Art of the Genre: Roger Dean, Asia, and Finding Myself in ’82

Art of the Genre: Roger Dean, Asia, and Finding Myself in ’82

asia_alphafThere was a time back in my middle-school days when friends of mine were allowed to join those ‘record clubs’ that you could find in magazine ads. You might remember these deals, where you’d pay like a penny and get twelve cassette tapes if you promised to buy six at regular price over the next year. Now for an eleven-year-old, this was a pretty significant addition to a small tape collection, so imagine my chagrin when I’d see friends show up with all this new music and me still with such a modest collection.

It was during one of these bulk purchases that my best friend at the time, Jason, picked up a copy of Asia Alpha. Jason eventually moved away after 7th grade, but years later, we became roommates in college during our freshman and sophomore years in the dorm. During our time together, around 1990, I purchased an Asia collection (Then and Now) on disc and Jason asked what I’d purchased. When I told him, he replied ‘I don’t know that band’, and I was like, ‘What!? You owned Asia Alpha back in middle school!’ and he was like ‘I did?’ I guess the moral of that particular story is that when providing twelve tapes at once to an eleven-year-old, it might be more about the bragging rights and cool factor than the music.

Anyway, the prime reason I’d remembered he had the tape was that the album cover was so incredibly cool. It was far beyond anything I’d seen at the time and to this day I’m still pretty enchanted with it. Many years would pass before I discovered that the artist was Roger Dean, and that he’d been doing funky and incredible alternate fantasy images for more years than I’d been alive.

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Vintage Bits: Icewind Dale: Enhanced Edition Available for Pre-Order

Vintage Bits: Icewind Dale: Enhanced Edition Available for Pre-Order

I have a deep fondness for old school computer games — especially classic RPGs like Wizardry, Pool of Radiance, Wasteland, Starflight, and Baldur’s Gate. Those games helped get me through my teen years (and most of grad school, now that I think about it). So when Beamdog announced an Enhanced Edition of Baldur’s Gate in November 2012, I was thrilled.

Beamdog was founded by two ex-employees of Bioware, the company that created some of the finest computer RPGs ever made, including Baldur’s Gate, Neverwinter Nights, Star Wars: Knights of the Old Republic, and Mass Effect. Co-founder Trent Oster and lead programmer Cameron Tofer formed Beamdog in July 2010 with the vision of bringing old school RPGs to modern platforms, and spent two years lovingly crafting a complete re-write of Baldur’s Gate — originally released only for Windows 95/98 — for modern versions of Windows, iPad , OS X, and Android. Their version eventually included over 400 enhancements, like new high-res cinematics, UI improvements, enhanced multiplayer, bug fixes and higher level caps, and over six hours of bonus quests & new adventures. It was, in short, the ultimate edition of Baldur’s Gate.

As excited as I was to see the Baldur’s Gate: Enhanced Edition — and its sequel, Baldur’s Gate II: Enhanced Edition, released in 2013 — I was even more delighted to learn that Beamdog’s next project was Icewind Dale: Enhanced Edition. Icewind Dale was my favorite of the Dungeons & Dragons Infinity Engine line of games (which included Baldur’s Gate I and II, Planescape: Torment, and several others), and I have very fond memories of playing it with my children over a dozen years ago.

Now Beamdog has made Icewind Dale: Enhanced Edition available for pre-order on their website for just $19.99, in a package that also includes both of the expansion packs: Heart of Winter and Trials of the Luremaster. Check out the trailer for the enhanced edition above.

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The Color Out of Time: Michael Shea Takes a Dip Into Lovecraftian Horror

The Color Out of Time: Michael Shea Takes a Dip Into Lovecraftian Horror

The Color out of TimeI’ll mention this first about Michael Shea’s 1984 novel The Color Out of Time: the protagonists consume copious amounts of Wild Turkey. They fortify their coffee with it; they carry hip flasks full of it. This is a fact the narrator always notes casually in passing. Never are the potentially debilitating effects of alcohol mentioned; it simply occurs to the reader that these people might well be past the point of tipsy into “whiskey-river-take-my-mind” territory through much of the central action of the adventure. Perhaps that’s how they maintain their sanity. And make no mistake: sanity is but one of the possessions at stake for our heroes, because they have waded head-deep into Lovecraft territory. If they do manage to survive with their sanity intact, though, they might want to consider rehab.

