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"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."


THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Showing posts with label Haunted House. Show all posts
Showing posts with label Haunted House. Show all posts

Tuesday, June 8, 2021

MONTE COOK’S “THE DARKEST HOUSE”: A REVIEW

 THE MIRROR


AS A GENRE, horror always works best when it applies pressure to our own sore spots. In the 1950s, horror did a sharp turn away from gothic monsters towards alien invasions and atomic monsters, a perfectly logical response to the dawn of the Cold War. While American audiences watched flying saucers destroy the US Capitol, what they were “seeing” were Soviets, not BEMs. When they saw alien seed pod convert friends and neighbours into soulless drones, it was the Red Scare (what Theodore Seuss would have called “the spreading pink stain”) in the back of their minds. Later, in the early 70s, when audiences flocked to watch a film about a sweet little girl who metamorphoses into a lewd, foul-mouthed monster whose mother can no longer recognize her, parents got it. Sure, The Exorcist was nominally about demonic possession, but every parent in the late 60s who had watched their cherubs grow into equally unrecognizable long-haired, bra-burning advocates of free-love and psychedelics identified with Chris MacNeil. And for those of us who came of age in the 80s, the sudden resurgence of vampire films that decade preyed on very real fears of the sexuality we were waking into. After all, everywhere we turned we got the message that hooking up and exchanging bodily fluids with the wrong stranger was the ticket to walking death.


Now, Monte Cook is not the first person to mine the current global pandemic for horror. In a way, the popularity of the zombie epic the last decade was fueled by fears of a coming disaster like this, and Rob Savage’s Host (2020)—with its use of isolation and the special kind of hell that is the Zoom Meeting—beat Cook and his team to the punch. But Cook’s The Darkest House is the first RPG response to our collective ordeal, and I daresay the pandemic haunts all of its glorious pages. Nearly all of us can now relate to the experience of being trapped in a house you cannot escape, cut off from the world, spiraling slowly into madness. The Darkest House is a nightmare we have either just lived or are currently living. Yet it isn’t just the story of The Darkest House that shows the mark of the pandemic, its mechanics and its presentation do as well. From the bottom up this game seems shaped by the ghosts currently haunting us.


There are three components of the product I want to look at here; the presentation, the mechanics, and the tale itself. In discussing each I will relate them back to the pandemic. Why? Roleplaying games do not exist in a vacuum any more than film does, and the really good ones speak to the world that produced them. You cannot look critically at 1974’s Dungeons & Dragons and not see a fantasy Vietnam, where sudden death was just a pit trap or an ambush away. Cyberpunk in the 80s reflected both our coming to terms with the emerging Information Age and the unfettered capitalism born of Reaganomics and Thatcherism. In the 90s, Millennialism haunted our thoughts, and an endless string of apocalyptic end times games appeared to tap into that. I suspect Cook and his team know this, at least instinctively, and have responded with a product that at any other time would have been superb, but now also has the virtue of being relevant. The Darkest Hour has the potential to do what both great horror and gaming excel at… helping us face our boogeymen.





PRESENTATION: A NEW WAY TO LOOK AT RPGs


The Darkest House is designed to be played online. Take a moment to let that sink in.


For nearly five decades the dominant tabletop RPG venue has been, well, the tabletop. Sure, over the last decade more and more of us have been moving to running out games online, and platforms have sprung up to facilitate that. But I suspect I am not alone in being a GM who has consistently turned  his nose up at online games until the pandemic put a gun to my head and forced me to reconsider. For me, gaming is first and foremost a social experience. If I wanted the game itself I would play a video game. Yet the pandemic made me do it, and my frustration mounted at sifting through all the windows on my screen. All the relevant PDFs. My notes. Dice apps. The darling faces of players on my Zoom screen. For me, at least, the irritation of the format just added to my dislike of it.


