Future Treasures: Seriously Wicked by Tina Connolly

Future Treasures: Seriously Wicked by Tina Connolly

Seriously Wicked Tina Connolly-smallI met Tina Connolly at the World Fantasy Convention a few years ago, and had the good fortune to hear her read. She knows how to spin a tale, and has a gift for smooth, easy prose. If I could only bring a handful of books with me to a desert island, Tina Connolly would make the cut.

Her latest novel, Seriously Wicked, will be released this May and it sounds like a lot of fun. Keep an eye out for it — you’ll thank me later.

Camellia’s adopted mother wants Cam to grow up to be just like her. Problem is, Mom’s a seriously wicked witch.

Cam’s used to stopping the witch’s crazy schemes for world domination. But when the witch summons a demon, he gets loose — and into Devon, the cute new boy at school.

Suddenly Cam’s got bigger problems than passing Algebra. Her friends are getting zombiefied. Their dragon is tired of hiding in the RV garage. For being a shy boy-band boy, Devon is sure kissing a bunch of girls. And a phoenix hidden in the school is going to explode on the night of the Halloween Dance.

To stop the demon before he destroys Devon’s soul, Cam might have to try a spell of her own. But if she’s willing to work spells like the witch… will that mean she’s wicked too?

We previously covered Tina with her Nebula-nominated debut novel Ironskin, and its sequel, Copperhead.

Seriously Wicked will be published by Tor on May 5, 2015. It is 208 pages, priced at $17.99 in hardcover and $9.99 for the digital edition.

The Public Life of Sherlock Holmes: Asimov’s The Caves of Steel

The Public Life of Sherlock Holmes: Asimov’s The Caves of Steel

caves of steelIn 1953, Isaac Asimov combined the science fiction and mystery genres with a three-part serial. In The Caves of Steel, Asimov painted a bleak future for humanity that served as more than just the background of a murder investigation.

Earth became overpopulated and civilization had to adapt to the massive resource needs. Cities became densely populated collectives. Efficiency drove everything. Section units (one, two and three room apartments) rather than houses. Group eating areas, rather than individual kitchens. Common shower and bath units instead of one (or more) per family. Hundreds of miles of high-speed conveyer belts, rather than roads and cars. The ancient, underground roadways were used by official forces to fight fires, to move about to quell riots and such.

Towns and cities were absorbed by ever-growing CITIES. The huge Cities were roofed in by domes until “Outside” became a terrible place that city dwellers never went to: they stayed in their caves of steel, eating mass produced yeast and hydroponics. Direct sunlight was not experienced. As Asimov says, “There was no doubt about it: The City was the culmination of man’s mastery over the environment.”

Then the Spacers came. Man had colonized other planets but those inhabitants eventually rebelled and broke free. They then returned and easily defeated Earth’s defenses.

The Spacers lived on other planets in wide-open spaces, with many robot servants. Asimov essentially paints a picture of the rich, upper class, living indolently, and the poor, lower class, packed together like sardines.

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Vampiric Legions Versus Noble Knights: Avalon Hill’s Dark Emperor

Vampiric Legions Versus Noble Knights: Avalon Hill’s Dark Emperor

Dark Emperor Avalon Hill-smallBy 1985 it was pretty clear that J.R.R. Tolkien’s The Lord of the Rings was the defining fantasy of the 20th Century — and that the license was a gaming gold mine. SPI had turned it into the classic board game War of the Ring in 1977, which had gone through multiple printings and was still selling well nearly a decade later. SPI had built on the success of WotR with a small line of Tolkien-inspired games, the most ambitious of which was Greg Costikyan’s sumptuous Swords & Sorcery, in 1978.

It took a while for Avalon Hill, the undisputed king of American board games, to get into the act, but by the mid-80s they decided to enter the epic fantasy market. They’d already tried their hand with Magic Realm in 1979, and later Elric, neither of which drew on the epic good-versus-evil model of The Lord of the Rings, and neither of which had been very successful. For their next attempt they lured Greg Costikyan from West End Games, where he’d been gainfully employed since SPI had been shut down by TSR in 1982.

