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Vintage Treasures: George R.R. Martin’s “Nightflyers”

Vintage Treasures: George R.R. Martin’s “Nightflyers”

analog-april-1980-smallOver the weekend I put away a collection of 80s magazines I purchased a few months ago. In the process I discovered the April 1980 issue of Analog, which I read as a junior in high school in Ottawa, Canada.

There’s a lot to like about this issue, from the gorgeous cover by Paul Lehr — perhaps my favorite SF artist — to a famous short story by one of my all-time favorite SF writers: “Grotto of the Dancing Deer,” by Clifford D. Simak, which won both the 1980 Nebula Award and 1981 Hugo Award for Best Short Story. Even the ads reflect those things I personally found most exciting and fresh about SF and fantasy at the time: a full page ad from TSR for D&D, “The Ultimate in Adventure Games;” an ad for six microgames from Metagaming (the company that introduced me to role playing games), including the classic Ogre; and a subscription form for Ares, the short-lived SF gaming magazine from SPI.

This issue is an intriguing cultural artifact for other reasons. There’s an editorial from Stanley Schmidt in response to the recent kidnapping of 50 Americans at the US embassy in Iran, both a fascinating snapshot of a critical moment in American history, and a typical science fiction response:

What the Iranian crisis really demonstrates, at least as dramatically as any incident so far, is that if we want real freedom, we must produce our own energy… Technologies which can do this are possible, and we should not willingly settle for less. Readers of this magazine are well acquainted with the role space can play, but many people are not — and we need to get the action under way now.

If you read Analog in the 20th Century, you got used to this. Exploring space was pretty much the answer to everything — the energy crisis, the hole in the ozone, foreign policy crises, and crappy network television programming — and the magazine’s self-congratulatory tone clearly told its readership (including 15-year-old readers in Ottawa) that they were smarter and more informed than everyone else, especially on science and technology, topics far more important than cars, sports, and other things kids our age obsessed about. Analog told its readers they were destined for success. The future was ours.

But the real reason this issue is remembered is its cover story, George R.R. Martin’s novella of horror in deep space, the chilling classic “Nightflyers.”

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Brave: Pixar Improves Disney’s Fantasy Princess

Brave: Pixar Improves Disney’s Fantasy Princess

295px-brave-apple-posterThe Disney/Pixar partnership has always been willing to take some risks. Let’s face it, these are the people who turned a lost fish, talking cars, and Ed Asner in a floating house into deeply rich character-driven stories about the human condition. It’s really a wonder if there’s anything they can’t do well!

But one thing that they have avoided, until now, is even trying to dip their toes into the genre that Disney has mastered: the fairy tale.

From my perspective, with Brave they’ve blown pretty much every Disney fairy-tale-themed film out of the water. I won’t get much into the plotline, because Pixar’s done a really good job of not spoiling it too much. (I had a guess about what was going to happen, based largely on the Subway restaurant promotional campaign materials, and that guess was pretty much on the mark.)

But, even with no idea what happens in the film, there are a lot of things that the film is about which I can discuss…

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Sung in Blood by Glen Cook

Sung in Blood by Glen Cook

Sung in Bloodcookg-sung-in-blood
Glen Cook
Night Shade Books (190 pp, $23.95, 2006)
Reviewed by Jason M. Waltz

A high fantasy Fu Manchu meets Doc Savage in this formerly long out-of-print and impossible to find short novel from Glen Cook.

So says the Night Shade Books bookstore page. It’s more than accurate. And for any fan of Doc Savage, it’s a pleasant must-read. Sparse and pulpy, with evil sorcerers and demons, swords- and shadow-men, this less-than-200-page-novel is a fun romp amid the glorious romance of a former era.

My thanks to John O’Neill who, as always, guides my purchasing choices at the Windy City Pulp and Paper Convention every April in Chicago. While I found the book this year, tucked on the lower shelf beneath a vendor’s table, it was he who convinced me to buy it.

In truth, it is not reminiscent of Cook’s other better-known writings. This is nothing like his Black Company or Dread Empire tales — consider that both recommendation and caution.