The Darkest House is a single app, currently available for Windows or Mac OS. Click on it and it opens across your computer screen All you need to run the game is literally right there. No page-flipping. All the additional materials are embedded there in the main screen. The PDF GM and Player guides can be accessed with a click (read before play and not necessary while running the actual game). The fillable character sheets are there. Game aids. The main map (more on this later). To the right is the complete list of rooms in the house and you can move effortlessly to one by clicking there OR on the location on  the aforementioned map. When you click on a room… it is all right there on one screen. A map, an image of the room, a brief description, and then a list of contents and entities in that location. Click on any entry in that list and it opens again with a description, sometimes another image, and yes… even audio clips. ALL of this are instantly shareable with your players by download or just copying and sending them the link. Intuitive. Painless. Fluid. Fast.


Speaking of images, it likely goes without saying at this stage given the track record of Monte Cook Games but the art is first rate. The room illustrations strike the right balance between dark enough to be unnerving and light enough to see and bring the locations to vivid life. The entities… it is always hard to illustrate the monsters in a horror RPG. Lovecraft barely described his terrors at all to leave them monstrous and unformed in the reader’s mind. The entity illustrations in The Darkest House show just enough to give you a firm impression of the being, but are vague enough and shadowy enough to leave much to the imagination.


MECHANICS: AND NOW, A BREAK IN YOUR USUALLY SCHEDULED CAMPAIGN


The presentation of The Darkest House makes it ideally suited for online play. The mechanics make it ideally suited for pandemic play.


Let’s say you were running a campaign before COVID-19 descended upon us. You and your friends gathered round the table for Call of Cthulhu, RuneQuest, 5E, Night’s Black Agents… whatever. Then the pandemic hit and not only was your life upended, the lives of the player characters in group were as well. Some groups made the transition to Roll20 or Discord or whatever. Many didn’t. Monte Cook seems to have designed the mechanics of The Darkest House with this in mind.


The titular house in The Darkest House is meant to show up in whatever campaign you are currently running. More on the story in the next section but the house is pan-dimensional. It hungers, bleeding through the multiverse looking for victims. It could show up just as easily on a street corner in Arkham, the outskirts of a fantasy metropolis, or as the deck of a space station that suddenly goes very wrong. The point is, conceptually The Darkest House is ready and waiting to take up the slack in your regularly scheduled campaign. It’s an easy-to-run-online interim your current player characters can step in to and—assuming they survive—back into their regular lives and campaign after.


How?


The Darkest House uses the House System, a simple set of mechanics that model how reality functions inside of the house. The house is alive, it is its own separate pocket universe and once you cross the threshold you play by its rules. The game then provides a sort of “Rosetta Stone” (a term the game itself uses but which might be overreaching just a tad), a way to very quickly and easily guesstimate House system statistics for your favourite system and character. Technically, a character from Vampire 5E, Pathfinder, and Champions could all wander into the house from separate universes and find themselves together there.


Essentially everything in the House System is modelled on a scale of 1 to 10, with ten being the weakest and ten the strongest. Those familiar with Monte Cook’s recent works, especially the Cypher System, will recognize this immediately. A beaded curtain would constitute a Rating 1 door, nearly effortless to get through. A bank vault door, by contrast, might be Rating 10. Inside the house everything is modelled in this way, and that includes your characters.


If you are coming from a system that uses character levels (or Tiers) like the Cypher System, you start by finding the corresponding rating to your character’s level. For 5E, with 20 levels, you would just divide by two (always rounding down). Your 6th level Fighter would have a starting rating of 3. In a game with fewer levels, you just adjust to the scale of ten. In 13th Age, for example, with ten levels, your level would be your starting Darkest House rating. A level three Fighter is a Rating three character. For games like Call of Cthulhu, which uses skills and no levels, or similarly a World of Darkness game, take the rough average of the character’s skills and abilities and match them to the scale. Harvey Walters, the stalwart Call of Cthulhu example character for 40 years has a couple of skills in the low 80s (Cthulhu uses a percentile system), a couple in the 60s and 70s, and the bulk below 40, some as low as 0 or 5%. His “average skill” is probably about 30%. Using the House System then I would eyeball him around Rating 3. The Call of Cthulhu 1-100 scale fits easily in the House scale just by dividing it by ten. This is about right for a CoC character, because generally speaking, a character who is the equivalent of a “real life” human should never be higher than Rating 4. 


