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Month: March 2012

Orson Scott Card’s The Lost Gate

Orson Scott Card’s The Lost Gate

lostgateThe Lost Gate (Amazon, B&N)
Mither Mages Book 1
Orson Scott Card (Tor, $7.99, Jan. 2011)

Reviewed by Andrew Zimmerman Jones

As I mentioned in my recent review of the short story collection Keeper of Dreams, I’ve been a fan of Orson Scott Card since reading Ender’s Game and Speaker for the Dead as a teenager and have read most of his novels. In my experience, this is a very hit-and-miss proposition, especially when it comes to series.

The Lost Gate demonstrates some of the best and worst of Orson Scott Card’s writing at the same time, which makes me think that it’s a toss-up as to how the series as a whole will ultimately go. The setting and magical system – which Card’s been carrying around in his head since the late 70’s – contain a lot of potential, but the narrative seems to also go on pointlessly for many pages, getting bogged down in relative minutiae and plot threads which never go anywhere. Some of these might be setting the stage for future books, of course, but right now they just seemed out of place, distracting, and somewhat haphazard.

The story focuses on Danny North, a boy who has grown up among the remnants of ancient demigods, trapped on Earth centuries ago when the Norse god Loki destroyed all the gates linking this world to their home realm. While his various cousins have learned how to manipulate their basic magical energies, he has manifested no such talents … until he realizes that he has the rarest of gifts. He is a gate mage, possessing the ability to create portals from one location to another.

Unfortunately, after the devastation that Loki wrought, his family has vowed to destroy any gate mage that they find, including Danny. Forced to go on the run, Danny has to learn more about our modern world, his own powers, and how he wants to wield this power … in the service of himself or others.

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Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

lordswaterdeepLords of Waterdeep (Amazon)
Wizards of the Coast ($49.99, March 2012)
2-5 players
Ages 12+
Approximate Play Time: 1 hour

Note: As I write this, Saturday March 17, there’s a 37% discount on the game’s pre-order over at Amazon.

Let’s get this out of the way: Of all of the fantasy board games I’ve ever forced my wife to play for review purposes (or any other purpose for that matter), this is by far her favorite. In her words, “I felt completely engaged throughout the whole game. Usually there’s some strategy here and there, but I had to plan out each and every move in this game.”

So, it’s a keeper!

With that spoiler out of the way, on to the review…

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When the Cover Blurb is the Kiss of Death

When the Cover Blurb is the Kiss of Death

downtotheboneDown to the Bone by Justina Robson (Pyr, 2011) is book five of the Quantum Gravity series, so it must represent some sort of success. The first blurb on the back cover tells all, or maybe more than all:

“This isn’t SF for SF readers. This is SF for a generation raised on anime, manga, and MMORPGs.” — Ain’t It Cool News.

Presumably MMORPGs are some sort of role-playing game.

But seriously, have you ever seen a blurb which so explicitly told a large section of the potential buying public to go get stuffed? This (not to judge the actual book, which I have not read) is clearly marketed as post-literate SF for people who do not much read books.

I have never seen a blurb before which so firmly told me, “No, do not buy this one. You won’t like it.” Maybe I should appreciate the publisher’s honesty.

Is this suicide or a canny marketing strategy? Is the author cringing, or laughing all the way to the bank?

I don’t doubt that Justina Robson books sell admirably. There’s a kick-ass heroine with a pointy thing on the cover. It’s part of a generic series. Just what the market wants. It is very likely that the post-literate audience is in the majority now, and will rule mainstream publishing.

What I am remarking on is how explicitly the blurb tells me (and, I suspect, most long-term genre readers) to go away. Most blurb copy attempts to convince everyone that this is a great book they must have. This one comes right out and says that it is not SF for people who read SF or who are part of any literary culture.

Such breathtaking honesty.


Darrell Schweitzer’s last article for us was Selling SF & Fantasy: 1969 Was Another World.

A Time Capsule from 1983

A Time Capsule from 1983

space-gamer-66Last month I wrote a lengthy blog post about Sword & Sorcery, a lavish fantasy board game published by SPI over three decades ago. In the comments section the topic soon turned, as it often does with us old-time gamers, to TSR’s purchase of the bankrupt remnants of SPI in 1983. Christian Lindke, a long-time reader, had some particularly astute observations:

While it is easy to blame TSR for what they did to SPI — and they deserve a lot of blame — one should keep two things in mind. First, when they purchased SPI it was in dire financial straights and would likely not have survived. Second, they had hoped to keep SPI’s staff, but those staff members refused to work for TSR — for varied reasons — and left to form the Victory Games studio over at Avalon Hill… A massive resurgence of publishing of SPI games happened under Lorraine Williams. We would never have seen the SPI monster TSR World War II game, or Wellington’s Victory, Sniper (including BugHunters), let alone the 3rd edition of DragonQuest

There is an excellent issue of Fire and Movement, printed by Steve Jackson Games, that goes over the purchase of SPI.

I asked Christian if he could track the issue down, and he did more than that. He wrote an extensive and excellent blog post on the topic, and in a good bit of investigative reporting he tracks down a series of articles in Steve Jackson’s Space Gamer magazine that reveal more extensive details.