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Frank Chadwick’s A Prince of Mars

Frank Chadwick’s A Prince of Mars

A Prince of Mars by Frank ChadwickA Prince of Mars (Amazon | B&N)
Frank Chadwick
Untreed Reads Publishing (137 pages, $2.51, February 2012)

For me the greatest benefit of the e-book revolution is low expectations coupled with low prices. For 99¢ or $4.99 or anyplace in-between, I can take a chance on an unfamiliar author and download a novel or collection onto my Android, then read a few pages whenever I have a lost moment — usually while waiting somewhere for somebody. I’ve pulled a few stinkers, but then again I’ve also spent more on bad cups of coffee too. And, occasionally, there’s that casino-win kick when I unexpectedly discover a polished thrill-ride like A Prince of Mars.

Space: 1889, first published in 1988 as an RPG/miniatures wargame, is a mash-up of H.G. Wells’ The First Men in the Moon and Burroughs’ Barsoom and Amtor novels. The setting is an alternate history in which space flight was pioneered in the late nineteenth century. With its emphasis on Her Majesty’s presence on Mars, the result is the British Raj transplanted to the canals and deserts of a dying world, alongside flying ships made from Martian liftwood, the setting’s answer to cavorite. I suspect the focus on Great Game political machinations and aerial skirmishes appealed more to the wargamer than the hack-and-loot dungeon delver, allowing Space: 1889 to persevere to the modern day through its small but dedicated audience. Well — that and the fact Frank Chadwick, as both writer and publisher, maintained the rights to his creation and therefore didn’t allow it to drown in the industry quicksands of neglect, copyrights, and petty feuding, which is so often the case.

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John Ottinger Reviews Bury Elminster Deep

John Ottinger Reviews Bury Elminster Deep

bury-elminster-deep-by-ed-greenwoodBury Elminster Deep
Ed Greenwood
Wizards of the Coast (340pp, $25.95, 1st edition August 2011)
Reviewed by John Ottinger III

Sometimes an author can write a little too much about a character. Like a child who loves a stuffed animal, the repeated play can wear the fabric and loosen the stuffing so much that the very toy that was once so loved is rendered unrecognizable. Sentimentality keeps the stuffed animal by the child’s side, but to outside observers, the toy has lost all value.

So it is, I think, with Forgotten Realms creator Ed Greenwood’s latest story of Elminster of Shadowdale. In Bury Elminster Deep the story opens where Elminster Must Die ended. The spellplague that has ravaged the realms has killed Mystra and killed, scattered, or rendered powerless her Chosen, including Elminster. Storm, one of the seven Chosen sisters and Elminster’s constant companion, has lost all magical power other than a head of living hair. Elminster, the most ancient and powerful of Mystra’s Chosen, who has lived through not one, but two incarnations of the goddess, is bodiless, riding the mind of his granddaughter, the dancer Rune, and is unable to perform magic without also enduring bouts of madness.

But then Mystra reappears and asks her favored Chosen to re-enter the kingdom of Cormyr to save it from yet another takeover by Lord Manshoon, the vampire archmage nemesis of Elminster. Manshoon thinks Elminster’s seeming disappearance is an opportunity to seize power in one of the Realms’ oldest human kingdoms. Though severely hobbled by his lack of magic, Storm’s normality and the jealousy of Rune’s boyfriend, Lord Arclath Delcastle, Elminster and company must stop Manshoon before his coup succeeds.

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Drinking Atlantis, No Chaser: Conan the Barbarian (2011) Blow-by-Blow & Play-by-Play

Drinking Atlantis, No Chaser: Conan the Barbarian (2011) Blow-by-Blow & Play-by-Play

conan-poster-1I have a week-long break between summer movie reviews, the gap between Prometheus and Brave, so I have chosen to return to Ghosts of Summer Pasts. Not long past. Just last year. Ladies and gentlemen, Hyborians and Hyrkanians, the 2011 Conan the Barbarian! [Insert tepid Monty Python and the Holy Grail “yeah!” here.]