The second thing I’ll mention is that because some of my own fictional excursions overlap with Shea’s foray into Lovecraftian horror — we tread similar unhallowed ground, digging up the bones of past masters of weird horror and coating them with fresh slime, if you will — I find myself contemplating the book not just as a critic, but as a writer: appreciating moves he makes while noting missteps and potential pitfalls. Ultimately, Shea’s sequel to H.P. Lovecraft’s 1927 short story “The Colour Out of Space” is entertaining, but slightly off, a tad unsatisfying, and I’ll try to pinpoint why — to isolate the juncture at which it diverges from Lovecraft’s vision and to articulate how this impacts the effectiveness of the tale. (For a different take on the book, check out Douglas Draa’s review for Black Gate last year HERE.)

The premise is straightforward enough. Take the story that is generally regarded as Lovecraft’s first successful amalgam of science fiction and horror, a blend that became his unique trademark (“The Colour Out of Space” is one of Lovecraft’s most highly regarded and was always, according to Wikipedia, the author’s personal favorite. For the sake of full disclosure, it ranks high on my list of best horror stories and is one of my top two or three favorite works by Lovecraft). Start from the central event of that tale and then project its aftermath some sixty odd — very odd — years later.

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Tor.com Salutes Solaris Books

Tor.com Salutes Solaris Books

Solaris Rising 3-smallA while back, I praised Solaris Books for their impressive line of top-notch original anthologies, including Ian Whates’s Solaris Rising, and Jonathan Strahan’s Reach for Infinity. And just a few hours ago (see below), I reported on their upcoming fantasy volume, Fearsome Magics.

Looks like I wasn’t the only one to notice. Last week at Tor.com, Niall Alexander called out the publisher for their splendid recent record on original anthologies:

In recent years, no one publisher has done as much for the short form of speculative fiction in Britain as Solaris. Since the summer, they’ve released Reach for Infinity… the latest volume of Jonathan Strahan’s continuing chronicle of the future history of humanity — reviewed right here by yours truly— alongside the eighth edition of The Best Science Fiction and Fantasy of the Year and the third in the superb Solaris Rising series.

And there’s much more to come in the coming months. Fearsome Magics, the follow-up to The New Solaris Book of Fantasy, is out in early October — on the same day, indeed, as Two Hundred and Twenty-One Baker Streets from Solaris’ sister imprint Abaddon, which proposes to showcase the great detective through a decidedly unlikely lens.

Just this week, readers of When Gravity Falls were treated to an early look at another of the plentiful collections Solaris has on the cards. Dangerous Games is due in December, and it looks to meet, or even exceed, the high standards set by Jonathan Oliver’s previous projects.

Solaris 3 was edited by Ian Whates and released on August 26, 2014. I bought a copy last week and it looks like the same great bargain as the other volumes — a thick 448 pages for just $7.99 in paperback — with stories from  Aliette de Bodard, Ken Liu, Julie E. Czerneda, Tony Ballantyne, Sean Williams, Ian Watson, Adam Roberts, George Zebrowski, Benjamin Rosenbaum, Rachel Swirsky, and many others. The cover is by Pye Parr (click the image at right for a high res version of the front and back cover.)

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Ancient Worlds: With a King Like This Who Needs Invading Hordes?

Ancient Worlds: With a King Like This Who Needs Invading Hordes?

4133583_origAs far as heroes go, Gilgamesh leaves a lot to be desired, at least by modern standards. Gilgamesh is not a good guy. Or a good man. Or a good king.

That is in fact how the story begins. Gilgamesh is an impressive specimen, it’s true.

“Supreme over other kings, lordly in appearance,
he is the hero, born of Uruk, the goring wild bull.
He walks out in front, the leader,
and walks at the rear, trusted by his companions.
Mighty net, protector of his people,
raging flood-wave who destroys even walls of stone!
Offspring of Lugalbanda, Gilgamesh is strong to perfection,
son of the august cow, Rimat-Ninsun;
… Gilgamesh is awesome to perfection.”

(Translation taken from the Ancient Texts library.)

Gilgamesh is two-thirds divine and one-third human. We’re not entirely certain how that math works out: we know his mother is the goddess Ninsun and if I had to guess I would say that they considered the mother’s contribution to a child’s makeup as more weighty than a father’s. (As opposed to the Greeks, who considered the mother to be merely a biological caretaker of an implanted seed.) He’s a powerful leader, he defends his people, so what’s the problem?

