Tuesday, 28 May 2013

The Host, reviewed by Douglas J. Ogurek

Don’t expect another Twilight. In her hugely popular Twilight Saga, author Stephenie Meyer perfected a strategy that compelled people in droves to purchase her books (over 100 million copies sold worldwide) and then convince their partners to accompany them to the films. Meyer’s formula involves two young men vying for the heart of a female protagonist, while outside forces threaten that triangle.

The Host (directed by Andrew Niccol), the film inspired by Meyer’s first post-Twilight Saga novel, relies on a similar strategy. However, the characters, the threat and the action in The Host are diluted in comparison.

Aliens that resemble glowing bugs have rid the Earth of violence and hunger by commandeering human bodies (i.e. hosts). A few humans have managed to evade the invaders and go into hiding. Not a new concept. However, what is new is that this body invasion film makes little mystery about who’s human and who’s not. If the eyes glow, they’re aliens.

After she is implanted in a human body, the alien who calls herself Wanderer discovers that her host, Melanie, isn’t going to give up her mind without a fight. While Wanderer’s emotionless colleagues encourage her to use Melanie’s memories to help them track down other humans, Melanie pushes Wanderer to help humans. The film relies on voiceover to reveal what Melanie is saying to Wanderer. So Wanderer has to speak to show that she’s talking. Though inescapable, the technique loses much of the intimacy of the novel. Also, there’s something inherently silly about voiceover, which is partly why it works so well in a film like Warm Bodies, and is less effective for the purportedly serious The Host.

The majority of the film takes place in a cave in the southwestern U.S. Here Wanderer and Melanie carry out their struggles with a group of humans led by Melanie’s uncle Jeb, the “benign dictator” of the underground community. As Jeb, William Hurt affects a Patrick Swayzesque sense of sagely calm. This could be the first and last philosopher named Jeb.

It’s also in the mountain where the filmmakers fall short of the potential within Meyer’s formula. Melanie wants to convince boyfriend Jared that she is still somewhere in her body, while Wanderer falls for Ian, despite his initial attempt to strangle her. A complex dynamic. Here is the chance to really flesh out these young men, to make them passionate and driven like their Twilight predecessors. No such luck. Jared has none of the eccentricities that make Edward so compelling, and Ian is to Jacob Black as a gnat’s exhalation is to a tornado.

Additionally, the aliens’ means of locating Wanderer are a bit underwhelming. A race of aliens that has managed to conquer nine planets relies on desktop computers, sports cars, motorcycles and helicopters to locate their prey? Moreover, the silver vehicles, glass and steel buildings, exposed concrete walls in minimalist interiors, and white clothing give one the impression that these aliens base their society not on their planet-conquering ingenuity, but on Hollywood’s sci-fi clichés.

Perhaps the worst problem of The Host is the dialogue, some of which seems to have been culled from greeting cards. One of the most flagrant offences occurs in a flashback during which Melanie and Jared arrive at a carpe diem conclusion regarding the consummation of their relationship. The aliens are coming, Melanie points out, so we better get going! Only she does it in a sickeningly sentimental fashion.

The Seeker is the (female) leader of the alien pursuers. Compared to Arro, the enchantingly peculiar lead bad guy in Breaking Dawn, The Seeker is as memorable as a snowflake in a desert.

The Host isn’t great, but it doesn’t quite deserve the critical excoriation that it received. Though the concept of a human communicating with an alien occupying her body isn’t new in literature (read Frank and Brian Herbert’s 1986 A Man of Two Worlds), the idea has not been explored in film to a great extent. Perhaps there’s a reason for that. Or maybe the next attempt will learn from this film’s shortcomings.

Like Minority Report, though far inferior and probably much less prescient, The Host disperses several interesting ideas throughout the film to keep the viewer engaged. Take the inner-mountain wheat field that gets sunlight from mirrors embedded in the rock above it. Or the grocery store (pragmatically named “Store”) with brand-free goods that customers simply pluck from the shelves, then take without paying.

From an American perspective, perhaps the most appealing advance is the aliens’ healthcare system. No waiting. No paperwork. No insurance. Just a quick spray and you’re healed. One wishes that such a spray were available for The Host.—DOUGLAS J. OGUREK (www.douglasjogurek.weebly.com)

Friday, 24 May 2013

Borderlands 2, reviewed by Howard Watts

It’s impossible to cover every complexity Borderlands 2 (2KGames, PS3) provides the player. Its scope is astonishing, its detail overwhelming both visually and from a character POV, even though the scenario is fairly basic. In short, there’s a bad guy called Handsome Jack in partial control of the planet Pandora, and the player or “Vault Hunter” is pitted against him, his minions and the indigenous lifeforms of the planet. Did I say player? You can choose from four characters (with a fifth, the mechromancer, available via DLC): an assassin, a siren, a soldier and an atypical heavyweight grunt. Each character enjoys their own unique special combat action skill, which is enhanced via levelling up. These characters also enjoy three skill trees, enhancing combat in a variety of ways.

This all sounds simplistic, but the real attractions of Borderlands 2 are its visuals and characters. Characters are all finely drawn (some appearing a second time from the first game, as is one location) providing a great deal of humour, tragedy and depth. From a killer robot’s A.I. core wanting to change its ways and be installed into a radio, to another obsessed with introducing sexual innuendo into its conversations, a commando stating: “And I was just gonna complete my comic collection,” as he corrodes into a cloud of gas, Pandora in all its open world splendour containing its insane inhabitants soon becomes a believable, viable setting. Although some critics have objected to the comic book appearance of the graphics (think Moebius in Heavy Metal magazine) the alien landscapes – from frozen wastes to dusty deserts – contain an enormous attention to graphical detail, making you wander up to objects to wonder exactly what they’re for. The entire planet has an established ecosystem, populated by various plant and animal life that all add depth to the setting.

