Monday, 28 January 2013

#51 Zombie Lab: Let’s All Go to the Museum!


Hi! Yes! I’ve been away for a while. I don’t want to go into details, but it turns out there was a completely unrelated apocalypse that coincidentally was due to happen on the same date as the supposed “Mayan” apocalypse. The only person who knew how to avert it was Bing Crosby, who concealed clues to the only hope to mankind’s salvation in the lyrics of several of his biggest hits.

Anyway, long story short, I managed to avert the rise of the Spider Clowns, but then I was stranded in Reykjavik and it took me three months to hitch hike back to somewhere with Internet access. It wasn’t that far to travel, I’m just very unappealing to drivers.

But I’m not here to talk about that, there are much more interesting things for us to discuss.

So let’s talk about museums. I love a good museum. Whenever friends come to visit me in Norwich I’m always keen to recommend that they visit our famous Teapot Museum, then they ask if I’m being sarcastic and I say “No, I’m not being sarcastic. Why?”

One place that has a lot of museums is London, and among my favourite museums there in the Science Museum because, frankly, it has lots of planes and a lunar module and I think that’s cool. (Also cool: Novelty teapots).

This week the science museum is combing two things I love (Science. Museums.) with something else I love (Zombies) to bring about the Science Museum Zombie Lab. The Zombie Lab is going to take place over this Wednesday evening (January 30th, 6:45pm to 10pm) and Saturday and Sunday afternoons (February 2nd/3rd, 12pm to 5pm).

I’m going to be there, and all of you should be there too. Here are a few of things you ought to expect:

Games and Activities
Zombie Costume Competition
Exactly what it says on the tin. Come dressed as a zombie on Wednesday evening, and if people are convinced enough that you’re a shambling corpse they’ll give you a prize. Or hit you in the head with a shovel. It depends.

Quarantine
This one looks fun- the idea is that the zombie safe house doors will be slamming shut in ten minutes, and you have to prove you aren’t a zombie by completing a number of tasks.

Horde
Remember that bit in Shaun of the Dead where they try and navigate through a horde of zombies by groaning and shuffling? Zombie LARP regulars among our readers may remember this account of why we’re not longer allowed to do that in game.

Well collective behaviour experts Edd Codling and Nikolai Bode of the University of Essex will be looking to test just how good a zombie you can be in what they’re describing as a “predator-prey” game.

The Trial
This is my personal favourite activity at the event, purely on the grounds that I helped write some of the support materials for it. Yep, Mary and Grant (or Serious Business to give them their official name) the minds behind Zombie LARP and the Abraham Lincoln: Vampire Hunter live game we reported on last year, have come up with a new creation. Since, sadly, the Science Museum was apparently unwilling to let us charge headlong around the museum firing Nerf guns at one another, they have instead constructed a post-post-apocalyptic world, where the tide is just beginning to turn against the zombies, a cure for the disease has been discovered and society is beginning to rebuild.

People will be asked to take part in the Community Jury Initiative to answer two fundamental questions- are the cured zombies legally responsible for all those people they ate? And should those who didn’t get infected be held responsible for all those zombies they killed? The answers may not be as straight-forward as you think...

UPDATE: You can find out much more about The Trial here.

Talks
I’ve written about the zombie apocalypse being used to examine real life issues so many times here you’re probably bored of reading about it, but the Zombie Lab will feature a number of talks that do just that. Daniel Bor (University of Sussex), David Papineau (Kings College London) and author and games writer Naomi Alderman will be talking over whether zombies are conscious as a way of examining what consciousness is. Another talk will look at possible causes of a zombie apocalypse, because there aren’t enough things to be terrified of in the world.

Films
There will also be a special showing of the zombie romance Warm Bodies, which we’ll probably have to get round to reviewing for this site sooner or later.

And that is just scratching the surface (which I’m sure could be worked into a zombie pun, but it’s late and I’ve got some other stuff to write, so you’ll have to come up with that one yourselves). Have a look here to see the full list of stuff the Science Museum is going to have on over the festival, and I’ll see you there!http://zombielarp.co.uk/

Monday, 29 October 2012

#50 Abraham Lincoln: Vampire Hunter: Vampire Hunter Club Live




If you’re a regular reader of this blog, you’ve probably been drooling in anticipation at the release of Abraham Lincoln: Vampire Hunter on DVD, the movie of the book written by that guy who thought of taking public domain works of literature and making money by inserting the word “zombie” into every other sentence.

You may even have heard of the press event launched to promote the DVD, Abraham Lincoln: Vampire Hunter: Vampire Hunter Club Live, a game put together by the minds behind our favourite Zombie LARP. Regular readers will be familiar with my previous zombie LARP adventures, from my heroic death during the tragic tale of Team Scavenger, to our first doomed foray into Station Zero at the Friar’s Walk Mall, to the Zombie LARP Christmas Carol, where we learned that Morris dancers are apparently way more badass than any of us thought likely, in such a way that some narrow-minded people may believe, ahem, completely broke the game.