He’s also ancient Uruk’s biggest frat boy.

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Future Treasures: Fearsome Magics, edited by Jonathan Strahan

Future Treasures: Fearsome Magics, edited by Jonathan Strahan

Fearsome Magics-smallSolaris Books continues to single-handedly fuel a renaissance in paperback anthologies, including two top notch science fiction anthology series: Ian Whates’s Solaris Rising, and  Jonathan Strahan’s  Reach for Infinity.

Next week sees the arrival of Jonathan Strahan’s Fearsome Magics, his second volume of original fantasy fiction from Solaris. Here’s what James McGlothlin said about the first, Fearsome Journeys:

Many of Fearsome Journeys’ stories fit squarely within the tradition of fantasy — which I love! For instance, many contain typical tropes such as magic, dragons, wizards, fighters, thieves, etc., as well as familiar plot angles like quests to recover treasure or kill some monster or dragon. However, as one would expect from this lineup, many are fairly experimental attempts to push the boundaries of what is, or should be, considered fantasy. Let me give a few highlights.

Glenn Cook provides another great tale of the Black Company, his popular fantasy military troop, with his story “Shaggy Dog Bridge.” Similar to Cook’s Black Company, Scott Lynch’s “The Effigy Engine” centers upon a group of (wizard) warriors called the Red Hats, who are battled-hardened cynics often attempting to just get by. This was a very interesting tale describing war contraptions that reminded me of medieval versions of the AT-AT Walkers from The Empire Strikes Back. Very cool!…

I can say — without any reservation — all of stories contained within Fearsome Journeys are extremely well-crafted… There’s no doubt that these are some of the best writers in the field today.

Here’s the book description.

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A Rogue’s Early Days: Yendi by Steven Brust

A Rogue’s Early Days: Yendi by Steven Brust

oie_28150EMzOHUFYSteven Brust has written that Yendi (1984), second in his ongoing series about gangster Vlad Taltosis his least favorite book. As it’s only the second of his novels I’ve read, I can’t tell you where it falls on a greater continuum of his work, but I can tell you it’s a pretty good book. Sure, the book is flawed, but the good bits far outweigh the bad. If this is the low point in the series, then I’m REALLY looking forward to the later volumes.

The first book in the series, Jhereg (read my review here), introduces Vlad Taltos, a human assassin in a magic-heavy world ruled by the Dragaerans (who are pretty much elves). In that book, Vlad finds himself forced into carrying out a complex assassination. Aided by his mini-dragon familiar, Loiosh, and several powerful and clever friends, he succeeds beyond his own expectations. It’s a blast and I’m grateful to Bill Ward for getting me to check it out.

Instead of taking the story forward, Brust goes back in time with Yendi. Here we learn how Vlad rose in the ranks of the mafia-like House Jhereg. By a combination of smarts, daring, and just enough violence, he secures a position in the gangland ecology of the Dragaeran Empire’s capital city, Adrilankha. By book’s end, he’s well on his way to becoming the successful racketeer we meet in the first book. Unfortunately for him, things happen between the beginning and end of Yendi that make for a lousy time for Vlad, but a fast-paced story for us.

The book begins with Vlad learning that another low-level boss, a Dragaeran named Laris, has opened a gaming parlor in his territory. When confronted, Laris is apologetic and presents a series of nearly believable excuses. After the meeting, Vlad informs his lieutenant, Kragar, that they have probably no more than two days to get ready for an all-out war. His intuition proves correct.

The war between Vlad and Laris is so violent that one of the five rulers of House Jhereg summons Vlad and tells him to handle his war with more subtlety, or else. Unfortunately, it’s too late to avoid the or else. Incensed by the steady string of fires and killings, the Dragaeran empress dispatches members of her Phoenix Guard to clamp down. There are curfews, restrictions on the size of gatherings, and all criminal operations are shut down.

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New D&D Monster Manual Unleashed on the World

New D&D Monster Manual Unleashed on the World

D&D Monster Manual Fifth EditionA fantasy roleplaying game is defined as much by the caliber of the villains and monsters as it is by the caliber of the players and heroes. Though Dungeons & Dragons has always been driven primarily by the imagination of the Dungeon Master and the players, the fact is that you can usually get only so far with just the Player’s Handbook (Amazon). It has the basic rules mechanics for playing the game, but lacks the array of exotic monsters necessary to populate – and threaten – the fantasy world that the characters are exploring.

