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GINGER NUTS OF HORROR
  • HOME
  • CONTACT / FEATURE
  • FEATURES
  • FICTION REVIEWS
  • 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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RICHARD THOMAS PRESENTS: CONTEMPORARY DARK FICTION AN ONLINE WRITING COURSE, THE EUROPEAN EDITION

22/12/2020
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For the first time ever writing legend Richard Thomas will be hosting his world leading online course "Contemporary Dark Fiction" at a European friendly time slot.  

​COURSE STATEMENT


Are you ready to take your writing to the next level? It’s important to not only write and read on a regular basis, but to understand the genres that you write in, and how you fit in. This class will talk at length about many different genres that contribute to the current dark fiction landscape (fantasy, science fiction, horror, Southern gothic, crime, neo-noir, transgressive, magical realism, and literary fiction) while simultaneously learning techniques, mechanics, structure, and essential elements that can be applied to ALL writing.

​COURSE OVERVIEW

This course is reading and writing intensive. You will read four books in four months—one novel per month.

Each week you will complete the weekly assigned reading:
  1. One instructional column from Richard’s Storyville series at LitReactor.
  2. At least one short story which relates to the column.
  3. A portion of a novel.

Discussion will surround how to apply the elements and the column and topic to your own writing and you will complete a writing assignment—200 to 1,000 words—utilizing what you’ve learned.

The weekly Skype call lasts 1.5 hours and will cover that week’s short story, the column and subject, and the novel.

Additional discussion will occur in a private Facebook group.

At the end of the month, you will turn in an original short story, up to 4,000 words, based on whatever inspired you over the course of our studies. Richard will read, edit, and critique each story, and return it to you with advice on what to do next (keep editing, drop it, polish it up, send it out). You are also responsible for providing feedback on the stories workshopped each month, in a timely basis.

At the end of the semester you will get one hour of private Skype time with Richard to talk about anything you like—your work in class, other projects, the industry in general, markets, query letters, how to get an agent, what to do next, etc.
​
TRIGGER WARNING: We will read stories and novels that contain sex, violence, and other potentially upsetting material.

WHO IS THIS CLASS FOR:

  1. Students who are looking to go beyond the mechanics of short story writing and take their prose to the next level.
  2. Beginners who have no fear and an open mind.
  3. Authors who write genre fiction and are looking to make their work more literary.
  4. Literary authors who are looking to add some genre or supernatural aspects to their realism.
  5. Anyone looking to expand their understanding of contemporary dark fiction.
  6. Authors that are looking to publish in the top magazines, websites, and anthologies.
  7. Writers who have the time and discipline to read and write every week for the next sixteen weeks.
  8. Authors who enjoy my writing, and/or the work I’ve published at Dark House Press, Gamut, and/or the four anthologies I’ve edited.

​SYLLABUS
​


Week One: Dynamic Settings “Wilderness” by Letitia Trent (Exigencies)

Week Two: Revealing Character “When I Make Love to the Bug Man by Laura Benedict (The Lineup)

Week Three: Innovating genres “The Last Manuscript” by Usman T. Malik (Exigencies)

Week Four: Shifting Sympathies “Cat Calls” by Rebecca Jones-Howe (Exigencies)

Week Five: Love Instead of Death—Writing With Heart “That Baby” by Lindsay Hunter (The New Black)

Week Six: Making Relationships Feel Real in Your Fiction “See You Later, Fry-o-Lator” by Monica Drake (The Lineup)

Week Seven: Avoiding Tropes in Horror “Windeye” by Brian Evenson (The New Black)

Week Eight: Supernatural & Speculative Fiction—Getting Weird Without Losing Your Audience “Second Chances” by Stephen Graham Jones (After the People Lights Have Gone Off)

Week Nine: Manipulating Your Readers “Rust and Bone” by Craig Davidson (The New Black)

Week Ten: Dramatic Structure and Freytag’s Triangle “It’s Against the Law to Feed the Ducks” by Paul Tremblay (The New Black)

Week Eleven: What is Neo-Noir Fiction? “Dial Tone” by Benjamin Percy (The New Black)

Week Twelve: Ten Ways to Avoid Cliches and Stereotypes “Twenty Reasons to Stay and One to Leave,” “Asking for Forgiveness,” and “Splintered” by Richard Thomas

Week Thirteen: Writing the Grotesque “Ceremony of the White Dog” by Kevin Catalano (Exigencies)

Week Fourteen: Breaking Hearts “Parts” by Holly Goddard Jones (The Lineup)

Week Fifteen: Endings, Twisted and Otherwise “Father, Son, Holy Rabbit” by Stephen Graham Jones (The New Black)

Week Sixteen: Writing Horror Stories “The Familiars” by Micaela Morrissette (The New Black)
Summer: Class meets every Tuesday at 8:00 PM, Greenwich Mean Time beginning May 4th.
Select this option to enroll in the Contemporary Dark Fiction Class with a twelve-month payment plan.
If you’re a returning student, you’ll pay $90 each month for 12 months. If you’re a new student, you’ll pay $100 a month for 12 months.
5 seats available.
We make every effort to make sure our seating availability stays up to date, but because we want to be able to offer payment plans, making the classes more accessible, we are unable to automate our inventory at this time. If you purchase a class for a semester that’s full, we will offer a full refund, or work with you to get you into a different class. We thank you for your understanding and patience.
CLICK HERE FOR FURTHER INFORMATION 
ENROLL
Related articles 

WELCOME TO THE STORYVILLE, AN INTERVIEW WITH RICHARD THOMAS

​
An interview with Richard Thomas 

TWO FROM WILLIAM CRAIN: A FOUNDING FATHER OF AFRICAN AMERICAN HORROR CINEMA BY EDWARD M. ERDELAC

21/12/2020
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Jordan Peele’s Get Out led to a welcome resurgence in African American created horror movies, giving us Antebellum, the Hoodoo-heavy Spell, the criminally underrated and underseen Bad Hair, as well as Peele’s own Us and forthcoming Candyman revisit.