The game is a shopper’s heaven, with thousands of boxes, lockers, crates and other containers to loot. Some contain money, or a basic rusty pistol that performs with a pathetic “tut, tut, tut”, others an acid firing bazooka that reduces badass gun loader robots to sizzling scrap. The developers have gone on record saying the software generates millions of different gun types, all with varying effectiveness for the many missions and adversaries encountered. Along with these, the player will need to match protective shields (some absorb bullets and add them to your inventory, others electrocute enemies when they melee attack) as well as grenades that can steal an adversary’s health, or bounce up down on the spot spitting bullets as they rotate. There are some devastating combinations to be assembled early on in the game, forcing the player to believe the following levels will be a breeze. However, you’ll soon find your favourite pistol/SMG/rocket launcher/sniper rifle will become sadly redundant against more formidable foes and objectives. It’s hard to let go, but it has to be done as more goodies tempt you with their devastating effects. The attention to design detail for these objects is superb, with every pick-up beautifully rendered.

Borderlands 2 provides a game experience like no other. Every aspect speaks of quality, from the atmospheric soundtrack that’s not too intrusive, to the sound design and animation – weapons feel as they should, the larger ones taking just that little longer to heft. Okay, it’s not perfect, as some objectives can become a little repetitive, but the game allows missions to be toggled – so it’s just a case of switching to a different mission – either side or main story. The whole package is huge in its scope, and you’ll be spending a great deal of rewarding, challenging game time caught up in the absorbing locations of Pandora’s borderlands. Spend your money. 9/10.

Monday, 20 May 2013

Señor 105 and the Elements of Danger, edited by Cody Quijano-Schell, reviewed by Stephen Theaker

“I am Señor 105 of Mexico. I fight for freedom, the defense of mankind and I am a friend to all children.” Iris Wildthyme’s superluchador chum, who has a mask for every element and (I think) a power for every mask, takes his place in the spotlight in Señor 105 and the Elements of Danger (Obverse Books, 106pp), edited by the character’s creator Cody Quijano-Schell, who also supplies the cover design (Paul Hanley being the artist) and a story, “Jackalope”, in which a pair of skinnydippers are attacked by horned bunny rabbits. That gives you a taste of what to expect here! If you go back far enough I think this book counts as a spin-off from Doctor Who, but the tone is more reminiscent of the quirky (and sadly short-lived) television series The Middleman, which also featured a luchador or two; its comedy comes from the seriousness with which a rather silly world is treated by its unfortunate (from our point of view) but happy-go-lucky inhabitants.

In “Señor 105 contre el Bigote de Perdición” by Lawrence Burton, 105 is up against the man with the mightiest moustache in Mexico. It feels like a great idea for a story, without becoming a great story itself. Similarly, “Megaluchador vs Iguanadios” by Jonathan Dennis, which sees 105 climbing into a giant robot version of himself to battle a giant lizard, isn’t quite as much fun as it sounds. “Are You Loathesome Tonight” by Blair Bidmead features a lounge lizard (literally) Elvis who is creating a malformation of space and time with his music, the results described in powerful simile: “‘It’s like an Escher drawing,’ gasped Sheila. ‘Made of meat,’ I concurred.” Take the space between this paragraph and the next to let that image sink in!

This is another worthwhile collection from Obverse, though I didn’t enjoy it quite as much as some of their other titles. On the whole, the stories don’t quite manage to fulfil the promise of their wild ideas: reading the summaries above and below, I’m still surprised I didn’t like the book more. The dialogue and narration tends to lack the spark, crackle and wit a concept like this needs to make it soar. But the book does get stronger as it goes on. In Julio Angel Ortiz’s “Anti-Element”, Matador de Almas, Chiquito Invader, Terrible Prince, Capitan Muerte and the Princess of Pandemonium (Pandora X) collaborate to send 105 to die at the hands of the desperate hero of a battle-ravaged dimension, the result an entertaining interdimensional team-up. “There and Back Again” by Niamh Petit has a clever idea – a time control device that lets a person switch with past and future selves – and makes of it the best story of the collection. A future version of Señor 105 has bad news about what’s to come, and as the story moves into that future he keeps switching with progressively unhappier selves from further ahead. In “Glyph” by Joe Curreri an old enemy returns, one with a grudge from the days when he was merely Señor 93, before the book ends with a fragment from the editor and a note putting the character in context.

Like previous Obverse titles, the review copy of Señor 105 and the Elements of Danger was marred by a number of small errors, but I’ll always put up with those for the sake of this publisher’s dedication to publishing the kind of books I always look forward to reading. In an indie scene dominated (or perhaps it would be fairer to say propped up) by horror, it’s good to have a small press devoted to this quirky, modern brand of science fantasy. This being a fairly old book now, one whose shiny, unfulfilled promise caught my eye from the depths of the review pile, and a limited edition in the Obverse Quarterly series at that, it may not be available for purchase in your preferred format by the time you read this (see below for links). If not, look out for similar titles from Obverse in future, or try the series of Señor 105 novellas being published by Obverse’s ebook offshoot Manleigh Books. I will: Señor 105 doesn’t manage a smackdown here, but the potential is definitely there.

Ebook available here. Print available here.

Friday, 17 May 2013

Aliens: Colonial Marines, reviewed by Howard Watts

Aliens: Colonial Marines (Sega, PS3). It would be pointless for me to go into great detail regarding the backstory to this game: suffice to say, it follows straight on from the events of James Cameron’s rather excellent Aliens.

From the outset, it’s clear the developers have attempted to maintain a cinematic experience in this game. The titles and original music by James Horner create the perfect atmosphere, and we’re assured by this beautifully rendered intro that we’re in safe hands. From then on the backstory establishes the game’s scenario: explore the Sulaco

The film’s original sets are replicated well, but the lack of options for setting up the game’s video display (screen brightness, position) cause an early frown, as the game is very dark, and the position of the HUD is clipped slightly on my 46" set. I shook off these two minor niggles and discarded my frown, unaware at such an early stage it would return with a vengeance very soon.

