This post is the first in a new series I’m calling “What I Learned…” For years, I’ve been wrestling with reviews, their utility, why we even write them, who actually cares? That’s why I started approaching reviews not from a place of, “is this good or bad?” but from a place of, “what does this do, and who would find value in what it does?”
I realized what I was doing was putting a piece of storytelling under a microscope and trying to find elements of it that we could take forward with us. I was trying to figure out what I learned.
Ah! Eureka! An approach to talking about popular storytelling that’s both useful and easily accessible!
For writers, the utility is obvious. What can we learn about storytelling from this piece of storytelling?
For readers, though, I think it might be interesting to see how a writer experiences a piece of popular storytelling, so I hope there’s something in it for those types, too.
I’m starting with what I learned from Widow’s Bay, season one, and don’t worry. No spoilers if you haven’t seen it yet. These will always be spoiler free.
When I picked up Between Days by Nick DeWolf, I had no idea what to expect. I’d read his novels but only one of his short stories, and I certainly didn’t know what a collection of dreams was. What I found was a cool collection of tales full of wonder, horror, imagination, and heart.
Between Days is a collection of short stories based on dreams, and it’s notably filled with variety and diversity of thought. Each story has its own identity and an apparent reason for being, but more than that, the sheer breadth of aesthetic is impressive. Many writers have trouble writing anything that isn’t literally inspired by their daily lives or lack the ability to imagine themselves as anyone but themselves, but this book demonstrates Nick DeWolf’s imagination knows no boundaries. I didn’t realize until this collection that what I’ve always wanted from him is a book full of his stories. This book shows what his beautifully unique brain can produce when it is unrestrained and empowered to follow its muse. It’s a wonderful thing to behold, and while his novels are magnificent descents into living, breathing worlds full of intriguing characters and compelling plots, this collection allows him to play with his extraordinary imagination in many different ways.
Between Days is kind of like going to Nick DeWolf’s fro-yo shop where the fro-yo is his imagination and you can stick your head under the spouts at will. Toppings are free. Go ahead and heap them on. Nobody’s going to weigh your bowl at the end.
I think most readers look to stories primarily to take them somewhere alluring and to be with people who are interesting. Nick DeWolf has a creative mind that is uniquely suited to satisfy these desires. As a means of escape, Between Days grants readers worlds and realities to wander and wonder about. Moreover, I think most readers are looking for experience, vicarious living through empathy, when they pick up a book. I think most readers are looking to feel something, and in that regard, I think this collection is full of successes.
Illustration by Luke Spooner, Design by Todd Keisling
In 2017, author and editor Richard Thomas assembled a staff of other writers, editors, and artists to pursue a new venture in dark speculative literature. Backed by a Kickstarter, the project aimed to pay competitive pro rates, putting creators first in a business that often privileges virtually everyone else.
That year, Gamut Magazine was born, and over the course of twelve issues, it published some truly pivotal work for dark-leaning literature, pushing genres like horror, fantasy, and science fiction into new realms. Unlike many other literary magazines, Gamut’s only aesthetic was that the writing had to turn its gaze to dark things. Seemingly everything else was not only fair game but encouraged.
Thus, Gamut succeeded in removing many of the stylistic and creative guardrails for contemporary genre literature. Unfortunately, after its inaugural run, the choice was made to close Gamut Magazine.
But it turns out Gamut didn’t die. It just went to sleep for a while.
It’s been a while since I’ve read a good ghost story, and there’s a reason for that. The genre has become so defined by its tropes that it’s formed its own subgenre of reality TV, which itself has tropes. Genres evolve, but between evolutions, they fall out of favor, the proverbial haunted house going inactive during the daylight hours.
Now, I’m loving what Mike Flanagan is doing with ghost stories on film. He seems to be progressing the genre into character-driven territory in which the horror is driven by environment instead of gorey thrills. As above, so below, what Flanagan brings to film, Craig DiLouie is bringing to literature.
His latest, Episode Thirteen is a further evolution to the ghost story genre, taking a ghost hunting reality TV show and fictionalizing one particular hunt where the show maybe gets a little too real.
Book-to-film adaptations can be hit or miss, but it seems like a rule that video-game-to-film adaptations are always bad. Good and bad in any artform are, of course, matters of taste, but there’s a persistent, nagging sentiment in popular media that, when filmmakers consider a video game adaptation, they take its success and built-in fan adoration for granted. Producers wield more power than actual talented filmmakers and writers, and the whole affair leans further into entertainment for entertainment’s sake, because the popular sentiment of video games is still driven by people who think Mario and Luigi saving Princess Peach from Bowser’s clutches is the standard in video game storytelling.
(Relevant note: The plot of the forthcoming Mario adaptation is that Mario and Peach are trying to save Luigi from Bowser this time.)