Once you determine the base Rating, things the character is good at get +1 to the base. A base 3 Fighter would probably have Rating 4 in combat. Harvey Walters has 80% in Archaeology, so he would get a +1 in that. Things the character is poor at get a -1. The House System addresses ways to translate over special powers and equipment as well.


These Ratings, then, get used in the core system (which should be noted is entirely player-facing, the GM never rolls dice). When attempting to perform a task, roll 2D6 + your Rating. The target number is 7 + the Rating you are trying to overcome. Trying to force upon a locked Rating 3 door, the character would need to score 10 or higher with their own most appropriate Rating + 2D6. In lieu of hit or sanity points, characters can take mental and physical wounds. These have ratings as well, and each time the character receives a new one, they must roll against the wound with the highest rating (even if they beat it before) to resist falling unconscious and possibly dying or suffering mental damage and breakdown.


There are a few clever twists on dice rolling, however. There is for starters a mechanic for Boons and Banes, situational modifiers that help or hinder your character’s chances. A Boon allows you to roll a third die and discard the lowest roll. A Bane adds a third die but you are forced to discard the highest. By far the most interesting die, however, is the House Die, rolled every time a player makes a roll.


The house itself is malevolent, and the house—the book likes to remind us—hates you. This would be bad enough if not for the fact that in the house you are also subject to its rules, its reality. The house resents your success, your progress. Thus, every time you make a roll, you also roll the House Die. If you succeed, and the House Die is higher than your highest result, the house responds to your success and makes a move.


For example, you roll to batter open the locked door from the example above, rolling a pair of 4s. Your Rating was 3, so 3+8=11. A success. But wait. Your House Die was a 6. This means the house will respond to your success, lashing out in resentment. The way in which the house responds gets increasingly more severe the more times this happens. Maybe the first time the lights flicker, or a piercing cold fills the air. Later it might be violent shaking, blood dripping from the walls, objects hurtling at you, etc. It’s a system that neatly captures the escalating horror found in most haunted house tales.


You can, however, call upon the house. If you are desperate to succeed, you can actually add the House Die to your result. This produces an immediate response from the house, however, and inflicts a Doom upon your character.


Dooms are cumulative and they are very, very bad. When you make a survival roll to avoid death or madness, your Doom total is subtracted from your roll. If you leave the house, the Doom follows you into your regular campaign. Depending on how much you have, it acts like a curse… bad luck and misfortune at lower levels, sickness, wasting diseases, and tragedy at higher totals. The house hates you.


Getting Out


One mechanic that really needs to be spotlit is that of Lies and Truths. 


In The Darkest House every player character gets an arc. As you confront the dark spaces in the house, so too do you confront the dark spaces in your heart. This is a lovely nod to Shirley Jackson’s masterpiece, The Haunting of Hill House. When you create your character, you need to give them either a Lie or a Truth. This is something that the character believes in. It it a Truth if the player also believes in it, but a Lie if the player knows it to not be true.


Let’s say the character believes “the universe is just,” or “my wife loves me.” The player decides whether or not this is true. The house will test these beliefs, eventually precipitating a crisis. This leads to five general results;




 

Escaping from the house is part of the story, and it is suggested the GM does not make escape an option until all or most of the player characters have had time to resolve their arcs. Think of this as the malevolence of the house. Killing its visitors is fun. Driving them mad even better. Nothing beats, however, an assault on their core beliefs, their souls.


THE TALE: THE HOUSE ALWAYS WINS


Some of the following will read as mild spoilers. I assure you they are not, as the GM gets to decide what exactly is true about the house and what isn’t. In fact, when it comes to the house, their are multiple possible truths and layers of truth. One thing I will not discuss, however, is the specific contents of the house’s rooms. However if you want to enter the house knowing absolutely nothing, turn back now.