The characters are stereotypical for military FPS: gravel-voiced grunts, mirroring my frown of earlier, looking as though they’ve just walked out of a WWF game and donned combats. They lead you onto the Sulaco where the ship’s cryogenic sleep chamber is perfectly realised. Other areas appear bereft of creativity with unimaginative repeating corridors, decorations and patterns. My frown now began to creep back, as the textures lacked detail, the controls rather jerky and somewhat “heavy”, the continuing darkness (lacking contrast) maintaining for an obvious “what’s in the shadows?” effect. When Michael Biehn’s character, Corporal Hicks, makes an appearance you’ll be forgiven for thinking things are on the up. They’re not, as the likeness to Michael Biehn is utterly terrible, and the actor performs voice duties with an obvious lack of enthusiasm.

As the game “progressed” down to LV426 and the settlement of Hadley’s Hope, nothing much changes I’m afraid. The darkness continues, and as the first xenos appeared I shook my head. The detail and colour gamut are straight out of a 1990s effort, a betrayal of gamers and fans of the Alien series alike. The xenos are cartoony, perfectly matching their adversaries. The game then leads you from one “You gotta push this so we can do that” objective to the next. Character is non-existent, leading me to skip the story segments to see if things would improve and if I’d care. They don’t and I didn’t.

Then I found myself climbing into a Power Loader, sealed in an arena with a big “Boss” xeno, accompanied by its smaller cousins. The boss was instantly dispatched by a choking grip from the loader’s claw, only for the boss to die and fall through a wall. The smaller xenos kept on coming, and coming, and coming, until it was obvious after five minutes of repeated play the software had glitched. Reset. I plodded on, from one badly rendered environment to the next, unimpressed by the ability to “upgrade” my weapons with either an extended mag, silencer, or telescopic sight, or collect movie characters’ weapons, with only a “sneak by” level providing me with any thrills (in spite of the xenos looking like men shuffling in uncomfortable rubber suits). Finally, after eight or so hours of play, the whole shoddy affair was over, and I breathed a sigh of relief and groan of sorrow. “Game over man, GAME OVER!”

Indeed, and not a moment too soon. Save your money. 2/10.

Monday, 13 May 2013

A Game of Groans by George R.R. Washington, reviewed by Stephen Theaker

Comedy is an awfully subjective thing. Much as I adore Annie Hall, I reckon Dana Carvey’s The Master of Disguise runs it darn close as one of the funniest films of all time (“Sometimes the Master of Disguise he comes back, sometimes he don’t!”), an opinion likely to earn me the hatred of most right-thinking IMBD users. It just tickles me, as do The Animal, Jack and Jill and The Love Guru. So I understand how subjective comedy can be, and I’m not a comedy snob. I’ve watched every single episode of Two and a Half Men.

Having said that, I can now go on to discuss A Game of Groans by George R.R. Washington (chortle!) (Virgin, pb, 232pp), and, while acknowledging that you might well find this parody hilarious, explain why I thought it such a miserable, joyless experience. It just isn’t funny. I read the entire book stony-faced, never cracking a smile and laughing just once, on page 128, at the name “Lord Analwarts Candlestick”. Even that was a quick, thoughtless bark rather than a sign of true appreciation, mentioned here only to pay the book its due, small as it is. Most of this book’s jokes revolve around wind-breaking (chapter one begins “Allbran Barker broke wind”). Normally a fart joke is all I need to make me laugh (Brent Spiner’s inadvertent squeaking in The Master of Disguise was so funny our children came downstairs and asked us to laugh more quietly so that they could sleep) but these weaker emissions dissipated without provoking the slightest mirth.

The plot is basically that of A Game of Thrones, with the threat from the north here being the Others, though in a typically pathetic running joke they want to be known as “The Awesomes!”, and interject to say as much whenever other characters mention them. If you’re not laughing yet, you will be when you hear that the Others (“The Awesomes!”) are Harry Potter, Lord Voldemort, Darth Vader, Spock, C-3PO, Aslan and Obi-Wan Kenobi. Hilarious!

The book has one notable feature. After all the jokes made in the UK about those daft Americans who’d think The Madness of George III a sequel, or couldn’t have coped with the Philosopher’s Stone, here’s a book whose subtitle has been changed for our benefit, from A Sonnet of Slush & Soot to A Parody of Slush & Soot. Presumably because we wouldn’t have got the joke (it’s rather shorter than A Song of Ice and Fire) and would have thought it actually was a poem.

Would that the solicitous soul who changed the title for we simple British folk had read the book itself, at least to page two, because then we would have been spared what looks like (unintentionally, I’m sure) the most racist joke I’ve encountered since, well, since I left Keighley. I’ll give the American author a pass on that (a similar gaffe was once made by Guy Gardner, to his writer’s horror), but the writer must take the blame for turning abused and exploited women from the original into raging nymphomaniacs, or having a tribe talk in Ooga-booga language (even if they are pretending). Whether having the Jon Snow character speak Spanish, with his every utterance translated in footnotes, is offensive or not is for Spanish speakers to decide, but it makes for desperately feeble, tedious humour.

A Game of Groans is so poor that, not having read the George R.R. Martin original (so admittedly I may have missed the nuances of some jokes), I began to read through it, ignoring the surface attempts at humour to discern what I could of the original inspiration hiding within, like reading Plato to get a glimpse of Socrates. Daft, but I had to find a way to get through this enthusiastically, relentlessly, ruthlessly (because you just know it was written to order) unfunny book. I tried reading it with a bottle of Crabbies on the go, and I tried reading it after watching episodes of New Girl and The Big Bang Theory that had me in stitches, and both times it still fell flat. Or to put it another way (as the book does at p. 184): “Ever watched Anymal House while sipping on grog, gnawing on a turkey leg and rubbing a cheese grater across your stomach? It was a lot like that.” It’s less funny than Meet the Spartans and takes three times as long to get through. It’s also surprisingly unpleasant about the writer whose work it is exploiting. But if you enjoy this I won’t judge you, so long as you don’t judge me for liking Happy Gilmore and Freddy Got Fingered.

