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Category: New Treasures

Myke Cole’s Shadow Ops: Control Point On Sale Next Week

Myke Cole’s Shadow Ops: Control Point On Sale Next Week

shadowopsMyke Cole’s “Naktong Flow,” the tale of a desperate battle in the final stages of an apocalyptic war, was one of the most well-received pieces in Black Gate 13. Brent Knowles praised it as “The kind of story that immerses you in a world… this story is strong, with an interesting protagonist. Great!”, and Tangent Online labeled it one of the best stories of the year:

Myke Cole’s prose in “Naktong Flow” is smooth, evocative, and thoroughly professional. Some years ago he won the Writers of the Future contest, and it shows. “Naktong Flow” is set in the forest-jungles of the Far East, and follows Ch’oe, his men, their ancestor-magician, and a strange, magically-imbued wooden machine as they travel up the Naktong river in pursuit of the less-than-human creatures named the bonesetters… Think Martin Sheen in Apocalypse Now and you’re on the right track.

A writer with that much promise generates a lot of expectation, and we’ve been waiting impatiently for Myke’s first novel for some time. Now the wait is finally over as Ace releases Shadow Ops: Control Point in paperback next week. I asked Myke to tell us a bit about the book, and here’s what he shared:

It’s ironic that mashups seem so popular lately, since I’m kind of a mashup myself. I’m a warrior-nerd blend of a military officer and committed fantasy/SF geek. I’m fortunate enough to make my living in both camps and those influences greatly inform my writing. My new novel Control Point is a fusion of influences: 3 tours in Iraq and a life spent perusing the fantasy mass-market wire racks and comic book shop display stands.

Here’s the official book blurb:

Across the country and in every nation, people are waking up with magical talents. Untrained and panicked, they summon storms, raise the dead, and set everything they touch ablaze.

Army officer Oscar Britton sees the worst of it. A lieutenant attached to the military’s Supernatural Operations Corps, his mission is to bring order to a world gone mad. Then he abruptly manifests a rare and prohibited magical power, transforming him overnight from government agent to public enemy number one.

The SOC knows how to handle this kind of situation: hunt him down — and take him out. Driven into an underground shadow world, Britton is about to learn that magic has changed all the rules he’s ever known, and that his life isn’t the only thing he’s fighting for.

I’ve been enjoying my early copy — the book opens with a bang, and doesn’t let up. It’s advertised as part of a new series, and is available in mass market paperback and Kindle format for $7.99 on Tuesday.

New Treasures: Kiss My Axe: Thirteen Warriors and an Angel of Death

New Treasures: Kiss My Axe: Thirteen Warriors and an Angel of Death

kiss-my-axeLast summer I played around with Fraser Ronald’s RPG Sword Noir, a fun new game of hardboiled crime fiction in worlds of sword & sorcery.

Readers familiar with Fraser’s story in Black Gate 15, “A Pound of Dead Flesh,” will instantly get what Sword Noir is all about. The story centered on two legionnaires tangled up in a plot to cheat a very powerful necromancer, who quickly find themselves caught in a lethal web of secrets and betrayals. It’s a terrific sword-and-sorcery action piece, with characters who find skill with a sword is only slightly less critical to their survival than the ability to think on their feet — and quickly read a bad situation.

Sword Noir captured the same aesthetic in a wonderfully concise set of role playing rules, offering guidelines on crafting compelling adventures for players interested in unraveling labyrinthine plots in dark urban settings.

As the author described it: “Now is the time for your characters to walk down mean streets, drenched in rain, hidden in fog, and unravel mysteries, murders, and villainy.” (See Fraser’s complete overview in his most recent post for the Black Gate blog here).

Sword Noir was a wonderfully inventive system, and it was obvious Fraser had great ambitions for it. The fruit of those ambitions arrived this month: Kiss My Axe: Thirteen Warriors and an Angel of Death, a role-playing game of Viking adventure.

