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  • FILM REVIEWS
  • INTERVIEWS
  • YOUNG BLOOD
  • MY LIFE IN HORROR
  • FILM GUTTER
  • ARCHIVES
    • SPLASHES OF DARKNESS
    • THE MASTERS OF HORROR
    • THE DEVL'S MUSIC
    • HORROR BOOK REVIEWS
    • Challenge Kayleigh
    • ALICE IN SUMMERLAND
    • 13 FOR HALLOWEEN
    • FILMS THAT MATTER
    • BOOKS THAT MATTER
    • THE SCARLET GOSPELS
GINGER NUTS OF HORROR
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TAMIKA THOMPSON IS LOOKING FOR  SALAMANDER JUSTICE

28/10/2022
Horror feature TAMIKA THOMPSON IS LOOKING FOR SALAMANDER JUSTICE
Salamander Justice was originally published by Madness Heart Press in 2020. Unfortunately it was early pandemic and things got lost in the shuffle. However, there is great news as  they are re-releasing it with a new, better cover and an updated edit and that is coming out later this month.  And Ginger Nuts of Horror is proud to bring news about this great book and the new cover.  As well as details of Tamika's   brand new collection Unshod, Cackling, and Naked published next year by Unnerving Press!!



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Salamander Justice Synopsis 

Veda is a successful public relations director who recently relocated to Kauai where she is grieving the murder of her ex-boyfriend Michael. Sam is a self-proclaimed vegan-pacifist who is searching for his life’s purpose despite being supported by his wealthy family. The salamanders that populate the Hawaiian island, that sneak into homes, and scurry across footpaths are simply an afterthought.

Believing that Veda is “the one,” Sam introduces her to his family in the hopes that he can turn their friendship into something more, but his plan is thwarted when Veda becomes smitten with his older brother Adam. Strange occurrences befall the trio on the anniversary of Michael’s murder, and as Veda chooses Adam, and as Sam becomes increasingly resentful, the love triangle spirals into a jealousy and anger so strong they begin to question reality.

Is the human-like salamander that Veda sees real or imagined? Is the leathery, yellow stripe growing on Sam's chest just in his head? Salamander Justice asks, Which creatures deserve to live? The answer will prove to be deadly.

​

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The collection, to be published in January 2023 by Unnerving Press, is called Unshod, Cackling, and Naked. The themes in this collection are deeply personal and represent people--Black people in particular--throwing off the expectations of society in various ways. Here's the cover copy:

A beauty pageant veteran appeases her mother by competing for one final crown, only to find herself trapped in a hand-sewn gown that cuts into her flesh. A journalist falls deeply in love with a mysterious woman but discovers his beloved can vanish and reappear hours later in the same spot, as if no time has passed at all. A cash-strapped college student agrees to work in a shop window as a mannequin but quickly learns she’s not free to break her pose. And what happens when the family pet decides it no longer wants to have “owners?”

In the grim and often horrific thirteen tales collected here, beauty is violent, and love and hate are the same feeling, laid bare by unbridled obsession. Entering worlds both strange and quotidian, and spanning horror landscapes both speculative and real, Unshod, Cackling, and Naked asks who among us is worthy of love and who deserves to die?

PRAISE FOR TAMIKA THOMPSON

"['Bridget Has Disappeared'] is the optimum compelling and horror-
evolving fiction..."

— The Gestalt Real-Time Reviews of Books

“With her distinct voice, Thompson has woven a passionate tale of
love, horror, suspense, and magical realism. Salamander Justice is
gripping, unique, and self-reflective in a way that, as a reader, I was
disarmed by. The way Thompson plays with this idea of identity and
echoes of ourselves sticks with you ... It’s one of the most original
thrillers I’ve read in a long time; I am in awe.”

— Scott Waldyn, Literary Orphans

"Tamika Thompson tells a mean monster story [in Salamander
Justice], a curiosity of wants against the backdrop of corporate
power and violent paradise.”
— Monique Quintana, author of Cenote City (Clash Books), and
contributing editor at Luna Luna Magazine
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Tamika Thompson is a writer, producer, and journalist. She is the author of Unshod, Cackling, and Naked (Unnerving Books, 2023) and Salamander Justice (Madness Heart Press, 2022). She is co-creator of the artist collective POC United and fiction editor for the group’s award-winning anthology, Graffiti.

