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Month: April 2017

In 500 Words or Less: Icon by Genevieve Valentine

In 500 Words or Less: Icon by Genevieve Valentine

Icon Genevieve Valentine-smallIcon
By Genevieve Valentine
Saga Press (336 pages, $24.99 hardcover/$16.99 paperback, June 2016)

On my Top Ten Books from 2016, I mentioned Genevieve Valentine’s novel Persona, a near-future ecofiction novel set in a world where the UN has been replaced by the International Assembly, a body where each country has a Face to represent their interests and those Faces are regarded like Hollywood celebrities. The sequel to that novel, Icon, continues to follow Suyana Sapaki, representative of the United Amazon Rainforest Collective, as she navigates the dangerous politics of the IA, which almost claimed her life in the previous novel. (You may have spotted this one in a Future Treasures post by John O’Neill last June.)

I mentioned the last time I discussed Valentine’s work that her storytelling has a very unique feel to it. A lot of the plot is left to the reader’s interpretation, to the point that even though I had read Persona and recognized most of the returning characters, I spent a few chapters with my head cocked like some confused golden retriever, trying to figure out exactly what was going on. The subtleties that Suyana and her allies are forced to deal with in their world translates exactly onto the page, so if you prefer direct storytelling and obvious clarity, you might not enjoy this series.

What drew me in and kept me reading, like with Persona, was the character work; once again we see paparazzi Daniel Park shadowing Suyana, for example, never admitting to himself that he’s in love with her and pained by the distance between them. My personal favorite was Magnus, Suyana’s personal handler, since once again we don’t know if we can trust him, even though we desperately want to because, like with Daniel, there’s a tragedy to the way Suyana keeps him at a distance, when apparently all he wants to do is protect her.

There are some big reveals with these characters, and intriguing twists that make Icon a great political thriller. However, I’d be lying if I said I enjoyed it as much as Persona. That first novel opens with an assassination attempt, and then follows Suyana and Daniel as they lay low through the streets of Paris, trying to figure out who wants Suyana dead and how to get the upper hand on them. That sense of urgency is missing here, and so I found this novel a lot less tense, even as the characters were discussing and dealing with things that carried a fair bit of weight. There is a pickup as the novel concludes, but it doesn’t really balance the more sedate nature of the rest of the novel.

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The April Fantasy Magazine Rack

The April Fantasy Magazine Rack

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We had lots of great coverage for magazine fans this month, including Doug Ellis’s look at 1930s-era letters from famed editor and fan Julius Schwartz on A. Merritt, Amazing Stories, and the First Worldcon, and Derek Kunsken’s report on Asimov’s Science Fiction Magazine‘s 40th Anniversary Celebration in Manhattan. For vintage magazine fans, we had Rich Horton’s retro-review of the October 1968 Galaxy, and Allen Steele’s new take on the classic pulp hero Captain Future.

We also added no less than three new magazines to our coverage for the first time: 3×3 Illustration, Wired, and the brand new magazine of fantasy, science fiction, Lovecraftian horror, and sword & sorcery, Gathering Storm.

Check out all the details on the magazines above by clicking on the each of the images. Our Late March Fantasy Magazine Rack is here.

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Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

(Read First Article)
(Read First Article)

Seen from one angle, the Traveller RPG has always been a Science Fiction midlife crisis simulator, “40-somethings Innnnn Spaaaacccce.”

Seriously!

The character generation system is a mini-game that lets you play through your character’s career all the way into middle-age, a career that most of the time ends in disaster, and always ends with you mustering out to go “travelling.”

Kurtzhau (13) and I rolled up a party and ended up with:

  • A scientist, feeling the bite of age, who’d made a big discovery in his youth, but had been stuck in admin ever since and now craved adventure.
  • A senior NCO soldier forced by job cuts to muster out and now very much adrift in search of a purpose.
  • A pilot who’d unwillingly ended up in the Scouts and spent most of his time as a courier and now belatedly wanted to do something less boring.
  • A veteran of the Merchant Marine who really wanted to be a Free Trader.

You could put them all in a shared apartment and make a quirky sitcom about them. (We put them in a ship and sent them to our Dacre Sector.)

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My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

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Okay – hopefully you read Part One of my look at Mount and Blade/Warband. If so, you’ve got an idea of what the game is about and got a taste of the combat portion. Now it’s time to look at the shiny parts of the game: selecting, fighting with and leading your band of warriors to conquer your foes!

 Troop Combat

I LOVE troop combat. Throughout the game, you are building up your band with cavalry, infantry and/or archers. You start out solo and begin recruiting with the first quest. I’m not sure what the maximum band size is, but I’m at 249 in one of my current games (it went way up from just over 100 when I started my own Faction). And I have over 300 more soldiers garrisoned in cities and castles I control, some of which I can draw upon to change the makeup of my band.