Friday, 10 May 2013

A Coming of Age by Timothy Zahn, reviewed by Jacob Edwards

Second life, not secondhand. A Coming of Age by Timothy Zahn (Open Road, 2012).

When people who were born in the twentieth century grow old and look back upon their lives, one topic they are sure to reminisce about – to the utter bafflement of those younger generations who dutifully will now send forth their avatars to visit – is that of the secondhand bookshop; a dying breed even today, but each with its own idiosyncrasies and charm, its unique layout and ever-changing stock, its worn carpets, creaking floorboards and double-stacked shelves (or occasionally just high-risen piles that have become structurally integral), its ensconced, often erudite owner and of course its ever-curious and -acquisitive, peripatetic clientele of book-loving nomads, who whenever they arrive somewhere new find themselves drawn inexorably to the tell-tale bargain bins out front, and then nosing forward and inside, lungs swelling contentedly at the heady inrush of old book smells.

Ironically, what has doomed these esteemed bastions of the well-thumbed, pre-loved book is not, as one might have soothsaid, a groundswell of illiteracy, a flash fiction mentality or some mindless and storm-blown reverence for the blog-ridden txt (even if we oldsters-in-the-making tend to bristle more at such irritants) but rather an electronically expanded horizon and the gobsmacking globalisation of the bookshops in question. The world is now a warehouse. Bowerbirds of the printed word may line their nests merely with a click of the beak and have their eclectic reading materials delivered from anywhere on the planet. Moreover, with the advent of print-on-demand and ebooks, an author’s back catalogue need never be out of print; rather, the capacity exists for all heretofore-rare tomes to be stored and made available, without appreciable overheads, direct from the publishers. Bibliophiles be warned, the cursor is well and truly blinking on the wall.

Much though one might fulminate against this general affront to the way things were, nevertheless there must lie some insidious appeal in being able to lurk at home like a Bandersnatch and gratuitously just reach out and latch on to those skittish works that never previously strayed within range or set timorous foot in a secondhand bookshop. Such undeniably is the case with Timothy Zahn’s novel A Coming of Age, which first appeared in 1984 – the same year that Zahn himself came of age as a SF writer, winning a Hugo Award for his novella Cascade Point – and which now has been re-released in both POD and e-formats. So much attention has Zahn garnered over the last two decades for his serial novels and involvement with the Star Wars universe, that new readers might easily have overlooked the quality (indeed, in some cases the existence) of his earlier, stand-alone novels and shorter fiction. Gratifyingly, this need no longer apply. A few minor typographical errors notwithstanding, each bookshop owner’s dark plight becomes here the SF lover’s gain; and not just YA readers (who doubtlessly will be drawn in alongside the fourteen-year-old protagonist) but anyone who has cultivated an appreciation of clearly written, well developed, genuinely imaginative, ideas-driven science fiction.

The crux of Zahn’s scenario in A Coming of Age is the powerful telekinetic abilities that all children of the planet Tigris gain from five years of age and then lose upon entering puberty. The resulting power balance has considerable ramifications for Tigrian society, and yet Zahn explores this with the subtleness almost of peripheral vision, all the while keeping his readers absorbed and focused on two major (and one minor) intertwined storylines. The first of these centres on Lisa Duncan, whose childhood position of responsibility is about to segue (or perhaps plummet) into a daunting new adult life, her coming-of-age fears pre-empting an illicit interest in literacy and so bringing about an upheaval in her cosy but strictly regimented world order. The second follows the investigation of police inspector Stanford Tirrell and his preteen right-hand man Tonio as they search for a five-year-old boy they believe to have been kidnapped by a “fagin” – unscrupulous criminals who by proselytising and brainwashing exploit children for their teekay abilities. Zahn mixes urgency with suspense in recounting the various intrigues of A Coming of Age, but in contrast to some of his later novels – The Icarus Hunt, for example, or The Green and the Gray – makes no attempt to sustain one overriding mystery throughout the course of the story. Instead, he moves his twin plots forward on carefully laid tracks of dramatic irony: tantalising; revealing; forever taking the reader into his confidence, but only sufficiently to show the protagonists drawn deeper and deeper into peril.

Because A Coming of Age is so deeply enmeshed in its underlying conceit, each plot progression brings creeping with it a deeper appreciation of the (slyly dystopian) child/adult dynamic that Zahn posits. In this sense even the one slightly jarring feature of the book – Lisa’s dropping back to the periphery as events necessitate Tirrell’s greater involvement – can be seen less as a shortcoming and more as a young novelist’s aptly placed piece of discord, the disparity serving to resonate, however unnervingly, with adolescent ignorance and trepidations concerning what the future might hold. For those of us who would have been young adult readers when A Coming of Age was first released, such misgivings have long since been replaced with a stomach-pitted fear for the world’s secondhand bookshops (in all their dwindling number). The novel itself, however, has lost none of its allure or relevance – thirty years on and Zahn’s early work is every bit as fresh and compelling as when first it hit those musty shelves.

Tuesday, 30 April 2013

Theaker's Quarterly Fiction #43 – now out!

Theaker's Quarterly Fiction #43 is now out! It's available as ever for free download, and in response to popular demand with this issue we've made it available once again in epub and pdf format. That means you'll have to pay to get it in the Kindle store, I'm afraid, but we have a free mobi version available here too.