I was probably predisposed to like The Darkest House, so gentle reader bear that in mind. This blog has already seen, for example, articles on both The Haunting of Hill House and House of Leaves, two of the major influences on The Darkest House and two of my favourite pieces of haunted house fiction. I mention in both my preference for stories of a house that is aware and malevolent over one that is merely occupied by ghosts. It would appear Monte Cook shares the same tastes, because the house is in The Darkest House is a superb example of what Stephen King called “the Bad Place.”


It seems there was once a man named Phillip Harlock. It seems that he lived most of his entire life within the house, alone. Phillip might have grown up there… or he might have built it. He might have once had a family there. Phillip seems to have been an occultist. He seems to have been a severe agoraphobe. As he lived out his entire life there, he seems to have grown increasingly eccentric… increasingly mad.


We sometimes think that when two people spend extended periods of time together, one begins to take on qualities of the other. After years, they truly share everything, including a mental state, and perhaps even a mental space. We even begin to think that they physically resemble each other. It’s more than just finishing each others’ sentences; they share thoughts and dreams and emotions. …But what if one of those people isn’t a person at all? What if it is a place? A house…


And what if, gentle reader, neither was entirely stable?


Harlock vanished inside the house, and it has been ever since unliveable. It seems to miss Harlock and hate anyone inside it who is not him. We should also say that it seems Harlock dabbled in Things Man Was Not Meant to Know, that the house became part of something deeper, some darker, that bleeds and oozes through the multiverse. 


The result is a house that might show up anywhere, a house that is alive and insane and twisted in hatred. It is “haunted” by all sorts of entities, including the family that Harlock either imagined he had, or that he created distorted caricatures of. Father, Mother, Brother, Sister, and Lover are some of the worst entities in the house, each representing some form of love gone wrong.


The house’s interior dimensions, like the Doctor’s TARDIS, have nothing to do with its external ones. It may well be infinite. The “map” of the house is actually a flowchart. Rooms relegate to each other emotionally and thematically rather than geographically.


Once inside, the house will not let you go… at least until it is done with you. There are ways to escape, but they are hard won and hard to come by.


Your Story


Getting the players inside can be facilitated any number of ways. In standard Call of Cthulhu fashion they might be hired to investigate the paranormal there. In high fantasy they might go in seeking treasure or looking for a way to stop evil. Occultists and wizards might be drawn to it seeking power. Perhaps one or more of the player characters’ loved ones have vanished inside and they go after them to rescue them. The story however is essentially the same. Something draws you inside the house and once inside you realize you cannot easily escape. Inside, your wits, your will, your beliefs will all be tested. 


Again, a bit like 2020 all over again.


FINAL THOUGHTS


The Darkest House is a masterpiece. It stands head and shoulders above any haunted house we have seen at the gaming table. While I think Cook and his team were trying a bit too hard to reinvent the wheel with their previous effort, Invisible Sun, here they absolutely have, changing how a role playing game can be conceived of and run. It’s a haunted house, it’s a mega-dungeon. Depending on the characters you bring inside it could be everything from crushing psychological horror (characters from Kult, Call of Cthulhu, Unknown Armies, etc) to a heroic struggle against evil (high-level Pathfinder, 5E, or 13th Age characters, or really any superhero characters). But really what The Darkest House is is a mirror, and the abyss we gaze into is the specter of our own pandemic experiences.


And that, ladies and gentlemen, is art.

