May 162013
 

Angel Baby by Richard Lange
A number of characters die in my new novel, Angel Baby. Ooops! Was that a spoiler? Well, it’ll be the last one, I promise.

Anyway, from the beginning I knew that I wanted one particular death in the book to stand out, to resonate, to hurt. For inspiration, I returned to a few literary “last moments” that had moved me over the years.

Savage Night by Jim ThompsonSavage Night by Jim Thompson
Probably my favorite Thompson novel. The final chapters are particularly hair-raising and, at the same time, heart-rending.

The darkness and myself. Everything else was gone. And the little that was left of me was going, faster and faster.

I began to crawl. I crawled and rolled and inched my way along; and I missed it the first time – the place I was looking for.

I circled the room twice before I found it, and there was hardly any of me then but it was enough. I crawled up over the pile of bottles, and went crashing down the other side.

And she was there, of course.

Death was there.

Warlock by Oakley HallWarlock by Oakley Hall
A “literary Western,” if you’re one of those who must label. I think it’s just a great damn book, period, and Tom Morgan’s last gasp is one of the reasons why.

He fell forward into the dust. It received him gently. One arm felt a little cramped, and he managed to move it out from under his body. In his eyes there was only dust, which was soft, and strangely wet beneath him. ‘Tom!’ He heard it dimly. ‘Tom!’ He felt a hand upon his back. It caught his shoulder and tried to turn him, Kate’s hand, and he heard Kate sobbing through the swell of a vast singing in his ears. He tried to speak to her, but he choked on blood. The dust pulled him away, and he sank through it gratefully; still he could laugh, but now he could weep as well.

The last words of Dutch Schultz
The Murder Inc. hit man who gunned down the infamous mobster used rusty bullets in the hope of giving him a fatal infection if he somehow survived the shooting. Following unsuccessful surgery to save his life, Schultz ranted and raved for 22 hours while a police stenographer took down every word. This fascinating and strangely moving final ramble was the basis for an unproduced screenplay by William Burroughs. The final portion of the transcript is below, and here’s a short animated film based on Dutch’s deathbed soliloquy:

Detective: Control yourself.
Schultz: But I am dying.
Detective: No, you are not.
Schultz: Come on, mama. All right, dear, you have to get it.
At this point, Schultz’s wife, Frances, was brought to his bedside. She spoke.
Mrs. Schultz: This is Frances.
Schultz: Then pull me out. I am half crazy. They won’t let me get up. They dyed my shoes. Open those shoes. Give me something. I am so sick. Give me some water, the only thing that I want. Open this up and break it so I can touch you. Danny, please get me in the car.
At this point Mrs. Schultz left the room.
Sergeant Conlon: Who shot you?
Schultz: I don’t know. I didn’t even get a look. I don’t know who can have done it. Anybody. Kindly take my shoes off. (He was told that they were off.) No. There is a handcuff on them. The Baron says these things. I know what I am doing here with my collection of papers. It isn’t worth a nickel to two guys like you or me but to a collector it is worth a fortune. It is priceless. I am going to turn it over to… Turn your back to me, please, Henry. I am so sick now. The police are getting many complaints. Look out. I want that G-note. Look out for Jimmy Valentine, for he is an old pal of mine. Come on, come on, Jim. Ok, ok, I am all through. Can’t do another thing. Look out, mama, look out for her. You can’t beat him. Police, mama, Helen, mother, please take me out. I will settle the indictment. Come on, open the soap duckets. The chimney sweeps. Talk to the sword. Shut up. You got a big mouth! Please help me up, Henry. Max, come over here. French-Canadian bean soup. I want to pay. Let them leave me alone.

Samuel BeckettAnything by Samuel Beckett
The sound of Tom Waits’ voice singing a ballad immediately brings tears to my eyes, and Beckett’s writing affects me in the same way. There is something so profoundly sad, hopeless, and hatefully true in the Irish writer’s meditations on loneliness, regret, and death. I believe in a universal melancholy, and Beckett has come closest to getting it down on paper. Here’s the last bit of a play called “That Time.”

A: back down to the wharf with the nightbag and the old green greatcoat your father left you trailing the ground and the white hair pouring out down from under the hat till that time came on down neither right nor left not a curse for the old scenes the old names not a thought in your head only get back on board and away to hell out of it and never come back or was that another time all that another time was there ever any other time but that time away to hell out of it all and never come back
C: not a sound only the old breath and the leaves turning and then suddenly this dust whole place suddenly full of dust when you opened your eyes from floor to ceiling nothing only dust and not a sound only what was it it said come and gone was that it something like that come and gone come and gone no one come and gone in no time gone in no time

Richard Lange is the author of the story collection Dead Boys, which received an award from the American Academy of Arts and Letters, and the novel This Wicked World. He is the recipient of a Guggenheim Fellowship, and his fiction has appeared in Best American Mystery Stories 2004 and 2011. He lives in Los Angeles. Read more about his new novel, Angel Baby.

May 152013
 

In my new novel, Angel Baby, Luz, the beautiful, young wife of a Mexican drug lord, makes a mad dash for freedom that takes her from Tijuana, Mexico to Compton, CA. The story unfolds in actual locations, and I’ve called out some of the more interesting sites on the map below. Body armor recommended if you’re visiting some of them.

(Tip: Zoom out on the map to view the pins. Click on the pins for Lange’s descriptions.)


