Tuesday, 16 June 2020

Animated JUDGE DREDD series in development

It's been confirmed - via a concept art and video leak - that a Judge Dredd animated TV series is in development.


Judge Dredd is a British comic book series which has been running continuously in the weekly 2000AD comic since 1977 and the monthly Judge Dredd Megazine since 1990, so an animated series is true to the series' roots. There's already been one animated mini-series, Superfiend, which aired in 2014 as a thank you to fans of the 2012 live-action film starring Karl Urban, who've been campaigning incessantly since then for a sequel.

Rebellion Studios are developing Mega-City One, a live-action TV series about rookie Judges in the titular city, with the possibility of Urban reprising his role as Dredd on a recurring (but not regular) basis (he's very keen on the idea). The project has been in development since 2017, but has not proceeded due to Rebellion not managing to attract a production partner so far.

The animated series, starring Dredd more directly (potentially voiced by Urban, we hope), is a good potential companion piece and will allow for more spectacular adventures than a live-action budget may be able to accommodate. This also strongly suggests that Netflix may be the target partner, as they are keen on having live action shows with animated companion pieces (as with Altered Carbon and The Witcher).

Whether the development pitch gets greenlit is another matter, but an adult-focused Judge Dredd TV show is very much something I never thought I wanted until now. It's a great idea, especially if they adapt the classic stories from the comics run like Apocalypse War and The Dark Judges.

Monday, 15 June 2020

New STAR WARS dogfighting game announced

EA has announced a new Star Wars game focused on space combat, to launch this October. The new game is being touted as a spiritual successor to the X-Wing and Rogue Squadron series.


Star Wars: Squadrons is set just after the events of the original Star Wars trilogy and sees the player and up to four friends forming a special elite unit within either the Imperial Navy or the Rebel Alliance.  There is a single-player campaign, playable solo or in coop, as well as multiplayer modes built around the idea of 5v5 team dogfighting.

The X-Wing series consisted of four mainline titles: X-Wing (1993), TIE Fighter (1994), X-Wing vs. TIE Fighter (1997) and X-Wing: Alliance (1999). These were predominantly single-player games (apart from the multiplayer-focused X-Wing vs. TIE Fighter, although an expansion added a full campaign mode) with robust multiplayer. There is still an active modding and multiplayer scene for X-Wing: Alliance.

Predominantly released for PC, the X-Wing series prioritised a more realistic flight model and strategic player, with players able to shift power from one system to another, deal with combat damage and order AI wingmen to assist them.

The Rogue Squadron series consists of three titles: Rogue Squadron (1998), Rogue Squadron II: Rogue Leader (2001) and Rogue Squadron III: Rebel Strike (2003). The first game was released on PC and Nintendo 64, the latter two on the Nintendo GameCube. These games featured a much less sophisticated flight model and controls and were more aimed at arcade blasting, but were great fun for what they were. Rebel Strike notably added the ability to control ground units such as AT-STs.

It's unclear if Squadrons is leaning more towards the X-Wing or Rogue Squadron end of the spectrum, but at one point the damaged X-wing shunts power to its engines to evade an enemy, suggesting that mechanic will be present in the new game. The game will also please fans, featuring as it does appearances by fan-favourite characters Wedge Antilles (from the original trilogy movies) and Hera Syndulla (from Star Wars: Rebels).

Star Wars: Squadrons will launch on 2 October on PC, X-Box One and PlayStation 4. The game will not feature microtransactions and will have crossplay enabled, allowing players on all three formats to mingle. The game will also be fully compatible with all PC and PS4 virtual reality headsets.

Creative Assembly hint at WITCHER and MIDDLE-EARTH TOTAL WAR games

Video game documentary makers Noclip have released another big project, this time delving in the history of British company The Creative Assembly, who for twenty years have been producing the Total War series of historical wargames, as well as branching out with survival horror title Alien: Isolation. The documentary is worth watching, but it also hints at a possible future direction for the series that extends to other franchises.


In the documentary, CA confirm that before securing the Warhammer licence from Games Workshop, they were actively pursuing and discussing a Lord of the Rings licence. This is interesting because two of the biggest fan mods for Medieval II: Total War (the last Total War game which allowed total conversion mods, effectively creating brand-new games out of older ones) were Call of Warhammer and The Third Age: Total War, mods for those two respective worlds. I suspect that the Warhammer mod was significantly cheaper to acquire.