Costikyan, who was only 25 at the time, already had an impressive resume. He entered the industry at 14, assembling games in the shipping department at SPI. He designed his first game for SPI, Supercharge (1976), based on the First and Second Battles of Alamein during World War II, when he was 17. By 1985 his published games included Barbarian Kings (1980), Paranoia (1984), and Toon (1984), not to mention the popular microgames The Creature That Ate Sheboygan (1979), Vector 3 (1979) DeathMaze (1979), and Trailblazer (1981). Perhaps his greatest success, West End’s Star Wars RPG, was just two years in his future.

Dark Emperor, the game Costikyan designed for Avalon Hill, is a two-player boardgame that mimics Swords & Sorcery‘s dual warfare-and-quest approach. Although it lacks both the deep world-building of that game, and its numerous rich scenarios, it’s clear that Costikyan learned from the overly-ambitious design of S&S, producing a more tightly focused game. The Tolkien influence is also clear… if you want to play Sauron, striding across a fantasy land as a nigh-unstoppable Dark Lord invading from another dimension, Dark Emperor is definitely for you.

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Black Static #45 Now on Sale

Black Static #45 Now on Sale

Black Static 45-smallI didn’t see the latest issue of Black Static during my weekly trip to the bookstore yesterday, but it usually arrives in the US a couple of weeks after it goes on sale in the UK, so it should be on sale shortly. Issue #45 is cover-dated March/April; and contains no less than eight stories:

“The Second Floor” by S.P. Miskowski
“The Grey Men” by Laura Mauro
“The Visitors” by Stephen Hargadon
“The Fishing Hut” by Steve Rasnic Tem
“Hungry Ghosts” by Emily B. Cataneo
“The Frequency of Existence” by Andrew Hook
“The Drop of Light and the Rise of Dark” by Cate Gardner
“The Cleansing” by Danny Rhodes

Here’s the opening paragraph to Laura Mauro’s “The Grey Men.”

The grey men emerged from the fog on a November afternoon. Three days of thick, pale mist preceded their arrival; three days in which it appeared that the sky had collapsed beneath its own weight, choking the streets with cloud. The world itself was overcast. The fog held firm from Hertfordshire all the way into London, and for the two long, empty hours of his daily commute Adam would stare out of the train window, trying to pinpoint the exact margin where the dew-wet sidings disappeared irretrievably into the white.

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Shock Midnight Ambushes, Last Gasp Duels and Paraplegic Dwarves: I’ve Been Playing Mount and Blade

Shock Midnight Ambushes, Last Gasp Duels and Paraplegic Dwarves: I’ve Been Playing Mount and Blade

Mount & Blade-smallI’m not, by any means, a PC gamer: the laptop I’m using to write this is just about held together with duct tape and clumps of old twig, and I have no idea where I could even find a graphics card, let alone which one to get.

Mount & Blade, however, makes me want to become one. I’m running this thing on its lowest possible settings: reduced the character models to stickmen, the trees to papier-mâché, the textures to cardboard. I’ve stripped this game of all possible graphical fidelity to get it running OK. I mean it wasn’t all that much to start with, but now it looks like interactive diarrhea.

Yet, I’ve still decided that this is the most fun I’ve had with a game with ages. It’s one of the few games nowadays that can leave me transfixed for hours, or even days, at a time. It’s a shame then, that it’s still pretty darn obscure.

Just one little caveat before we start, though. I’m talking about the original Mount & Blade here, not the jazzed up sequel: Mount & Blade Warband. The two are pretty much the same; it’s just that Warband has a few minor improvements and tweaks, like a greater variety of quests, better graphics, better animations, the ability to flirt relentlessly with the ladies of the realm and a whole new faction to join.