Many movie websites do play-by-play reviews, essentially a one-post blog-thru of a film, providing comments along with time stamps. I’ve wanted to try my hand at this for years, and this short summer break opened up the opportunity to exercise this review format on an awful film that sword-and-sorcery fans don’t want to talk about. But if I can find a way to wrench some entertainment from the Blu-ray of this movie (yes, I bought it — but used at a bargain price), then let it be so.

It was August of ’11 that saw the release and immediate flop of the Marcus Nispel-directed Conan the Barbarian. Critics savaged the movie, but most fans of Robert E. Howard saw the dire writing in the ancient language of Acheron on the wall long before the release. I gave up hope for the movie when I heard that Nispel was attached to it. Nothing I had seen of the man’s previous work indicated he had any notion of theme or subtlety — or even how to stitch together a comprehensible action scene. The guy came across as a refugee from an awful ’80s metal band who decided to get into directing so he could show “awesome!” stuff on screen. In other words, he was picked for the job because of a superficial resemblance to sword-and-sorcery, not because the man has any affinity for filmmaking or Robert E. Howard.

The casting of Jason Momoa met skepticism when first announced, but among all else that went awry with Conan the Barbarian, Momoa was one thing that went right. More about that on the play-by-play.

I enjoyed the movie more this second time viewing it, but that isn’t because I found any new appreciation for it. Conan ’11 works simply better on home video, where its limited scope and poor VFX feel more appropriate. Also, watching at home meant I could take breaks to go get a drink or read Shakespeare or call my sister in Munich. I could live my life around the film, and the film benefits from my ability to ignore it whenever I want to. The only downside to home video is that the 3D in the theater, terrible as it was, did hide some of visual flaws and clunky special effects.

Okay, queue up your disc or streaming or whatever, and let’s drink Atlantis….

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Andrea Grennan reviews The Infernals

Andrea Grennan reviews The Infernals

the-infernalsThe Infernals
John Connolly
Atria Books (309 pp, $22.00, 1st Hardcover Edition, October 2011)
Reviewed by Andrea Grennan

Almost-Armageddon books are a marvelous niche in the fantasy market, ranging from serious examinations and thrillers to horror and gore. One of this reviewer’s favorites is the lighter side of Armageddon, as seen in Neil Gamain and Terry Pratchett’s Good Omens or Richard Kadrey’s Sandman Slim series.

John Connolly’s approach fits right into this niche, with a marvelous blend of suburban London quirk and the Large Hadron Supercollider in Cerne, Switzerland.

Sound a bit on the these-two-things-don’t-go-together side? Relax, set aside your concerns, and go for ride with Samuel Johnson and his faithful dog Boswell through the looking glass and straight to Hell.

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Steampunk Spotlight: Cherie Priest’s Ganymede

Steampunk Spotlight: Cherie Priest’s Ganymede

Ganymede by Cherie PriestGanymede (Amazon | B&N)
Cherie Priest
Tor (350 pp., $14.99, October 2011)
Reviewed by Jackson Kuhl

On the eve of the fall and subsequent occupation of New Orleans by the Union in 1862, lawyer and amateur engineer Horace L. Hunley, along with his two investment partners, scuttled their submarine Pioneer in a canal to prevent its seizure by the Federals. They may, or may not, have likewise scuttled a second submarine near Lake Pontchartrain; there are no records for this sub and its design departs from Hunley’s other efforts. The trio fled to Mobile, Alabama, to build another sub, which sank, and yet another, the H.L. Hunley, which drowned its namesake, then successfully torpedoed the Union blockade ship Housatonic before itself swamping in Charleston Harbor during its return.

