Cthulhu Primer: A Guide to Lovecraft

When the stars are right, when mighty Cthulhu has risen (even in adorable plush form), and when the color beyond space is flashing in your eyes, you know you’re in H.P. Lovecraft country. It’s easy to get lost there.

Risen from R'lyeh again and sort of hungry.

Thankfully, science fiction superblog io9.com has provided those who seek to put their sanity to the test with a roadmap to the works and worlds of H.P. Lovecraft:

You’ve heard about Cthulhu, and you’ve probably heard about the man who created this tentacled horror, H.P. Lovecraft. Now you want to try delving into the world of Lovecraft, but where to start? Let us help you.

As with their earlier guides to Blake’s 7 and the Culture novels of Iain M. Banks, io9 does a nice job of providing an approach to entering the complicated and delightful Cthulhu Mythos through a variety of media, including the all-important Call of Cthulhu role playing game.

I would add Fantasy Flight Games’ Arkham Horror series of co-operative board games to the list of essential Mythos works. Any game where everyone can lose definitely captures the spirit of Lovecraft’s world.

Re-Branding a Time Lord

Funny thing about Doctor Who is that the show’s visual identity has always centered on the current iteration of the Doctor and in the swirly title graphics; the title logo has never really been a focus for fan identity.

Current Dr. Who Logo

The lens-flare-esque logo for the Ninth and Tenth Doctors is a case in point. It’s just sort of there, really, not entirely memorable as it flips and flops in the time vortex as impatient viewers wait to for the show to start.

Prior logos were similarly utilitarian, as a nice BBC image gallery demonstrates.

io9 brings news that the BBC is updating the logo for the Eleventh Doctor, incorporating that most iconic of Doctor Who images, the TARDIS:

New Doctor Who Logo

While I’m admittedly circumspect about Matt Smith’s casting as the Eleventh Doctor, fearing that the new show runners are playing to a younger demographic than, well, the demographic that I inhabit, I like this new logo. Bit of a visual pun, and it’s surprising that the TARDIS hasn’t been used in the logo before.

But that lens flare is killing me!

(Images from the BBC Doctor Who site.)

Doctor Who Project: The Sensorites

I don’t know why we ever bother to leave the ship.

Why, indeed, is it that the Doctor and his companions leave the safe (usually) confines of the TARDIS every time they jaunt, unguided, through time and space, other than the fact that there wouldn’t be much of a show without this reckless behavior? Barbara asks this very question at the beginning of Peter R. Newman’s “The Sensorites” (Story Production Code G), spurring the companions to reel off all of their extra-TARDIAL adventures to date: pre-historic earth, the Daleks, Marco Polo, Marinus, and the Aztecs. And the Doctor replies, “It all started out as a mild curiosity in the junkyard and now it’s turned out to be quite a great spirit of adventure.”

“The Sensorites,” alas, is one adventure our fearless travellers would have been better off just staying in the TARDIS for. They certainly try, for as soon as they leave the TARDIS and see that they’ve materialized inside a spaceship crewed by two seemingly-dead humans, the Doctor himself is keen to get right out of there. The first ten minutes of the story seem like an apology for the plot to come, with each character in turn suggesting that they get right back in the TARDIS and leave, but as soon as you see Susan lock the TARDIS door, you just know they’re getting locked out.

By these guys, no less:

Doctor Who 007 (1964) Hartnell -The Sensorites1 on flickr.com, by Père Ubu, via a Creative Commons Attribution-NonCommercial license.

In fairness, Howe and Walker make a good point about the story’s attempt to portray an alien culture with, well, alienness and in a subtle and sympathetic vein. But the real interest for Doctor Who fans is in the continued development of the companions and the early stirrings of canonicity.

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Doctor Who Project: The Aztecs

What’s the point of traveling through time and space if we can’t change anything?

You can be forgiven for thinking that John Lucarotti’s “The Aztecs” (Story Production Code F) is about the Doctor and his companions’ adventures amongst the Aztecs. An understandable mistake, because it’s about the Aztecs as much as Moby Dick is about a whale. Which is to say, yeah, of course, but not really.

