/director Cody Zene pulls it off. He opens the film on a mysterious hooded figure walking through a blasted wasteland. The scene is in black and white. When this figure comes upon other people, they unmask him, and we discover that this wanderer is a hunted outcast for no reason other than he colored in a world where everything else is in shades of gray. The story then flashes back to a year earlier, and we are shown the series of escalating events that brought our hero, Isaac, and his world to the state it's presently in.
Zene pulls us so effectively into the world of "Monochrome" that my expectations of thinking it was all very silly never entered my mind. He first engages the viewer with a stark opening, then draws us further in by triggering our sympathy for the instantly likeable Everyman character of Isaac (Joshua Bangle) as his life is torn apart, and then inspires our curiosity by showing us that his "condition" may or may not be an unexpected side effect of a bio-engineered gas released by a shadowy group that may be terrorists, government agents, or something entirely different. It doesn't become clear who they are, or what their intentions are, during the course of the film, but it's a question that may inspire you to seek out future films in what is a projected series.
MAY inspire you... because for all the strong elements of both setting and story in the film, there are technical aspects of the execution that drag it down. I viewed the "extended cut" of the film (which is currently available via streaming platforms such as Amazon Prime), so maybe some of this is unique to this particular edit; let me know if the comments if any of the following reflects what you saw if you check out this film.
First, "Monochrome" could have benefitted from tighter editing. Several shots and scenes could have been improved by being trimmed by just a few seconds while others needed to lose as much as a minute. There are several scenes, most noticeable involving Isaac's brother Jerry (Ryan Barnes) and either the film's nameless villain (Devin Leigh) or Isaac's girlfriend Victoria (Cat Merritt). The scenes are internally repetitive, as if multiple takes were done while the cameras kept rolling, but instead of picking one, the editors and director left them all in. The overall effect is that the film starts feeling padded as it progresses, which is a shame, because there's a really interesting story unfolding.
Second, we see entirely too much of the villain just strolling about or sitting around, failing at being menacing. If the presence of the mysterious bad guy had been limited to the two scenes were he is established as existing and being in command of a mysterious organization; and where he orders the doctor working with him (Sean Conley) to figure out why their bio weapon (which appears to have been intended to make those who are exposed to it paranoid and highly suggestible, since it turns Jerry into a loving and supporting brother into a color-hating, murderous madman. Every other scene he has does little to advance the story and does everything to undermine the idea that he is a menace or a force to be reckoned with--I don't think it's because Devin Leigh is necessarily a bad actor; he's just miscast. (You need a special kind of character actor for a part like that, and Leigh just doesn't have the right sort of screen presence.
Finally, the film is ultimately too much set-up and not enough resolution. With some trimming, this would be a spectacular first episode for a cool television series (although one that I think would fail because the general public doesn't have the refined tastes to appreciate black-and-white media--unlike you find folks reading this). As a stand-alone film, it falls short, no matter how much I admit to liking the story and wanting to see it continue. I realize that this is SUPPOSED to be the first part in a series, but, since it is NOT part of an existing series, there really should have been some resolution aside from "the life Isaac knew is dead and gone!"
In the final analysis, I feel that watching "Monochrome: The Chromism" was time well spent, and I hope it does well enough to spawn the sequels that the films writer/director and producers have in mind. Although it has some issues, the story is engaging and the characters are interesting. What's more, like all good sci-fi, it carries with it some social commentary that feels like it was "ripped from the headlines", even if the film was completed quite some time ago, before the current pandemic and political messes had come to dominate our lives.
"Monochrome: The Chromism" is currently available on Amazon Prime and other streaming services. You can also learn more about the film and the plans its creators have for their "franchise" by clicking here. I encourage you to check out both-although the website does contain mild spoilers in regards to a particular dangling thread from the movie--because it will improve my chances to seeing what's next for the world of Monochrome.
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