But it was this bombshell at the bottom of Christian’s article that I personally found much more startling.

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David Soyka Reviews The Translated Man and Other Stores and Mr. Stitch

David Soyka Reviews The Translated Man and Other Stores and Mr. Stitch


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The Translated Man and Other Stories Threat Quality Press (224; 11.99 USD; softcover 2007)

Mr. Stitch Threat Quality Press (248; 11.99 USD; softcover 2010)

Chris Braak

Chris Braaks’s duology featuring Detective-Inpector Elijah Beckett demonstrates that you can tell a book by its cover.  These book jackets are dark, primitive and ugly; the novels are set in a steampunk Victorian metropolis called Trowth that is equally dark, primitive and ugly.

It was early morning and the strained watery light that flickered off the mountain of stormy architecture of Trowth did little to alleviate the cold, though it was actually one of the

warmest periods of the day — when warm air swept briefly in from the sea — and the late afternoon were the only times during Second Winter that pedestrians were common; a small, muted collection of passers-by and vendors had tentatively come out into the cold streets above St. Dunsany’s. The air was just barely

tolerable, and tasted faintly of salt and fish. Even the normally antisocial and solitary citizens of the city would take the time to wander about for a few hours, trying to catch a fleeting glimpse of the sun.

ps.52-53 (Mr. Stitch)

What we have here is a police procedural that mixes Sherlock Holmes and H.P. Lovecraft. I’m not much a fan of either (I know, how could I possibly be allowed on the BG staff, but mistakes happen). Nor do I much care for plotting littered with flaws in logic (a character can pick the lock of  a room to steal papers without ever thinking they  might be noticed missing, but apparently doesn’t think for a second to pick the lock of a suitcase she is forced to deliver to a train station to see if it contains anything potentially explosive, which, of course, it does) that hinges on fantastical mysteries with improbable coincidences (even if they take place in the context of an improbable reality) that seemingly have little point beyond giving the intrepid characters something to do so they can preserve civilization as they know it (though in this case, “civilization” is a questionable term).

That said, I thoroughly enjoyed this short series, mainly because of  the characters. Beckett is dedicated to his career as a Coroner, an elite force with a license to kill at will heretics and the consequences of their heretical metaphysical experiments.  He also suffers from the “fades,” a disease contracted by factory work as a child that results in deteriorating flesh (he wears a scarf to hide the missing half of his face) and drug addiction to control the pain.  Of course, every detective needs a fearless sidekick to fight the forces of evil.  Beckett has two.  Valentine Vie-Gorgon, an absent-minded aristocrat dabbling as a police functionary, and Elizabeth Skinner, a blind “knocker” aetherically equipped with telekinetic abilities that serve as a sort of radar to detect unchartered passageways and conspirators in hiding.

But the most interesting character of all is the city of Trowth, a mess of overbuilt, over thought architecture that results in dangerous labyrinths that connect ghettos of unusual creatures pressed into subservience to the human overlords.

It was almost evening when Beckett emerged from the depths of the Arcadium. The sky has turned from a dull, dark, sooty gray to a duller, darker sootier gray, redeemed only by the fact that looking at it no longer caused migraines. The perpetual cloud of thick, puissant smoke, spewed out by factories that burned phlogiston and flux and coal, hung low over the stony war of parapets, crenulations, buttresses, towers and arches that composed Trowth’s skyline.

p. 7 (The Translated Man)

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Art of the Genre: The Pillaging of Kickstarter?

Art of the Genre: The Pillaging of Kickstarter?

The Good of Kickstarter... The Order of the Stick
The Good of Kickstarter... The Order of the Stick

The pillaging of Kickstarter… Dramatic huh? Well, it might not exactly be the case, but I’ve seen a couple shocking trends happening out in the world of Kickstarter that disturbed me enough to talk about it here in my regular Kickstarter postings.

You see, Kickstarter at its very base level is about money, and that’s not a bad thing because it takes money to make cool things happen. Kickstarter, as a platform, helps thousands of independent minded artists, writers, musicians, inventors, and all other manner of creative people connect with fans to create projects that they love. How can that be wrong? Well, it’s not, but unfortunately corporations have now discovered the power of Kickstarter, and what was once a grass roots movement is quickly changing into a large scale money grab.

To illustrate this, I’m going to take you all through a couple of examples that I’ve seen in the past few months. First off I’m going to start with this little ‘Honest Man’s Kickstarter’ that introduced me to Kickstarters in the first place, the initial art recreation project by former TSR artist Jeff Dee. Dee, a forward thinking guy, was understandably put out that TSR threw away all his original art from his work on Dungeons & Dragons from 1979-1981. Who could blame him, right? So he goes to Kickstarter and asks folks to help him recreate those original pieces of art, as well as add some new ones if pledging was high enough. Jeff asked for $2,500 to do this and received funding to the tune of $5,750, which is a great thing to see for a guy who struggles with bills as much as anyone else in America today.