This issue features five science fiction stories: "Diving Bird" by Madeleine Beresford, "Through the Ages" by Gary Budgen, "Quasar Rise" by Douglas Thompson, "Dodge Sidestep’s Dastardly Plan" by Howard Watts, and "Flight" by Mitchell Edgeworth, plus my accidentally topical editorial about leaving Facebook and two dozen reviews from Jacob Edwards, Douglas J. Ogurek, Howard Watts, John Greenwood, Harsh Grewal and me.

The cover is by Howard Watts, illustrating his own melodious, murderous fiction confection.

Reviews in this issue: Counter-Measures, Series 1, Adam Robots, Celebrant, A Coming of Age, A Conspiracy of Alchemists, Doctor Who: Remembrance of the Daleks, The Dog Stars, Moscow But Dreaming, 9 Tales of Henghis Hapthorn / The Gist Hunter, Randalls Round, A Red Sun Also Rises, A Town Called Pandemonium, Batman: Knightfall, Vol. 2: Knightquest, Doctor Who: The Crimson Hand, Dreadstar Omnibus, Vol. 1, Aliens: Colonial Marines, Borderlands 2, Battlestar Galactica: Blood & Chrome, Cloud Atlas, The Hobbit: An Unexpected Journey, Rise of the Guardians / Hotel Transylvania, Twilight: Breaking Dawn, Part 2 and Warm Bodies.

Links

Paperback edition: Amazon UK / Amazon US
Epub version (free)
Mobi version (free)
PDF version (free)
Kindle Store: Amazon.co.uk / Amazon.com

Contributors

Douglas Thompson is by now a TQF veteran, several of his stories having appeared in these pages. He is the author of seven books: Ultrameta (Eibonvale, 2009), Sylvow (Eibonvale, 2010), Apoidea (The Exaggerated Press, 2011), Mechagnosis (Dog Horn, 2012), Entanglement (Elsewhen, 2012), with Freasdal and Volwys & Other Stories due in late 2013 from Acair and Dog Horn Publishing respectively. “Quasar Rise” will appear in the latter. For more information on Douglas see: http://douglasthompson.wordpress.com.

Douglas J. Ogurek reviews Breaking Dawn, Part 2, Warm Bodies and The Hobbit for this issue. His work has also appeared in such publications as the BFS Journal, Dark Things V, Daughters of Icarus, The Literary Review, Morpheus Tales and WTF?! He lives in Gurnee, Illinois with the woman whose husband he is and their five pets. His website: www.douglasjogurek.weebly.com.

Harsh Grewal reviews Randalls Round in this issue. His work hasn't previously appeared in TQF, but he contributed to our previous magazine New Words in the nineties.

Howard Watts is a writer, artist and composer living in Seaford who provides not just the cover to this issue, but also the story it illustrates and a pair of reviews! One review is of Borderlands 2, a game so good that when I finished it and sent it back to Lovefilm, after hanging on to it for three months, I bought a copy of my own.

Gary Budgen grew up and lives in London. He has had about twenty or so stories published in magazines and short story anthologies including Interzone, Dark Horizons and the Where Are We Going? anthology from Eibonvale Press. He can be found online at http://garybudgen.wordpress.com.

Jacob Edwards supplies us with many excellent reviews this issue, but remains indentured to Australia’s speculative fiction flagship Andromeda Spaceways, editing #45 and #55 of their Inflight Magazine. The website of this writer, poet and recovering lexiphanicist: www.jacobedwards.id.au.

John Greenwood reviews Adam Robots and The Dog Stars in this issue, in addition to his wide-ranging co-editorial duties.

Madeleine Beresford is a writer of speculative fiction, SF and fantasy. She lives in North London and is a member of London Clockhouse Writers. Four of her six-word stories appeared in the most recent BFS Journal.

Mitchell Edgeworth is a young writer living in the western suburbs of Melbourne, Australia. His fiction has been published in The Battered Suitcase and SQ Mag. He tweets as @mitchedgeworth and keeps a blog at www.grubstreethack.wordpress.com.

Stephen Theaker is the eponymous co-editor of Theaker’s Quarterly Fiction, and supplies many reviews to this issue. His (my) reviews have also appeared in Interzone, Black Static, Prism and the BFS Journal.

Hope you enjoy it – let us know if you don't!

Saturday, 27 April 2013

Expiry of silveragebooks.com: email and web addresses affected

Hi folks. Just a note to let you know that we're not going to bother renewing our silveragebooks.com domain name this year, since we aren't publishing under that name any more and tend nowadays to point people directly to the blog instead.

So if you have this blog bookmarked under www.silveragebooks.com, change over to http://theakersquarterly.blogspot.com, and if you have our email address down as theakers@silveragebooks.com, switch over to using theakersquarterlyfiction@gmail.com.

Our original, wonderfully yellow website is still available at www.silveragebooks.pwp.blueyonder.co.uk.

Your co-operation has been noted!

Friday, 19 April 2013

Doctor Who: Remembrance of the Daleks by Ben Aaronovitch – reviewed by Stephen Theaker

Doctor Who: Remembrance of the Daleks by Ben Aaronovitch (50th Anniversary Edition, BBC Books, ebook, 2778ll). The plot, in brief, for Whonewbies among you: the seventh Doctor, accompanied by teenage explosives enthusiast Ace, draws the Daleks to Earth – in particular to the area around Totter’s Yard and Coal Hill School, where the programme first began – to acquire the Hand of Omega, a stellar manipulator, which for mysterious reasons of his own he wants them to have. But things get rather out of control when not one but two Dalek factions turn up, both burning with hatred for the Doctor, both with special weapons at their disposal, and both desperate to get their plungers on the Hand.