Friday, July 17, 2015

RAMSEY CAMPBELL'S "NAZARETH HILL"

Literary critic and Lovecraft expert S.T. Joshi was perhaps a bit too lavish in his praise when he called Nazareth Hill the equal of Shirley Jackson's The Haunting of Hill House.  On the other hand, it's easy to see where the comparison comes from.  Both are a very specific sort of haunted house novel, leaving you wondering at the end if you had just experienced a supernatural event or simply been witness to a psychological break-down. But in Jackson's novel we never actually see anything, and can never really be certain if the house killed Eleanor or she self-destructed under her own internal pressures.  Nazareth Hill by contrast has for more in common with The Shining--more the Kubrick film than the King novel--because there are ghosts aplenty, and it seems pretty clear that they are trying to drive a father into committing unspeakable violence.  All three pieces may be in the vein of the psychological haunted house tale, but Hill House is infinitely more ambiguous than either, a trick only Jackson and Henry James truly mastered.

That out of the way, Nazareth Hill is still an excellent horror novel. Insurance agent and arachnophobe Oswald Priestly forces his eight-year-old daughter Amy to confront her irrational fear of Nazareth Hill, a burned out ruin in the center of town, one Sunday while the family is out walking.  He holds Amy up to a window to peek in and prove there is nothing there to be afraid of.  The problem is she does see something, and is so shaken by it she represses the memory.  

Nearly eight years later Amy's mother has died leaving she and Oswald alone.  Nazareth Hill has been refurbished into a luxury condominium complex, and the surviving members of the Priestly family are now actually among the people living there.  It's an exclusive place, and there is a whiff of "lord of the manor" English class snobbery around its residents.  The real estate company that revamped the place, meanwhile, is keen to keep its history hidden.  Nazareth Hill was once the haunt of a local witch coven, some of whom were eventually caught and hung from a tree there, and later of an insane asylum that was consumed by a suspicious fire, burning all the inmates alive.  Coincidentally perhaps, many of those inmates were survivors of the old, local witch families.

Neither Amy nor her father are the most stable of people.  Both are still damaged from the loss of Mrs. Priestly.  Oswald is priggish, over-protective, and a bit too concerned with propriety.  His arachnophobia is also off the charts.  Amy meanwhile suffers from headaches and takes homeopathic pills for them, and is working overtime to be the rebellious teenage daughter.  Oswald fears she takes after her maternal grandmother, a superstitious old woman obsessed with tarot, tea leaves, and spiritualism who eventually went around the bend.  There is some implication in this that Amy, through her maternal line, might have descended from the local witches that died at Nazareth Hill. More on that later.

The second half of the novel could be read in very Haunting of Hill House terms, as it follows Amy's descent into obsession with the history of the building and her father's parallel descent into paranoia that Amy is being consumed by the madness that took her grandmother.  The first half, however, makes a purely psychological interpretation harder.  After all, a photograph taken of Nazareth Hill shows a hideous face in one of the windows, the photographer is subsequently killed by the burned to a crisp undead that haunt the house, and an old man sees the apparition after.  So it is fairly clear the place is haunted.  This makes the shift into the second half all the more jarring, as if Campbell was not quite sure if he was telling The Shining or Hill House.  There is a terrifying scene later in the book that might lead the reader into thinking poor Amy really is going mad (it involves handwriting), but because Campbell played the ghosts so strong in the first half it is easy to pin the blame of them.  If the first half had been as subtle as the second, Nazareth Hill might have been more like Hill House or Turn of the Screw.  

Undeniably a page-turner, and packed with ample scares, the book also has something to say about domestic violence and the domination of men over women.  Nazareth Hill, the locale and not the novel, was the site of a circle of powerful women broken and hung by patriarchy.  The mental institution was more of the same, with "hysteria" replacing "heresy."  And as Oswald falls deeper under the spell of the place, he becomes very much the stern, puritanical Christian father we might find in Miller's Crucible.  The house has a pattern of men caging and trying to break women that threaten them, and this is brilliantly played out between Amy and her father.  Again, their are hints here (Amy's response to the house and it to her, the suggestion that her grandmother was--like the earlier witches--locked up for her interest in all things pagan and unChristian, and the climax of the novel) that make you think Amy descended from that original coven, and that she is doomed to suffer the pattern of male domination as a result.  Campbell prefers to imply rather than tell, and that works just fine for the atmosphere of the novel.