With Lord of the Rings back in the zeitgeist, courtesy of the new Second Age-set TV show from Amazon Prime, it seems a good time to revisit the concept and with more money and the success of two (soon to be three) Warhammer games behind them, Creative Assembly can make a good case for acquiring the licence. The only fly in the ointment might be that the licence is currently held with Warner Brothers' gaming division (who produced Shadows of Mordor and Shadows of War) and it is unclear if they would be willing to sub-licence the property to another studio.

CA also note that they have been in discussions with Netflix over a new project. Since they've already effectively made The Last Kingdom: Total War with Thrones of Britannia and we can rule out Unbreakable Kimmy Schmidt: Total War, the most logical property to pursue would be The Witcher, which has all the ingredients for a good Total War game: numerous factions with notable troop types and general characters fighting over a fantasy landscape. CD Projekt Red, rather obviously, has a Witcher video game licence already, so the viability of this idea depends a lot on what is permitted under that licence, whether CA would work with CDPR or whether a separate licence based on the TV show (rather than the novels, which CDPR's licence covers) is possible.

Since CA note they have been in discussions with Amazon Prime, that is likely related to the Lord of the Rings idea, but it's also possible they have been considering a Wheel of Time game. The Wheel of Time world has numerous countries, empires and factions with notable characters who could serve as generals. A Wheel of Time fan mod for Rome: Total War was unfortunately aborted in the mid-2000s over the inability to get flying creatures to work in that engine, but with modern tech, that shouldn't be a problem (and flying units play a major role in the Warhammer games).

A final possibility, which is unmentioned in the documentary but has almost certainly been discussed at CA, would be for a Game of Thrones game. There is already a popular Westeros: Total War mod based on Medieval II: Total War and the success of the TV show makes a game a bit of a home run. Given the Total War franchise is all about changing history, the game would also provide the possibility for different outcomes to the TV show's storyline, which I'm sure many fans would appreciate. If you always wanted to see Robb Stark triumph and win independence for the North, or Stannis Baratheon to win at the Battle of the Blackwater, you could in such a game.

Any announcement of a new fantasy project is likely a way off. Total War Saga: Troy launches in August, whilst the company is continuing to release new material and expansions for Total War: Three Kingdoms. Total War: Warhammer III is also due in the near future, so it might be a year or two before we hear about any post-Warhammer fantasy projects.

Tuesday, 9 June 2020

Leaving Money on the Table: Why is There No New D&D Fiction Being Published?


A shelf of books from the Forgotten Realms line. 292 books in the setting have been published between 1987 and 2020.


Dungeons and Dragons is bigger than it has ever been. 2019 was the biggest and most profitable year in the game’s near half-century history, building on the massive success of the several preceding years where each year saw greater success than the one before. The 5th edition of the game, launched in 2014, has been the best-selling ever. Celebrity gamers, YouTube video series and a starring role on Stranger Things have helped propel D&D to a level of popularity unthinkable a decade ago, when the game’s fourth edition was attracting a lukewarm reception and gamers were flocking to competing products, such as Pathfinder.

A new, big-budget D&D movie is in development and a high-profile video game, Baldur’s Gate III, is set for release early next year. But there seems to be a glaring and baffling omission when it comes to the popularity of the game at present: the total dearth of tie-in, written fiction. Since 2018, a grand total of three novels based on the Dungeons and Dragons brand have been published: Timeless, Boundless and Relentless, all by R.A. Salvatore. 2017 was the first year since 1983 in which no D&D fiction was published at all. There are currently no scheduled D&D novels for 2021 or onwards.

This state of affairs is bizarre, all the moreso because it wasn’t too long ago that D&D fiction was being produced and selling at a rate completely at odds with the game’s then low-profile.

The cover art for Dragons of Autumn Twilight (1984), the very first novel published by TSR, Inc.

As of next month, 623 novels and anthologies* will have been published with the Dungeons and Dragons logo on it or set in one of the D&D worlds. The first, Andre Norton’s Quag Keep (1978), was published by DAW, but almost all of the rest were published by the D&D game creators themselves, TSR from 1984 to 1997 and then Wizards of the Coast from 1997 to 2016. The last three books by RA Salvatore have been published by HarperCollins, under licence from Wizards (and their parent company, Hasbro).