But that was all a long time ago. This time, rather than assembling yet another team of doomed comrades and leading them to their death, I joined the staff at the event, playing one of the evil vampires that were being hunted. As a result I was given food and travel expenses that were ultimately paid for by Fox, so I’ve finally sold out and everything I say from here on in is probably suspect.

Grant Howitt, one of the game designers behind this and Zombie LARP, has already written an excellent blog post on the things he learned designing and running the game. And Alex Hern has already written an article for the New Statesman on his experiences playing a vampire hunter, and we have no wish here to duplicate content already provided by that fine publication.

So today I’m going to tell you some of the things I learned as a vampire, intermingled with a couple of player stories we’ve received from some LARP virgins.

Vampire Lesson One: Talking With Fangs Is Really Hard (And A Bit Racist)

The whole point in being a vampire is that you receive eternal life, superior strength and otherworldly beauty, but that it comes at a terrible cost. Many vampire stories are vague about just what that cost is (Do you really believe in a soul anyway?). Well, having walked in a vampire’s shoes I can tell you what that cost is, and it’s not worth it.

Eternal life, eternal beauty is great, but trying to do that with two massive prosthetic fangs crowding the front of your mouth completely ruins the whole thing. After I’d had my make-up applied and my teeth glued in I discovered to my horror that becoming a dark creature of the night meant I could no longer pronounce my Rs or my Ss. My speech had taken a form that was hideous, and yet somehow familiar. Before long it dawned on me. In my efforts to speak clearly with those fangs in my mouth, I was apparently doing some sort of weird Fu Manchu style Chinese accent.

I spent the remainder of my preparation time before the game saying “The rain in Spain falls mostly on the plains” in a desperate attempt to learn how to speak normally in case any Asians turned up to the game.

Interlude: The story of Ryan Sullivan

I had a great time at the Abraham Lincoln Vampire Hunter Live Vampire Hunt (ALVHLVH).

I had no idea what to expect when I arrived. All I knew was I wanted to get my hands on a weapon and head out on the first expedition. I didn't have to wait long until a shotgun was put in my hands and a brave doctor - discernible by his white lab coat - was leading an exploratory mission out into the dark.

After checking the several small rooms we passed, didn't want to fall victim to a simple ambush on the first outing, we arrived on the Dancefloor; which would become one of the bloodiest battlefields of the evening. Here we found a solitary vampire who retreated before our awe-inspiring awesomeness. So we gave chase to the little hellspawn!

This is when I had my first lesson in "don't underestimate a vampire." He'd lured us right back to the nest of vampires. One had turned to eight. We beat a hasty retreat to the Dancefloor and the battle began. I quickly ran out of ammo and had to abandon my team-mates temporarily to reload. This action was noticed by a bystander and my bravery, or lack thereof, was quickly pointed out to me.
Once I was rearmed I returned to the fight and helped to save a fallen comrade and dispense of the undead horrors. We returned to the safe house as heroes, laying waste to four of the vampire scorn. That was only the beginning.

A plan was forged by Leo, the maker of plans. We were to plant a bomb in the heart of the vampire nest and cleanse this place of their foul stench once and for all. My ammunition had long been spent and I went onto the battlefield armed with nothing but a single bandage to aid any injured companions. It was terrifying, the feeling of complete vulnerability.

Soon a brawl broke out and I pulled a man from the front lines to administer the aid I could, lest he fall to the dark host and become one of them. My comrade had dropped his weapon in the commotion and the demons were close to swiping it. I wrestled it away from their cold dead hands and looked in awe upon the Axe of Abraham Lincoln. It was glorious.

With our forefather's axe in hand and Leo's excellent plan, victory was assured. Our group was separated by a last ditch ambush from the vampires but they were too late and they knew it. We closed the door on the safehouse to hear the explosion boom above us. It was over. The night was safe once more.

Vampire Lesson Two: People Don’t Object To Being Sent Into Certain Death As Much As You’d Think

The Vampire Hunter game took place in two sessions, with two very different and distinct feels. The first game could be best described as, well, a total and utter blood bath. The players swarmed out into the abandoned nightclub, armed with NERF shotguns or, as Zombie LARP veterans call them “No way are you sending me out there with one of those, I want to try and make it through this game alive!”

We did our best to give them a fighting chance, but before long the vampires found ourselves surrounded by Thralls, the unwilling, brainwashed slaves we’d made of murdered vampire hunters. Thralls are discernible by several qualities. First, the red bandage wrapped around their arm to signify their allegiance to the undead. Two, that they are totally useless in a fight unless you can procure a weapon for them. Three, that although they’ve fallen in battle, they’re still paying to be here, so despite being your army of obedient minions, you also have to make sure they’re having fun.