On the map, you can choose whether to encounter other units or try to avoid them (they may chase you down, though). If they are hostile, you can choose to fight, pay them off or surrender. Usually, you’re looking for trouble and you fight.

At game start, you can choose to allow quitting without saving, or to require saving before quitting. If you decide on the latter, if something bad happens, you’re stuck with it. You can’t just quit and reload: no do-overs. And bad things happen a lot. If you are defeated, you can lose your current band and have to start over. I don’t play hardcore. If you do, pick your fights VERY carefully.

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Future Treasures: A Tyranny of Queens, Book 2 of The Manifold Worlds, by Foz Meadows

Future Treasures: A Tyranny of Queens, Book 2 of The Manifold Worlds, by Foz Meadows

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Foz Meadows, who’s been nominated for a 2017 Hugo Award for Best Fan Writer, wraps up her 2-volume Portal Fantasy The Manifold Worlds with A Tyranny of Queens, arriving in mass market paperback from Angry Robot next month. When she signed a 2-book deal with Angry Robot in 2015, Foz wrote,

After years of quietly (and sometimes not so quietly) obsessing over magic portals, feminism and adventuring ladies, I’m delighted to announce that Angry Robot has decided to enable me in these endeavours. An Accident of Stars is the book I desperately wanted to read, but couldn’t possibly have written, at sixteen – and, as you may have guessed, it features (among a great many other things) magic portals, feminism and adventuring ladies. I’m immensely excited to share it with you, and I look forward to collaborating in its production with our glorious Robot Overlords, who only asked in exchange a very small blood sacrifice and part ownership of my soul.

A Tyranny of Queens arrives on May 2.

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Literary Wonder & Adventure Podcast Presents: Robert E. Howard, Master of Sword & Sorcery: A Conversation with Author Howard Andrew Jones

Literary Wonder & Adventure Podcast Presents: Robert E. Howard, Master of Sword & Sorcery: A Conversation with Author Howard Andrew Jones

Literary Wonder & Adventure Show Howard Andrew Jones

I have thoroughly enjoyed the last two audio shows from Robert Zoltan’s Dream Tower Media, a lively conversation with Black Gate blogger Ryan Harvey on Edgar Rice Burroughs, and a fascinating discussion with Scott Oden on the history and writing of J.R.R. Tolkien. So I was very excited to see that for Episode #4 the subject was the distinguished Howard Andrew Jones, author of the beloved Dabir & Asim Arabian fantasy tales, and the future bestseller For the Killing of Kings, out next year from St. Martin’s Press. The topic this time was none other than Robert E. Howard, the legendary creator of Conan, and perhaps the greatest Sword & Sorcery author of all time.

As usual, calling this a podcast doesn’t do it justice, as it’s really a professionally-produced radio show set in the dimension-hopping Dream Tower (with a talking raven). I’ve had plenty of lengthy discussions with Howard — who is the Managing Editor of Black Gate — over the years, and here he’s at the peak of his form, entertaining and highly informative. The podcast opens with a animated discussion of life in small town Texas, Robert E. Howard’s substantial gifts as a storyteller, and why he added whipping scenes to so many pulp tales. It looks at REH’s enduring creations — including Conan, Solomon Kane, and Dark Agnes — before exploring our fascination with ruins, Fafhrd and the Gray Mouser, and the influence of gaming on modern fantasy.

My only criticism is the host’s tendency to wander off topic, and repeatedly cut off his guests to talk about himself. Robert Zoltan is a fascinating guy, and I enjoy his opinions, but that doesn’t mean that a 1-hour podcast on Robert E. Howard is the right place for a 3 minute monologue on Van Gogh, or a 7-minute monologue on narcissism and how hard it is to make a living as a musician. Future podcasts should focus more on his guests, or maybe just do away with the pretense of an interview entirely. That might set better expectations with listeners.

Check out Literary Wonder & Adventure Podcast Presents: Robert E. Howard, Master of Sword & Sorcery: A Conversation with Author Howard Andrew Jones, and all the episodes of the Literary Wonder & Adventure Podcast, here.

Shabtis: Servants in the Ancient Egyptian Afterlife

Shabtis: Servants in the Ancient Egyptian Afterlife

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Some very bling shabtis from the 18th dynasty tomb of Yuya and Thuya

We all know the ancient Egyptians were obsessed with death. What with their elaborate spells, mummification, and tomb preparations, you’d think that the Egyptian afterlife would be one big vacation. After all that preparation they deserved a bit of rest.

Not so. The gods subjected the deceased to all sorts of jobs and obligations. The afterlife was just like our world, where all the usual cultivation and manufacturing had to be done. If you didn’t want to spend eternity doing manual labor, you needed to have some hired help.