Her work has appeared or is forthcoming in several speculative fiction anthologies as well as in Interzone, Prairie Schooner, The New York Times, and the Los Angeles Review of Books, among others. Thompson also has producing credits at Clear Channel Media and Entertainment, as well as with NBC and ABC News.

She received a Bachelor of Arts in Political Science from Columbia
University and a Master of Arts in Journalism from the University of Southern California. She lives in the San Francisco Bay Area. Find her
online at www.tamikathompson.com.

Website
www.tamikathompson.com

Twitter
https://twitter.com/tamikathompson

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https://www.instagram.com/tamikathompson/

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https://slasher.tv/tamikathompson

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AUTHOR INTERVIEW ​FIVE MINUTES WITH EDITOR PAULA GURAN

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COVER REVEAL: COMING FROM TITAN BOOKS JULY 2023, UNQUIET BY E. SAXEY

25/10/2022
COVER REVEAL COMING FROM TITAN BOOKS JULY 2023, THE UNQUIET BY E. SAXEY.png
Coming from Titan Books July 2023,  Unquiet by E. Saxey
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We are honoured to bring you the exclusive cover reveal for Unquiet by E. Saxey, publishing by Titan Books in July 2023, (it's up for preorder if you want to grab a copy now). And we also have an exclusive extract from The Unquiet, scroll down for the full cover and the extract.  

A gripping horror debut novel from an exciting new voice in British horror in which young woman, mourning the death of her brother-in-law a year earlier, discovers him one evening in her garden and journeys to strange folk festivals, isolated communities and asylums, unravelling the mysterious circumstances of his disappearance. At once a tense, gripping mystery and a terrifying Victorian gothic horror, this is perfect for fans of The Haunting of Hill House and Sarah Waters.


Synopsis:

London 1893. Judith has been living alone in her family home for four months, the rest of her family travelling around the world whilst she tries desperately to get over the death of Sam, her brother-in-law, who drowned in an accident a year ago.

One icy evening, she discovers Sam, alive, in the garden. He has no memory of the past year, and remembers little of the accident that appeared to take his life.


Desperate to keep his reappearance a secret until she can discover the truth about what happened to him, Judith journeys outside of the West London Jewish community she calls home, to the scene of Sam’s accident, only to unearth secrets she never thought she would find.

Out July 2023 from Titan Books
Pre-order a copy here 
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About the author:

E. Saxey is an ungendered Londoner who works in universities. Their fiction has appeared in Daily Science Fiction, Apex Magazine, Queers Destroy Science Fiction and in anthologies including Tales from the Vatican Vaults and The Lowest Heaven. They live in London and tweet at @esaxey

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Exclusive extract:
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I needed my charms to ward off madness. Scrabbling around in the cold scullery, I hauled out every drawer in the dresser to find myself a jam jar, a candle stub, a wineglass. I'd gathered them before but the maid had tidied them away. It was vital to bring them back together, and to open a new bottle of wine.

I had been alone in the house for four months. I didn't regret ridding myself of my family. But it was odd to live alone, unseen and unheard, and easy to feel untethered. Impossible to recreate the family routines which had dropped away — dinner on the eve of Sabbath, brushing my sister's hair, trips to take tea at Whiteleys. Instead, I had made routines of my own: rising at eight, art class at nine. I had invented rituals. Between them, I kept myself steady.

So tonight, I poured myself a glass of red wine. I intended to carry it down the long, narrow garden. Our house wasn’t large, having only six bedchambers, but Father had chosen it for its luxurious touches. It had fine rooms on the ground floor for visitors, and pillars at the front in an envious echo of nearby Kensington Palace Gardens. At the foot of the garden lay an ornamental lake. When I reached the lake, I’d spill some wine into the water, and drink the rest.

Lighting the candle wick, I dropped it into the jam jar, singeing my fingers. I was suddenly conscious that Mama would see this as a parody, in bad taste. Tonight was the first evening of Hanukkah; as I’d walked home, around sunset, I'd seen the candles in my neighbours’ windows. But I didn’t feel able to light our own, now Mama and my sister weren’t here.