The D&D line’s biggest performer is easily R.A. “Bob” Salvatore, who started writing for the line with his Forgotten Realms novel The Crystal Shard, published in January 1988 as just the second book in that franchise. Salvatore’s signature character, the honourable dark elf ranger Drizzt Do’Urden, has gone on to become arguably the single most famous and popular Dungeons and Dragons character of them all, and the books starring Drizzt or spinning off from them (now totalling 38) have sold over 30 million copies worldwide. That’s more than every single D&D sourcebook, campaign setting and adventure since 1978, combined (estimated by WotC at around 20 million). Salvatore’s sales performance makes him one of the biggest-selling living fantasy authors, behind only Terry Brooks, George R.R. Martin and J.K. Rowling (add J.R.R. Tolkien, C.S. Lewis, Robert Jordan and Terry Pratchett for deceased fantasy authors, and the still-living Stephen King if you count his brand of horror-fantasy) and ahead of the likes of Raymond E. Feist, Terry Goodkind and, at this time of writing, Brandon Sanderson (although Sanderson is catching up like a freight train).

Salvatore’s success puts him in a different league to any of the other authors in the same line. The second-biggest-selling Forgotten Realms novelist seems to be the creator of the setting himself, Ed Greenwood, who had definitively sold 3 million books by a decade or so ago (including a million of his debut, Spellfire, by itself) and probably a couple of million more since then. Paul S. Kemp, Elaine Cunningham and Troy Denning all seem to have sold at least a million books apiece in the setting as well. But, although strong, that’s in a completely different league to Salvatore, who remains the outlier.

In the wider world of Dungeons and Dragons fiction, Salvatore’s only competition comes from the team of Margaret Weis and Tracy Hickman, the co-authors and co-creators (with several others) of the Dragonlance Saga. Weis and Hickman’s Dragonlance Chronicles Trilogy had sold 4 million copies before the end of the 1980s, making it one of the most successful epic fantasy series of the decade, and their total sales since then (including a dozen or so additional books) are on the order of 25 million.

The non-Weis and Hickman Dragonlance books have not sold anywhere near as many copies, but they have done cumulatively quite well. In total, it is estimated that approximately 100 million Dragonlance and Forgotten Realms novels have been sold since the lines began in 1984 and 1987 respectively.

These aren’t chump figures, and they compare very well to, say, Star Wars tie-in fiction (which has sold an estimated 120 million copies or so, in a vastly better-known franchise) and may even rival Star Trek novel sales, and are certainly far ahead of the sales of the likes of, say, Doctor Who. It’s an impressive achievement which brings us back to our original question: why isn’t more Dungeons and Dragons fiction being created?

The success of D&D fiction is not particularly tied to that of the roleplaying game; the majority of people who’ve read a Salvatore novel have probably never played a game of Dungeons and Dragons in their life, and the books all stand alone with no knowledge of the game needed to enjoy them. That in itself may be part of the problem: relatively few people are reading Star Wars novels or Star Trek books who don’t also watch the films or TV shows, but the same is not true of D&D. The cross-pollination between the novels and the game is, at least historically, limited. We can see that when D&D was selling very poorly in the late 1990s, shifting only a few hundred copies of the latest sourcebook, but the latest R.A. Salvatore hardcover was debuting on the New York Times bestseller list. Similarly, when the 4th Edition of D&D crashed and burned in sales (after a successful initial launch in 2008, but then a swift and ignominious outclassing by the rival Pathfinder RPG, which launched with a D&D-compatible and more popular rules set), the novels continued to sell quite well for years afterwards.

When the 5th Edition of D&D launched in 2014, the fiction lines were still running. There was a cross-brand, multimedia story event called The Sundering, which spanned several ongoing Forgotten Realms series with several of the setting’s most popular authors (including Salvatore, Greenwood, Kemp, Denning and successful relative newcomer Erin M. Evans), which seemed to do well. However, immediately after the Sundering concluded, the previous high output of the Wizards of the Coast fiction department seemed to drop. R.A. Salvatore published five more books, Ed Greenwood two and Erin Evans three, and absolutely none of the enormous battery of other authors on hand released any more books. All of the published books were additions to ongoing series, indicating that they were being released to fulfil contracts and run those contracts out. The low print runs for Erin Evans’ Brimstone Angels novels (hence the insane prices they are currently commanding on eBay) seems to indicate that this was the case.