With so many dead, many vampires soon found themselves with far too many thralls under their command, and it was hard to give them all fascinating and engaging tasks to do. So when in doubt it wasn’t uncommon to tell them to just charge head on into a front line of axe wielding survivors. What was quite spooky though, was the sheer enthusiasm the thralls seemed to have for what would inevitably turn out to be a short and sticky death (especially given the fact that seriously, players never, ever, ever learn to pull their blows).

Interlude: The Tale of Rebecca Cosgriff of Books Becca Buys
Having never before attended a 'livegame', I wasn't quite sure what to expect when me and my (coerced) friend turned up to Islington Metal Works. I wasn’t massively reassured when I was ushered inside amongst some leather-clad compatriots to sign a liability waver.

Only slightly deterred, we congregated inside the main room of the metalworks (furnished with a rather fetching faux train carriage/burger van) to hear the welcoming speech from our hosts, Serious Business. Promptly informed that we were not to expect mere immersive theatre but a live action horror game to solve and participate in (cue clammy hands), we were let loose with strict instructions to hit only from the chest down and try not to seriously maim anyone.

What followed was at least 30 minutes of general standing about feeling confused and, if I’m honest, a bit left out. Some people had obviously attended similar events before and got straight down to de-coding baffling messages strewn around, and volunteering to take the limited weapons on a scouting mission. Those of us not so sure of ourselves were left behind with nothing to do and no weapons to brandish for quite some time. I understand that this sort of game involves proactivity but it would have been nice if some of the cast members had engaged with those of us obviously standing around looking baffled, and ensured that everyone had a turn being led through the labyrinthal metalworks on an mission (my group were selected to get nuked up and taken out into the field, only to get forgotten about and left, tempted to give up the ghost and just order a burger).

With only about 30 minutes to go my friend and a couple of other lost souls decided to just go for it, grabbed a weapon from a cast member and got involved. I have to say it was a lot of fun, despite stubbing my toe and screaming, in a way that would have made Buffy turn in her grave (before being hastily resurrected), trying to run away from the hissing, prosthetic-clad un-dead. We managed to merge with a more experienced group and I was soon responding to frantic calls for “MEDIC” and bashing away at some poor(presumably) underpaid actresses with a foam axe. Bliss.

The whole thing struck me as a terrifying medium between Secret Cinema and the London Bridge Experience, and all in all I had a good laugh and met some nice people. But my experience would have been much more positive with a bit better organisation, a few more (working) weapons and some effort to include people not so sure of themselves, or at least introduce some ‘getting to know you’ activities before things kick off so the n00bs can team up with the pros.

I can’t say I’m a live action simulation convert, but I definitely would consider giving it another bash (literally) when the Serious Business has a bit more experience.

Vampire Lesson Three: It Is Mankind That Is The Real Monster

The second game had fewer players, but more alarmingly, they got organised. Where’s in the last game if Grant and Mary wanted to shit the players up they just had to send a couple of us running and screaming into the safe room to watch them scatter and panic, this time we’d run into the safe room to meet a barrage of NERF darts and axe-blows.

Listening to the referees and the human NPCs we kept hearing how terrified the players were, but as a vampire you would see only death. Instant, violent death.

And then came my moment to shine.

One of the elements Grant and Mary had added to Vampire Hunter to differentiate it from Zombie LARP was the introduction of Interrogations. A vampire would be dragged kicking and screaming into the safe room, tied to a chair and questioned for valuable information that the players would need to progress. As a vampire you were given two pieces of information, and a “trigger” that would cause you to spill everything.
My compatriot in previous LARPs, Alina, for instance, played an agile, parkour-esque vampire who would tell you everything if you threatened to damage her legs. Within seconds of being taken into the room someone had chopped off one of her legs and she sang like a canary.

We assumed the players had done their research, and so I was looking forward to seeing what would happen when I went in. The interrogator dragged me into the safe room, and before I was even tied to the chair... they started hacking my legs off. Now this wasn’t my trigger, so I just had to limp over to the chair and continue the interrogation, and throughout I was slashed at, had things chopped off, and threatened.
But worst of all was the look in their eyes. People who I’m sure I’d love to meet socially were clearly really, really enjoying the torture. Like, a lot.

When they finally got all the information they could from me, I was brutally killed and tossed back out into the corridor, and I don’t mind admitting it was something of a relief.

When this blog started we used to play a regular drinking game of apocalyptic movie tropes, one of which was “mankind is the real monster”.

It is my friends. It definitely is.

Thanks to Lynsey Smith for letting me use her photos of the event. See the whole gallery here.

Wednesday, 3 October 2012

The Next Big Thing

A slight shift from business as usual as this week we're taking part in The Next Big Thing. It's sort of like one of those annoying Facebook chain questionnaires, except instead of Facebook it's people's blogs, and instead of all those really dull people you know, it's authors, so, y'know, it's cool.