As I carried the jar over to the kitchen door, the flame jumped up (a neighbour has gossip) and sparked (you will receive a letter soon). Outside the night was dark and bitingly cold. The moonlit silver tree-tops thrashed in the wind, and I loved it, because inside the house, nothing moved if I didn't move it. The maid, Lucy, could have helped, but she made it worse. She passed me in the hall without meeting my eyes, and tidied so vigorously that it appeared nobody lived in my house at all.
The gravel path didn't crunch under my feet. Had I become weightless? No, the gravel had frozen in place. This year, December had been unusually harsh.

After a minute of walking, the path gave out into lawn. My feet crushed prints into the frozen grass. I grasped my wine and my candle. I wouldn't be sent away for a rest cure, like the classmate of mine with bad nerves.

In our childhood, my sister Ruth and I had performed all kinds of elaborate ceremonies in this garden. It was large enough to get lost in, or at least evade observation. I made a fine witch, with my unruly hair and my bony face. I'd cast spells on every tree. Ruth, with her orderly ringlets, had played the princess. What did princesses do? Were they imprisoned in branches? Did they scry in the lake for true love? If only Ruth were here to remind me.

It was foolish to wish for Ruth because I let myself miss her. That pang multiplied, and I missed Mama, too. And — most painful, and most pointless — I missed Sam. His restless footsteps in our hall at the foot of the big staircase, his voice calling us to join him. I was hollow because he wasn't here.

Panic rattled me. I was a candle flame, wick snipped, flickering away into the night sky.

Walk the path, I told myself. Reach the lake. Drink the wine. Go back to your room and bury yourself in your bed.

But there was an uncanny glow to the garden ahead of me, a whiteness beyond the dark trees. I pushed branches aside to reach it.

The lake had been transformed: where dark water should have rippled, there was flat pale ice. It was fantastical. Pure white at the edges, where the lake met its border of marble curb stones. Grey towards the centre, where the ice thinned. Dark scrapes crossed the surface — from birds, trying to land on it?

How would I draw the ice? Layers of pale pastels, scraped through to dark paper? I could imagine my oily fingertips, a blunt blade.

It put me in mind of magical changes in ballads where rocks melt or a gate opens in a hill. Your love turns in your arms into red-hot metal, or a stranger. When had the lake last frozen? I recalled Mama snapping a warning in her native German as I ran towards it, then explaining in English that I'd drown if I set foot on it. I must have been very young.

A movement, on the far side of the white lake, and a rustling in the bushes. Probably a fox, wanting to drink and startled by the frost. I moved closer to the edge, with my wine and candle, and waited for it to emerge.

It wasn't a fox, it was Sam.

He stood just twenty feet from me. The moon was bright. The absolute familiarity of him stamped itself on my eyes.

He waved, then he beckoned. I couldn't move, so he walked towards me, one foot onto the white ice, and then another. Walking with complete confidence, not looking down, he trusted the ice to be thick enough to bear him.

Or, no — he hadn't trusted anything. He'd mistaken the lake for a solid surface. His foot slipped and he paused, looking down puzzled.

I shouted a warning.

He dropped straight down in a barrage of cracking. A fountain of moon-white water shot up from where he'd stood.

Then there was nothing left but a foaming dark hole, and jostling plates of broken ice.

I ran round the edge of the lake, as close as I could get to the hole where Sam had vanished. I threw myself down at the pool's edge, and kicked my toes into the earth to anchor myself. Stretching half my body onto the ice, I reached my arm out even further.

'Sam!'

Water pulsed out of the hole, dark green, and sucked back, and there was no sign of him.

I screamed for help, but was anyone in earshot? Lucy would be cloistered in her attic bedroom. The cold would sink Sam and the ice would trap him. He was drowned. No refusing it, no haggling.

Sam's head broke the surface. He made a great wheezing moan, dragging breath into his lungs. His arms punched out, and sliced through air and water. White foam flew everywhere around him. But his crashing was frantic, failing. He was going to sink again.

I yelled his name, stretching so far that the muscles under my arm burned.

Sam heaved himself forwards. He raised a dripping arm and reached out his hand to me.

I grabbed him. He didn't feel human. His skin was slimy and his hand slipped from my grasp. I seized the sleeve of his jacket instead. I found purchase, and I felt his icy fingers clamp around my wrist.

I tensed my agonised body and dragged him in, hearing the ice crack with every pull.

He let go, abruptly. Released, I tumbled onto the grass. Sam didn't fall back, though. He grabbed at clumps of reeds to haul himself up onto the marble curb stones and out of the water.