With the release of Erin Evans’ The Devil You Know in December 2016, Wizards of the Coast shut down its book imprint, at least for new submissions. In fact, Hasbro terminated its entire fiction acquiring role outright. Other book lines, such as the perennially popular Magic: The Gathering novel series, were also shut down for new authors. The divisions would still exist, but only to reprint and pump out legacy sales (such as the excellently-performing omnibuses of Drizzt Do’Urden adventures).

This seemed counter-intuitive and baffling, but some logic soon emerged. The Dungeons & Dragons and Magic lines had not been discontinued, but they’d been moved to other publishing houses: HarperCollins picked up the Dungeons and Dragons/Forgotten Realms licence and announced a new trilogy contract with R.A. Salvatore. Del Rey announced a licencing deal for Magic: The Gathering. Interestingly, Wizards of the Coast and Del Rey had also lined up well-known, more mainstream fantasy authors to continue the Magic line: Brandon Sanderson, Kate Elliott, Django Wexler and Greg Weisman (although several of these would be online-only publications).

HarperCollins has so far not announced any plans for additional D&D or Forgotten Realms novels beyond Relentless by Salvatore (which is released at the end of July), which given the nuclear-hot status of D&D at the moment feels weird. I do think it’s likely that there will be more books from Salvatore and probably a new trilogy is deal is being discussed now. Certainly, many of the other, well-established D&D authors stand ready to write more fiction but they haven’t even had meetings with HarperCollins to that end.

I suspect the main problem here is licensing: Hasbro bought Wizards of the Coast in 1999 and let them do their own thing for quite some time, but around a decade ago, in the wake of the mega-success of the Transformers movies, instituted a new corporate policy which insisted on maximum return on any deal. In particular, all Hasbro-owned properties would be required to generate a rock bottom amount (rumoured to be $15 million) in profit in any given year, otherwise they would be temporarily retired for several years before being brought back in a blaze of publicity. This meant that a product line could be successful at what Hasbro would consider a low level – generating several million in profits per year – but still not be doing enough for Hasbro to consider it worthwhile. Hasbro also wanted to make its own operations leaner and more efficient, focusing on its core brands of toys and games. Publishing was a tangent and they decided to shut it down so they didn’t have to bother with it and could just outsource licences to third party publishers.

That’s fine as far as it goes, but it does create a significant entry barrier. If the licencing fee is high enough, then the publisher will become increasingly risk-averse. For an author like R.A. Salvatore, who is guaranteed to sell at least a million copies of their latest novel no matter what, that’s not a problem as their sales will easily make up for the lost revenue to the licence fee. For even a very solid performer like Ed Greenwood or Paul Kemp, whose latest book is still guaranteed to sell at least a couple of hundred thousand, the fee might make the prospect of publishing the book riskier. For authors further down the sales hierarchy, it actually becomes prohibitive.

If these books were still being published in-house, then the licencing fee wouldn’t exist: the profits would go to Wizards and thus Hasbro regardless, so even relatively low-selling authors who were still breaking even were still worth publishing, because it puts books on the shelves, keeps the brand visible etc, and that mass accumulation of sales can drive an overall strong sales performance. But since Wizards and Hasbro can’t be bothered with that approach, it’s not happening.

The Grand History of the Realms details some 38,000 years of history of the Forgotten Realms setting, highlighting its immense attention to detail and the size of its background lore, seen as both a benefit and a drawback.

I Fought the Lore and the Lore Won

I suspect there is another problem, much more specific to the Forgotten Realms setting. Created by Ed Greenwood in 1967, converted for use for his home Dungeons & Dragons campaign in 1976, converted as a background to Dragon magazine articles in 1978 and finally officially published in 1987, the Forgotten Realms holds a strong claim to being the most detailed, continuously-in-print and popular shared fantasy world ever created. This has manifested through approximately 243 dedicated gaming products (boxed sets, supplements, adventures, sourcebooks and adventure paths), 292 books, 53 video games and thousands of magazine and online articles and in-depth discussions on dedicated message boards.

This has resulted in a robustly-detailed world. The Forgotten Realms Wiki has 32,000 entries and is not still not remotely complete. Although the central tenet of Forgotten Realms has always been "make the world your own," including or ignoring elements of the canon as you choose, the setting did gain a - somewhat unfair - reputation for being impenetrable to newcomers or casual fans by the end of D&D's third edition in 2008.