View Richard Lange’s Angel Baby in a larger map

May 022013
 

The Shining Girls by Lauren Beukes

Writers find inspiration everywhere: at the movies, through their headphones, or unfolding before them in real life. Lauren Beukes, whose forthcoming novel The Shining Girls has been recommended by the Evening Standard to those with “a Gone Girl shaped hole in your life,” has assembled here a playlist of songs that brought her book to life. You can listen to all the songs above in the Spotify player.

“Hard Time Killin’ Floor Blues” by Skip James (1931)
A song about the Depression and people drifting from door to door.

“Talkshow Host” by Radiohead
I think this is my all-time favourite song. It’s so dark and beautiful. It really captures the mood of the book.

“Torched Song” by Claudia Brucken (feat. The Real Tuesday Weld)
Harper carries a bit of a torch for all his shining girls. And Kirby definitely has one for him.

“Qu’est-ce Que C’est” by Mad Rad
It’s a song that seems to have been written for The Shining Girls. The lyrics are ridiculously perfect.

“Rabbit In Your Headlights” by UNKLE
I love the sense of impending doom, the dark, luscious beauty of the song.

“Private Lawns” by Angus & Julia Stone
Love this sultry remix of Windy City and Chicago’s private lawns, public parks.

“Black Heart” by Calexico
Dark and lovely and haunting and some of the lyrics are perfect: “Scratched in metal, name erodes away / hands are scarred, heart is charred / burnt through, and ashen.”

“The Fragile” by Nine Inch Nails
“She shines in a world full of ugliness… I won’t let you fall apart.” I think Dan Velasquez and Trent Reznor are on the same page, although don’t tell Dan that.

“Splitting the Atom” by Massive Attack
The lyrics pick up on some of the key parts of the novel: the mention of incandescent light at doors, the needle sticks, as on Harper’s gramophone, “We killed the time and I love you dear” and all the talk of particles is very time travel.

“All Hail Me” by Veruca Salt (1994)
I think Kirby would have loved Veruca Salt and Chicago’s alt rock scene in general.

“And He Slayed Her” by Liz Phair (2012)
Murder songs about girls are easy to find, but I love Liz Phair’s “And He Slayed Her,” a vigilante justice song that also questions what kind of man would do this. And hey, another stalwart of the 90s Chicago alternative scene.

Apr 182013
 

Austin Grossman’s YOU has been praised in the Boston Globe as “razor sharp…a smart meditation on the nature of gaming” and by Tom Bissell in Harper’s as “some of the most startling, acute writing on video games yet essayed.” Find it in bookstores everywhere or pick it up from your e-tailer of choice this week! We’ll have a full links post of the great coverage for YOU tomorrow–in the meantime, check out the below guest post from Austin on some of the most memorable moments of his gaming life.

This isn’t a top-five-games list, although there aren’t any bad games here.  Instead, it’s a list of the five best moments video games have given me.

Now that I’ve started writing at length about them, this is the part that interests me most. There’s a lot of debate as to whether video games are art, whether they deliver the kind of emotional or narrative or profound experiences associated with the idea of what an art form is.  But if we’re going to see clearly what video games are, we have to think about not just the “text” of the game, the art and code and game mechanics, but whatever it is that happens when game meets player, the ephemeral, collaborative experience that results.

You could say the same thing about any medium but for obvious reasons it has a special bite for interactive media. The best video games don’t just tell stories, they generate them.

Ritual caveats: It’s not really a top five, of course – I’ve done way too much gaming for that, and had too good a time doing it. I only have so much space. I could talk about Braid or SpyParty, but I think those are significant more because they’re good games than for a personal experience I had with them.

I’m also excluding games I worked on – no System Shock, no Deus Ex, no Trespasser (although I could – go ahead and call me on it).  In that regard I’m letting  Flight Unlimited in on a technicality, because I mostly just worked on the manual, and because part of what I’m writing about is the hardware peripheral.

1. Halo: Combat Evolved, Bungie, 2004

It was a little ways after midnight. I was at a friend’s house in Oakland on the couch. It had been a couple of years since I had a proper gaming console and I was catching up with some Halo.

I’d been a little dismissive of Halo during the opening levels back on the Pillar of Autumn – I felt it was standard shooter stuff – but then I hit the outdoor levels, out on the Forerunner-built pseudo-planetary surface and I got the point.  Tactical combat moved outdoors, dynamically modeled vehicle physics, and glorious scenery of the Halo, the kind of vistas that induce a uniquely vertiginous awe, the Ringworld sublime.

I’d been living there a few weeks, house-sitting after bailing out of a living situation that – well we won’t debate the rights and wrongs at this point, but there I was.  I was still in the first half of a doctorate I would never complete, pretty lonely, and for three or four hours a day I needed to not be there in my head. I played every night until I fell asleep.

I was almost halfway through the single-player campaign, partway through “Assault on the Control Room” and bogged down in one of those endless canyons. Dying and re-spawning, frustrated, bombarded, I was getting tired and lazy.

It was snowing onscreen, my human squadmates were dying, and I felt like the miserable WWI infantryman in a Wilfred Owen poem, getting shot by enemies I didn’t even notice.  It took me maybe forty-five minutes of grinding shooter gameplay to figure out that I could knock an enemy off its vehicle, and – if the vehicle survived the crash – I could get on it myself, and fly.

That was the moment.  Part of it was just one of those satisfying clicks where you realize that the virtual world is simulated more thoroughly than I had assumed, that they had opted to make me, Covenant troops, and vehicles part of the same universe, with the kind of robust interoperability that makes a simulated world feel complete.