While it’s based on the underlying system from Sword Noir and the Sword’s Edge System, Kiss My Axe turns its attention to the heroics of the great Norse sagas, and the mechanics have been altered to provide more vivid and exciting combat.

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New Treasures: Wally Wood: Strange Worlds of Science Fiction

New Treasures: Wally Wood: Strange Worlds of Science Fiction

strangeworlds-wally-woodWow.

Wally Wood is one of my all-time favorite artists.  When Scott Taylor asked me to provide my list of nominees for his Top 10 Fantasy Artists of the Past 100 Years post, I had Wood right near the top.

Wood died over 30 years ago, but his influence on SF and fantasy art in the 1950s — especially his groundbreaking work with EC comics, and the more than 60 covers he did for Galaxy magazine — was staggering.

Virtually all of Wood’s EC work has been now been collected, in handsome volumes showcasing his brilliant art for Weird Science, Weird Fantasy, Tales from the Crypt, and many others, as have his covers for Marvel, DC, and other top-tier comic publishers.

But Wood first made his name in now-forgotten science fiction comics of the 50s such as Strange Worlds, Captain Science, and Space Detective. Now Vanguard Publishing has collected a fabulous trove of nearly two dozen complete tales from this era, dating from 1950 to 1958, in a thick oversized volume titled Wally Wood: Strange Worlds of Science Fiction (click on the image at left for a larger version).

Strange Worlds is an absolutely beautiful production, 224 pages mostly in full-color. It is edited by J. David Spurlock and designed by Mark McNabb. The paperback edition is $24.95, and I got mine from Amazon for just $16.47, after the Amazon discount. It’s also available in a slipcased Hardcover Edition for $69.95.

The book also includes an extensive gallery of some of Wood’s best covers from the 1950s, as well as a complete story from the pre-Marvel Journey Into Mystery (“The Executioner,” Oct 1956, from issue 39), and a sampling of his full-page Sky Masters of the Space Force comic strip from 1958, with art by Wood and Jack Kirby.

Wally Wood: Strange Worlds of Science Fiction is my most exciting purchase of the last six months. I have no idea what the print run was, so I strongly advise you to get your own copy before it sells out.

New Treasures: Armchair Fiction

New Treasures: Armchair Fiction

girl-who-loved-deathI stumbled on the new line of Armchair Fiction science fiction and horror reprints late last year, and finally ordered a few in December.

Armchair claims they’re “dedicated to the restoration of classic genre fiction,” and they mean it. So far they’ve published 39 “Double Novels” — two short novels packaged together, modeled after the fondly-remembered Ace Doubles from the 50s and 60s — plus 15 single novels, and six short story collections.

Much of what they’ve publishing has been out of print for decades, including work from Fritz Leiber, Murray Leinster, Robert Sheckley, Mack Reynolds, Jerome Bixby, Keith Laumer, Edgar Pangborn, Richard S. Shaver, Robert A. W. Lowndes, Leigh Brackett, Raymond F. Jones, Poul Anderson, and many others.

When a vintage press is inclusive enough to reprint the work of Richard S. Shaver, author of the infamous “Shaver Mysteries,” you know they’re serious. Trust me.

I’ve been very pleased with the books I’ve received so far — they’re quality productions, probably print-on-demand, although POD has gotten so polished these days I can’t even be sure. They’re glossy paperbacks, with excellent cover reproductions (most taken from 50s SF magazine covers and Ace Doubles), about the size of a trade paperback, and reasonably priced at $12.95.

They have 15 new releases for Winter 2012, including fiction from Clifford D. Simak, Rog Phillips, Stanton A. Coblentz, Jack Sharkey, Edmond Hamilton, Frank Belknap Long, Don Wilcox, and other neglected science fiction and horror writers.