70’s black cinema is often characterized in popular culture as an era of strutting, jive-talking pimps, kung fu toughs, natural-haired ladies, hustlers, and larger than life gun-toting black P.I.’s stomping through the Nixon era ghettos, sticking it to whitey and rolling over adversity in chromed-out Cadillacs to the funky tunes of Curtis Mayfield, Isaac Hayes, and Bobby Womack.


But as Shudder’s indispensable documentary Horror Noire: A History of Black Horror explores, in the long shadows cast by indisputable blaxploitation classics like Shaft, Superfly, Black Caesar and Foxy Brown, the golden age of black horror cinema quietly arose.


They varied wildly in quality and execution, from the innovative pinnacle of Blacula and the arthouse classic Ganja and Hess, to the mostly atrocious failures of Blackenstein and various Filipino-produced Marlene Clark excursions like Night of The Cobra Woman. Solid entries like J.D.’s Revenge and Sugar Hill never quite arrested the wider public’s imagination in ways the Universal Horror films of the 30’s and 40’s did, or attained mass crossover appeal, but the waves they made continue to be felt in popular entertainment, detected or not.


Above them all, there stand two exemplary entries, both directed by the same black filmmaker, an unsung master of horror, William Crain.



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Dead center and the jumping point for the whole genre is Blacula. If you’ve been dismissing this movie your whole life based upon the title and the notion that this is some 70’s cheese fest, you’ve been misinformed. African prince Mamuwalde is turned into a vampire by Dracula himself and walled up in his castle for daring to oppose the count’s interests in the slave trade. There is an element of camp in Bobby and Billy, the two flamboyant gay antique dealers who buy his coffin as part of a consignment lot and ship him to modern day Los Angeles where he breaks loose, but honestly, the tragedy of their fates and the genuine regard with which the other characters hold them negates their role as comic relief as the story progresses.


Every performance is played with indie-spirit earnestness (maybe Ji-Tu Cumbuka as Skillet picks up a bit of the comedy relief slack Bobby and Billy drop off with his appreciative takes on Mamuwalde’s wardrobe – “Say Mamuwalde, lemme borrow that cape from ya, brutha….”), from Thalmus Rasulala’s Dr. Thomas, the movie’s Van Helsing/Harker equivalent, to a quirky Elisha Cook Jr. as a hook-handed coroner. Hands down though, the gravitas William Marshal brings to the titular role, anguishing over the loss of his beloved wife Luva (and seeing her again personified in Vonetta McGee) can’t be understated.


It’s been said elsewhere, and I agree, that if this movie was named Mamuwalde, it would possibly be better regarded, though less well known. If you haven’t seen it, you don’t know it like you think you do. It genuinely entertaining and has a couple of legitimately creepy sequences. It’s also quite possibly the earliest cinematic depiction of the sympathetic vampire antihero trope which has gained such widespread popularity in subsequent years in the works of Anne Rice, Coppola’s Dracula (and numerous other reiterations of that tale), the Twilight series, and everywhere on television from Buffy The Vampire Slayer and Angel to Being Human and True Blood. As far I can tell, in the arena of visual entertainment, Blacula did it first.

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​William Crain followed up Blacula with Dr. Black, Mr. Hyde, a Blaxploitation take on Robert Louis Stevenson, starring Bernie Casey as an accomplished African American physician working to develop a cure for liver cirrhosis which has the unfortunate side-effect of turning him into a bestial, unstoppable albino maniac with a penchant for murdering prostitutes and pimps.


Like Blacula, this movie is anchored by a fantastic performance by Bernie Casey. Ji-Tu Cumbuka shows up again, here as a tough talking police lieutenant. Respected cinematographer Tak Fujimoto brings his artful expertise to bear as well.


On a surface read, this may come off on paper as silly. It certainly has all the funk, gratuitous nudity, and violence Blaxploitation audiences expected. However, a closer look at its themes of black sense of self and pride (Dr. Pride is the name of the central character) reveals a deeper, more nuanced work.


Pride is a self-made man. Born in a brothel to an alcoholic mother, he has fought his way up to attain professional, wealthy status, yet is seen as a sell-out by Linda, one of his patients (who accuses him of dressing and thinking ‘white’). Pride, desperate to cure the pervading ills of the community from which he stemmed, tries to compel his low-income patients to submit to his experiments, and when his murderous id takes over, he takes the form of a white man. The age old symbolism of black as evil and white as good is cleverly reversed. The racist tropes of King Kong are also homaged and subverted when, in the climactic scene, he scales Rodia’s Watts Towers in apparent anguish and self-loathing and is assailed by circling police helicopters.