No, “The Aztecs” is Doctor Who‘s first real examination of time travel and its limitations and potential paradoxes. The Aztec setting is really just window dressing, both scenic and moral, in this story, with endless parades of Aztec warriors processing back and forth whenever Barbara, mistaken for a reincarnation of Yetaxa, an Aztec High Priest, needs to go anywhere, and the issue of human sacrifice serving as the focal point in the Doctor and Barbara’s struggle about whether or not to intervene in history.

Not Barbara. Yetaxa.

The action in the story revolves around the TARDIS materializing in an Aztec tomb with a one-way door that all of our intrepid time travelers manage to go through. This device of rendering the TARDIS inaccessible has been used in every story to date, save “The Edge of Destruction” and “The Daleks,” where the TARDIS was inoperable instead, a narrow distinction. Thus far in the series, the writers have not developed a story where the Doctor would want to stay in the setting and resolve the plot’s convolutions, and “The Aztecs” begins to give us some background about just why the Doctor doesn’t wish to meddle.

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Who Watches the Re-Watchmen?

Early 1950s Television Set on flicker.com by gbaku via a Creative Commons Attribution-ShareAlike license.

It’s not enough for a science fiction fan to view a favorite movie or series, or read a favorite novel, once. The whole notion of fandom involves repeated and extended interaction with the object of our notional obsession. The repeated engagement with a work of science fiction, in any medium, is not unlike any form of literary or cultural study. We re-read, or re-watch, in order to better understand the object we are studying.

Re-watching or re-reading is not simply summarizing; to re-watch is to examine a part with knowledge of the whole. Sometimes this task reveals continuity errors or plot holes; other times, re-watching reveals nuances planted early in a series that only bear fruit much later in the future.

While the whole prospect of re-reading or re-watching science fiction is nothing new—the fanzine has been around about as long as the genre itself, and parodies of devoted re-watchers raising continuity questions feature prominently in any portrayal of science fiction fandom—of late, several science fiction re-watching efforts have been undertaken online.

In addition to my own Doctor Who Project, two other groups are working their way through the numerous Doctors, including The Doctor Who Mission, a group project trying to tackle a story a week, and The TARDIS Project, which is revisiting not just stories but individual episodes within each story.

One of the problems with Doctor Who re-watching in general is the difficulty in finding all of the stories. Besides the much-lamented loss of more-than-a-few episodes by the BBC, the entire existing run of the series is not yet out on DVD, leaving dedicated re-watchers who have no desire to acquire the missing stories via peer-to-peer solutions to scramble about at library sales and online auction sites to find VHS tapes to undertake the task before they stop making VHS players.

The glee of finding some repeated trope or following the evolution of a phrase in a series is well worth the effort required to track down all of the damn things, though.

(Image courtesy of gbaku via a Creative Commons Attribution-ShareAlike license.)

Doctor Who Project: The Keys of Marinus

Now, now! Twist the dials!

The First Doctor and his companions, having left China behind, find themselves once more at the mercy of the wonky time mechanism in the TARDIS, arriving on a glass sand beach surrounded by acid seas. Over those seas and far away are the titular Keys of Marinus, four of which this fab foursome will be coerced into finding.

Much like the preceeding “Marco Polo,” Terry Nation’s “The Keys of Marinus” (Story Production Code E) is a sweeping epic of a story, stretching a simple “fetch and carry” plot over six episodes. Four Keys must be found, each in a different location on the planet Marinus and each accompanied by a different type of story. Finding the first Key involves psychological suspense, with a struggle to separate reality from illusion. And there are brains in jars.

Doctor Who 005 (1964) Hartnell - Keys Of Marinus4 on flickr.com by Père Ubu via a Creative Commons Attribution-NonCommercial license

The second Key is in an overgrown laboratory with violent plant life, and in finding it, Ian and Barbara undergo a horror-type encounter with eerie whispering from creeping vines. To find the third Key, Ian, Susan, Barbara, and two new helpers run around a frozen waste in an action episode, fending off wolves, a burly trapper, and ice warriors who come to life when heated up. And the acquisition of the fourth Key requires solving a murder mystery that is nowhere near as puzzling as the very awkward jump between episodes four and five, when we go from Ian escaping the trapper’s hut to Ian being knocked out in a vault with no explanation.

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