This resulted in the highly controversial decision to nuke the setting. The version of Forgotten Realms that was released for the 4th Edition of D&D in 2008 moved the timeline one hundred years into the future - promptly killing every single human, non-magically-enhanced character in the setting - and saw the Realms effectively destroyed by a magical cataclysm known as the Spellplague, with the setting now adopting a post-apocalyptic tone. Needless to say, fans were utterly furious and most pointblank ignored the changes. The hope that the "factory reset" of the setting would bring in new fans also failed to materialise. The rival Pathfinder game stole D&D's thunder and its own setting of Golarion became an effective replacement for the Realms as the "default" D&D-style fantasy world for several years.

The success of D&D 5th Edition helped save the Realms. The Sundering event saw a second "factory reset" of the Realms, restoring the pre-Spellplague (and in fact pre-3rd Edition, in several key respects) version of the setting whilst maintaining the time jump. The 5th Edition of the setting thus maintains the rich backstory of the setting whilst not alienating the fans who came on board in more recent years. The absence of new novels is also helpful in not adding to the mountain of lore the setting has built up, allowing fans to get a better handle on the settle over a wider period of time.

Long-term fans of the setting note that the rich depth of the setting in terms of backstory and characters is one of its key appeals, and not developing that further through fiction is doing far more to damage the setting's appeal than inaction is in making it more popular.

The cover of Relentless, only the third D&D novel published since the end of 2016.

So, what does the future hold for D&D novels?

I suspect in the near future we will see confirmation of a new R.A. Salvatore deal. I also suspect that there are negotiations going on for relatively “big name” fantasy authors to perhaps line up a D&D novel or three (Brandon Sanderson would be a shoe-in, especially after his recent Magic: The Gathering novella, but he’s way too busy with his own Cosmere setting). One of the biggest factors in D&D’s current success has been the success of YouTube web series like Critical Role, and I suspect if Matt Mercer and a novelist teamed up to write a novel set in the world of Exandria, that deal would be done pretty quickly. I also suspect that if Margaret Weis and Tracy Hickman came to Wizards of the Coast with a new Dragonlance proposal, that would also be snapped up pretty quickly.

Otherwise I think we’ll be seeing the licence-holder being quite cautious going forwards. There could be a tie-in novel for the D&D movie due in 2022, but beyond that things may depend on the success of the film. If it is huge, that could propel things forward on other fronts. I suspect, though, the days of 15-20 novels being published a year may be in the past, with a much higher barrier for entry in the future, unless Wizards of the Coast take the publishing arm back in-house. Given that D&D is, at heart, a series of rulebooks, it’s a bit weird that the fiction publishing arm was shuttered anyway.

What is clear is that there is an enormous audience out there for Dungeons and Dragons-branded fiction, whether set in one of the established worlds or a new one, and the current D&D licence-holders are leaving a lot of money on the table by continuing to ignore them.


* The count is currently 292 books in the Forgotten Realms line, 203 in the Dragonlance franchise, 40 in Eberron, 24 in Ravenloft, 16 in Dark Sun, 13 in Greyhawk, 10 in Mystara, 7 in Nentir Vale and 6 apiece for Birthright, Planescape and Spelljammer.

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Double Eagle by Dan Abnett

The liberation of the Sabbat Worlds is in full swing. The overextended Crusade invasion front is now under flank attacks, with the world of Enothis proving a pivotal flashpoint. With the war raging over a vast continent, the battles hinge on the forces of the Aeronautica Imperialis, the atmospheric fighter and bomber wings flown by the Imperial Navy and the Imperial Guard. The Phantine XX, fresh from their victory on their homeworld, are deployed to Enothis to help mount a last stand against the Archenemy.


Double Eagle is a spinoff from Dan Abnett's signature Gaunt's Ghosts series of science fantasy military adventures, in particular the fifth novel in the series, The Guns of Tanith. Fortunately, references to the events of that novel are slight and familiarity with that book, the Gaunt's Ghosts series in general or even the wider Warhammer 40,000 universe is not required to enjoy this novel.