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io9 on Seven Princes

io9 on Seven Princes

seven-princesNihilism got you down? Can’t stomach yet another scene of rape and torture? Need a break from learning your eleventeenth language and living abroad? If so, then io9 has the prescription for your burning fever:

These days, fantasy novels seem to be all about realism. Or at least, semi-realism. … So it’s a pleasure to read an unabashed over-the-top fantasy epic like John R. Fultz’s Seven Princes, in which totally batshit stuff happens every few pages and the wonders aren’t rationed at all. Fultz writes at a frenetic pace, as if worried he’ll run out of pages before he throws in all the cool stuff he’s thought up. It’s kind of amazing.

What Seven Princes does have to offer, though, is breakneck pacing and nonstop insanity. Every few pages, foxes are turning into naked ladies or giants are going off to talk to the mermaid queen, or a long-lost race of blue giants is randomly discovered, or evil dark spirits are destroying entire kingdoms. It’s epic with a capital EPIC.

And judging by the majority of comments, vitamin Fultz is the tonic lots of folks are craving.

New Treasures: The Annotated Sandman, Volume One

New Treasures: The Annotated Sandman, Volume One

the-annotated-sandmanFirst time I met Neil Gaiman was at the 16th World Fantasy Convention in Schaumburg, Illinois. It was 1990, and Gaiman was busy taking the comics world by storm with his new Vertigo title The Sandman, which first appeared in January 1989.

The next year he won the World Fantasy Award for Best Short Story with the Sandman story “A Midsummer’s Night Dream,” but in 1990 he was a relative unknown (for those who didn’t read comics, anyway). I remember thinking how cool it was that I could run into L. Sprague de Camp, Julius Schwartz, Bob Weinberg and Neil Gaiman, all at the same convention.

In 1999 my friend Andy Heidel, publicist at Avon EOS, sent me an advance proof of Gaiman’s second novel Stardust, the edition illustrated by Charles Vess, for review at the SF Site. I couldn’t find a reviewer, and begged Alice Dechene to do it. Vertigo liked her review so much they blurbed it on the collected edition. Which is why my wife has her name on the back of one of the best-selling graphic novels of the century — something I’ve never accomplished, and I’ve written about a hundred more reviews than she has.

Gaiman’s career has been meteoric ever since, but I still consider the 75 issues of The Sandman to be some of the best work he’s done. I’m not alone — The Los Angles Times Magazine calls The Sandman “The greatest epic in the history of comic books,” and it’s been in print in graphic novel format for over two decades. And our Managing Editor, Howard Andrew Jones, author of The Desert of Souls, says Sandman #50 was a crucial influence on his own writing, “and the one that fired my interest in the tales of the Arabian Nights.”

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New Treasures: Strange Worlds

New Treasures: Strange Worlds

strange-worldsBack on October 7th I reported on a promising little artifact called Strange Worlds,  an anthology of sword and planet stories from Space Puppet Press, collected and edited by Jeff Doten.

Now I’m holding a copy in my hot little hands, and I can report that it’s just as cool as it looks.

Strange Worlds collects nine pieces of original fiction from Ken St. Andre, Charles A. Gramlich, Paul R. McNamee, Lisa V. Tomecek, Charles R. Rutledge, and others.

Each story is also illustrated by Doten with a full color plate, done in loving homage to the Ace Doubles of the 50s and 60s, where much of the most-loved sword & planet in the genre first appeared.

Doten also provides some fine black & white interior illustrations for each story.

Interior color plate by Jeff Doten
Interior plate by Jeff Doten
It’s a quality package, and no mistake. There’s even a 13-page full-color “Strange Worlds” comic, written and illustrated by Doten, rounding out the book.

It’s very clear to me that Doten knows his stuff, and his love and knowledge of the genre comes across on every page. There’s even a three-page Suggested Reading list, an invaluable reference for modern fans covering virtually every major practitioner of the genre — from Edgar Rice Burroughs, Otis Adelbert Kline, Gardner Fox, Leigh Brackett, and Lin Carter, all the way up to more modern writers experimenting in the same playground, such as S.M. Stirling.

In his introduction Doten says Strange Worlds was “my effort to rectify the tragic lack of Sword and Planet stories in the modern world.” He has succeeded with flying colors.