With the arrival of the new 5th edition D&D Monster Manual (Amazon), that gap has now been alleviated. This book contains a beautifully-illustrated 350 pages of monsters, adversaries, and maybe even a few allies to introduce flawlessly into 5th edition games. The name really says it all; it is a manual full of monsters. There’s an appendix of “Miscellaneous Creatures” and one of “Nonplayer Characters” which are also useful, but there is one stand-out mechanic introduced that is worth mentioning in its own right, for those who might be wondering if the book is worth picking up.

Legendary Creatures

The manual contains a class of “Legendary Creatures” which “can take special actions outside their turns, and a few can exert power over their environments, causing extraordinary magical effects to occur in their vicinity.” In addition to these “legendary actions,” legendary creatures also sometimes come along with a lair, which gives the legendary creature ability to take extra “lair actions” and may have ambient powers, representing how the legendary creature’s power has physically warped the terrain of the lair.

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“Shardik, Shardik the Power Of God!”

“Shardik, Shardik the Power Of God!”

Shardik-smallMidway through Richard Adams’s doorstop of a book, Shardik (1974), I decided I had stumbled into the world’s longest parable.

Biblical parables are typically quite brief, but Adams pulls toward the opposite shore, reasoning that in thoroughness lies salvation. And why shouldn’t he? That tactic worked like gangbusters in his astounding debut, Watership Down (1972).

Shardik could indeed function as a serviceable doorstop, but to dismiss it out of hand would be a disservice to literature in general, and to fantasy novels in particular. Shardik is a brave, uncompromising examination of how “mere” mortals encounter and deify the exceptional, thus giving rise to portents, omens, prophecies, and ultimately continent-conquering religions.

In the case of Shardik, the talismanic inciting event takes the form of a gigantic bear, a bear of monstrous, prehistoric proportions, and this bear first flees a forest fire and then crashes, half-burned and exhausted, into a far-flung outpost of human civilization, Ortelga. Unfortunately – or not, depending on one’s point of view – the Ortelgans entertain a fervid belief that God’s manifestation on Earth will come in the form of a massive bear.

While Watership Down stayed locked within the heads of its rabbit characters, Shardik spends only a few pages at the outset inside the eponymous bear’s mind, just long enough to convince any alert reader that while Shardik may be a divine instrument, he is very much a bear, no more, no less, and will behave accordingly. After that, the story turns to Kelderek-Plays-With-Children, a hunter of simple tastes who first stumbles upon the injured, recovering bear-god.

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New Treasures: Die and Stay Dead by Nicholas Kaufmann

New Treasures: Die and Stay Dead by Nicholas Kaufmann

Die And Stay Dead Nicholas Kaufmann-smallLast October, I talked about Nicholas Kaufmann’s dark fantasy novel Dying is My Business, which I called “the tale of a badass hero facing down the forces of darkness in modern-day Brooklyn.” I’m very pleased to see the sequel arrive this week — this looks like a gritty and appealing dark fantasy series I can really sink my teeth into.

In this pulse­pounding sequel to Dying Is My Business, Trent, a man who can’t stay dead or retain his memories, tries to uncover his connection to a deadly doomsday cult bent on destroying NYC.

A brutal murder in Greenwich Village puts Trent and the Five-Pointed Star on the trail of Erickson Arkwright, the last surviving member of a doomsday cult. Back in the day, the Aeternis Tenebris cult thought the world would end on New Year’s Eve of 2000. When it didn’t, they decided to end it themselves by summoning Nahash-Dred, a powerful, terrifying demon known as the Destroyer of Worlds. But something went wrong. The demon massacred the cult, leaving Arkwright the sole survivor.

Now, hiding somewhere in New York City with a new identity, Arkwright plans to summon the demon again and finish the job he started over a decade ago. As Trent rushes to locate a long-lost magical artifact that may be the only way to stop him, the clues begin to mount… Trent’s past and Arkwright’s might be linked somehow. And if they are, it means the truth of who Trent really is may lie buried in the twisted mind of a madman.

Die and Stay Dead will be published on Tuesday, September 30 by St. Martin’s Griffin. It is 388 pages, priced at $15.99 in trade paperback and $10.99 for the digital edition. The cover is by Chris McGrath.

See all of our recent New Treasures here.