By all rights, for these two landmark Blaxploitation horror films, William Crain should be remembered and lauded as a grandmaster of African American horror cinema and included in the pantheon of James Wale, Todd Browning, and Robert Siodmak in terms of his contribution to the horror genre as a whole.

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Edward M. Erdelac is the author of thirteen novels, including Andersonville, The Knight With Two Swords, and The Merkabah Rider series. His stories have appeared in dozens of anthologies and magazines, including Star Wars Insider Magazine.


His latest book, a collection of supernatural stories starring an occult detective in 1976 Harlem, Conquer, inspired by his love of Blaxploitation, Brother Voodoo, and Ernest Tidyman novels, is now available at

                                                        https://smarturl.it/4rp54d

Born in Indiana, educated in Chicago, he now lives in the Los Angeles area with his family. News and excerpts from his work can be found at

http://www.emerdelac.wordpress.com , 
​https://twitter.com/EdwardMErdelac,
https://www.facebook.com/ed.erdelac/
https://www.instagram.com/emerdelac/
https://www.amazon.com/Edward-M-Erdelac/e/B00354P9ZY/ref=dp_byline_cont_pop_ebooks_1 
​​
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In 1976 Harlem, JOHN CONQUER, P.I. is the cat you call when your hair stands up...the supernatural brother like no other. From the pages of Occult Detective Quarterly, he's calm, he's cool, and now he's collected in CONQUER.

From Hoodoo doctors and Voodoo Queens,
The cat they call Conquer’s down on the scene!
With a dime on his shin and a pocket of tricks,
A gun in his coat and an eye for the chicks.
Uptown and Downton, Harlem to Brooklyn,
Wherever the brothers find trouble is brewin,’
If you’re swept with a broom, or your tracks have been crossed,
If your mojo is failin’ and all hope is lost,
Call the dude on St. Marks with the shelf fulla books,
‘Cause ain’t no haint or spirit, or evil-eye looks,
Conjured by devils, JAMF’s, or The Man,
Can stop the black magic Big John’s got on hand!

Collects Conquer Comes Calling, Conquer Gets Crowned, Conquer Comes Correct and four previously unpublished stories – Keep Cool, Conquer, Conquer Cracks His Whip, Conquer And The Queen of Crown Heights, and Who The Hell Is John Conquer?

the-best-website-for-horror-promotion-orig_orig
FEATURE TONY’S TOP horror  COLLECTIONS & ANTHOLOGIES OF 2020

IN A FOREIGN TOWN PREMIERES ON FILM SHORTAGE - THOMAS LIGOTTI’S DARK WORLD COMES TO THE DIGITAL SCREEN

18/12/2020
IN A FOREIGN TOWN PREMIERES ON FILM SHORTAGE - THOMAS LIGOTTI’S DARK WORLD COMES TO THE DIGITAL SCREEN
Written and directed by Michael Shlain, In a Foreign Town premieres on Film Shortage. Based on the works of Thomas Ligotti, this short brings the author’s signature ‘philosophical horror’ to an expanded audience.

Michael Shlain’s short horror film, In a Foreign Town, makes its online premiere on Film Shortage. In a Foreign Town takes viewers to a surreal place that blurs old memories with something far sinister. The film stars Yuri Lowenthal (Spider-man Ps4, Love, Death + Robots, Sarah Connor Chronicles) and Tony Amendola (Annabelle, Stargate SG-1). Produced by Shlain, Jason B. Milligan and Travis Stevens at Butcher Bird Studios with Thomas Ligotti brought on board as a consultant and music by Current 93 and Nodding God. The short – which serves as a proof-of-concept for a three-part limited series in active development – is the first major film adaptation of Ligotti’s influential work.

Thomas Ligotti, says “Strange atmospheres being what I seek in my writing and those of others, I felt Foreign Town wholly admirable in making me feel at home.” 

Michael Shlain, In a Foreign Town’s director, says, “Ligotti’s stories speak to an experience of dread, alienation and nameless anxiety that I believe many of us can relate to today. They describe my inner world when I’ve been at my most hopeless, depressed, and fearful – a place of emotional darkness, mental fog and distorted reality. In bringing In a Foreign Town to life, we have an opportunity to create a point of connection and dialogue around our shared terror and collective darkness.”  
​
Do not avert your eyes. This is no dream. You’re all going to see everything…
In a Foreign Town is available at the following link:

[ WATCH ON FILM SHORTAGE ]
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About In a Foreign Town

In a Foreign Town is a short horror film based on the stories of acclaimed horror author Thomas Ligotti. The story follows a troubled man – played by Yuri Lowenthal (Spider-man Ps4, Love, Death + Robots, Sarah Connor Chronicles) – recovering from a suicide attempt who recounts a strange childhood journey to a town with no name and the horrifying apparition that has followed him ever since. A first-class cast and creative team, bring Ligotti’s surreal, disturbing dreamscapes to life. The short features The short was shot over 5 days at Butcher Bird Studios, the Universal Studios backlot and on location in Hollywood and Downtown LA. 