Strange Worlds is 189 pages printed on quality stock in oversize format. It is available from Space Puppet Press for $27 plus $3.75 U.S. shipping, and richly deserves your support.

Order today from strangeworldsanthology.com.

New Treasures: The Legend of Drizzt

New Treasures: The Legend of Drizzt

legendofdrizztI love board games. But after collectible card games and computer games pretty much swept the market clean of them in the mid-90s, it seemed the era of the board game was over.  I put away my copies of Dragon Pass and Divine Right, and pretty much accepted the fact that I’d be explaining the quaint concept of “board games” to my grandkids. Assuming I could get them to put down their Xbox controllers long enough.

Then an interesting thing happened in the middle of the last decade: The board game experienced something that almost looked like a resurgence. Enticed by Settlers of Catan and a series of popular titles from Fantasy Flight, gamers began to cautiously put down their controllers and cluster curiously around kitchen tables again.

Wizards of the Coast took notice and tossed their hat in the arena with several very well received games, including Ikusa and the epic Conquest of Nerath, both of which Scott Taylor reviewed for us here.

With just a few titles, WotC has become a heavyweight in fantasy board games — and they show no signs of slowing down.

Earlier this month a box landed on my doorstep (with a resounding thud) containing a review copy of their latest entry: The Legend of Drizzt, a massive 7-pound contender that has every appearance of being another winner.

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ChiZine Publications’ eBooks Now Available on iTunes Store

ChiZine Publications’ eBooks Now Available on iTunes Store

isles_coverChiZine Publications, one of the best of the genre small press, has announced all of its titles are now available for the iPad, iPhone and iPod through Apple’s iTunes Store.

This is pretty cool, because I just bought an iPad to experiment with electronic versions of Black Gate, and I’ve been trying to find some good books to read. ChiZine Publications already has their titles — including The Door to Lost Pages by Claude Lalumière, and Isles of the Forsaken by Carolyn Ives Gilman — available for the Amazon Kindle, Kobo reader, Barnes & Noble Nook, and other e-formats.

But the iPad is where most of the action is, at least in terms of sales (nearly 4 million per month, and growing rapidly), and iPhone sales are even higher.  ChiZine co-Publisher Sandra Kasturi said this about their commitment to electronic readers:

You can really see the change from a year ago. Get on the bus or subway and you’ll find half the people are reading off a device rather than a physical book. We take pride in our physical books and ebooks. We want to reach both readers and for them to have great experiences because of the writing and the visual impact.

Makes sense to me. ChiZine’s eBooks can be purchased and downloaded via iTunes by searching for the author name or title, and the publisher promises to have direct links on their website in a few days. Other electronic formats are available today.

We profiled ChiZine Publications back in December of last year.

New Treasures: Dungeons & Dragons The Shadowfell

New Treasures: Dungeons & Dragons The Shadowfell

shadowfellRegardless of where your gaming loyalties lie these days — 3rd Edition, 4th Edition, Original Edition, Pathfinder, or Other — you have to admit that Wizards of the Coast has produced a top-notch line of adventure supplements to support D&D over the past few years.

They’ve put some of the best writers in the business — including Ari Marmell, Bruce R. Cordell, Mike Mearls, Bill Slavicsek, Richard Baker, and many others — to work crafting attractive and superbly produced game books that keep me opening my wallet month after month.

Yet, as an old-school gamer who cut his teeth on the golden age of role-playing adventures, one thing I still miss is those beautiful box sets TSR produced in the 80s and 90s.

You know the ones I’m talking about. The Ruins of UndermountainDragon MountainMenzoberranzan, City by the Silt Sea, and dozens of others.

These weren’t just outsized adventure modules.  They were complete campaigns, packed with gorgeous color maps, thick adventure guides, character sheets, new monsters, and other mysterious goodies.

When you held one in the game store, you felt the promise of weeks of adventure vibrating in your hands. Or maybe it was just the crushing weight of the box, making your wrists weak. Whatever.  Your hands trembled, and you knew that had to be good.

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