Double Eagle is, basically, the Battle of Britain But With Lasers. Previous Warhammer 40,000 books largely focused on the ground war involving the human Imperial Guard and the genetically-engineered, superhuman Space Marines, with occasional nods to the armoured divisions and the space fleets, but this is the first book to really delve deep into the air force. Influences from World War II movies and books about the air war over Europe and the Pacific are clear, although (as is often the case with WH40K) there are sacrifices to realism in pursuit of the rule of cool. Despite being set an unfathomable 39,000 years in the future, the aircraft in use by both sides are far slower than, say an F-15 Strike Eagle and they seem to have less fuel than a Hurricane (given how curtailed dogfights are before someone has to bug out).

Once you accept that - and you have to if you want any hope of enjoying the many excellent stories in this setting - then you can kick back and enjoy the book. This is Dan Abnett doing what he does best: assembling a collection of flawed, relatable characters, putting them through the grinder of war and telling a great-action-packed page-turner in the process. Double Eagle starts a bit slower than many of his books - the result of a need to introduce a dozen or so major new characters (and reintroduce a couple of characters from The Guns of Tanith, which most readers may have forgotten about) rather than being able to pick up with a well-established cast from an ongoing series - but soon kicks into gear as we witness the air war for Enothis unfolding in its full glory.

In fact, I wondered if Abnett had made a bit of a mistake by having such a large cast and the need for each main character to have their own story arc, given the need to also depict the war in its full scope and explain the intricacies of air combat, all in a very tight page count. However, Abnett, as usual, delivers with aplomb. The widely-scattered characters and storylines converge satisfyingly at the end of the book for a major battle and most of the storylines are wrapped up quite satisfyingly

Double Eagle (****) won't be winning awards for originality, but it is Abnett delivering another perfectly-executed barrel roll of action, strong characters and addictive writing. In fact, Double Eagle scores more highly than much of his work because, being so independent of other series, it works very well as a stand-alone novel that can be used to sample his writing style and skill. The novel is available now in the UK and USA.

A sequel, Interceptor City, has been promised for fifteen years but is still a fair bit down on Abnett's schedule (as he is currently working on the Horus Heresy's concluding arc and on his third Inquisitor trilogy). However, Double Eagle does not end on a cliffhanger and can be enjoyed on its own merits.

Friday, 5 June 2020

Richard Adams Estate wins back film and TV rights to WATERSHIP DOWN

The estate of author Richard Adams celebrated a major victory yesterday when they regained control of the film and TV rights to his best-known work, the 1972 novel Watership Down.


Adams sold the rights to the novel to film-maker Martin Rosen in 1976. Rosen was originally planning to act as producer and overseer of the animated project whilst John Hubley directed, but Hubley quit after arguments with Rosen, who took over as director. The film was released in 1978 and proved a critical and commercial success. Rosen went on to direct an animated version of another Adams novel, The Plague Dogs, in 1982. Rosen retained control of the film and television rights to Watership Down, acting as a producer or licence-holder on both an animated TV series in 1999-2001 and the recent CG-animated 2018 Netflix mini-series.

The Richard Adams Estate, working under the title Watership Down Enterprises, raised a concern that Rosen had not paid the correct royalties to the estate on profits made by the film and TV series and their related merchandising lines following Richard Adams' death in 2016. Rosen also profited from an audiobook of the novel, despite audio rights not being part of his original deal. 

The Intellectual Property Enterprise Court (IPEC) ordered Rosen to pay costs to the Estate and also an initial payment of $95,000 for infringing copyright, agreeing unauthorised deals and denying royalty payments. His control of the Watership Down TV and film rights was also summarily terminated with immediate effect and control reverted to the Estate.

Thursday, 4 June 2020

Yoko Kanno to score the Netflix COWBOY BEBOP series

In news that will have fans everywhere breathing a sigh of relief, it's been confirmed (twice) that Yoko Kanno, the iconic composer behind Cowboy Bebop (among others), will be working on the live-action Netflix version of the show.


Netflix have previously remained quiet about their plans for the show's music, raising fears they would ignore the original series' jazz-infused musical sensibility. However, producer Jeff Pinkner has confirmed the news, as has (via io9) showrunner Javier Grillo-Marxuach.

Yoko Kanno is a Japanese composer known for her work on numerous anime films, TV series and video games. As well as the original Cowboy Bebop, she has also worked on Macross Pluss, Gundam and Ghost in the Shell: Stand Alone Complex. Cowboy Bebop is her signature and most famous work, for the variety of the compositions and the unusual fusing of jazz, pop and rock influences.