On all fours on the grass, he started retching. I crawled until I was near him, but what should I do? Beat on his back? He drove the heel of one hand into his own chest, gave a horrible grating cough and then spat. His barking shaking head, his black slicked hair like fur, made him wolf-like in the moonlight.

Finally he lifted his face up to me, almost unrecognisable. I knew I must be just as smeared with filth, as open-mouthed and disgusting. One stain on his forehead looked more like blood than mud. Ruth would have reached out to it, tended it. I recoiled.

Sam's hand, strong and cold, closed around my shoulder. When he pulled, I braced myself again, but he wasn't trying to drag me closer. He was using me as a prop, swinging awkwardly round into a sitting position. When he managed to sit, he still kept hold of me.

For a long while we only breathed, both of us in ragged rasps. My lungs felt like I'd inhaled hot ashes. My arm, and my whole side where I'd thrown myself onto the ground, throbbed in pain.

But the disbelief was sharper. It couldn't be him. It couldn't be.

'Sam?'

He met my eyes. 'Judith!'

His voice was weak but it was warm. It was him.
​

He was back.

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DIGGING THE DIRT, SOMETHING IN THE DIRT REVIEW BY DAVID COURT
AUTHOR INTERVIEW ADAM CESARE IS HANGING AROUND A DEAD MALL

THE HEART AND SOUL OF HORROR PROMOTION WEBSITES ​

​Thirteen For Halloween: American McGee's Alice

22/10/2022
THIRTEEN HORROR SOUNDTRACKS AMERICAN MCGEE'S ALICE
From conception to design, from narrative to atmosphere, American McGee's Alice is a work of profound passion; a game designed to express so much more than its technical elements and medium might suggest. Nowhere is that more apparent than in the score, which is a thing of disturbing, ambient beauty,
A strange and obscure beasty this time around, my loves, but one with a fervent and abiding cult following, of which I happily count myself a part: 


American McGee's Alice hit the PC in the latter 1990s/early 2000s, back when PC gaming was flourishing, becoming not only a viable platform, but one where innovation, wild experimentation and revolutions in the medium were the norm. Marketed as a bleakly psychological sequel to Lewis Caroll's Alice in Wonderland, the game finds an older, teenage Alice confined to a Victorian insane asylum following a fire that destroyed her home and claimed the lives of her family. Catatonic since the event, she recedes deeper and deeper into a version of Wonderland that is slowly warping and decaying as her mind turns in on itself. Familiar settings and characters become Jungian metaphors for aspects of her psyche; components of the mental disease slowly corrupting her mind. Once the manifestation of her childhood imagination, Wonderland is now a place of bizarre horrors and arbitrary cruelties. Shattered, broken “...careening on the jagged edge of reality,” Alice must navigate the distorted dreamscapes in order to defeat those parts of herself that are slowly poisoning her, and restore some semblance of sanity to a world on the edge of collapse.


The game distinguished itself not through revolutionary technicals -though it was graphically impressive for the era-, but via its conception, atmosphere and design, all of which conspire to create a Wonderland quite unlike anything that had been seen before. A place of inconstant, twisting, hallucinogenic horrors, the subtle wit of the game lies in its taking of familiar characters, tropes and archetypes and suffusing them with disturbing thematic qualities. The Mad Hatter, for example, beloved by fans of the original books and Disney cartoon adaptation, is here an obsessive and unpredictable lunatic, fascinated with clockwork, time and mechanical contrivances. He himself is a distorted grotesque; gigantic, spindle-limbed, clockwork augmentations protruding from his back and limbs, he accuses Alice of “dawdling” and never having a grasp on time. Likewise, the Jabberwock, manifestation of Alice's guilt over the fire that claimed her parents, is a steampunk, bio-mechanical monstrosity; a draconic horror that assaults Alice emotionally as well as with its fiery breath, snarling accusations that see her collapse in near-total abjection. 


The game is well remembered for its delirious settings, that are as sincere a manifestation of a diseased dreamscape as might be found in a video game, and the lustrously gothic flourishes in its design. Whilst incongruously cute, it's also twisted, nightmarish and disturbing, that dichotomy escalating and escalating to the game's eventual climax, when Alice finds the very heart of her malady in the body-horror hellscape of The Queen of Heart's realm. A palace of living flesh and bone, it is here that Alice encounters the face of her insanity, and finds that it is her own. 