I shouldn’t really be surprised that the novelisation of a television story I’ve seen a fair few times didn’t have many surprises, but you can’t explain away feelings with logic, as many a Dalek has found to their cost. That aside, this was as efficient and fast-moving as Who novelisations tend to be (it’s why they’ve always appealed to me), tidying up the storyline nicely and adding much more depth, especially to the Dalek battles that end the story – for example setting up the black Dalek’s demise by showing the damage done to his psyche by networking his mind with that of a human child. (Though that does have the side-effect of making the Doctor, who thinks he’s literally talking the Dalek to death, look a bit silly.) Some of the dialogue (almost everything Ace says) lands with the same thuds that accompanied it on television, while other lines (almost everything the Doctor says) are among the very best the series has ever produced. (“Unimaginable power, unlimited rice-pudding”!)

It was interesting to read this after enjoying the recent Counter-Measures audio series from Big Finish, which picks up the story of the soldiers and scientists who help the Doctor help the Daleks help themselves to the Hand of Omega. On that subject, despite the added detail in this book, you are still left wondering why the Doctor sees a moral difference between using the Hand himself to destroy Skaro (which would have avoided putting Earth in any danger whatsoever), and tricking the Daleks into setting it off themselves. It’s not as if the Daleks were using the Hand itself to attack anyone, so it’s hardly an appropriate come-uppance for their actions. (Their actions in this story, at least.) Maybe the Hand wouldn’t have been able to reach Skaro’s solar system without the Daleks giving it a pass through their defences, though that in turn raises the question of why the Daleks, having their first bash at solar manipulation, would use their own sun!

This fiftieth anniversary edition is pleasantly packaged, with a superbly designed cover matching the other ten reissues (they look wonderful lined up on the Kindle Fire carousel) and a new introduction from the author. I’ve been put off reading many of my older Doctor Who books by the typesetting – the policy of the old BBC range was to shrink fonts down to fit a set number of pages rather than allowing books to run long, and the Virgin New Adventures were all over the place – and so it’s great to read these reissues on Kindle. A handful of scanning errors have cropped up over the three books I’ve opened so far, but nothing to put anyone off buying them. I went straight on to the sixth Doctor’s book in the series after this (Players, by Terrance Dicks), and after that on to the fourth Doctor’s (Festival of Death, by Jonathan Morris), all in the space of a week, which shows how much I’m enjoying them.

Monday, 15 April 2013

Fringe, Season 5 – reviewed by Stephen Theaker

Fringe, Season 5 (Sky 1/Fox). Now that it’s over, like sister show Alias just five years into its run, Fringe (in which a special division of the FBI investigates crimes, deaths and other incidents with a weird science element) must be seen as a decent programme that despite many fine moments never quite caught fire, never blossomed into more than the sum of its parts, never became the programme you wait all week to watch. Part of the problem was that the romance between its lead characters never quite convinced. Much as you wanted them to be happy, it was never clear why they wanted to be happy together. It wasn’t down to the actors (Anna Torv and Joshua Jackson): Peter Bishop’s relationship with the alternate, naughty, smiling Olivia Dunham from another dimension had all the spark the usual couple lacked.

In reviewing the first few episodes of the programme I noted how much it resembled a modern-day take on William Hartnell’s period of Doctor Who, with irascible, addled genius Walter Bishop (John Noble) as the Doctor, Peter and Olivia as Ian and Barbara, and Astrid (Jasika Nicole) as Susan. The resemblance between the programmes grew as season three’s plot drew Age of Ghosts/Doomsday out to twenty-two episodes, and season five in its turn bears distinct echoes of Last of the Time Lords and A Good Man Goes to War, with Earth under a paradoxical invasion from the future, and the companions acquiring an adult daughter. If a sixth series had followed it would presumably have been about a new group of Observers stealing Earth from our solar system and a new Walter being cloned from the bits of his brain he usually keeps in a jar.

And one could easily imagine a sixth season, that being part of the reason this fifth season disappoints. With this planned as a final, short series you might have expected it to be packed with plot, betting everything on a final roll of the dice, but that’s not how it feels. The ongoing storylines about Olivia’s peculiar powers, Peter’s parentage, Walter and Belly’s science secrets and the war with the alternate universe were all more or less resolved in previous years. That leaves the Observer storyline: who are the strange, hairless men who turn up to watch at times of crisis, and what are their goals?

In season four we had a brief glimpse of a future ruled by them, and season five picks up that story, our heroes freed from amber and joining the resistance. Unfortunately, under prolonged examination this future is barely distinguishable from the world of The Adjustment Bureau, and the heroes spend the entire season on a drawn-out treasure hunt prompted by video cassettes carved out one by one from Walter’s ambered laboratory. The season’s arc is basically that Walter has forgotten the plan. At first I saw this as a quirky reflection on his character, but as it went on and on it seemed ever more contrived, especially when the amber itself presented a much more obvious way of achieving their goals (I won’t explain more to avoid spoilers).

The modular nature of Bad Robot television like Alias, Lost and Fringe, with each season establishing a new status quo, does much to keep them fresh, and I like that about them, but Fringe could as easily have finished after any of its other seasons, and another season could easily have followed this one. That seems unsatisfying. It was always impeccably produced, the special effects always gorgeous, the actors perfectly cast. I enjoyed watching it. If it had ended after season one I doubt we would have found anything better to watch instead (we would probably have settled for Warehouse 13). I will miss it, and even now I think it had the potential to be one of the greats. If it didn’t quite get there, at least it never stopped trying.

Monday, 8 April 2013

A Conspiracy of Alchemists by Liesel Schwarz – reviewed by Stephen Theaker

A Conspiracy of Alchemists by Liesel Schwarz (Del Rey, hb, 384pp) is essentially teenage urban fantasy with a light drizzle of steampunk. The heroine’s father has been kidnapped by scoundrels, seemingly in connection with a courier job of hers that went south. She is Miss Elle Chance, a nerveless but youthful airship pilot in an altered, magical 1903, and the story wastes no time in throwing her into the arms of Marsh, a warlock also known as Lord Greychester, for a jaunt across Europe. They are searching for her father, of course, and also hope to thwart the ambitions of a gaggle of uppity alchemists looking to upset the balance between the worlds of shadow and light, but that all amounts to little more than background colour: the trip’s narrative purpose is to accelerate the relationship of Marsh and Elle, keeping them in close company, forced to endure each other through trains, hotels and restaurants until the rose of romance blossoms among the thorns of mutual dislike.