I was very kindly tagged in by Kim Curran, author of the real-life-save-game-function novel, Shift. Once I'm done here I'll be tagging the next bunch of writers who'll keep the chain going. But first, here's some shameless plugging for my cloning novel, Mark II.
What is the working title of your book?
Mark II

Where did the idea come from for the book?
From TV. I was watching a documentary about cloning, and one of the people interviewed was a parent who wanted to clone their terminally ill child. It got me thinking about what the clone would think about this. I started off trying to write a short story about a clone who was brought about in this way, but it sort of expanded into a novel.

What genre does your book fall under?
Young adult science fiction. Or teenage science fiction. Or science fiction with teenagers in it.

Which actors would you choose to play your characters in a movie rendition?
This is always difficult when all the interesting people in your cast are children, as all the actors who could possibly play the part have this horrible habit of growing up. My current favourite for the role of Mark Self and his clone is David Rawle from the Chris O'Dowd sitcom Moone Boy. He can pull off two most important things about Mark- a look of wide eyed innocence and look that looks a lot like wide eyed innocence but really, really isn't.

Oh, and the theme tune has to be this.

What is the one-sentence synopsis of your book?
Phil's best friend Mark dies after a long illness, only to be replaced by a clone who looks like, sounds like and has some of the memories of his old best friend, but is a new person altogether.

How long did it take you to write the first draft of your manuscript?
Roughly 12 months. Started writing it when I should have revising for A-levels, finished it when I should have been doing coursework for university.

What other books would you compare this story to within your genre?
A lot of people have compared with Mark Haddon's The Curious Incident of the Dog in the Night Time, I think mainly because it has a child narrator with an unusual perspective who doesn't quite get the "rules" of everyday human interaction. I like to think of it as Frankenstein, if the monster had found some people who actually liked him.

Who or What inspired you to write this book?
It started off being about playing with an idea that seemed like a very possible real world application of cloning technology. I fudged the science and made my clone vat-grown and speedily aged up because I didn't really want to write about a newborn baby, but I really liked the idea of doing science fiction story that didn't seem to have any of the usual trappings of science fiction (although I love writing stories with all those trappings as well!).

In the end though the thing that kept me interested in the book was the friendship between Phil and Mark's clone, which felt very real to me, and I have a lot of fun writing Mark's clone, an intelligent, articulate boy who's only real probably is that he's unflinchingly honest about everything and assumes everybody around him is the same.

What else about your book might pique the reader’s interest?
It's quite a while since I wrote this now, but looking back I still love the way Mark's clone takes all the little rituals and unsaid rules that dominate teenage friendships and just picks them apart piece by piece.

For another Q&A I've done on Mark II, check out this interview at the Bluewater Waterstone's YA fiction blog

Now, over to the next, Next Big Thing.

Alexander Gordon Smith has turned up here before in our drunk author interview. Go and read about his Next Big Thing here.


Monday, 24 September 2012

#49 Katya's World: Submarines and Smart Protagonists



You know what I really love? Intelligent protagonists. Not genius protagonists – your Sherlocks or Greg Houses or Lord forgive me, Doctors who solve the entire plot the instant somebody says something by chance that’s a convoluted metaphor for the actual solution to a mystery.

Then of course there’s your Harry Potter style protagonist, who doesn’t solve any problems or mysteries as much as follow a series of carefully laid out breadcrumbs and coincidences while being ever-so-brave the whole time and, despite being basically a child, constantly being put in situations of near-fatal danger by supposedly responsible adults.

Anyone who knows me knows that I devoured the Harry Potter books, loved (most) of House right until the end and am eagerly awaiting the next episodes of Sherlock and Doctor Who, I love all of the examples I just gave, but it’s very rare even among these favourite things of mine that you find a properly intelligent protagonist. One who isn’t a magical genius, but isn’t oblivious to the plot twist the readers saw broadcast three chapters ago.

This is what makes Katya’s World, which comes out at the start of November, special. Jonathan L Howard has, in Katya Kuriakova, created that most difficult of things, the intelligent teenage action hero. You might disagree if you’re much smarter than I am, but throughout Katya’s World I kept seeing Katya figure out the next twist in the tale always a page or two ahead of me (and occasionally a page or two afterwards). Howard doesn’t cheat- Katya doesn’t work things out because she’s been gifted some knowledge that the writer refuses to share with you for dramatic tension, she has the same clues you do and she shows her working and when she tells you the answer you immediately see how you should have figured it out first, only you didn’t did you?

Katya’s World is Russalka, a human colony on a planet filled with valuable minerals and resources, but no landmasses above water. The cities are networks of tunnels and caves that have been drained of water, the primary method of transport is the submarine.