But then there was the absolutely unexpected somatic thrill of the ground dropping away, like I had torn free from something. I pulled back on the stick and streaked up along the cliff face momentarily free, above the rainy, slushy mess of dying Terran and Covenant troops, right out of myself and Oakland and regret and all the memories of a wasted year.

2. Gauntlet, Atari Games, 1985

I would have placed this recollection much, much earlier but Wikipedia says 1985, which accords with my memory of it happening somewhere in downtown Boston at a science fiction convention (my first!) in a warm, rainy February.

I was a very young fifteen, driven in by somebody else’s parents and was dropped off with a small cohort of geeky teenage boys, some of whom I knew, to roam around. I remember there was an especially pushy/charismatic geeky kid who I admired greatly, who led us to a nearby diner that had the first Gauntlet machine I had ever seen, a multiplayer, 2D dungeon adventure.

When I look at screenshots today, it’s hard to remember exactly why it meant so much. Maybe it was the bright, clean graphic style and all the drop shadows that my gullible eye accepted as 3D.  Maybe it was that you got to decide who you were among four characters – a wizard, warrior, valkyrie, or Questor the Elf – and this seemed at the time like a major life choice. Mostly it was that you could take your friends into the world with you.

I remember that as we walked back to the hotel where the con was, the pushy kid nearly got hit by a school bus, and as it went by him he gave it a jaunty, resounding smack in the rear.  He punched a school bus!  I was still buzzing from that, and the whole day, and I remember thinking that Gauntlet was probably going to be the last video game ever invented, because they were never going to come up with anything better than this.

3. Flight Unlimited, Looking Glass Studios, 1995

Between 1992 and 1995 I worked on and off at Looking Glass Studios which did a lot of innovative work in real-time 3D gaming.  And, apart from making amazing games, they were really conscientious about supporting consumer VR headsets.

You know the ones, the bulky, dorky motion-sensing goggles, that fit over your face and could sense how your head moved, and adjust their view of a simulated 3D world accordingly. They had a limited run in arcade games like Dactyl Nightmare, but they never found a consumer market, maybe because they were too expensive and maybe because everyone looked ridiculous wearing them. They were supposed to be the future of gaming but have long since turned into kitsch, one of the more embarassing relics of nineties dorky techno-hubris. Not even having sexy girls model them in magazine ads made them look cool.

I’m not sure why Looking Glass supported them – the install base was so small, there was no great commercial advantage in it. Maybe it was part of our overall mission to make more immersive 3D environments; maybe it was just an interesting problem, and, in the name of the hacker ethic, it needed to be done.

We were just finishing a flight simulator called Flight Unlimited, a game which is still a slightly overlooked wonder, an early leap forward in photorealistic graphics and realistic physics modeling, clever and absolutely bursting with earnest ambition. It made Microsoft Flight Simulator look three years out of date, and it was perfect for the VR rig.

I tried it out. I wanted to see what the headsets were like, mostly because I had read Dream Park a lot of times, and maybe I was thinking of the sexy girls in the ads and how maybe I would discuss this with them when we all met in the pages of Mondo 2000.

And, kitsch or not, it was amazing. I had a view from the cockpit of a Pitts S-2B, a stubby red biplane, and as I turned my head, my view of the three-dimensional world turned – it was stuttery and low-resolution, but the motion felt thrillingly natural. I looked to my right, and I was looking down the wing and past it to the ground, rendered from satellite photos and terrain data of Denali, Alaska. I looked up into the blue sky and right into the sun, which gave fake lens flare as if seen through a nonexistent camera – the first game to use this effect, and it made me feel like I was living inside a home movie. I felt weightless, and I felt (how do I put this?) like I existed in a world that was bright and alive, and hadn’t after all fallen through a career-hole and into clinical depression and suburban Massachusetts.

I still like VR headsets. They got left behind in the nineties but people are still making them and I have faith that one day soon they will find their consumer niche and price point and killer app, and their moment will come.

4. skate, Electronic Arts, 2009

skate is a skateboarding sim.  I’m a big admirer of skateboarding games.  For their level-design chops, which ensure that no matter where you turn there’s always something cool to do about twenty feet in front of you.  For their practice of letting the game advance by players learning to play better, rather than just by aggregating stats until their characters can kick through the next wall. For being incredibly difficult to master, hard enough that afterwards you think you might want to take up the French horn instead.

The game starts you off in a school playground where you learn some basic moves, and there was something about the fixed, late-afternoon quality of the light on faded pavement that made their school look a lot like the open-plan suburban one I grew up with.

I learned to ollie and nollie and grind, and then cruised over to the edge of the playground, just to test where the edge of the level was. Most video game levels built a little like a curved bathtub – they’re sharply bounded, but as you get close to the edge they try more or less gracefully to steer you back toward the middle. I wanted to see how they worked it out.

I hadn’t realized that skate is a big open-world game like Grand Theft Auto. So I was feeling along for a boundary of some kind – a brick wall or invisible force field – that wasn’t there.  It was like pushing on a locked door that abruptly opened – a simple mistake but it was strangely freeing. I skated and skated and picked up speed and rolled for miles down gently rolling hills and all the way into downtown San Vanelona

There was no reason to stop and it went on and on, and it really did feel like an endless world. There’s a rhythm to the sound – of wheels, then silence as take a jump and you’re in the air, then wheels, then silence.  Nobody thinks of me as a particularly relaxed person, and that was about as good as it gets – it felt like an endless lost summer afternoon that I was getting back to, even though I never had it in the first place, because I always sucked at skateboarding and was too stressed-out to do much of it. An unexpected gift.