Whilst the game is visually impressive and vividly recalled for incredible visual work and visionary design, Chris Vrenna's score is equally worthy of note. Without it, the disturbia of the game would be much reduced, as would the sense of urgency that escalates as the story progesses and Alice's mind tangibly collapses around the player. 


Beginning with distortedly jaunty, warped nursery-rhyme tunes, the score soon descends into distressing, industrial tones that wouldn't be out of place on a Nine Inch Nails album. Throughout, Vrenna flourishes the soundtrack with moments of discord and incongruous cries, moans; voices in lament or pain. It's a truly beautiful, unsettling piece of work that more closely echoes the likes of Silent Hill or Shadow Man than other fantastical contemporaries. 
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Arguably one of the most notable tracks accompanies the lacrimose “Veil of Tears” area; a fog-shrouded realm of Autumnal streams and rivers fed by the tears of crying statues, it is the manifestation of Alice's grief over her lost family and the life she once led, but also the fey and dallying childhood that no longer exists, the Wonderland that can never be again. 


Here, the score dips into slow and resonant elegies; strains of slow violins accompanying voices that weep and moan exclamation, suffusing the entire area with a palpable sense of oppressive despair. 


Later, in the Mad Hatter's clockwork, industrial realm (where Alice's subconscious experiences of the asylum itself have melded with her imaginary world, creating a condition that is neither waking reality nor the realm of her dreams), the score's industrial elements ramp up; sounds of clockwork, cogs, steaming engines married to distorted musical boxes, broken instruments and fizzing, hissing electricity. This is arguably the point where the true extent of Alice's malady becomes apparent in both the score and setting, both of which paint a picture of a fractured mind slowly falling apart under the weight of its own grief. 


When Alice finally breaches the gates and labyrinths that protect The Queen of Heart's land, the score swells into a bleakly epic state, choral yet cancerous, celebratory yet horrific. Here, Alice walks the depths of her subconscious mind, where the very darkest of her drives and impulses have congealed and become manifest in The Queen of Hearts. 


Whilst undoubtedly horrific in design, the score accompanying Alice's confrontation with her inner-self is a masterwork of sublime horror; a throbbing, arterial strain that incorporates motifs from all of the game's prior environments and encounters, communicating without ambiguity that here is the heart of all darkness, the very root of the sentient cancer spreading throughout her imaginary world and slowly unraveling her sanity. 


From conception to design, from narrative to atmosphere, American McGee's Alice is a work of profound passion; a game designed to express so much more than its technical elements and medium might suggest. Nowhere is that more apparent than in the score, which is a thing of disturbing, ambient beauty, that elevates the final work into the condition of a delirious fever-nightmare, as obsessively engaging as it is bizarre, and more than worthy of the abiding passion it receives from its advocates, all these many years later. ​
Check out Part One of Thirteen for Halloween here 

HORROR SOUNDTRACKS - SHADOW MAN

THIRTEEN HORROR SOUNDTRACKS: THE MIST
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BOOK REVIEW: ​IF ONLY A HEART BY CALEB STEPHENS

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THIRTEEN FOR HALLOWEEN THIRTEEN HORROR SOUNDTRACKS: THE MIST

20/10/2022
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It is an empty elegy; profound in its redundancy, epic in its vacuity. 
Have you ever wondered what the elegy for a dying world would sound like? What must've echoed throughout Heaven following the war that split it in two, the ultimate failure of all creation? 


That's pretty much what you get with the soundtrack to Frank Darabont's big-screen adaptation of Stephen King's Lovecraftian, apocalyptic novella, The Mist. 


Darabont is the perfect director to adapt King's material; not only does he understand it on an intimate level, he also understands when it needs to be reworked, altered or re-imagined for the format of cinema. In The Mist, he takes the story's Lovecraftian horror and suffuses it with painfully self-destructive, human tribal stupidity; the inclination on behalf of desperate humanity to try anything, any means, to save itself from impending doom, even if it means returning to the old days of blood-sacrifice and scapegoating. 