In 2018, In a Foreign Town started its successful and fruitful festival run where it premiered at the LA Shorts International Film Festival, made its international debut at the 2019 Brussels International Fantastic Film Festival (BIFFF), and won 2nd Runner Up at the 2020 Final FRAME horror short film competition.

The film is a proof-of-concept for a TV three-part limited series of the same name created by Michael Shlain. The project was an Official Selection at the 2019 In Development creative forum in Cannes, co-organized by MIPTV and CANNESERIES. The series is an international co-production between Butcher Bird Studios (USA) and Analogue Pictures (UK) and is currently in active development. 

About Michael Shlain

A former agent turned writer-director, Shlain’s work has traversed the realms of comedy, high-tech action, and the inner world of dreams and nightmares. Whether shooting on an aircraft carrier or the streets of Paris, Shlain brings a blend of creative vision, business savvy, and panache to every production. Shlain is a co-founder of Butcher Bird Studios, a premiere creative production studio in Los Angeles. He has directed a wide range of narrative, branded and commercial content for clients including Twitch, Nat Geo Wild, and BBC America. Shlain is currently busy producing a limited series based on In a Foreign Town.

About Thomas Ligotti 

Often named as the successor to Edgar Allan Poe and H. P. Lovecraft, Thomas Ligotti is recognized as a modern master in the genre of supernatural horror. His first volume of stories, Songs of a Dead Dreamer, prompted the Washington Post to dub him as “the best kept secret in contemporary horror fiction” for the singular darkness of its themes and captivating prose style. Steady acclamation of his works culminated when Ligotti was named a recipient of the Bram Stoker Lifetime Achievement Award in 2019. Following award-winning graphic novel adaptations of his writing by Fox Atomic Comics, he became one of the few living authors whose books have appeared in the prestigious Penguin Classics series. 

Among these titles is The Conspiracy against the Human Race, a wide-ranging survey of pessimism in philosophy, psychology, consciousness theory, and horror literature, among other fields of study. This work has been cited by the creator of the HBO series True Detective as a key influence on the show’s expressions of pessimistic thought, which have been viewed as being among the elements that accounted for its popularity. 

About Butcher Bird Studios

Butcher Bird Studios is a premiere full-service creative production studio founded by multi-faceted director-producer-creators Steven Calcote, Jason Milligan, Luis Reyes, Michael Shlain and Travis Stevens. From Virtual Production to live-streaming and interactive formats, Butcher Bird harnesses razor-edge technology to tell engaging cinematic stories for a global audience.  Butcher Bird’s original productions include the world’s first live interactive sci-fi series Orbital Redux (Legendary, Nerdist)  and the independent horror comedy feature Better off Zed. 
Follow the film on:
www.inaforeigntown.com

Facebook: @ForeignTown
Facebook group: The Foreign Town Council
Twitter: @Foreign_Town 


Follow Michael Shlain:
Facebook: @MichaelShlain
Instagram: @mshlain
Twitter: @shlain



Follow Butcher Bird Studios:
www.butcherbirdstudios.com
Facebook: @ButcherBirdStudios

Instagram: @ButcherBirdStudios
Twitter: @TheButcherBirds

FIRST-LOOK IMAGE RELEASED FOR PRANO BAILEY-BOND’S CENSOR

18/12/2020
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DIRECTED BY PRANO BAILEY-BOND
SCREENPLAY BY PRANO BAILEY-BOND & ANTHONY FLETCHER
PRODUCED BY HELEN JONES (SILVER SALT FILMS)
EXECUTIVE PRODUCED BY ANDY STARKE (ROOK FILMS), ANT TIMPSON (TIMPSON FILMS) & KIM NEWMAN

STARRING
NIAMH ALGAR
NICHOLAS BURNS, VINCENT FRANKLIN, SOPHIA LA PORTA, ADRIAN SCHILLER & MICHAEL SMILEY
Silver Salt Films is pleased to offer a first-look image from Prano Bailey-Bond's Sundance 2021 Official Selection CENSOR. The Welsh director's debut feature stars multiple-IFTA-winning actor Niamh Algar as the film’s lead ‘Enid’, and will open the Festival's Midnight strand. Protagonist Pictures is handling world sales.

Britain, 1985. When film censor Enid discovers an eerie horror that speaks directly to her sister’s mysterious disappearance, she resolves to unravel the puzzle behind the film and its enigmatic director – a quest that will blur the lines between fiction and reality in terrifying ways. Steeped in glorious 1980s aesthetics, CENSOR is a bloody love letter to the VHS ‘video nasty’ horror classics of the past.

The film stars Niamh Algar (Raised by Wolves, The Virtues, Calm With Horses) alongside Michael Smiley (Jawbone, Kill List), Vincent Franklin (Gentleman Jack, Bodyguard), Nicholas Burns (Ghost Stories, Nathan Barley), Adrian Schiller (Victoria, The Last Kingdom) and Sophia La Porta (Hulu’s Four Weddings and a Funeral, Been So Long).