 

5. Ultima III, Origin Systems, 1984

I’d been playing this one and off for maybe a year, a pretty straightforward fantasy quest game, one of the early games that set the pattern for years to come – dungeons to explore, missing items to retrieve, and so forth. It was advanced for its time but still a tile-based, one-move-per-turn affair, on a 2D map laid out with simple but weirdly evocative icons.

I remember a very specific moment of being pulled away from the game by being called to dinner – called from the Apple II we had set up in the kitchen/dining room, placed in a corner because this was an object we hadn’t learned to classify yet – it was still sort of a toy and sort of an appliance.

I had just realized that I was about to win the game. For a long time I hadn’t even thought about that the idea that it would end, that the long succession of quests and cards and shrines and dungeons was summing to something, that there was an order to the sprawling mess of it, that I’d been brought to something, an ending.

It had taken months. until then I hadn’t even had that many experiences that happened in that large a unit of time – the seasons, the school year I never had the perseverance or internal awareness that some kids have, that lets them do long-term projects on their own, but I realized I had done just that. There wasn’t a lesson or emotion to it, so much as a dawning understanding of the medium, and how it had taught me that I could have a long, scattered confusing experience that could then brought into order and become a completed whole – like a term paper, or a novel, or, one hopes, a lifetime.

Austin Grossman is a video game design consultant who has worked on games such as Dishonored, System Shock, Deus Ex, Tomb Raider: Legend, and the author of Soon I Will Be Invincible, which was nominated for the 2007 John Sargent Sr. First Novel Prize. His writing has appeared in Granta, the Wall Street Journal, and the New York Times. He lives in Berkeley, California.

Apr 152013
 

PunchDid you know today is Joe R. Lansdale Appreciation Day? To tie in with Horror Novel Reviews‘ day-long celebration, we’ll be reposting our greatest-of posts about Joe’s work and a few from the legend himself.

Things have changed. The world has evolved. A punch in the mouth ain’t what it used to be.

Once you were more apt to settle your own problems, or have them settled for you, by an angry party. Teeth could be lost, and bones could be broken, but mostly you just got  black eye, a bloody nose, or you might be found temporarily unconscious, face down in a small pool of blood out back of a bar with a shoe missing.

These days, even defending yourself can be tricky. It seems to me a butt-whipping in the name of justice has mutated to three shots from an automatic weapon at close quarters and three frames of bowling with your dead head. There are too many nuts with guns these days, and most of them just think the other guy is nuts. An armed society is a polite society only if those armed are polite. Otherwise, it just makes a fellow nervous.

Still, not wishing back the past. Not exactly. But there are elements of the past I do miss. There are times when I like the idea of settling your own hash—without gunfire. Sometimes the other guy has it coming.

When I was a kid in East Texas, we lived in a home that sat on a hill overlooking what was called a beer joint or honky-tonk. Beyond the tonk was a highway, and beyond that a drive-in theater standing as tall and white as a monstrous slice of Wonder Bread.

104.9 FMYou could see the drive-in from our house, and from that hill my mother and I would watch the drive-in without sound. What I remember best were Warner Bros. cartoons. As we watched, mom would tell me what the cartoon characters were saying. Later, when I saw the cartoons on TV—something we didn’t have at the time—I was shocked to discover Mom had made up the stories out of the visuals. My mom was a dad-burned liar. It was an early introduction to storytelling.

But this isn’t storytelling. This is reporting, and what I’m about to tell you is real, and I was there. It’s one of my first memories. So mixed up was the memory that, years later, when I was a grown man, I had to ask my mother if it was a dream, or fragments of memories shoved together. I had some things out of order, and I had mixed in an item or two, but my mother sorted them out for me. This is what happened.

My mother and I stayed at home nights while my dad was on the road, working on trucks. He was a mechanic and a troubleshooter for a truck company. My entertainment was my mother and that silent drive-in and the fistfights that sometimes occurred in the honky-tonk parking lot, along with the colorful language I filed away for later use.

We were so poor that my dad used to say that if it cost a quarter to crap, we’d have to throw up. There wasn’t money for a lot of toys, nor at that time a TV, which was a fairly newfangled instrument anyway. We listened to the radio when the tubes finally glowed and warmed up enough for us to bring in something.

Dad decided that the drive-in, seen through a window at a great distance, and a static-laden radio with a loose tube that if touched incorrectly would knock you across the room with a flash of light and a hiss like a spitting cobra, were not proper things for a growing boy. He thought I needed a friend.

StojankaBelow, at the tonk, a dog delivered pups. Dad got me one. It was a small, fuzzy ball of dynamite. Dad named him Honky Tonk. I called him Blackie. I loved that dog so dearly that even writing about him now makes me emotional. We were like brothers. We drank out of the same bowl, when mom didn’t catch us; and he slept in my bed, and we shared fleas. We had a large place to play, a small creek out back, and beyond that a junkyard of rusting cars full of broken glass and sharp metal and plenty of tetanus.

And there was the house.

It sat on a hill above the creek, higher than our house, surrounded by glowing red and yellow flowers immersed in dark beds of dirt. It was a beautiful sight, and on a fine spring day those flowers pulled me across that little creek and straight to them as surely as a siren calling to a mariner. Blackie came with me, tongue hanging out, his tail wagging. Life was great. We were as happy as if we had good sense and someone else’s money.