Taking that misanthropy and essential nihilism as its thesis, the cinema adaptation of The Mist is an exercise in excoriatingly human horror. Whilst the extra-dimensional monsters that descend on the small, mid-western town that is the story's setting are treated in the manner of some arbitrary, apocalyptic disaster, the true horror derives from the desperate, foolish, terrified cluster of human beings barricaded in the local supermarket (a nice thematic nod to George A. Romero's Dawn of the Dead). As one of the key characters notes, it takes less than three days before they start turning on one another in scapegoating violence, grimly inspired by the sickest, most deranged and depraved amongst them, who they turn to as a beacon of certainty -however lunatic- as the world around them falls apart. 


The soundtrack, for the most part, is minimalist and incidental; a perfectly functional horror-film score that serves to emphasise tension, compound the horror occurring both inside and out. It isn't until the apocalyptic scale of the event becomes apparent that the score swells and transforms, becoming a celestial mourning for lost creation with The Host of Seraphim: 
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Beginning with an atonal, hymn-like chord of organ music, the piece erupts into vocal bravura that has all of the resonance of a Mother goddess lamenting the murder of her children. It is the very essence of despair and loss; the cosmos weeping for humanity where there are no angels left to do so. The event that has been unleashed on Earth -which may or may not be the result of human military science tampering in extra-dimensional technology- has much wider significance for the universe and reality as a whole: There's no saying, by the film's end, if the event can be reversed or if the disease-like invasion of another reality, entirely antithetical to our own, will continue to spread and spread until it subsumes or collapses creation itself. 


Like Lovecraft before him (whose work is an obvious thematic inspiration), King revels in emphasising the cosmic insignificance of humanity, and exposing how what we consider most sacred in our lives is ultimately ephemeral nothing, swept away by accidents and vicissitudes of reality that we can barely perceive, much less comprehend or predict. All of human history is undone within a matter of days here, swept away by an alien reality that seems entirely animal; an extra-dimensional wilderness that, the story even dares suggest, might be better than what we've created with our endless war, pollution, man-made extinctions etc. 


Unlike in the vast majority of King's work, there is no salvation here; nothing that can save even the most innocent of us. Reality does not care; there is no god, no angels (or, if there ever were, they are impotent or long, long dead). 


This lends the film's score a note of hideous irony; the eponymous “Host of Seraphim” might mourn, but they either did nothing to prevent the tragedy or were impotent in the face of it. In point of fact, faith itself is painted as powerfully negative throughout; a source of enshrined neurosis that leads to nothing less than scapegoating murder and the lionisation of lunatics. 


Those that sing for dying creation here do so in the full knowledge that there's no one and nothing to hear, no one and nothing that will mark the passage of humanity or the world itself. It is an empty elegy; profound in its redundancy, epic in its vacuity. 


And it is one of the most soul-shudderingly beautiful soundtracks in horror cinema history. ​
Check out Part One of Thirteen for Halloween here 
HORROR SOUNDTRACKS - SHADOW MAN

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HORROR BOOK REVIEW: IT CAME FROM THE SEA BY MATT WILDASIN

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HORROR ON THE CAMPAIGN TRIAL!

18/10/2022
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As part of his October crowdfunding campaign for My Life In Horror Volume II, regular site contributor Kit Power is running a series of online promotional events over the next week that we want to make you aware of.

Firstly, on Wednesday 19th, 8:30pm UK time, he’ll be doing a live reading of a My Life In Horror essay followed by a Q&A, on Twitter Spaces. Click through to set a reminder, and to vote on which essay he’ll read! If you want to catch up on the previous event, including readings from Kit’s essays on The Tripods and Cracker, you can listen back to the recording here.

Secondly, this Sunday, 23rd October, at 7:30pm, Kit will be taking to YouTube for a live reading of his final-ever My Life In Horror essay! This will be the world premiere of the piece, which won't be available on the website until the end of the month, and you really, really, don't want to miss this; he’s been cooking up something very special for this performance, and it promises to be a real ‘do-you-remember-when?’ event!

And afterwards, at 8pm, there will be an aftermath afterparty on Facebook, where Kit will be doing a live Q&A/AMA, featuring a very, very special guest. So best sign up for that, too.

The My Life In Horror Volume II campaign is an all-or-nothing campaign, meaning the project will only happen if it funds in full. Just £2 will snag you a copy of the ebook edition at a discounted rate. There are also 3 different print editions, all of which are limited editions and exclusive to the campaign. Each of the three versions will be signed, numbered or lettered, with dedication upon request, and each edition will feature its own campaign-exclusive cover art. Additionally, if you back either of the hardback editions, your name and/or website URL will appear in every edition of the book, including the mass-market editions, under a SPECIAL THANKS banner at the front of the book.