There’s also multiplayer, really, really good multiplayer. If you can get Warband, get that, but the original ran better on my laptop, and I played it a load more, so I feel a little more comfortable talking about it. Although, really, everything I talk about here is applicable to Warband, even more so, probably.

Mount & Blade is an open world, action RPG developed by Taleworlds and published by Paradox interactive in 2008. Taking place in a moderately realistic fictional medieval world called Caladria, players take the role of a nondescript migrant from some distant land, come to make his or her fortune amidst the wars that have torn the country apart.

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New Treasures: Tales from the Nightside by Simon R. Green

New Treasures: Tales from the Nightside by Simon R. Green

Tales From the Nightside-smallSimon R. Green’s first Nightside book, Something from the Nightside, was published a dozen years ago. Since then there have been eleven more; the most recent was The Bride Wore Black Leather (2012).

I always thought Nightside was a fascinating setting, but I’ve never had time to try one of the novels. But Tales from the Nightside, the first collection in the series, offers a chance to take a short trip to Nightside — just what I’ve been looking for. It includes ten stories, including “The Big Game,” a novella that has never before been published.

Welcome to the Nightside. It’s the secret heart of London, beating to its own rhythm, pumping lifeblood through the veins of its streets and alleys hidden in eternal darkness, where creatures of the night congregate and where the sun is afraid to shine. It’s the place to go if you’re looking to indulge the darker side of your nature — and to hell with the consequences.

Tales from the Nightside presents ten macabre mysteries that shine a dim beam into the neighborhood’s darkest corners to reveal things that should never come to light. Take a walk with such deadly and dangerous denizens of the Nightside as Razor Eddie, Dead Boy, and Larry Oblivion as they encounter things even more inhuman and inhumane than they are. And join John Taylor, the PI with a knack for finding lost things, as he confronts Sir Francis Varney, King of the Vampires, in a never-before-published novella-length adventure.

There may be nothing to be afraid of in the dark, but there’s plenty to be afraid of in the Nightside…

Tales from the Nightside includes the following stories.

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Belated Movie Reviews #3: Blood of Heroes

Belated Movie Reviews #3: Blood of Heroes

The Blood of Heroes poster-smallThe 80s were quite a time for movies (word has even reached me that certain millennials have discovered the decade over at Tor.com), and some of my favorites are firmly rooted in that era — and one of my favorites from that decade is the 1989 Rutgur Hauer, Joan Chen, Vincent “REH” D’Onofrio effort The Blood of Heroes (BoH).

BoH stands both above and beside the many other dystopian movies for being a post-apocalyptic sports movie. And here’s the thing — that is ALL it is.

The apocalypse that put the world into such a sorry state? Not discussed — too busy trying to put a dog skull on a stake.

The high-tech dingus that will turn things around? That doesn’t happen in this movie — too busy winning matches in the hinterlands.

The guy-who-knows-the-only-weakness-of-Lord Motherraper? Also does not happen. Gotta win matches in the hinterlands to get into the Red City match.

But surely Joan Chen is going to get revenge on Lord Motherraper for murdering her family when he was roaming the world for steel and they wouldn’t name another target, a military target.

NO! Her family is alive and well, she just wants more out of her life than sustenance farming. And that means being a kwik for a team of juggers, sticking dog skulls on stakes in the hinterlands to win enough matches to play in the Red City and the big leagues!

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Vintage Treasures: Not Without Sorcery by Theodore Sturgeon

Vintage Treasures: Not Without Sorcery by Theodore Sturgeon

Not Without Sorcery 1961-small Not Without Sorcery-small

Theodore Sturgeon’s first short story collection was Without Sorcery, a handsome hardcover published in 1948 with an introduction by Ray Bradbury. As you can imagine, it’s a tough book to find these days, even for collectors.

The paperback edition, released 13 long years later, dropped five stories and the introduction, and was re-titled Not Without Sorcery. It became Sturgeon’s tenth collection and was released in two editions, from Ballantine (in 1961, with a rather drab cover by an unknown artist) and Del Rey (in 1975, with a far more interesting cover from artist Darrell K. Sweet.) 1975 was the last time the book saw a mass market edition; it remained out of print for 35 years, until Kessinger Publishing did a facsimile reprint edition in 2010.