Nazareth Hill is certainly one of the better haunted house novels, but I am reluctant to call it "Haunting of Hill House" good.  It does (as the better novels of the genre do) strip the trappings and frills off the ghost to expose it for what it really is...the past refusing to let go of the present.  This definitely elevates it above hundreds of other haunted house tales.  It's a must read if you like "pressure cooker" haunted houses, and books that have a bit more to them than just a fear of the dead.

Tuesday, February 14, 2012

THE HAUNTING OF HILL HOUSE


One of the books I re-read religiously every couple of years, to remind myself why I write and what a good scary story is supposed to look like, is a slim little volume that packs in a ton of horror. The author needs no apology from me; she has been a staple of American literature since the mid-20th century, and her superb The Lottery pops up in high school and freshman English courses everywhere. She is of course, Shirley Jackson, and The Haunting of Hill House is her masterpiece.


With all due respect to Henry James and The Turn of the Screw, “Hill House” stands as the finest piece of psychological horror ever put to paper. If you can read this book without a racing pulse, you might be dead. There are no monsters, no real violence, no gore-splattered scenes to speak of. And yet Ms. Jackson is terrifying. There are sections of the book that—despite years of readings—still trigger my fear factor.


The premise is simple, recalling the ghost-hunting tales of the late 19th century. Anthropologist and parapsychologist Dr. Montague is conducting research into hauntings, and to do so has invited a handful of people to spend the summer with him in Hill House. Luke Sanders is a gambler, womanizer, and all-around cad whose family happens to own the place. Theodora is an artist, psychic, and (subtlely hinted at in this 1959 novel) a lesbian with a quiet cruel streak. And then there is Eleanor, a young woman who spent all of her adult life caring for an invalid mother, a shy introvert who dreams of a happy ending to her rather miserable life. As a girl, following her father’s death, it rained stones on Eleanor’s house for three days and nights. Montague invited her—as with Theodora—because her life as been touched by the psychic and he hopes to provoke Hill House into a response.


Hill House. Though Montague refers to it as “the Mount Everest of haunted houses” it doesn’t seem to be that haunted at all. There are no floating skulls, wandering apparitions, rattling chains. Though a large and rambling Victorian mansion, it remains fairly attractive; “within, walls continued upright, bricks met neatly, floors were firm, and doors were sensibly shut.” It is neither in decay nor in ruin. And yet Hill House is without question,wrong. Its architect made sure the angles were all off, 88 or 92 degrees rather than the logical 90. Doors are imperceptibly angled and set to close themselves. Everything is just a fraction off, creating a disorienting effect. People can and do get lost in Hill House.


They also die there in alarming numbers. The number of accidents, break-downs, and suicides in Hill House is on the extreme high end of the bell curve. At the stunning climax of the novel, one of the characters simultaneously suffers all three.


Jackson’s influence on other writers of the haunted house tale is profound and well-acknowledged, but no one has quite seemed to match the slow, quiet, and intense pressure of her novel. Ironically, a few films have come close; Kubrick’s The Shining and the original Robert Wise film version of “Hill House,” called simply The Haunting, came close (avoid however the terrible Liam Neeson/Catherine Zeta-Jones remake of ten years ago). Few writers—myself included—demonstrate Jackson’s remarkable restraint. There is not a single page in this story which goes over-the-top. Jackson hints, whispers, and occassional shouts “boo,” but never once descends into B-Movie tactics. Hill House, to borrow a phrase from Mr. John Tynes, is the equivalent of mental plutonium. Its invisible radiations sicken and poison the mind by mere exposure, unseen and unnoticed until it is too late. As the characters slowly break-down, the reader goes with them, and is forced to fight Ms. Jackson’s undertow.