In the alternate history of Cherie Priest’s latest Clockwork Century novel, Hunley and his partners constructed a fifth submersible, the titular Ganymede, which sank near New Orleans. The Civil War has stretched into the late nineteenth-century and the city is occupied by the Confederate-allied Republic of Texas. Now a team of pro-Union guerrillas has recovered Ganymede and, hopeful the machine can end the war in the Union’s favor, intends to transport it down the Mississippi River — past the Texians searching for it — to a waiting U.S. battleship in the Gulf. All of this is orchestrated by freedom fighter Josephine Early, a black whorehouse madam and Union agent. With no one experienced enough to pilot the sub, Early hires airship captain Andan Cly (who also happens to be her ex-lover, natch) to “fly” Ganymede under the river and the Texians’ noses to the rendezvous.

Priest has cooked together espionage, a rich setting, intriguing characters, and a plot that could have been stolen from Alistair Maclean. It’s a great gumbo — providing you ignore there’s not an ounce of suspense to be tasted. Spoilers ahoy!

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Black Gate Goes to the Summer Movies: Prometheus

Black Gate Goes to the Summer Movies: Prometheus

prometheus-posterIf you plan to see Prometheus this weekend, know that you are in for an endless buffet of visual astonishment, especially if you spring to see it in IMAX 3D. Ridley Scott belongs to the breed of filmmaker who can justify the use of the 3D gimmick. He poured everything at his disposal to make his new science-fiction film worth the extra dollars, euros, pound notes needed to watch it in an immersive environment. Prometheus is visual and aural splendor for the cinema.

Know also that you will meet flat characters who often do idiotic things (“Don’t pet the freaky alien snake-thingy! You call yourself a scientist?”) and more idiotic things (“Don’t take off your helmets, you morons! You call yourselves space-explorers?”) and more idiotic things (“Don’t go down into the basement alone!” Well, that doesn’t specifically happen, but many equivalent things do.); a script that turns its initial concept into a shapeless mess by the halfway point; and the general disappointment of watching what promised to be an amazing return for Ridley Scott to the Alien universe he helped create ending up as standard science-fiction thriller pulp.

Does this add up to a good film? Uh, I’m willing to say it does. And whether “good” is enough for you when it comes to Prometheus will depend on how much you anticipated its release and how much you devoured of its brilliant promotional and viral campaigns.

Prometheus presents a puzzle for me personally: It is far below what I wanted as a dramatic experience, yet the cinematic experience of it is stupendous. The tension here offers plenty to ponder, but in a meta-critical sense that has little to do with the story that Prometheus offers. What makes a good film? What makes a good story? What makes a good film story? How much do expectations alter those questions? Are they all the same questions? Yes? No? Buy a vowel?

I guess what I am trying to say is that you should go see Prometheus for yourself, no matter what the critical consensus says, simply because it engages in questions about filmmaking and will no doubt begin tons of debate.

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Chris Braak Reviews The Last Four Things

Chris Braak Reviews The Last Four Things

the-last-four-thingsThe Last Four Things
Paul Hoffman
Dutton Books (384 pp, $26.96, hardcover August 2011)
Reviewed by Chris Braak

The Last Four Things is the sequel to Paul Hoffman’s runaway hit The Left Hand of God – a droll, sword-and-more-swords epic set in a kind of topsy-turvy analog for Europe during the Hundred Years War. Like all second books in a trilogy, the proof of this one will lie in how the third book ties these loosened strings altogether.

The signature elements of Hoffman’s first novel are here in abundance: the dry wit, the simple but cleanly drawn characters, the tense and stirring depictions of large-scale military conflict; as well are some of the more troublesome elements, like Hoffman’s tendency to distractingly remix and incorporate recognizable bits of history and literature into the narrative.

After the events of The Left Hand of God, Thomas Cale (the eponymous Left Hand) and his friends — Kleist, Vague Henri, and IdrisPukke — find themselves separated by the machinations of the Lord Militant Redeemer Bosco. While Thomas Cale begins waging a series of campaigns on behalf of the imperialistic and puritanical Redeemers, Kleist the archer ends up making a home for himself in a tribe of cowardly, philosophical bandits called the Klephts. Cale’s hunger for escape and the Redeemers’ bloody-mindedness drive the two of them apart at first, and then slowly back together; the stage is set for a climax in the upcoming third book.

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