I went up there to look, and Blackie, like any self-respecting dog, went there to dig in the flower bed. I was watching him do it, probably about to join in, when the door opened and a big man came out and snatched my puppy up by the hind legs and hit him across the back of the head with a pipe, or stick, and then, as if my dog were nothing more than a used condom, tossed him into the creek.

Then the man looked at me.

I figured I was next and bolted down the hill and across the creek to tell my mother. She had to use the next-door neighbor’s phone, as this was long before everyone had one in their pocket. It seemed no sooner than she walked back home from making her call than my dad arrived like Mr. Death in our old black car.

He got out wearing greasy work clothes and told me to stay and started toward the House of Flowers. I didn’t stay. I was devastated. I had been crying so hard my mother said I hiccupped when I breathed. I had to see what was about to happen. Dad went across the creek and to the back door and knocked gently, like a Girl Scout selling cookies. The door opened, and there was the Flower Man.

My dad hit him. It was a quick, straight punch and fast as a bee flies. Flower Man went down faster than a duck on a june bug, but without the satisfaction. He was out. He was hit so hard his ancestors in the prehistoric past fell out of a tree.

Dad grabbed him by the ankles and slung him through the flowerbed like a dull weed eater, mowed down all those flowers, even made a mess of the dirt. If Flower Man came awake during this process, he didn’t let on. He knew it was best just to let Dad finish. It was a little bit like when a grizzly bear gets you; you just kind of have to go with it. When the flowers were flat, Dad swung the man by his ankles like a discus, and we watched him sail out and into the shallow creek with a sound akin to someone dropping wet laundry on cement.

We went down in the creek and found Blackie. He was still alive. Flower Man didn’t move. He lay in the shallow water and was at that moment as much a part of that creek as the gravel at its bottom.

Daddy took Blackie home and treated his wound, a good knock on the noggin, and that dog survived until the age of 13. When I was 18, Blackie and I were standing on the edge of the porch watching the sun go down, and Blackie went stiff, flopped over the edge, dead for real this time.

Bless my daddy. We had our differences when I was growing up, and we didn’t see eye to eye on many things. But he was my hero from that day after. Hardly a day goes by that I don’t remember what he did that day, and how he made something so dark and dismal turn bright.

No one sued. Then, events like that were considered personal. To pull a lawyer into it was not only embarrassing, but just plain sissy. Today we’d be sued for the damage my dog did, the damage my dad did, and emotional distress, not to mention bandages and the laundry bill for the wet and dirty clothes.

I know the man loved his flowers. I know my dog did wrong, if not bad. I know I didn’t give a damn at the time and thought about digging there myself. But I was a kid and Blackie was a pup, and if ever there was a little East Texas homespun justice delivered via a fast arm and a hard fist, that was it.

Flower Man, not long after that, moved away, slunk off like a carnival that owed bills. A little later we moved as well, shortly after the drive-in was wadded up by a tornado. That’s another story.

Originally published in the Texas Observer.

Joe R. Lansdale is the author of numerous novels and short stories. His work has received the Edgar Award, seven Bram Stoker Awards, a British Fantasy Award, and has twice been named a New York Times Notable Book, among other honors. The film adaptation of his novella “Bubba Ho-tep” was directed by Don Coscarelli and starred Bruce Campbell and Ossie Davis. His novel Vanilla Ride, from Knopf, has just been released in paperback by Vintage. He lives in Nacogdoches, Texas. Mulholland Books will publish EDGE OF DARK WATER in 2012.

Apr 152013
 

Did you know today is Joe R. Lansdale Appreciation Day? To tie in with Horror Novel Reviews‘ day-long celebration, we’ll be reposting our greatest-of posts about Joe’s work and a few from the legend himself.

When we passed along  Joe R. Lansdale’s EDGE OF DARK WATER to Dan Simmons, we had high hopes he would like the novel as much as we did. Dan loved the novel so much he provided us with not just a nice quote, but an inspired, insightful essay which is included in the paperback edition of Joe’s novel, and which we’re delighted to share with you below.

Go pick yourself up a copy of EDGE OF DARK WATER if you haven’t already! And be on the lookout for Joe’s next novel THE THICKET, in bookstores everywhere this September.

Since Mark Twain’s The Adventures of Huckleberry Finn was first published in America in 1885, there have been hundreds — if not thousands – of favorable comparisons to Twain’s masterpiece by publishers, blurbers, and/or reviewers of “contemporary” novels. Almost all of these comparisons have been inappropriate or just plain silly since – a) Huckleberry Finn was an unmatched novel of male adolescence, moral awakening, and an entire dark era of American history told in perfect regional and temporal vernacular   b) as Ernest Hemingway said, “All modern American literature comes from one book by Mark Twain called  Huckleberry Finn . . . It’s the best book we’ve had” and c) Mark Twain was a genius.

The river voyages and brilliant narratives in both Joe R. Lansdale’s Edge of Dark Water and Mark Twain’s The Adventures of Huckleberry Finn are cries from the heart of the heart of America’s darkness. Both books are the result of real genius at work.Joe R. Lansdale’s Edge of Dark Water is worthy of being compared to Twain’s The Adventures of Huckleberry Finn. Nor are the rafts or the marvelous and terrifying river voyages in both books the primary reasons for Lansdale — and what may be his masterpiece – earning the right to this comparison to Twain’s masterpiece. “Sue Ellen’s” voice throughout Lansdale’s novel is almost certainly the strongest, truest, and most pitch-perfect regional-temporal vernacular narration since Huck Finn’s. The young protagonist’s moral decisions in Edge of Dark Water are among the most complex (yet clearest) since Huck decided to “steal” Jim and go to Hell forever for doing so. Edge of Dark Water evokes a time and place – East Texas, Depression era – as powerfully as Twain’s The Adventures of Huckleberry Finn preserved and illuminated the Mississippi River region in pre-Civil-War America.