It’s fair to acknowledge that the book seems to be written for a readership half or perhaps even (unwelcome as it is to admit) a third the age of this reviewer, though this isn’t apparent from its packaging. Its moves are predictable, but worn-out as I am, I’m not yet entirely tired of watching people fall in love, and at the book’s best it comes close to the breathless charm it pursues. That our sparky girl pilot will fall for the sexist who purses his lips in such a beautiful way is never in doubt. At first she’s all, “I’d rather eat my own foot than marry a man like you”, but even before the conversation is over his “animalistic, almost predatory” ways are making “little tremors sift through her”. Later she does “her best to ignore the strange quickening she felt in her chest when he smiled at her” and his look sends “a ripple of apprehension through her, right to the tips of her fingers”.

It’s all intended to be very romantic, and it would be a lie to say my heart was not at times stirred, but he’s not the kind of guy you’d want your daughter to show an interest in, with his rather rapey tendency to declare that “I can’t be held responsible for what I might do next”, his eyes “dark with desire”, if she doesn’t leave him to his brooding. There’s an irony in Elle’s rather ageist and selfish response to meeting one of his former lovers: “The old crone was jealous, Elle realised. It was very creepy to behold.” It isn’t half as creepy to behold as her own romance with this long-lived Lord Darcy wannabe, and comments like that give the book a slightly unexamined, naive feel.

Certainly don’t buy this book for its science fiction or steampunk elements. The goggles on the cover are not misleading – there is a gyrocopter ride, albeit one revealed later to be less than entirely steam-driven – but they highlight a minor aspect of quite a conventional romantic novel. Like Twilight (the film, at least; I haven’t read the book), it’s essentially a series of long, soulful conversations between star-crossed lovers, and at times – usually when there was a bit of action and fighting, and before the verbal sparring went on a little too long – I quite enjoyed it. But it was a book I read to the end because I don’t like to leave books unfinished, not because I thought anything unmissable was going to happen.

Friday, 5 April 2013

Batman: Knightfall, Vol. 2: Knightquest – reviewed by Stephen Theaker

Batman: Knightfall, Vol. 2: Knightquest (DC Comics, tpb, 656pp) picks up the story from, naturally, Knightfall Volume 1, though many readers may (like me) have read those same stories in the older Knightfall collections Broken Bat and Who Rules the Night. They left Bruce Wayne nursing a very bad back and Robin wondering whether he can trust the new guy in the batsuit (well, a batsuit, one that only ever looks good when it’s in full shadow): Jean Paul Valley, former knight of Saint Dumas and vanquisher of Bane. He’s a brutal fighter rather than a detective, violent, unpleasant and at times repulsive (his inner monologue when meeting Catwoman is stomach-churning), and has little time for Robin or Wayne Manor, bricking up the entrances to the Batcave. Not a fan of the Batmobile, he prefers the cool but impractical subway Bat-rocket.

Unlike the roughly contemporaneous introductions of Kyle Rayner as Green Lantern and Connor Hawke as Green Arrow, there was clearly never any intention of Jean Paul Valley being Batman for anything more than a short period, and so these stories see talented writers and artists (including Chuck Dixon, Alan Grant, Jo Duffy and Barry Kitson) marking time until the real Batman returns. Typically silly multi-issue stories feature a punk rock Three Stooges and a film producer funding the Joker’s directorial debut: a film about killing Batman. We don’t get to see the miraculous healing of Bruce’s back, surely the most significant event of this period, nor do we ever really see why Valley would want to be Batman; he doesn’t like the costume, the methods, the city or the colleagues that come with the job.

The entire book feels like an extended raspberry to the comics fans of that period: you wanted Batman to be tougher on criminals, to wear more armour, to be more in line with other nineties characters? Well, here you go, and it’s crap, isn’t it? They don’t even have the guts to let the bad Batman be really bad. Assuming no one ever gets seriously hurt in all the car crashes he causes, his worst crime is (while in the midst of a pseudo-schizophrenic episode – he’s plagued by hilarious visions of his dad and Saint Dumas) to not save Abattoir, a mass murderer, from falling to his death, which also results in the death of a man Abattoir had kidnapped and hidden away in a death-trap.

Bruce Wayne doesn’t see any of this happen, but it motivates him into coming back angrily to reclaim his cape (which he manages in book three, before immediately giving it away again!). He seems to be perfectly happy in retirement up until then. This book doesn’t give us a heroically broken Bruce Wayne, but instead a feckless idiot who handed over his Batcave to a maniac, with the kind of due diligence you’d expect from his public playboy persona. In fairness to Bruce, this view of him may be unfairly shaded by this collection skipping over his adventures in Knightquest: The Search, a storyline which ran in Justice League Task Force, Shadow of the Bat and Legends of the Dark Knight.

The book’s a disappointment from start to finish. Its final ignominy comes in the introduction to Volume 3, whose writer gets important details wrong: they clearly couldn’t be bothered to read this. The format is a good one, though: hundreds of pages, well-bound, bright printing, a nice open spine. The Essentials and Showcases were brilliant in their day (I must have fifty or more of them), but the lack of colour hangs heavy upon them now that we can buy digital comics in colour just as cheaply. I hope this becomes the default format for archive material in paperback; I’m sure it will be used to reprint better material than this.

Comparing this collection to Grant Morrison’s Batman and Robin shows just how poorly this book exploits the storytelling potential of a new Batman. Comparing it (and its two companion volumes) to Christopher Nolan’s magnificent, blistering The Dark Knight Rises serves as the best possible illustration of the adage that bad books make great films.