You’ve only got until the end of October to pick up a genuine collector's item and help make My Life In Horror Volume II a reality; so celebrate spooky season in style -  Pledge Early, Pledge Often!

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THIRTEEN FOR HALLOWEEN: THIRTEEN HORROR SOUNDTRACKS - SHADOW MAN

THE HEART AND SOUL OF HORROR PROMOTION WEBSITES ​

THIRTEEN FOR HALLOWEEN: THIRTEEN HORROR SOUNDTRACKS - SHADOW MAN

18/10/2022
THIRTEEN FOR HALLOWEEN: THIRTEEN HORROR SOUNDTRACKS - SHADOW MAN
it consists of elegiac chords and melancholic strains, conspiring with the notably grim visuals to cultivate an atmosphere of epic dereliction; of waste and barrenness that is metaphysical in scope. 
The soundscapes of horror are as essential as they are under-remarked upon. The cultivation of atmosphere, communication and evocation of mood (dread, tension, panic) is as reliant upon the aural aspects of any given work in the genre as the visual (arguably even moreso). 


Whilst this is true of all genres, it's arguably even moreso of horror. Without the correct score, an appropriate soundscape, works of horror are doomed to mediocrity and failure. An appropriately inspired soundtrack can make all the difference between eliciting shudders of dread or derisive laughter. Since the earliest examples of cinematic, televisual and video game horror, this has been quintessentially true, but remarked upon only by those deeply immersed and invested in the genre. 


Video games in particular, being the youngest of those mediums, has experienced a tumultuous history in terms of its use of sound and music in the evocation of atmosphere: Early examples, being visually crude, often relied upon soundscapes to cultivate horror where it was graphically unlikely-to-impossible. Evolutionary leaps in technology have allowed for ever-more sophisticated audio elements to complement visual factors such as lighting and shadow. 


The leap to three dimensions that came in the mid 1990s also coincided with an evolution of video game scores and soundtracks. Gone were the simulated and digital sounds familiar to video gamers of the era in favour of full orchestral scores. Video game designers were presented with an entire new suite of tools and opportunities to explore and express narrative; to cultivate and manipulate mood.
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Nowhere was that more evident than in the blossoming horror genre that, thanks to the likes of Resident Evil, was enjoying a significant renaissance. 


Acclaim's Shadow Man is, sadly, one of the less well-remembered of the era, having suffered a truly lamentable Sony PlayStation port, thus massively limiting its potential audience. Despite this, those who managed to experience the game on platforms such as the PC, N64 and -later- Dreamcast recall a unique and captivating experience, whose horror was quite unlike anything that had gone before. 


Drawing inspiration from the VooDoo mythos comic books of the same name, Shadow Man follows the escapades of Michael LeRois, current incumbent of the immortality-granting "Mask of Shadows," an artefact that transforms him into the titular VooDoo messiah and allows him access to "Deadside," the metaphysical dumping ground where everyone goes, without exception, when they die. 


Hunting the dark souls of five serial killers, Michael seeks to avert the grim prophecies of his forebears and undo the cancerous evil that has taken root at the heart of Deadside in order to bring about an apocalypse that will see both Dead and Liveside (AKA the living world) reduced to a lunatic's Eden, a state where sadists and serial killers are sainted, and where pain is a sacrament to hideous gods. 


Whilst the game is graphically impressive for its era, its truly epic ambition and visionary scope still runs up against technological limitations. As such, it evinces heavy reliance on composer Tim Haywood's legendary soundtrack to cultivate and maintain its atmosphere. ​
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Whilst the era is characterised as one of heady experimentation -from the classic horror cues and situational themes of the Resident Evil series to the discordant, industrial stylings of the latter Silent Hill games-, Shadow Man's soundtrack distinguishes itself as not only unique, but uniquely disturbing. 


Haywood's work not only emphasises the horror of Shadow Man's nihilistic metaphysics -a situation in which belief, morality and conviction have no place and make no odds as to one's ultimate destiny; we are all collectively just refuse dumped into the mouldering expanse of Deadside-, but also its mythological epicness. Unlike Resident Evil, this is a story whose implications are cosmological; events underway in Deadside might potentially reshape all of reality, and it's this quality that Haywood seeks to capture. 