The Netflix show was several weeks into shooting when it was suspended in October 2019 due to star John Cho sustaining an injury on-set. Cho's injury has mostly healed, but Netflix want to give the star more time to recover before remounting the project (the current pandemic has meant that shooting could not resume anyway, of course). Shooting is expected to resume in the coming weeks for a 2021 debut.

Tuesday, 2 June 2020

Black KkKlansman

1972. Ron Stallworth is hired as the first black police officer in the Colorado Springs Police Department. Facing discrimination from his coworkers and becoming disillusioned, Stallworth finds his faith restored when he meets local activists and realises he can do good work from inside the police department. He promptly sets about infiltrating a local chapter of the Klu Klux Klan by telephone, which succeeds a bit too well and he is invited to a face-to-face meeting. He recruits fellow officer Flip Zimmerman (a white, Jewish man) to be his "face" and, together, they set about exposing the local chapter for what it is.


There many histories of the United States of America, but by far the most painful and difficult one is that of race relations. The US was a slave-owning nation at its birth, only gave up slavery through a bloody civil war and more than half a million deaths, but never escaped its shadow. Oppressive laws and a hostile environment for ethnic minorities plagued parts of the country for another century until the civil rights movement of the 1960s ostensibly equalised laws, but systemic racism and bigotry remains ingrained in parts of the nation to this day.

Spike Lee is one of the best explorers of this dichotomy at the heart of the United States, a country where simultaneously anyone can aspire to be anything, but a huge part of the population is still judged by the colour of its skin over the content of their character. Since the mid-1980s he's been finding stories to tell of an America that many people don't see, or actively ignore, and finding ways of doing that through humour, shocking drama and canny characterisation.

Black KkKlansman is the most successful of his films for many years. It is, bemusingly, a true story. A black police officer infiltrated a chapter of the country's most infamous racist organisation and set about blow it open from the inside, helped by a fellow white officer to act as his public face. The operation was extremely dangerous for all involved, and was also very complex, since the two officers had to know everything about one another, so they couldn't be caught out if cross-questioned.

Lee gives the story a little embellishment - the real Ron Stallworth refused to identify his white collaborator in fear of endangering his life, so Flip Zimmerman is a total fabrication, as is his love interest - and sometimes veers away from the investigation to provide more historical context to the time period, but mostly the story sticks to the facts, which are bananas.

As a film, it is hugely accomplished and ranks among Lee's strongest work. Lee's latter career has been patchy, most notably his ill-advised remake of Oldboy, but Black KkKlansman is excellent. It has a superb central cast, with John David Washington blowing the roof off in his measured performance as Stallworth and Adam Driver (currently enjoying the "literally showing up in everything you watch" phase of his career) doing some of his career-best work as Zimmerman. Laura Harrier (Spider-Man: Homecoming) also does great work as the activist/love interest. Topher Grace has the hardest and arguably most thankless job in playing Klan leader David Duke, but pulls it off with sometimes hard-to-watch aplomb.

The movie works because it balances, on a knife edge, a study of race relations with comedy. The situation that Stallworth and Zimmerman are in is inherently ridiculous and that comes through in the plot, but it's also extremely dangerous. Sometimes the movie spins from a genuinely funny gag to a moment of genuine fear on a dime and then back again. There's more than a few hold-your-breath moments of tension in the film, which serves as a timely reminder what a master craftsman of cinema Spike Lee can be when he really goes for it.

The film has some issues. The problem of systemic racism within the police force is raised at the start of the film, and again when Stallworth has to undergo a "random" stop-and-search whilst undercover with a group of activists, but it pivots pretty quickly and pretty hard to the Klan storyline. Saying "the Klan are racists and a problem" is a very easy thing, whilst the issue of how to address police racism is much more complicated and difficult to deal with. Fair enough that that's not the story Lee wanted to tell, but it does arguably leave a more nuanced and difficult (and timely) story on the table. At two and a quarter hours with a somewhat slight (if powerful) story, the film also does start to threaten to outstay its welcome, but Lee always finds a good character scene or moment of humour (or horror) to bring the story back on track.