CENSOR was developed by the BFI, Film4, Creative England via the BFI NETWORK and Ffilm Cymru Wales, and was funded by the BFI and Ffilm Cymru Wales, both awarding National Lottery funding, and by Film4, with support from Kodak Motion Picture and Cinelab London.
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Silver Salt Films:
www.silversaltfilms.co.uk
Twitter: @SilverSaltFilm

Protagonist Pictures:
www.protagonistpictures.com
Twitter: @protagonistpics

VIDEOGAME REVIEW: AMNESIA: REBIRTH

14/12/2020
VIDEOGAME REVIEW AMNESIA: REBIRTH
It might not be epoch-making or zeitgeist defining, but it isn't trying to be. The team behind it clearly understood that the “lightning in the bottle” success of the original can't by synthetically recreated, and so set out to tell the best story they could with the tools at hand. 
​The original Amnesia: The Dark Descent was an epoch-making work in horror video games. Arriving during the latter days of the declining “survival horror” sub-genre (in which iconic franchises such as Resident Evil and Silent Hill dominated), it blew the assumptions and parameters thereof wide open. 

Gone were the faintly hokey, B-movie derivative plots, settings and familiar set pieces, along with any capacity the player had to defend themselves against the various entities and situations into which they were thrown. Whereas survival horror had a tendency to focus on external threats to the player (be it in the form of abhuman monstrosities created by science gone mad or supernatural interference or actively hostile situations to the protagonist's wellbeing), Amnesia turned the focus inward, to the distorted perceptions and psychology of the player character (and, by extension, the player themselves). 

Rather than utilising traditional cinematic horror tropes and techniques, Amnesia was arguably amongst the first video games to utilise its own format as an interactive experience to evoke a sense of disturbance and discomfort in the player: 

Early in the game's narrative, it becomes apparent that our protagonist is largely unreliable, both in terms of what he assumes of himself and the perceptions through which our own engagement with the environment is filtered. This allows for some excessively disturbing moments in which settings warp and twist, in which we as the player are uncertain of what is real and what isn't. 

This almost unique aspect of Amnesia made it a much emulated -but rarely bettered- work in the years to come, with the likes of the superlative Layers of Fear, not to mention SOMA (similarly by Frictional Games), a work that foregoes the gothic and Lovecraftian stylings of its predecessor in favour of a science fiction, existential nightmare. The DNA of Amnesia is now as much sincerely a part of horror video games as the more pervasively remembered Resident Evil or Silent Hill, its influence so profound, the original has become somewhat buried beneath its many descendents and immitators. 

The announcement of a new game in the franchise, therefore, was met with as much trepidation as it was enthusiasm: 

In order to warrant its own legacy, it would have to be something sincerely spectacular. However, how could a work bearing the Amnesia title still boast all the hallmarks thereof without itself coming off as by-the-numbers or derivative? ​
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An extremely difficult exercise and a sincerely frightening one for any studio to attempt. 

Reviews for Amnesia: Rebirth have generally been. . .lukewarm. Not in any way derisive or denigrating; the game has generally impressed with its narrative, its technical elements, its well-written characters, but has left the gaming world cold in terms of its lack of originality and the fact that it is, technically speaking, very much an Amnesia title in the vein of its predecessor' its mechanics left largely unchanged, barring a few refinements and additions here and there. Even the dynamic of its horror is vaguely similar, with protagonist Tasi Trianon finding herself in a world that warps and shifts around her as her perceptions are distorted by fear (not to mention the many seemingly-supernatural phenomena occurring around her). 

It was therefore with some misgivings that I sat down to the experience the game for myself. 

And yes, whilst I understand some of the criticisms that it has received (it is certainly VERY much a member of the Amnesia family, and does little on a technical level to prove anywhere near as epoch-making as its antecedents), I also cannot deny that it is an extremely atmospheric, superbly-paced and conceived, well-rendered, beautifully-written and engaging story of existential horror. 

It might not be epoch-making or zeitgeist defining, but it isn't trying to be. The team behind it clearly understood that the “lightning in the bottle” success of the original can't by synthetically recreated, and so set out to tell the best story they could with the tools at hand. 

First and foremost, the setting of the game is somewhat startling, especially for fans of the original: whereas -as one might expect- The Dark Descent took place in a realm of almost perpetual murk and darkness -crumbling, gothic mansions, ill-lit caverns and subterannean temple-complexes-, Rebirth initially does a volte face and situates the player in wide-open desert, in the midst of glaring sunlight (that, ironically, proves as deleterious as the shadows and darkness of pevious games). The colour and light and sheer expanse of the desolation is the antithesis of the previous game's claustrophobic corridors, tunnels and chambers; a deliberate characteristic designed to impress upon the player that: this is not your Mother's Amnesia, but an entirely new story and situation (though tangential links to the original's Lovecraftian mythology do start to occur later in the narrative). 

Here, there's immediately more of an emotional through-line and anchorage; whereas The Dark Descent revolved around the mystery of its protagonist and his eponymous condition, Rebirth provides solid and immediate background for Tasi and her companions, some subtle suggestions about her own recent history and domestic upheavals, as well as an opening that is more than a little redolent of games such as BioShock (which it also echoes thematically, in a number of ways) and others that the original game directly inspired (such as Outlast 2). 

That's not to say there's no mystery around Tasi Trianon herself; quite the opposite. Oblique references to a recent trauma, to a child whose fate is alluded to but not revealed until much later, to a life that is detailed specifically by Tasi herself in the numerous sketches and journals she keeps, all conspire to create an impression of our avatar that, in classic Amnesia fashion, may or may not be as certain as it initially appears. . .