Finally, if we’re to quote Hemingway on how wonderful Twain’s book was, we need to add his all-important caveat – “If you read it you must stop where the Nigger Jim is stolen from the boys. That is the real end. The rest is just cheating.” It was (and remains) “just cheating” because Twain decided that he had to keep the ending of Huckleberry Finn, as was his goal for all of The Adventures of Tom Sawyer, to being “just another Boys’ Book” in order to hold up his novel’s subscription sales and library orders in Victorian America. And so, after Tom Sawyer shows up, The Adventures of Huckleberry Finn is just a funny and beautifully written boys’ book, whether we want to admit it or not. “Jim” ceases to be the complex, human, adult Jim of the rest of the important novel and Huck becomes a mere sidekick again to Tom.

Joe Lansdale’s Edge of Dark Water does not suffer from Mark Twain’s forgivable failure of nerve at the finale of Huckleberry Finn, nor in any lack of confidence in the maturity and courage of his readership. Perhaps most importantly, Lansdale’s Edge of Dark Water stands alone and confident in its own dark power and beauty and doesn’t require comparisons to any other novel.

DAN SIMMONS is a recipient of numerous major international awards, including the Hugo Award, World Fantasy Awards, Bram Stoker Awards, and the Shirley Jackson Award. He is widely considered to be one of the premier multiple-genre fiction writers in the world. His most recent novels include the New York Times bestseller The Terror, Drood, and Black Hills. He lives along the Front Range in Colorado and has never grown tired of the views. Visit him online at www.dansimmons.com.

Joe R. Lansdale’s Edge of Dark Water, about which the Boston Globe raved: “From its pages waft memories of Huckleberry FinnTo Kill A Mockingbird, and even As I Lay Dying,” and which was praised by the New York Times Book Review as ”a charming Gothic tale…as funny and frightening as anything that could have been dreamed up by the Brothers Grimm–or Mark Twain,” is now available in bookstores everywhere.

Apr 022013
 

doors1I’m lucky enough to spend my days writing novels of gothic suspense in which family secrets and scandals bubble to the surface in big, old, haunted mansions. Ever since my first book hit the shelves a few years back, I’ll oftentimes find myself on panels with other authors at various book festivals and conferences, and one question we’re always asked is: “What inspired you to write your story?” Believe me, when you’re asking mystery, crime, thriller or suspense novelists this question, you’re going to get some strange, eerie and, let’s be honest, borderline psychotic answers. Mine included.

Erin Hart’s imagination shifts into high gear when she reads news stories about ancient bodies being pulled out of the peat bogs in Ireland, perfectly preserved. In her four novels, the most recent of which is The Book of Killowen, her lead character investigates these archaeological sites and usually unearths a present-day murder in the bargain. David Housewright revealed that, while attending a crowded music festival, he looked around at the sea of faces and began to marvel at how easy it might be to kill someone and simply slip away unnoticed… and thus began his novel Highway 61, in which an unfortunate fellow wakes up next to a dead body after attending a similar music festival, and thinks he has made a clean getaway until the blackmail threats start arriving.

Now that I’ve got two novels on the shelves, one in the pipeline set for release in January 2014 and a fourth rattling around in my brain, I think it’s safe for me to say that I’m most inspired by place. I need to create the setting where my characters are going to do whatever it is that they do, and then the story flows from there.

My current novel, The Fate of Mercy Alban (2013, Hyperion), bubbled to the surface during a tour I took of Glensheen Mansion, a stately, old home on the shores of Lake Superior in Duluth, Minnesota. Once a private home and now a museum, Glensheen has its own haunted history — matriarch Elizabeth Congdon and her maid were murdered in the house by Elizabeth’s daughter and her husband, no less, and reportedly both of the slain ladies remain — but I wasn’t interested in writing their story. I wasn’t looking for story inspiration at all. I was just taking the tour.

It was a gorgeous summer day on Lake Superior, and after wandering from room to glorious room inside, I walked out onto the patio that spans the whole length of the house. I stood there gazing at the meticulously-manicured lawn that flows out to the lake, which was glittering in the summer sun.

I thought: “What a great place to host a party!” And I started imagining it — men in their summer suits, women in long, cotton dresses, servers in black circulating with drinks and hors d’oeuvres. I could almost see the ghostly images of the revelers there in the yard, talking, laughing, listening to music wafting through the air.

And then, being the type of writer I am, I thought: “Ooo. What if somebody wound up dead at that party?”

I could clearly imagine that, too. A gunshot, a scream piercing the night air, the confusion that would follow — stunned onlookers, too traumatized to move, others running for the door, a police siren, faint at first and then growing louder. The anguished cry of grief as a love is lost forever.

I don’t know how long I stood there, caught up in the scene playing out in my own mind. The thought of it just wouldn’t let me go. And so began The Fate of Mercy Alban, a novel centered around a long-ago summer party at a stately old mansion much like Glensheen, where one of the party guests, a world-famous writer, winds up dead, and the daughter of the host and hostess disappears without a trace.