Black KkKlansman (****½) sees Spike Lee back on form and doing what he does best, using real events to craft a compelling film that works as both pure entertainment and also a social commentary. It is available now in the UK and USA.

Blogging Roundup: 13 April to 1 June 2020


The Wertzone
News
Michael Moorcock rules out an ELRIC TV show or movie in the near future, citing similarities to THE WITCHER
A legal dispute may have confirmed the ELDER SCROLLS VI subtitle
Henry Cavill to resume his role as Superman
Cover art for new Joe Abercrombie book revealed
LORD OF THE RINGS: THE SECOND AGE given greenlight to resume filming in August
Original DRAGONRIDERS OF PERN trilogy to get first UK audiobook release
A first look at CBS's unexpectedly topical adaptation of THE STAND
AVATAR: THE LAST AIRBENDER returns to Netflix
CBS greenlights STAR TREK: STRANGE NEW WORLDS, featuring Captain Pike
George Miller locks in a MAD MAX: FURY ROAD prequel as his next project
Bethesda updates STARFIELD website for the first time
MAFIA, one of the best video games of all time, is getting a full remake this year
Katee Sackhoff to join THE MANDALORIAN
Square Eidos selling 53 great games (and DAIKATANA) for peanuts
Temuera Morrison to return as Boba Fett in THE MANDALORIAN
DUNGEONS AND DRAGONS movie gets yet yet another creative shake-up
BATTLESTAR GALACTICA 3.0 gets its showrunner, confirmed to be yet another remake
Taika Waititi signs with Lucasfilm to direct and co-write a STAR WARS film
Frontier Developments developing a WARHAMMER: AGE OF SIGMAR real-time strategy game
Games Workshop revives original WARHAMMER setting in completely unforeseen development
Amblin Entertainment developing a film version of THE FIRST FIFTEEN LIVES OF HARRY AUGUST
Chris Wooding confirmed to be a writer on ASSASSIN'S CREED: VALHALLA
New DISCWORLD TV adaptations announced, unrelated to THE WATCH
UK cover art for Brandon Sanderson's RHYTHM OF WAR revealed
Rockstar only "early in development" on GRAND THEFT AUTO VI
New Daniel Abraham epic fantasy novel confirmed for 2021
A brand new XCOM game is coming out this month
More images released from the new DUNE movie
Our first glimpse of Denis Villeneuve's DUNE
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Monday, 1 June 2020

Michael Moorcock rules out an ELRIC TV show or movie in the near future, citing similarities to THE WITCHER

Michael Moorcock, creator of the infamous sword-wielding albino Elric of Melnibone, has reported (via Ansible) that TV and film interest in his creation has dried up due to the success of Netflix's The Witcher and HBO's Game of Thrones.


"Heard today that some companies are turning down Elric project because it reminds them too much of GOT and The Witcher. A pretty irony. So much for “homages”...."

Elric's creation first appeared in the 1961 novella The Dreaming City, as a nobleman of a doomed empire cursed to wield the soul-feasting, intelligent sword Stormbringer. Elric went on to appear in numerous short stories, novellas and novels (most notably Stormbringer, published in 1965), the most recent of which was published in 2010.

Elric may be counted as one of fantasy's single most influential and important characters, inspiring a character of the same name in the television series Babylon 5, the rather blatant homage character of Anomander Rake in Steven Erikson's Malazan Book of the Fallen and, indeed, Geralt of Rivia. However, Geralt is similar to Elric only superficially: both are white-haired and have the nickname "the White Wolf," but Geralt is not a sickly albino and his day job, killing monsters for coin, is much lower-profile than Elric's stories which normally see his homeland, the entire world or, on occasion, the entire universe in peril.

Although Geralt and Elric are very different characters, that superficial similarity seems to shut Hollywood's interest in the character, although I suspect such interest was relatively low to begin with: the Elric stories are hugely important in the history of SFF, but are much less well-known these days than either Sapkowski or Martin's work. An Elric movie has been mooted since the 1970s and never taken off, long before The Witcher or GoT came on the scene. The Elric stories are pretty grim and almost nihilistic in a way that even GoT at its grimmest is not, and they also lack a well-developed, large supporting cast that a TV show or even a movie would really need to work. The production budget would also need to be enormous.

We may yet see some of Moorcock's other work on the screen, though. The BBC are still developing a TV series based on Moorcock's four-volume History of the Runestaff fantasy series.