Before we go any further can I just say, why isn’t Submarine Opera a thing? Katya’s world is a great example of the awesome potential of the genre, and completely puts the only other examples I can think of, SeaQuest DSV, Voyage to the Bottom of the Sea, Stringray and recent Beeb series The Deep completely to shame. Where the best of those examples (and I know I’m risking pissing off a lot of Roy Scheider fans here) manage to achieve the feel of a slightly damper version of TNG, Katya’s World creates a claustrophobic world where the weight of the water outside is constantly weighing down on you and your best method of finding out about the dangers beyond your submarine amount to listening really hard.

In a world like this is not hard to see why Katya, at the age of not-quite-16, would be expected to shoulder near adult responsibility, and while there is a certain amount of the common YA trope of the one teenage character being constantly manoeuvred into the centre of the action it’s not hard to see why the adults around her believe she’s capable of dealing with the dangers that they face.

Sunday, 2 September 2012

#48 Play Dead: The Most Adorable Zombie Movie Ever

It’s time I admitted it. If you set yourself the challenge of updating a blog that is mostly about zombie movies on a semi-regular basis, after about 20 months you can start to feel like you’ve had your fill.

Zombie movies, after all, all follow very similar structures. Hell, that’s part of the reason why I chose zombie movies in the first place, because by seeing the same story done over and over again in dozens of different ways, you can hopefully reveal some interesting things about storytelling.

But still, even then you can sometimes feel like you’ve seen every twist, every variation, ever meta-post-ironic-reconstructed-deconstruction. Then something like Play Dead comes along and shows there are still fresh, new and exciting things to be done with the genre.

Play Dead (2012) FULL MOVIE from Andres and Diego Meza-Valdes on Vimeo.

It’s a zombie movie, but dogs! Look at the cute little doggie woggies! With their little noses and their wagging tails!

Okay, full disclosure. In the same period during which I have been testing the very limits of my zombie-movie-watching capacity I have also reluctantly been drawn over to the side of the dog lovers. A client whose house I work at regularly has a couple of really stupid dogs, and they keep looking at me with their big wet eyes and wagging their tales and jumping up to say hello and I’M NOT MADE OF STONE!

I mean look at him!

I haven’t even asked the client for permission to nick this photo from his Facebook account, on the grounds that he loves looking at pictures of his dogs so much he’ll see it as a pleasant surprise that one has suddenly turned up on a website he’s reading.

But enough looking at that dog’s stupid cute face. We’re here to review a zombie movie and review a zombie movie we shall. Minor spoilers from here on in (although really, the entire movie is right up there and takes slightly less time to watch than an episode of The Simpsons, so I don’t know why you don’t watch that first).

Play Dead is a short film funded through a Kickstarter page last year and made on a budget of less than £6,000, which even George Romero would probably have a good giggle over. The Kickstarter page describes the movie as “Homeward Bound meets a zombie apocalypse” and it doesn’t disappoint, although there’s no talking, weirdly anthropomorphised animals here. These dogs are dogs, pure and simple. The dog’s personalities are communicated partly through introductory freeze frame captions when each dog appears, and partly through... dog... acting... ? Is that a real thing?

The usual tropes you’ll find in a zombie movie are here, with a doggie twist. The disparate characters from different backgrounds forced to work together by circumstance? Check. The human settlement that looks like it’ll provide sanctuary but actually turns out to be more dangerous than the zombies? Check. The long trek through the apocalyptic wasteland to find a destination where safety and supplies are plentiful? Check. The shocking twist at the end where it turns out the sanctuary is taken over by vicious, flesh eating killing machines? Check and check.

However, perhaps the people who’ll find this film most disturbing are dog owners themselves. Not because we see horrible things happen to the dogs (although we do) but because of the other zombie movie trope this movie embraces.

See, as I’ve talked about before, one of the things about the zombie apocalypse is that it’s a fantasy. It’s a fantasy of waking up one day to discover the rules and restrictions that are holding you down the rest of the time have suddenly disappeared, and now you can go running around shopping malls stealing everything you like and hitting people in the face with cricket bats.

It’s something we’ve seen pass into Young Adult fiction as well, with books like Charlie Higson’s The Enemy and Alexander Gordon Smith’s The Fury showing kids scenes of sheer horror back to back with appealing fantasies about what life would be like with all these grown-ups all over the place.

And so with Play Dead “law and order” or “grown-ups” are replaced with, well, you, dog owners. Play Dead is a dog’s wish-fulfilment fantasy about just how great life would be if you were dead. One of the dogs even drags her zombified owner around on a leash.

So, ummm... yeah, there’s that.

Still, look how cute the doggies are!

Wednesday, 22 August 2012

#47 The Fury: The Drunk Author Interview



Today we’re going to be talking about the new Young Adult zombie novel, The Fury. In The Fury, our heroes discover that, whenever people are within a certain range of them, they’re overwhelmed by the desire to murder them horribly. It’s like a zombie move, but after the zombies kill you they go back to making the tea, washing the car, delivering papers, etc.