I have been exploring the first few nooks and crannies of my own haunted house novel, something I have always wanted to tackle but never quite got around to. As I read The Haunting of Hill House again, I felt my nerve slightly fail. It would be impossible to write anything better than Jackson’s novel; one’s only choice is to try to do something different. “Hill House” has stood for fifty years as the apex of the haunted house tale, and is unlikely to ever be dethroned. And so, gentle reader, I leave you with the closing paragraph of that book;


...Hill House, not sane, stood against its hills, holding darkness within; it had stood for eighty years and might stand for eighty more. Within, its walls continued upright, bricks met neatly, floors were firm, and doors were sensibly shut; silence lay steadily against the wood and stone of Hill House, and whatever walked there, walked alone.

"HOUSE OF LEAVES"


I can't stand "genre" fiction. The best stories--the greatest stories--defy being placed in just a single Barnes & Noble category. Calling The Lord of the Rings"fantasy," The Haunting of Hill House "horror," or Watchmen a "comic book" is lovely for marketing, because it allows a whole horde of less talented writers to come along and blindly ape such works for mass consumption. But it also spectacularly misses the point. Tolkien's decades-long experiment in cultural philology and linguistics is a very different animal from the likes of Terry Brooks, who has made a career of stealing Tolkien's most superficial elements and recycling them. Likewise, "graphic novels" are now an entire cottage industry as people try to recreate the bleak realism of Moore's masterpiece. But in my humble opinion (wait, screw the "humble" part), if an author sits down to write a "vampire" novel or a "fantasy" novel or a "romance" novel, he or she is already a hack. A writer is in the business of telling stories, and must remain true to the story no matter how many genres it meanders through.


House of Leaves is one of those rare first novels that managed to get published despite A) wandering through more genres than you could shake a stick at, and B) breaking absolutely all the conventions of what "sells." It is mad, impossible, daunting, distancing, utterly gripping, and sheer genius. I haven't seen an author with balls this size since Eco.


In a nutshell, the entire book is a scholarly dissection of the cult film The Navidson Record,containing hundreds (possibly thousands) of footnotes and references. Except of course, that it was all written by a blind madman, there never was a film called The Navidson Record,and the entire mess was edited by another man who went mad in the process. With me so far?


According to Zampano, the blind man who spent decades piecing the book together, The Navidson Record was a sort of Blair Witch documentary that came about when Pulitzer prize winning photojournalist Will Navidson and his parter Karen purchased and moved into a colonial Virgina farmhouse. This house, they soon discovered, was wrong. But if you think you've heard this one before, you haven't. The family doesn't have to deal with ghosts or bleeding walls. Instead, a hallway appears overnight that literally goes nowhere. Black, freezing, and featureless, it opens into an endless series of halls, empty rooms, and stairs...a labyrinth that may or may not contain its own horrific minotaur. Navidson grabs his camera and starts filming, and the labyrinth responds by slowing destroying his world.


Zampano analyzes the film scene by scene, drawing upon a staggering wealth of scholarly opinions by scientists, philosophers, artists, etc. Except of course, the film never existed. When Zampano suddenly and mysteriously dies, this mess of a manuscript passes into the hands of tattoo parlor apprentice Johnny Truant, who becomes increasingly obsessed with it and re-edits the work. Now, as any writer worth his salt will tell you, a first person narrative is always uncertain. The disembodied third-person approach can magically get inside everyone's heads and report the truth, while the first person is one character's impression of the truth. Imagine thenHouse of Leaves, a first person narrative of a first person narrative of another first person narrative. But then again, the idea of the "echo" is essential to the book.



The book manages to tell a page-turning, gripping story that leads the reader, like Ariadne's thread, through a maze of horror, fantasy, and philosophy before discovering the whole thing is a love story. Sort of. Not really.


What becomes clear as you read House of Leaves is that the manuscript itself is the real labyrinth, and that if you read too deep, too far, and too long, the Minotaur will find you. The book understands that the true antagonist in any tale is not the villain or the monster, but the narrative itself. Think about that too long and like Johnny Truant you will go mad.


It is cliche to say "you've never read a book like this before," but you haven't. Really. Never. And if you don't believe me, sift through the 663 other reads saying the same damn thing here; If you are a reader, you would do yourself a disservice buy not grabbing this book.