Sturgeon was a Campbell writer through and through, and all eight stories in Not Without Sorcery appeared in the two pulp magazines John W. Campbell edited: Astounding Science Fiction, and its sister magazine Unknown Worlds. The stories were published over a two-year period, 1939-1941. I’ve assembled some of the original covers below, because I can never resist an excuse to showcase pulp magazines.

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March 2015 Lightspeed Magazine Now on Sale

March 2015 Lightspeed Magazine Now on Sale

Lightspeed Magazine March 2013-smallAs promised in my fantasy magazine survey this morning, we kick off our coverage of John Joseph Adams’ excellent online magazine Lightspeed with #58, the March 2015 issue.

Lightspeed publishes both fantasy and SF, both new fiction and reprints. Among other stories, the March issue contains “A Face of Black Iron” by Matthew Hughes, the tenth standalone installment in his long-running Kaslo Chronicles, all of which are available online. Here’s the tantalizing blurb:

An ancient evil, lurking in another dimension through all the aeons since magic last ruled the universe, is striking out at Erm Kaslo, former hardboiled confidential operative (op) turned wizard’s henchman, and his employer, the proto-thaumaturge Diomedo Obron. Now the two, along with the mysterious Archon Filidor of Old Earth, must re-enter the Seventh Plane, discover what awaits them there, and try to destroy it before it destroys them.

You can read all ten stories in the series at the Lightspeed website.

The complete contents of the March issue are:

Fantasy

A Face of Black Iron” by Matthew Hughes
“Documentary” by Vajra Chandrasekera — available March 24
The Way Home” by Linda Nagata (from Operation Arcana)
The Good Son” by Naomi Kritzer (from Jim Baen’s Universe, February 2009)

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Adapting Nostalgia to Be More Awesome (And How I Try to Contain my IDW Anger While Remaining Spoiler Free. Mostly)

Adapting Nostalgia to Be More Awesome (And How I Try to Contain my IDW Anger While Remaining Spoiler Free. Mostly)

Reboots are awesome. There you go. I’ve said it. Call blasphemy all you want, but I’m a fan of (some) adaptations, and 80s cartoons are high on my list of “Yes, please adapt.” It’s not just that modern companies are making the storylines better; they’re quite frankly making some of them make sense. Not in all cases, but in a heck of a lot of them.

I’m a child of the 80s. I grew up on these cartoons, and enjoyed their adaptations. I followed their various incarnations, too, but now is a golden age for storylines, with plenty flourishing.

Teenage Mutant Ninja Turtles

I would not pause to admire these turtles' beauty. I would pause to stare at them in confusion.
Knee pads are a ninja’s BFF.

I’ve always been a fan of witty repartee, martial arts and turtles. Combine all three and you’ve sold me. Easily.

TMNT started as a rather dark comic book, grew into a 10-year long cartoon show in the 80s, then a 6-year run starting in 2003. Nickelodeon bought the rights in 2012, and BOOM, started everything up again.

IDW has two new comics lines, one based on the new cartoon show and one more based on the old comics (and much darker. I love it). I struck that out because they just repeated one of my least favorite storylines ever (spoiler link). No conclusion on that yet, so I’m no longer including it (take that, IDW!) Let’s also ignore anything live action, because there is absolutely no winning there.

Anyway, back to the new cartoon. What makes the new turtles unique? Their personalities are more defined.

Michelangelo, the party one, is now more funny than annoying. Donatello gets more chances to shine (he’s my fave). Leonardo, the poor always responsible lead turtle, is now a geek and gets excited about Space Heroes (a riff off Star Trek: The Animated Series). Raphael is still angry and one of the most loyal and, although he pretends to be a hard-ass, he’s one of the more sensitive.

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