I arranged to meet up with Alexander Gordon Smith to discuss how he wrote the book, where he got his inspiration from, and what he thought about exposing children to such horrible and violent stories. Because I know Gordon from a while back (his middle name is actually his “first” name, because he likes to be awkward like that) we ended up having quite a few drinks first. Surprisingly the recording came out as pretty listenable.

Download Part One of the Interview Here: In the first part of our interview (which you can also read below) we talked about where Gordon steals his ideas from, and why he decided upon the premise of The Fury, as well as writing horror for children, and the really quite terrifying real life genesis of the idea behind The Fury.

Then I bought another round.

Download Part Two of the Interview Here: In the second part of our interview I ask Gordon about his Fury survival strategy (I once again make an impassioned argument for the shovel), we talk about our favourite zombie movies and paranormal versus scientific zombies and the importance of rules in horror, all while we become steadily more inebriated.

If listening to drunk people talk about horror fiction doesn't sound like your idea of fun, I've transcribed the first part of the interview below:

Gordon, you’re a massive plagiarist. Who’ve you been stealing from?
Everybody I can. I think as we were chatting about earlier being a writer you tend to plagiarise pretty much as many people as you can. Everything I like you try and recycle in some fashion. But as The Fury is a zombie book I’ve taken every single zombie think that I loved which is pretty much every single zombie thing ever, and used it somewhere in the story.

I’ve tried to put my own spin on it but I feel like when you’re writing in a genre you love you’re standing on the shoulders of the people who came before you. I’d like to think one of these days someone will stand on my shoulders or my face and write something else.

I noticed that through the course of the book a lot of children die. Why do you hate children?
Oh well, that’s an interesting point. A lot of children do die. And a lot die in my previous series as well. I don’t know, maybe this is some weird subconscious thing? I was bullied a lot as a child... maybe I should see someone about this? I’m not sure...

It is worrying...
I think, I’m a big fan of death in literature and when you’re writing young adult books the percentage of younger characters to older characters is higher than in an adult series so I guess proportionally you’re going to end up killing more kids and teenagers, I guess maybe that’s why!

One of the great things about zombie stories is that you can kill a load of people without it having any consequences legally or morally because they’re zombies.
That’s very true.

In The Fury when you kill the zombies, if you hadn’t killed them and left them alone they would have gone back to being normal people.
Yes.

Why do you want to take the fun out of murdering zombies?
Well I wanted to throw a new twist on it. I spent ages and ages and ages trying to think of a new way of telling the zombie story because obviously the zombie story has been told so well by so many people and I guess this is why it took me such a long time to write a zombie book because I wanted that twist, I wanted something unique and I don’t know whether this is completely unique, probably not completely unique but the idea that people.... I was thinking about how there’s so many zombie triggers out there, there’s the chemical trigger, the possession trigger, an infinite number of zombie triggers and I just suddenly thought “What if the trigger, the thing that made people zombies was you? And only you. Every time you went near someone they became feral, they became a zombie. That was the thing that drove the book. When you go near people they become zombies but as soon as you go away or they kill you they go back to normal.

This is why I loved writing the book so much because usually in a zombie story it’s the apocalypse, the world is over, but with this one nobody is experiencing it apart from the characters in the book. Everyone else is going about their life as normal. So these characters don’t have anything to fall back on, they can’t say “It’s the apocalypse, let’s just roll with it.” As far as they can see everyone in the world is going about their business, but soon as they go near them, they are the ones who are in effect ruining everything. They’re the spanner in the works. They’re the ones who turn everyone around them into zombies.

I don’t know if I took the fun out of it... well hopefully I didn’t take the fun out of it! But I think it’s quite fun where... everyone’s seen that thing where your mum is a zombie, y’know, Shaun of the Dead kind of thing and this is really interesting because when you kill your mum when she’s a zombie you’re not really killing your mum. But if you kill your mum in The Fury you’re actually killing your mum! People will go to her funeral! It’s a weird... I wanted to add something else to it, but it was horrible. I did particularly enjoy writing those bits because it felt more real than, I guess, a zombie story. I felt the whole of The Fury felt more real than a typical zombie book because of this kind of background that people are people, they’re not zombies.
It was a really weird story to write.

GP Taylor has said that young adult books should have some sort age certification on them because they’re getting too scary. Do you agree with him wholeheartedly because your books are so horrible?
Thank you I’ll take that as a complement! The only thing age certificates will do in books is make younger readers want to read the books for older readers. If my books had a 15 certificate I’d get more 12, 13, 14 year old readers, so yes I think it’s a great idea!

But you know, I think this is the thing about horror. It is a horrible book, the prologue of the book is one of the most distressing things I’ve ever written, because it was quite shocking when I was writing it, but y’know, I like to think that the core of the books, the same as with the Furnace books, the core of the book is heroism, the core of the book is hope, the core of the book is humanity. That’s what I love about horror, horror brings out those things. You never see heroism like you do in a horror story.