Whilst wandering Liveside as Michael LeRois, the soundtrack is minimalist and environmental, consisting of little more than whispering winds, chirping crickets etc. 
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However, when he translates to Deadside -using the conduit of his murdered brother's teddybear-, the score begins in earnest: ​
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Fully orchestral, it consists of elegiac chords and melancholic strains, conspiring with the notably grim visuals to cultivate an atmosphere of epic dereliction; of waste and barrenness that is metaphysical in scope. This is the quiet horror of Deadside and of Shadow Man's metaphysics; not the threat of pain or physical mutilation, but of spiritual degradation that comes from realising there is no poetry or purpose in this condition: It is as arbitrary and absurd as the living world, as lacking in wider meaning as any random birth. Tim Haywood's score for the endless tracts, depths and desolations of Deadside encapsulates this quality; a sense of epic scope and mythic significance, yet also of despair and ultimate degradation. Variations on the theme occur depending on environment; some depths take the eponymous anti-hero into ancient VooDoo temples, which have a more bassy, rhythmic theme, redolent of tribal drums and chanting. Elsewhere, he descends into depths of infernal murk and darkness, where the subtlety of the soundtrack echoes with muted voices and instrumental chords that seem to occur somewhere off in the distance, beyond the perpetual veil of fog. 


But nowhere is the score more notable or distinct than within The Asylum: 


A metaphysical horror, The Asylum is a palimpsest structure erupted from within the necrotic flesh of Deadside itself, part cancer, part architecture; a Boschean vision of Hell that derives from no earthly tradition or metaphysics, but is the singularly twisted inspiration of the most deviant and perverted souls in existence. 


In the game's opening sequence, we are introduced to none other than Jack The Ripper, to the strains of Moonlight Sonata, a distorted, inverted version of which becomes the character's theme tune later in the game. An architect and engineer by trade -outside of his more bloody work-, Jack is commissoned by an entity that calls itself “Legion” to design The Asylum; a cathedral to pain and sadism, where serial killers are revered as saints and blody-handed messiahs, where the repulsive work of ushering in Armageddon can begin. 


Jack's work is a hellish masterpiece; a hybrid of Victorian insane asylum, cathedral and processing factory, it is an impossible feat of non-euclidean architecture, where the endless clanks, hisses and whirs of machinery mingle with cries of pain, whimpers of despair, and the sadistic, bestial exclamations of those responsible for administering the endless feats of agony experienced within. 


Whilst impressive in terms of its visuals -certainly for the era-, what truly sells the nihilistic horror of The Asylum is its soundtrack: 
Consisting of several distinct areas, from the transitional industria of The Cageways to the disturbing, perverted sanctity of The Cathedral of Pain, Tim Haywood's score is as schizophrenic and disturbing as the setting itself, marrying industrial and surgical sounds to strains of discordant music, the dripping of blood, cries of pain and hymn-like choruses. As in the architecture of The Asylum itself, various, ostensibly contradictory or clashing themes marry in its soundtrack, creating a sense of infernal sanctity that is as distressing as it is unique. 


It would be several more years before Silent Hill would make its debut and rewrite the rules for horror video games (not least of which due to a soundtrack unlike anything had ever heard in the medium), but Shadow Man certainly deserves notice in this regard. To this day, its score is a unique cocktail of disturbingly clashing elements, that elevates the game to new and terrible heights of disturbia.  ​
Consisting of several distinct areas, from the transitional industria of The Cageways to the disturbing, perverted sanctity of The Cathedral of Pain, Tim Haywood's score is as schizophrenic and disturbing as the setting itself, marrying industrial and surgical sounds to strains of discordant music, the dripping of blood, cries of pain and hymn-like choruses. As in the architecture of The Asylum itself, various, ostensibly contradictory or clashing themes marry in its soundtrack, creating a sense of infernal sanctity that is as distressing as it is unique.    It would be several more years before Silent Hill would make its debut and rewrite the rules for horror video games (not least of which due to a soundtrack unlike anything had ever heard in the medium), but Shadow Man certainly deserves notice in this regard. To this day, its score is a unique cocktail of disturbingly clashing elements, that elevates the game to new and terrible heights of disturbia.

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