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Spring in Illinois brings… Auction Fever

Spring in Illinois brings… Auction Fever

Some of the science fiction and fantasy games up for bid at the Spring Games Plus auction (click for humungous version)
Some of the science fiction and fantasy games up for bid at the Spring Games Plus auction (click for supersize version).

Games Plus in Mount Prospect, IL, is the finest games store in the Chicago area. Every spring and fall they hold a fabulous games auction.

Now, I don’t use that word lightly. I’ve been to some terrific games auctions in my time, starting with CanGames in Ottawa in the early 80s, then the friendly auctions at WinterWar in Champaign, IL where I was a grad student in the 90s.

And of course, for sheer quantity of items on offer, nothing beats the legendary GenCon auction, held over multiple days in Indianapolis every August.

But if you really, really want that rare gaming item, bidding against hundreds of hard core gaming fans from across the country at GenCon is a sure way to pay top dollar for it.

For real bargains, you need a small local auction. And I’ve never found one friendlier or more rewarding than the twice-a-year event at Games Plus, which is attended by perhaps a hundred gamers and collectors from the Chicago area.

It’s spread across four days and includes thousands of games of virtually every vintage and description, sorted into four categories. Occasionally I drop by Friday night for the Historical Games, especially when I’m on the hunt for hard-to-find Avalon Hill or SPI titles. But usually I save up for the main event: the Saturday Fantasy and Science Fiction auction, which starts at 10:00 a.m. and runs until early evening.

Knowing my lack of control in the past, my wife Alice gave me a strict budget this year. I was not to return home with more than $200 of auction loot. So you can imagine my measured apprehension when my winnings were totaled and the auctioneer handed me a bill for $1,667.75.

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The Other Dracula the Undead

The Other Dracula the Undead

warrington-undeaddracula_the-un-dead1I belong firmly to the camp of Bram Stoker fan that approached Dacre Stoker and Ian Holt’s Dracula the Un-Dead with great anticipation and left disappointed. Well, actually appalled might be a more apt description of the reading experience. Had I not had my jaws wired shut at the time I read the book, I would have described myself as speechless. Severn House, a small press that has been kicking around for at least forty years when they took over Tom Stacey’s imprint, decided to capitalize on the attendant hoopla of a Stoker descendant co-writing a sequel to reprint an earlier literary sequel with very nearly the same title.

Freda Warrington’s Dracula the Undead was originally published to mark the centennial of Stoker’s classic original in 1997. I was aware of the book prior to its reprinting, but avoided it like the plague at the time believing incorrectly it was comparable to Elaine Bergstrom (aka Marie Kiraly)’s romanticized and anemic sequels, Mina and Blood to Blood. There is an element of romance found in Ms. Warrington’s book that does not ring true for the Stoker purist, but Warrington is a gifted British fantasy and horror author who accomplished something few writers can claim – she authored a sequel to a literary classic that doesn’t pale in comparison.

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PRIMORDIA: The Hardcover Arrives

PRIMORDIA: The Hardcover Arrives

How about a nice graphic novel?

It’s been a long time coming, but it’s finally here: The ultimate hardcover collected edition of PRIMORDIA, the “stone-age faerie tale” written by me and illustrated by the amazing Roel Wielinga.

The original series was released by Archaia in 2007, but the hardcover is the ultimate edition of the tale. It also includes tons of extras: a new wrap-around cover, a new short story by Yours Truly, new illustrations and sketches from Roel, a groovy pin-up gallery, my original PRIMORDIA ashcan, and other behind-the-scenes goodness, as well as an introduction by the great Kat Rocha (Titanium Rain).

Here’s an extensive preview from Archaia: http://www.archaia.com/archaia-titles/primordia/

The hardcover hit comic shops across America yesterday, but is available from Amazon for a cool 15 bucks:

http://www.amazon.com/Primordia-John-R-Fultz/dp/1932386262/ref=sr_1_1?ie=UTF8&qid=1331856517&sr=8-1


The Heroes by Joe Abercrombie, a Review

The Heroes by Joe Abercrombie, a Review

the-heroes-joe-abercrombieThe Heroes
Joe Abercrombie
Orbit (559 pp., $14.99, trade paperback)
Reviewed by Brian Murphy

“Who cares who’s buried where?” muttered Craw, thinking about all the men he’d seen buried. “Once a man’s in the ground he’s just mud. Mud and stories. And the stories and the men don’t often have much in common.”

—Joe Abercrombie, The Heroes

Although it’s classified as fantasy, don’t be fooled: Joe Abercrombie’s The Heroes is every inch a war story, knee deep in mud and blood, with the term “heroes” used in a rather ironic fashion. You won’t find any heroes here, just a bunch of men trying to live through another day on the battlefield.

It’s also bloody good. While it’s not at the level of the Pulitzer Prize-winning The Killer Angels, and perhaps doesn’t quite stand shoulder-to-shoulder in the same shieldwall as Steven Pressfield’s brilliant Gates of Fire, The Heroes is certainly one of the best books of its kind. Chock full of vivid combat and the incredible stress and strain of war, with a cast of memorable if not particularly deep characters and enough twists to keep you guessing to the end, it’s a terrific read for those who enjoy the sights and sounds of combat on the printed page.

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