I consider myself a little weird as a fiction writer with some academic decoration, because I am a life-long gamer. We’re not as weird as you’d think, it turns out, but in many literary circles, video games are still considered anathema to good storytelling. I think, considering some of the truly great writing and storytelling I’ve experienced through video games in my life, that’s tragic. The literary world is warming up to TV and films as legitimate mediums for good writing, but video games are still viewed as a medium for children despite the average age of a gamer being 33, and their artistic validity beyond their use of art as resources is still questioned.
(Sure, this is an old post, and Ebert is a bit of a punching bag on the subject, but it’s illustrative of the argument, which I’d argue is flawed because the distinctions he made aren’t independently exclusive, but that’s not what this post is about.)
This year, HBO released a series adapting a video game called The Last of Us, which was developed by video game studio Naughty Dog. I played that game in 2013, and it not only redefined for me what good storytelling is in video games, but it also demonstrated a new potential for immersive storytelling experiences that only video games can provide: in this way, I felt The Last of Us offered new justification not only for the validity of video games as art but that we should consider video games a new artform in their own right.
I can’t overstate the profound effect this game had on me as a storyteller, and it isn’t a game that made me want to make games. It’s a game that made me want to tell better stories, and I think that’s important: the influence The Last of Us had on me transcends the medium.
Stephen King was fundamental to my formative years in storytelling, and I know I’m far from alone in that. His writing has touched millions, and his reputation has preceded him for many more than that. You know all of this.
(If you really just want the review, scroll down to the subheading. You can’t miss it.)
When I was discovering fiction writing as a central part of my life, I found myself connecting with and inspired by his stories more than many other writers’. Like the literary elite, who might still puzzle over what it is about King’s work that people like so much, I’ve spent much of my studies thinking about why his work resonates with me. Is it the fascination with the dark and macabre? Is it some deep-seated psychological need for me to gaze into the unknown? Do I ironically find delight in terror? Wait, is there something wrong with me? I think if it were any of these things, any horror author would do, and that’s at least not how I work.
Predator is one of my favorite films (and Arnie’s best, IMO). With Prey releasing this year, it’s getting roped in with the “woke-ism” (or whatever) conversation as forcing feminism. However, one of the reasons why Predator is exceptional is because it’s a feminist film.
Yup, Arnold Schwarzenegger, during the height of the American action film, made a feminist film.
Bringing to an end this long drought of new stories in print and plentiful rejections, I have two new shorts out this summer. One is the previously mentioned “I Am Emergent,” a story about two computer scientists, their life’s work in artificial intelligence, and the lengths to which we’re willing to go to save someone we love. This one is out now in the anthology WHAT REMAINS from Inked In Gray Publishing, which you can find here.
The most recent one is a story I’m particularly fond of. “The Only Memorial You Can Ever Have” appears in vol. VIII of Deracine Magazine. It is one that I set out to challenge myself with in every conceivable way. From perspective to tense to narrative voice to narrative distance to character perception and beyond, virtually everything in this story is something I’ve never even attempted before. And after everything, I think it works, and it moves me powerfully. I hope you check it out and agree.
Of note, I think, is that I don’t think “The Only Memorial You Can Ever Have” would have come out of me if not for the MFA program I’m currently in. We often talk about the value of MFA programs, and I think, in those conversations, they’re viewed as whether they’re necessary or whether they produce writers of greater caliber. After two years in one, I think that’s the wrong way to look at MFA programs.
The value of my MFA program, to me, is in this story. It provided me the environment to experiment and take risks. It offered the support structure that held me up when I took those wobbling steps. If I hadn’t pursued an MFA, I’m confident this story wouldn’t exist, because I wouldn’t have pushed myself in ways I needed to push myself for this one to come out.
That isn’t to say I think MFA programs make better writers, that they’re always good, or that they’re even necessary. It’s just to say this is a story that came out of my MFA program that I’m proud of and demonstrates how my writing has grown, broadened, and evolved.
Thanks to both Inked in Gray and Deracine. I hope you check them out.
Comparisons of Joe Hill to his dad are inescapable. That said, I think Hill has carved out his own voice and legacy to distinguish himself. I finally got to Strange Weather, and I feel it offers a good case study for how Hill compares to Stephen King and how he is completely different.
There is a popular sentiment that stories, like life, are about the journey, not the ending. I think good fiction has to differentiate itself from life, so stories are about the journey and the ending.
Maybe I’m hopelessly morbid, but I think about death all the time. I know I’m not the only one, but how I’m going to check out is constantly on my mind. It doesn’t frighten me or stop me from living, but like a good story, I do want to know how it all ends. Like reading a good story, though, I’m not eager to get there. It’s a paradox. I don’t want it to end.