The hook here isn't necessarily in uncovering who Tasi is. Rather, it's in disabusing her -and, by extension, ourselves- of assumptions and certainties that, ultimately, reveal themselves to be flawed. From the initial crash site in the desert to the network of caves and caverns where she and her erstwhile companions made their temporary sanctuary, it becomes apparent that something very strange has happened to Tasi; something far beyond an incidental plane crash, of which her memories are patchwork and hazy, but that reveal themselves the more and more she questions, the deeper she delves. 

Further, it becomes clear that something truly terrible occurred in those caverns: Tasi herself finds that she has a strange, watch-like device around her wrist that, in the presence of certain other-worldly phenomena, glows and revolves and pulsates, even opening doorways into a realm of Lovecraftian insanity; a post-apocalyptic waste from which the ruins of an ancient, alien culture rise. 

All the while, because we are experiencing this through Tasi's clearly traumatised and uncertain perceptions, we aren't entirely sure what's actual and what isn't. As in The Dark Descent (and a slew of horror games subsequently), finding oneself in stressful circumstances, witnessing disturbing things or simply finding oneself lost in the dark, has the effect of diminishing Tasi's grip on reality, resulting in phantom sounds, visual distortions and hallucinations and ultimately, in her losing her sanity altogether. As such, the game contains in an in-built mechanism that throws the central character's reliability as narrator out of the window. 

Mysteries and uncertainty begin to swell as it becomes apparent that Tasi has already followed the route she leads the player down, that we're experiencing the story in media res, which slowly reveals itself as she wends her way through the caverns, discovering strange artefacts and sites that resemble ancient temples, before inadvertantly stumbling into another reality altogether. 

Whilst Amnesia: Rebirth might have its detractors, and the game certainly does very little in technical terms to distinguish itself from the original (not to mention the subsequent slew of immitators), its strength lies solidly in its writing, characters and plot, which are easily the strongest of all the Amnesia series. Whereas the original boasted superb atmosphere and a fantastically Lovecraftian mythology, the isolated and uncertain nature of the player character left them strangely anonymous and distant from the player throughout the plot. Here, Tasi Trianon is well-rounded, sympathetic and intriguing from the first instant, the -ostensibly- supernatural and other-worldly events occurring around her counter-pointed by personal dramas and tragedies that make her far more rounded and endearing than the vast majority of horror game protagonists. 

The game also doesn't stint on its tragedy; despite everything Tasi appears to have suffered, it very quickly begins to pile on more and more, events that most plots would leave for their climaxes occurring within the first hour of play, which have the effect or reorienting Tasi's trajectory and motivations in a manner that is distressing and despairing, a certain cruel nihilism creeping into the game that contrasts wildly with the nature of the player character (the later revelation that Tasi appears to be pregnant makes her feel all the more vulnerable and desperate, cleverly emphasising the threats she faces as, now she and the player both have an entirely innocent party to protect). 

Even this aspect isn't without its ambiguities; following her first trip to the desolate other-reality (that recurs at various points throughout the game), Tasi discovers that her amnesiac state may be linked to a more profound condition; a sickness that visibly spreads through her arms and body like black threads beneath her skin, that seems to affect her mental state and emotional stability in profound and distressing ways. Beyond the numerous examples of human death and by-gone violence she encounters (the discovery of a French Foreign Legion fort provides no hoped-for sanctuary, only a story of escalating madness, horror and atrocity), certain other-worldly elements familiar to Amnesia players begin to occur, most notably in the form of an inhuman stalker; a creature that seems to move through walls and appear at the edges of sight, that Tasi rarely sees clearly, but whose occurrence is never anything less than horrifying. 

Whether or not the creature is “real” or a matter of hallucination is up to the player to discover (needless to say, given the metaphysics of the game, such matters inevitably aren't quite so clear cut). 

In technical terms, the game marries first-person horror elements with adventure game, “point and click” style puzzles in which environmental factors must be utilised in order to open new paths, bar the ways of pursuing atrocities or uncover mysteries relating to the plot. The slower moments of puzzle solving are leant spice by the omnipresent sense of threat the game builds from its first instance: not only is it almost impossible to tell when the unseen stalker will crop up around the next corner or behind the next door, factors such as darkness, disturbing imagery etc all affect Tasi's mental state, resulting in a mad scrabble for matches, lantern oil and safe spaces in which sunlight spills through. Even in those small oases, the player is often harassed by bangings at the doors, scrapings inside the walls and phantom whispers at Tasi's ear. 

The game deliberately overlaps psychological horror with supernatural, making one a reflection of the other and using them to feed doubt of one another. It's a sincerely beautiful balance the game achieves in this regard, as it becomes apparent Tasi isn't in the best frame of mind from the first instance, before any apparently supernatural shenanigans occur, meaning that we as the player could very well be trapped in a realm of her own hallucinating (a la Layers of Fear). 