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New Treasures: The Lovecraft Squad: All Hallows Horror by John Llewellyn Probert

New Treasures: The Lovecraft Squad: All Hallows Horror by John Llewellyn Probert

The Lovecraft Squad-smallEditor Stephen Jones is a busy guy, with over 140 books to his credit, and no less than four World Fantasy Awards and twenty-one British Fantasy Awards under his belt. His latest project is an interesting one — he’s the creator of The Lovecraft Squad. a series of novels that follow a secret organization dedicated to stopping the dark horrors accurately described in H.P. Lovercraft’s fiction. The first volume, All Hallows Horror, by novelist John Llewellyn Probert, was published in hardcover by Pegasus last month.

There has always been something wrong about All Hallows Church. Not just the building, but the very land upon it stands. Reports dating back to Roman times reveal that it has always been a bad place — blighted by strange sightings, unusual phenomena, and unexplained disappearances. So in the 1990s, a team of para-psychiatrists is sent in to investigate the various mysteries surrounding the Church and its unsavory legends. From the start, they begin to discover a paranormal world that defies belief. But as they dig deeper, not only do they uncover some of the secrets behind the ancient edifice designed by “Zombie King” Thomas Moreby but, hidden away beneath everything else, something so ancient and so terrifying that it is using the architect himself as a conduit to unimaginable evil.

After four days and nights, not everybody survives — and those that do will come to wish they hadn’t. Imagine The Haunting of Hill House, The Amityville Horror, The Entity and The Stone Tape rolled together into the very fabric of a single building. And then imagine if all that horror is accidentally released…

John Llewellyn Probert’s previous work includes the novels The House That Death Built and Unnatural Acts and the collection, The Faculty of Terror. He won the British Fantasy Award for his novella The Nine Deaths of Dr Valentine.

The next volume of The Lovecraft Squad, titled Waiting, will be released in hardcover on October 3, 2017.

The Lovecraft Squad: All Hallows Horror was published by Pegasus Books on March 7, 2017. It is 377 pages, priced at $25.95 in hardcover and $9.99 for the digital edition. The cover is by Douglas Klauba.

Carrie Patel Completes The Recoletta Trilogy With The Song of the Dead

Carrie Patel Completes The Recoletta Trilogy With The Song of the Dead

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I love tales of subterranean cities. Like Charles R. Tanner’s fabulous Tumithak pulp adventure tales, Gary Gygax’s famous Drow enclave Erelhei-Cinlu, R.A. Salvatore’s Menzoberranzan, and… uh, that’s it, really. My love is fierce, but lonely.

At least it was, until Carrie Patel came along with her novels of the fantastical, gaslit underground city of Recoletta, where the last remnants of mankind huddle after a mysterious apocalypse. There have been two novels so far, and the third is due in paperback next month from Angry Robot.

The Buried Life (359 pages, March 6, 2015)
Cities and Thrones (448 pages, July 7, 2015)
The Song of the Dead (448 pages, May 2, 2017)

All three books are priced at $7.99 in paperback and $6.99 for the digital edition. The covers are by John Coulthart.

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Wired: The Fiction Issue

Wired: The Fiction Issue

Wired The Fiction Issue-smallI used to read Wired magazine back in the days when it was actually cool to have an email address (you had to be in academia or some tech savvy business). This was in the dark ages before web browsers and the Internet wasn’t just a place to buy stuff, host porn, post cute cat videos and spread fake news. The only people who used Apple computers were in advertising and not everyone had a cellphone; the ones who did liked to showoff by appending their email with “Sent from my Blackberry” — remember Blackberry?

It was when I was just getting into cyberpunk, which was the magazine’s patron saint of sorts. Bruce Sterling was on Wired‘s inaugural cover and William Gibson (see below) was featured on the fourth issue (1.4 in Wired parlance). Wired was for the cultural technoliterati, the folks “wired in” (hence the title in the days well before Wi-Fi) to how computer technology was going to change the world. And, boy, did it ever.

It was also hard to read, because graphic designers thought they were making some sort of statement using odd and multiple fonts along with disorienting colors and just stuff that gave you a headache to look at but had the appearance of cutting-edge style. Fortunately, someone finally realized that jettisoning the visual clutter made it possible for people to actually read the articles instead of just being bedazzled to gaze at them. Though certain tics remain even today, like sticking a 0 in front of double digit page numbers — pagination doesn’t actually being until page 21, or as Wired likes it, 021 — in a vertical position that isn’t easy to see and mostly only on the left hand even pages. C’mon.

Somewhere about the time when the Internet stopped being an interesting forum of discussion and innovation and turned into a wasteland of constant connection and commerce, I let my subscription lapse. But this past January, Wired published its first ever all-fiction “sci-fi issue.” Despite the unfortunate terminology (which has connotations of bad adventure flicks in futuristic settings, although perhaps the disdain is just insider snobbery — do people nowadays still care and argue about such things?), I thought I’d check out the issue’s idea to, according to editor Scott Dadich, “Think about what is possible, what is plausible, what is terrifying, what is hopeful.”

Lot of plausible here with not much hopeful. Which might be terrifying were it not so close to actual experience (both psychological and technological) that today is, alas, more mundane than profound.

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