Now I’m looking for inspiration for my fourth novel. Know of any haunted mansions to tour?

Wendy Webb is the author of the Heartland Indie bestselling novel, The Fate of Mercy Alban (2013, Hyperion), and The Tale of Halcyon Crane, (2010, Holt), which won the Minnesota Book Award for genre fiction. Her newest book, The Vanishing, will be released in January, 2014. Visit her online at www.wendykwebb.com.

Apr 012013
 

The Shining Girls by Lauren Beukes

Reading The Shining Girls sends us careening through the twentieth century as we chase Harper, a time-traveling killer, from one era of Chicago to the next. Whenever we land, Lauren Beukes crafts a richly atmospheric scene, accurate right down to the music. Below, Beukes walks us through some of the songs mentioned in The Shining Girls. You can listen to all the songs above in the Spotify player.

“Somebody from Somewhere” by George and Ira Gershwin (1931)
It’s the sweet Gershwin showtune the violent drifter Harper hears as he staggers through the city streets, led by the flickering street lights to the House which will change everything. The lyrics are particularly resonant to the shining girls he will track down and kill “somebody from somewhere, for nobody but me.”

“Pistol Packing Momma” by Al Dexter (1943)
Along with Judy Garland and Bing Crosby, Al Dexter is one of the albums on heavy rotation playing over the speakers at the Chicago Bridge & Iron Company as welder Zora Ellis Jordan heads home for the day in 1943, thinking about troublesome young Blanche who says she’s in love with her.

“Get It While You Can” by Janis Joplin (1971)
Off the album Pearl, which pioneering music pirate and abortionist Margo Cooper recorded onto an early tape deck in Jane’s living room in 1972. It becomes the theme song for Julia Madrigal’s boyfriend after she’s murdered in 1984. He sees it as a provocation to seize the day, but he grabs on to all the wrong things.

“A Sunday Kind of Love” by Ella Fitzgerald (1947)
Alice Templeton has never recovered from the shock of love-at-first-sight with the intense stranger with the limp at the State Fair in 1940. She’s spent the last ten years daydreaming about being reunited with him in scenarios influenced by the movies. She wants to find the kind of love that lasts past Saturday night. But when Harper does come for her, finally, it’s not what she expected at all.

“All That She Wants (Is Another Baby)” by Ace of Bace (1993)
It’s the song biologist Mysha Pathan is rocking out to late one night in her lab at Milkwood Pharmaceuticals, singing along so loud that she doesn’t hear the man in the dark sports coat come in behind her.

Mar 252013
 

Today we welcome Ro Cuzon, a contributor for The Rogue Reader, as he reviews Ian Rankin’s bestselling new novel, Standing in Another Man’s Grave.Standing in Another Man's Grave

Ian Rankin may be an acclaimed master of plot but it’s his prose that always hooks me first.  It happened again last week within the very first sentences of his new book, Standing in Another Man’s Grave, in which his protagonist John Rebus comes back from retirement.

Forced to leave the Edinburgh police force several years earlier due to the age limit, Rankin’s moody, rogue detective is now a civilian working for a Scottish cold case squad known as the Serious Crime Review Unit. After Nina Hazlitt, the mother of a teenaged girl missing since 1999, convinces him that her daughter’s vanishing may be linked to other cases, Rebus muscles his way into the active investigation of the most recent disappearance, headed by none other than his longtime colleague Siobhan Clarke. There, the aging and cantankerous ex-inspector is confronted with new police technology and a younger generation of squeaky-clean, by-the-book cops who frown upon his drinking, smoking, and unorthodox methods, like his cozying-up to known criminal underworld figures.

Unlike the other novels in the series (at least the ones I’ve read), Standing in Another Man’s Grave gets Rankin’s hero out of Edinburgh and his comfort zone. Rebus does quite a bit of traveling up and down northern Scotland, its coast and the Highlands, musing in the process about the country and its people, “a nation of five million huddled together as if cowed by the elements and the immensity of the landscape surrounding them.” All along the way, Rankin expertly spins a suspenseful tale and around the halfway mark, as the stakes rise, the book becomes impossible to put down.

Not every loose end gets tied up in Standing in Another man’s Grave, and there are a few readers who will probably tire of some of the countless countryside descriptions and poetically peculiar village names—Tillicoultry, Aviemore, Strathpeffer, Auchterarder, Pitlochry…

I wasn’t one of them, though. I’ve always had a strange affinity for Irish and Scottish Crime Fiction writers (Ian Rankin was my very first; many have since followed: Ken Bruen, John Connolly, Stuart Neville, Allan Guthrie, Stuart MacBride, to name just a few). And somewhere in the back of my mind, I’ve always wondered why that was. Standing in Another Man’s Grave may have provided me with an answer.

The first clue was the aforementioned descriptions of the Scottish wilderness; the second, a book Nina Hazlitt gives John Rebus, an encyclopedia about the myths and legends of the British Isles (with, as she puts it, “quite a lot from Scotland.”) Both reminded me of the place I used to call home.

I spent the first twenty years of my life in Brittany, France, which, like Ireland and Scotland, is one of the six recognized Celtic Nations (along with Wales, Cornwall and The Isle of Man). These are defined as areas where a Celtic language is still spoken and clear Celtic cultural traits have survived—art, music, dance and literature (the latter having been influenced by shared Celtic folk tales, such as the ones mentioned in Nina Hazlitt’s book, that fascinated me as a child.)