Whilst some may find its slow burn and deliberately cautious pace somewhat tedious in comparison to more immediate or action-oriented horror titles, the sumptuous atmosphere, sense of place and connection to its characters the game builds is sublime, especially if one achieves that most essential of all states: of allowing oneself a degree of immersion in the gaming world. Connection with Tasi is determined by her eminently -and escalatingly- vulnerable nature. Along with most of the characters in her party (whose fates we discover by and by), she is extremely affable, charming and a character we grow to care about a great deal, especially given the expanding back-story that occurs simultaneously with the main plot (at various points, we are hurtled into an American McGee's Alice style dreamscape in which Tasi confronts the demons of her past, the tragedies and traumas that have led her to her current predicament, all of which begin in a fairly sedate, domestic vein, but quickly escalate to some of the most surreal and disturbing set-pieces in the game). 

In technical terms, there is very little new here, and very little that won't be familiar to fans of horror video games since the original Amnesia's release, but for those starved of solid storytelling in their interactive media, this delivers an intriguing and beautifully crafted experience with some sincere surprises along the way. 

A quiet but notable work of psychological, Lovecraftian horror, and a worthy addition to the Amnesia legacy. 

Review by George Daniel Lea 

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CHRISTMAS YOUNG ADULT SELECTION- YOUNG BLOOD TOP TEN NOVELS OF 2020

SUCH PRETTY THINGS BY LISA HEATHFIELD: COVER REVEAL AND EXTRACT

10/12/2020
SUCH PRETTY THINGS BY LISA HEATHFIELD: COVER REVEAL AND EXTRACT
A terrifying story of ghosts and grief, perfect for fans of Shirley Jackon's The Haunting of Hill House and M. R. James The Turn of the Screw, in award-winning author Lisa Heathfield’s first adult novel.
Clara and her younger brother Stephen are taken by their father to stay with their aunt and uncle in a remote house in the hills as their mother recovers from an accident. At first, they see it as a summer to explore. There's the train set in the basement, the walled garden with its secret graves and beyond it all the silent loch, steady and waiting.  
 
Auntie has wanted them for so long - real children with hair to brush and arms to slip into the clothes made just for them. All those hours washing, polishing, preparing beds and pickling fruit and now Clara and Stephen are here, like a miracle, on her doorstep.
 
But the reality of two children – their noise, their mess, their casual cruelties – begins to overwhelm Auntie. The children begin to uncover things Auntie had thought left buried, and Clara can feel her brother slipping away from her. This hastily created new family finds itse?lf falling apart, with terrifying consequences for them all.


Such Pretty Things is a deeply chilling and haunting story about the slow shattering nature of grief, displacement, jealousy and an overwhelming desire to love and be loved.
Such Pretty Things Extract:
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Clara sees the trees sticky with sunlight. She can taste heat on the roof of her mouth, her tongue sitting close to her throat as she breathes in. She doesn’t mean to open the car window, knowing only that her fingers find the handle slippery as she turns it.

‘Keep it closed,’ her father says, his voice marred with the same slick of tar that’s been there since her mother’s accident.

‘It’s too hot,’ she says. Can’t you tell, she wants to add.

She feels his eyes watching her in the rear-view mirror, looking from her to the road, to her brother, to the road. Beside her, Stephen traces his finger on the glass, whispering something only he can hear.

‘What are you doing, Stevie?’ she asks, using the material of her dress to brush the crease at the back of her knee.

‘It’s an antler,’ he replies.

‘You saw a deer?’

‘It was on the road,’ he says.

Clara doesn’t remember the animal, although she’s sure she would have seen it if it had been there. There’s been nothing to do for hours but stare out as the world changed; the streets she’s always known – the close-knit houses, the lamp-posts, the bus stop – disappearing behind them until the homes and shops were replaced by endless, endless fields and trees. She hasn’t even been able to draw, the jagged lines of her pencil in her sketchbook making her ill.

‘Stop kicking my seat, Stephen,’ their father says.

‘    I’m bored.’ Stephen’s scowl is instant, exaggerated, his feet a steady pendulum beating a rhythm that Clara knows must grate between their father’s teeth.

Her father takes his left hand from the steering wheel and wipes his palm across the back of his neck. The speckled line of dirt on the fold in his collar makes her suddenly, crushingly sad; if the fire hadn’t happened, then their mother would have washed it. She’d have been able to stand in the kitchen, pressing the iron flat onto the shirt. Clara thinks of the heat in the hospital room, the starched bed-linen, the tubes unceremoniously pushed into her mother. The degradation of lying motionless as strangers prodded her skin.

‘You must do as you’re told when you’re with them,’ their father says. He grips the steering wheel again, Clara feeling his tension in her own shoulders, a subtle grasp of fingers that aren’t there. ‘It’s good of them to take you on.’

He’d told them only yesterday, how he couldn’t keep working and look after them. How someone had to pay the bills. Your aunt and uncle have the time and the space. I don’t know who else to ask. Stephen’s tantrum. Their home filled by their father’s resulting bellow, the echo of which Clara still feels deep in her core.

‘I don’t want to stay with people I don’t know,’ Stephen says.

‘They’re not just people. They’re family.’

Who we haven’t even met, Clara nearly says.

She looks out of the window as their car breaks free from the trees, at a marshy stretch where the grass slides into darkened dips and purple thistles rise up in hazy clusters. Beyond that, there’s the silent roar of mountains, their outline picked out in thick, grey ink.

‘See those, Stevie?’ she says. ‘They’ll be ours to explore.’

He forgets his anger. ‘Did mummy go there?’

‘Maybe.’ But it’s impossible for Clara to grasp, their mother as a child, her footsteps running in and out of the heather.