I think the worse things get the more good you see in people. I honestly think that about The Fury, that if a 12, 13 year old boy or girl reads The Fury then yes, horrible things happen but I hope they’ll learn something about themselves, something about their own strengths.

It’s the same as Bettelheim’s argument that fairy tales really do make very young children feel more confident about their abilities. I think horror as the same effect on teenagers, because being a teenager is incredibly difficult. I remember being a teenager and I remember hating it, and I read a lot of horror. Horror made me think- You know what? There are worse things out there. I can do this. I have strength. I’ve seen people defeat greater evils. I’ve totally forgotten what the question was... I’m just ranting now!

Whether children ought to be protected from the horrible things you inflict on them.
I think no. I think booksellers, librarians (especially librarians), teachers, parents will be a guiding force. There are children’s and young adult books that have very adult themes. I don’t put anything rude in my books there’s hardly any swearing, I think there’s different levels of danger in young adult books... I don’t know. I’m not really qualified to answer this question but I think with horror there’s not much of a need to censor books. I think we were talking about this earlier, if a younger reader comes across something in a book that they’re not too sure about I think their default setting is to stop or skip, and that’s a strong impulse in a child. I know I was like that as a kid.

Aside from my general tone of trying to accuse you of being a terrible person, honestly, when you’re writing how much do you think about holding back because of the target audience?
That’s really tricky. I’m not consciously aware of holding back anything. Because with horror the main thing you’re worried about is violence. I don’t really hold back on that at all. Maybe there’s times when you think you’ve gone too far. But the default setting is to leave it in.

There’s been a few times where my editor has said “Let’s get rid of this. Let’s just tone this down a bit” and I’ll always go along with it because you know the editors job is they know the audience better than I do, they know what levels people will expect...

Okay, is there any really disgusting violent gory act that’s been cut out that you can tell us about?
Let me think, with the Fury... No! I think at one point there’s a dead baby in there somewhere, but I think that got left in. I don’t know how that dead baby got in there... she just gate crashed the party...

Any children listening to this, he didn’t write the dead bay, he just crawled in there and it might be under your bed right now...
In the sequel, the Storm, there’s another dead baby...

Spoilers!
With the Furnace, my previous series, the violence was almost Tom and Jerry violence. It was very real in the context of the story but in terms of real life you’d never be in a situation like that. Whereas I think The Fury is a bit more visceral, it felt more real when I was writing it.

In the prologue, and even the first few chapters, the thing that gets through is that is so familiar to anyone who’s been to high school, you make that work to the point where when everyone starts trying to kill you it seems like a fairly natural progression...
I was a bit of a loner in high school, found it very difficult to make friends in high school...

But you’re such a jock now Gordon!
I feel I’m a better person now for not trying to fit in the crowd, but that’s a whole different argument, but I have very vivid memories of things, like cycling down the street with the guy who was my best friend at the time and suddenly a bunch of teenagers who were slightly older than us appeared at the end of the road and he cycled up to join them, and as soon as I cycled up he was taking the mickey, pointing... and I think you never feel so alone as you do at high school.

At that age that’s survival technique at the same time...
That’s true, it really is. You learn how to deal with that kind of emotion.

I think the actual inspiration for this book, although I didn’t consciously remember it while writing it, or maybe I did, I don’t know. It’s weird how the brain works.

But when I was in high school... I’m in amazing shape now, obviously...

He’s a golden Adonis!
It’s hard to believe when I was at school I was a bit overweight, and I was in the bottom set at PE, as were most of my friends, and we had this sadistic P.E. teacher called Mr Wren. So if you’re out there Mr Wren thank you for inspiring this book! And his idea of a laugh was this game called Murder Ball.

There’d be thirty kids in this class and we’d be outside in the driving rain or the sleet or the snow or whatever and he’d give the slowest kid in the class (usually me) a rugby ball and everyone would have a turn at doing this, he’d give you a five second head start, and so you’d start running and five seconds later he’d blow the whistle. Now you were pelting across the field as fast as your legs would go, which for me obviously wasn’t very fast, and you’d throw the ball away because it was just slowing you down. After five seconds he’d blow the whistle and every person in that class would come after you. Now their goal was the get the ball back, they wanted the rugby ball, but they’d ignore it, it was forgotten. They wanted you.

They’d be coming across the field after you, you’d feel the ground shake, and these were your friends, the people you hung out with at lunchtime and you’d look over your shoulder and they would have faces like demons, they wanted to kill you. I could never outrun them so after a few seconds I’d be on the floor, 30 people on top of me punching me, biting me, kicking me, putting grass in your mouth so you couldn’t breathe and mud up your nose. I’ve in my life never felt so much like I was going to die as I did when playing murder ball.

And the really weird thing is, it was horrible, I hated it, but as soon as it was someone else’s turn to run with the ball you were there. You would run after them, as soon as they were on the floor you were punching them, you were kicking them... It was weird.