Of course, there are many other similarities between our native lands: verdant and rocky territories surrounded by cold, fierce seas under misty gray skies; tough and extremely stubborn inhabitants whom, at one point or other, all fought for their nation’s autonomy; even the staggering number of pubs or bars per capita—where else are you going to go when it rains so damn much? All of this may explain the kinship I feel with these writers, pointing to something that goes deeper that the written word on the page and the stories told: a common ancestry as storytellers.

It took traveling through Scotland aboard John Rebus’s beaten Saab for me to realize this. So I thank Ian Rankin not only for a riveting read but also a trip through time and a forgotten, beloved landscape.

Ro CuzonNamed by George Pelecanos as a “rising stars of the new generation of noir novelists,” Ro Cuzon is the author of Under the Dixie Moon, a Library Journal Staff Pick for Best of 2012, and Under the Carib Sun. His third book in the Adel Destin crime series, Crescent City Stomp, will be published later this year by The Rogue Reader. He lives and writes in New Orleans.

Mar 182013
 

fascination*Every once in awhile, when my (ahem) amazing job comes up in conversation, someone will ask me, if not: “What is a mystery?” outright, another question along similar lines. Could be someone curious how the category has evolved in the years since Sherlock Holmes, Inspector Dupin and Hercule Poirot. Or it could be an avid reader just discovering a love of suspense, yet finding themselves somewhat flummoxed by all the subcategorization—with police procedurals, cozies, psychological thrillers, and so many more, the permutations can at times seem endless.

So what is a mystery? I’m sure for Mulholland Books readers, the answer comes easy. A mystery involves a crime, and centers around the investigations of a protagonist who endeavors to bring justice to its perpetrators. We often refer to this as the “solution” to the mystery, despite the fact that the crime most commonly depicted—murder—is irrevocable and, thus, unsolvable. (See: Detective Ramone’s penultimate speech in Pelecanos’s The Night Gardener.)

The other, slightly more slippery version of this prompt: What’s the difference between a mystery and a thriller?

Conversationally, readers often use the terms interchangeably to discuss any novel that engages the tropes of the crime fiction genre, or operates within the suspense paradigm. But the terms aren’t actually as exchangeable as we make them out to be. The answer has a lot to do with Hitchcock’s famous speech on the art of creating suspense—the bomb under the table, a very neat example from a master storyteller and a useful example for also highlighting the differences in the genres:

We are now having a very innocent little chat. Let’s suppose that there is a bomb underneath this table between us. Nothing happens, and then all of a sudden, “Boom!” There is an explosion. The public is surprised, but prior to this surprise, it has seen an absolutely ordinary scene, of no special consequence. Now, let us take a suspense situation. The bomb is underneath the table and the public knows it, probably because they have seen the anarchist place it there. The public is aware the bomb is going to explode at one o’clock and there is a clock in the decor. The public can see that it is a quarter to one. In these conditions, the same innocuous conversation becomes fascinating because the public is participating in the scene. The audience is longing to warn the characters on the screen: “You shouldn’t be talking about such trivial matters. There is a bomb beneath you and it is about to explode!”

Hitchcock’s version of events is a classic thriller premise—a crime is about to be committed, one which readers have been alerted to. But begin this story fifteen minutes later, just as the bomb explodes, and you have yourself a crime and mystery—the identity of the perpetrator—in need of a solving.  It’s all in the timing—start in one place, and you have a novel centered around anticipation, a thriller. Start later and you’ll find yourself in classic mystery territory.

Does this mean a mystery can’t be suspenseful? Certainly not—the path to each mystery’s solution is often littered with mid-novel scenes just like the thriller premise that Hitchcock describes, in which our protagonist’s life has been placed in danger and the survival, or successful unveiling of the truth itself, has been placed in suspense. Which is where the term mystery/thriller comes in handy, and why the two categories have become more and more confused in the past few years. Many of our most successful crime novelists have become masters at blending the categories so that suspense is as much the name of the game as the investigation at hand.

Take, say, Lee Child’s Reacher series. Most if not all of his novels are actually mysteries, despite Child’s reputation as one of our best thriller writers around. The Affair finds Reacher wrapped up in an unsolved murder case that will change the course of his life—and readers don’t discover the identity of the murderer until the novel’s climactic scenes. The Hard Way finds Reacher in New York City, investigating the kidnapping of a wealthy paramilitary figure’s wife–and we as readers won’t find out why or how she was taken until very late in the game. We often talk about these stories as thrillers, and quite understandably—they both certainly thrill—but given the unsolved crimes at their center, both are actually mysteries, strictly speaking. If Reacher were just a six-and-a-half-foot-tall, gorilla-faced guy who happens to be an ace in a fight, would readers really care for him in quite the same way? I doubt it—he’d still be in Carter Crossing, Mississippi, interviewing murder suspects, having never quite resolved the events of The Affair in the first place!

All of which begs the question, Mulholland Books reader: How do you prefer your bombs? Still ticking? Or already gone off?

Wes Miller is Mulholland Books’ Associate Editor and Marketing Associate. If Mulholland were a crime novel instead of an imprint that publishes them, Wes would be its PI—the stalwart presence resolving its issues, making sure at the end of the day, justice gets served and good prevails—at least until tomorrow comes. Reach him through the Mulholland Books twitter account (@mulhollandbooks), on Tumblr (mulhollandbooks.tumblr.com) or right here on the Mulholland Books website.

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