Their father steers the car from the road, stops in front of a gate. On a post, the name Ballechin is written in faded blue paint, yet there’s no sign of the house from here. The children watch as he gets out, arches his back with his arms above his head before he opens the gate, pushing it far enough so that it catches in the long grass. He brushes his hands together as he gets back in.

‘Let’s go and meet them.’

It’s a narrow drive and their father curses as he steers around ruts that threaten to scratch the vehicle. On either side there are thick branches with early blackberries twisting and looping among them.

‘Can we pick some?’ Clara asks, wanting to have the sweet taste of something she knows.
‘We can’t,’ her father replies. ‘They’ll be waiting.’

Clara catches glimpses of brick between the trees, sees the elbow of a window’s edge through parted leaves. From here, she can tell that Ballechin isn’t a small house and as it steps out from behind the shadows of the pines, she loves it immediately – the window frames with glass cut neatly into separate squares, the curved porch supporting a honeysuckle, surrounding a front door made of dark wood. Roof tiles slant down, holding two tall chimneys and a pair of round windows nestled so far back that they’re almost impossible to see.

Gravel crunches under the car’s wheels before it stops and, as their father turns off the engine, silence takes over the air.

‘Did mummy really live here?’ Stephen asks.

‘Yes.’ Their father laughs and Clara notices how his shoulders relax, as though strings that have been forcing them up have been cut.

‘What’s that?’ Stephen is pointing to a small footprint of grass with a stone column at its centre. It’s no higher than Clara’s waist, with a metal fin balanced on the top. Part of her wants to lick the metal, to taste it on her tongue.

‘It’s a sundial,’ their father says. ‘Although I doubt it works very well, surrounded by so many trees.’

‘It tells the time,’ Clara tells Stephen, but already he’s looking elsewhere, at a vegetable patch that runs away around the corner of the house.

‘There she is.’ Their father’s seat rubs quietly as he turns to his children and they all look to the woman standing on the front doorstep with an apron tied tight around her waist, the red poppies on it smothered by the folds of the material. ‘Come on,’ her father says, pushing up the middle of his spectacles. ‘We can’t keep your aunt waiting.’

Stephen scrambles from the car, the blur of his eight-year-old self already rushing towards Ballechin, his arms reaching forward. Clara wants to follow him, but for a moment she finds it difficult to move, instead watching the flower bed nestled along the length of the house, where fuchsia bushes reach high enough to touch the windows. She feels a need to pop the red buds between her fingers.

‘Clara?’ It’s her father’s voice, bent slightly with irritation. She picks up her satchel, puts it over her shoulder and gets out of the car, to see Stephen standing close to their aunt. Clara ambles over the gravel to them, struck by the mismatched smells of honeysuckle and soap.
‘They’re beautiful,’ Auntie says. She crouches as though to hug Stephen, but his wide eyes make her hesitate and embarrassment settles among them all. Their father’s cough breaks through it.

‘That’s kind of you,’ he says, his hand on Clara’s shoulder.

Auntie seems to struggle with the right thing to do and her smile begins to falter with the effort.

‘Do you have any luggage?’

‘The suitcase is in the boot.’ And their father steps away from them to return to the car.

Clara looks towards the vegetable patch, where the runner beans overstretch their bamboo sticks, slumped leaves interspersed with almost glowing orange flowers. She’d like to go and sit among the plants, to draw a picture of their stillness.

‘I’ve brought my toys.’ Stephen stands so close to Auntie that his fingers brush against the material of her skirt.

‘We’ll find space for your things.’ She watches them in a way that Clara has never seen before, as though she and Stephen are some sort of miracle standing on her doorstep. The feeling slips under her skin and she thinks that perhaps she can be happy here.

‘I’m Clara,’ she says, almost laughing at her desire to curtsey.

‘Clara,’ Auntie echoes. ‘And how old are you?’

‘I was fourteen two weeks ago.’

‘Of course,’ Auntie says. ‘And here’s Stephen.’

‘Does anyone else live here?’ he asks, and Clara knows he’s hoping somehow for other children, secret cousins to appear behind the windows.

‘Only my husband Warren,’ Auntie says. ‘We’re so happy you’re coming to stay.’
‘How long can we be here?’ Stephen asks.

‘I’ve already told you,’ their father tells him. ‘A few weeks. Perhaps a bit longer.’

Clara only realises she’s biting her nail when she takes her finger from her mouth, reaching over to squeeze her brother’s hand.

‘It’ll be fun,’ she tells him.
​

As Auntie stares at them again, Clara studies her face, but she can’t find any trace of their mother. Perhaps that’s a good thing. It’ll be easier to stay here if she can pretend that there never even was a fire.
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Lisa Heathfield is the author of SEED, PAPER BUTTERFLIES, FLIGHT OF A STARLING and I AM NOT A NUMBER. Lisa has won numerous awards, including the North East teen Book Award, the Southern Schools Book Award, the GDST Award, the Fabulous Book Award and the Concorde Book Award, and has been shortlisted for the Waterstones Children’s Prize (twice) and the YA Prize.  She lives in Brighton. You can find her on twitter @LisaHeathfield

Such Pretty Things will publish from Titan Books 13th April 2021,
Preorder a copy by clicking here 
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