And this is what I love about zombies. You cannot fail to be pulled into a mob like that. It’s amazing how quickly it happens. It’s like a totally different part of your brain takes over.

And I think that, years and years later, that’s what inspired the book.

Monday, 13 August 2012

#46 The Edinburgh Fringe (For Geeks)


I’ve just got back from my holidays! Last week I ticked off an entry on my bucket list and went to see the Edinburgh Fringe Festival. While I was there I noticed several things about Edinburgh. I saw that it was a sunny, tropical paradise. I saw that Edinburgh is one of the few places in the country whose Police Telephone Boxes are still standing, so everywhere you go you feel like you’re being stalked by the TARDIS. Finally, I learned that the Edinburgh Fringe is basically the Internet made flesh. At one point I was in a pub that was little more than a 3D representation of my Twitter feed.

Now, there’s always been a fairly heavy amount of crossover between the works of comedy and geekery. Comedy, after all, makes heavy use of shared references and cultural touchstones, and geeks love nothing more than sharing references and cultural touchstones (unless you’re a male geek and theperson who wants to share is an attractive women, in which case you apparently get weird and resentful because they wouldn’t talk to you in high school).

Whether we’re talking about Spaced, The Hitchhiker’s Guide to the Galaxy or enjoying the science bits from comics such as Tim Minchin or Robin Ince, geekery and comedy just keep running into each other. So if you’re a geek and happen to be in Edinburgh this month, there’s plenty of stuff out there for you.

While I was there I didn’t see many genuinely post-apocalyptic based comedy shows (because, quite frankly, they were mostly about the Mayan 2012 apocalypse and I already made the best joke about that).
Quetzalcoatl love, you've pulled!
But there were a few shows that got my geek heart racing. And by a few, I mean these ones:

Full disclosure- while I was in Edinburgh I was sleeping on the Beta Males’ sofa. Of course, I was also paying £10 a night for the privilege, so I don’t see why I shouldn’t be able to give them a shit review if I want to.
However, regardless of my complete journalistic freedom to slag them off, should I choose, Space Race is really very good. Firstly, and I can’t stress this enough, it’s a Quatermass parody. When was the last time you saw a Quatermass parody? Because I honestly can’t think of another (Okay, Wikipedia tells me that both The Goon Show and Hancock’s Half-Hour did Quatermass parodies. Sod off, I never claimed to know everything).

Secondly, the show has some truly great bits of world building going on. The village of Lower Birchley is painted out with all kinds of little details that string the sketches together, and even the publicity fliers fold out to show enough documents, maps and communications to provide the background to a pretty good D&D campaign.

Oh, and also it’s funny. I should probably have mentioned that first, but yes, you will be crying actual tears of laughter.

Incidentally, if that’s not enough for you next weekend the Beta Males will be collaborating with a whole host of other comedians to put on the Midnight Movie Theatre, where a “classic” horror film will be shown interspersed with practical “special” effects, additional scenes and a live “director’s” commentary.

You can’t get much more geeky than a text-based choose your own adventure game. Unless maybe it’s a text based choose your own adventure game performed live by a person with an X-Box 360 controller strapped to his chest.

If you live on the Internet there’s a good chance you’ve stumbled across The Dark Room on Youtube. The live show is very similar, except that instead of being shouted at by your laptop screen you’re being shouted at by a very shouty man in the room with you who isn’t afraid to make personal remarks.

To start with John Robertson (the shouty man in the video) will select members of the audience to try and beat the game, until eventually it dissolves into he time-honoured method of decision-making-by-mob-shouting.

The game starts off well, but really comes into its own once you find your way out of the room into the vivid, detailed and magical world that John Robertson has lovingly created.

The show is free, providing you’re able to shuffle past John Robertson at the end ignoring his outstretched money-bucket. However, if you like black-as-pitch story-telling based comedy I’d also recommend going to see his other show The Old Whore for £5, where Robertson tells the true story of how he fucked the queen of England (although if, as he claims, The Old Whore contains clues to beating The Dark Room, I missed them).


Well we should have something post-apocalyptic in here, and if you like a bit of Shakespeare I’d recommend Drunk Tank Productions’ apocalyptic take on A Midsummer Night’s Dream. This version is very much set in the Fallout-style apocalypse, where the bomb apparently dropped during the 1950s and the human race survives in the underground “Athens” bunker.

Rather than going into the woods, our characters climb out of the bunker in the post-apocalyptic wasteland, where the “Fairies” are disfigured mutants and Puck is a crazed scientist.

To fit the show into an hour some fairly hefty cuts have been made to Shakespeare’s script, with any action that takes place in Athens being swapped out for black and white newsreel footage. The play manages the job of actually making Shakespeare’s comedy funny, although I’m still a bit miffed they cut Puck’s epilogue.