Monday, 1 April 2013

Ten reviews that didn't sprout

Not all acorns grow into oak trees, and some notes never resolve themselves into proper reviews. Sometimes it might be a lack of time, sometimes a lack of anything interesting to say, and sometimes it's just that by the time I come to write the review I've forgotten most of what happened!

So: I've taken ten of those bits mouldering at the back of my reviews closet and put them up on Goodreads. Don't expect much and you won't be disappointed!


NB: none of these books and comics were submitted to us for review – these were all things I bought. Once we've read something submitted for review, it gets a proper review, even if it takes us years and we do have to read the whole blinkin' thing again!

    Sunday, 31 March 2013

    British Fantasy Awards 2013: last chance to vote!

    If you are a member of the British Fantasy Society (congratulations on your wise choice of association!) or if you attended the glorious celebration of fantasy that was FantasyCon 2012 in Brighton (wasn't the weather good for October?), today is the final day to cast your votes in the British Fantasy Awards (which I'm running again now).

    Every vote matters! In every category!

    If there is nothing you wish to vote for this year, or if you are not keen on awards in general (because, let's face it, the idea of pitting one book against another in mortal combat is, while fun, not without its ridiculous aspects), I would be grateful even for empty voting forms, just so I know we reached you.

    Be strong, be vigilant, be voting!

    VOTE HERE!

    Monday, 25 March 2013

    Adam Robots, by Adam Roberts – reviewed by John Greenwood

    Adam Robots is a real book - I have it here next to me on the desk in paperback format. Adam Roberts is, as far as one can trust the many internet witnesses to his physical existence, a real writer (although he has been known to use pseudonyms for the several literary parodies he has perpetrated). And despite rumours to the contrary, I am not myself one of Stephen Theaker's pseudonyms. I say this simply to forestall the possibility of meta-fictional regression. In the tradition of Borges, Calvino and Lem, Roberts has included in his first collection of short stories, a meta-review of Denis Bayle: A Life, the fictional account of an imaginary book dealing with the life of a non-existent science-fiction author, from the standpoint of a made-up reviewer Thomas Hodgkin (not to be confused with his namesake, the very real Oxford don and Marxist). So we are putting a stop to that right now.

    I choose to believe in Adam Roberts, not merely because of the twelve previous novels Gollancz have put out in his name, but because most of the stories in this collection have already appeared in other anthologies and magazines over the past decade, and I find it hard to imagine the publishing industry as a whole managing to pull off such an elaborate Venus on the Half Shell style hoax. Denis Bayle, the invented science-fiction author at the centre of this puzzle, is rather a pathetic figure, floundering from one sub-genre to the next, stumbling on popularity with his space operas of the sixties and seventies, but baffled by cyberpunk, finally meeting his demise while still mired in the first draft of an opus described as "A La Récherche Du Middle Earth Perdu".

    By contrast, Adam Roberts presents himself in this anthology as a trickster and bricoleur, ticking off each sub-genre of science-fiction in turn without getting bogged down in the conventions of any of them for more than a few thousand words. That's not to say they are parodies, more like tapas dishes, neat little mouthfuls of each style. They're often knowing and have one eye on their science-fiction heritage. A character trapped in a kind of time-loop, in which the rest of the world repeatedly forgets his existence, spends time watching Groundhog Day and Memento, and noting the differences between their temporal difficulties and his own. In another story, future archaeologists are unearthing the ancient heroic narratives of Edgar Rice Burroughs, Robert Heinlein and the science-fiction fantasy of how Neil Armstrong once travelled to the moon. And how would Wells's alien invaders have justified the invasion of Earth to themselves?

    I got the impression that Adams is a speculative writer rather than a post-modernist playing with genre conventions. Perhaps I've been unduly influenced by the toy robot on the front cover: initially some of the shorter pieces put me in mind of a series of intellectual whirligigs, shooting off ideas in many directions. It's true that many of these brief pieces are too short for much of a plot, and occasionally dispense with it in favour of a startling "what if" and some dialogue between two characters (robots, souls in the afterlife, scientists) to explore the consequences. What if souls got bored in Heaven, because what they really craved was new information, and only Hell could provide such variety? What if irradiated forests around Chernobyl had become a kind of organic supercomputer? What if we put anti-psychotic drugs into the general water supply, just to make everyone that little bit nicer to one another? Given Roberts's flair for conversational zing, this is often all that's needed to keep the reader entertained and intellectually needled.

    Sometimes the speculations wander outside the normal sf territory: in "And tomorrow and", Roberts applies a bit of Stewart Lee style pedantry to Macbeth, following the logical consequences of the witches' spell until we find ourselves in something resembling the film Highlander.

    Stylistically, he plays with narrative conventions, often addressing the reader directly (ribbing her/him for not keeping up with the science, for example). When done to death, this sort of thing can be a bore, but I found Roberts's authorial interventions rather charming, and helped me overlook what sometimes felt to this fairly scientifically ignorant reviewer as rather hand-wavy scientific explanations. The only story I can't say I enjoyed was the long narrative poem "The Mary Anna",  but you have to admire the chutzpah of telling the story of a family business of interplanetary cargo ships in rhyming couplets.

    The longest story in the collection - "The Imperial Army" - loses some momentum on its march through territory familiar from Orson Scott Card and the film of Starship Troopers. The other long pieces at the end of the collection are rather more ambitious and for my money the best. "The Woman Who Bore Death" creates a mythological narrative about the origins of death among a pre-scientific people, and owes a very honourable debt to Le Guin. "Anticopernicus" manages to combine what felt to me a very original speculation about extra-terrestrial life with convincing character-building and an engaging problem-solving plot about how an astronaut might survive a micro-meteorite impact. "Me-topia", in both its subject matter and elegiac charm, reminded me of Ray Bradbury (which perhaps shows how outdated my mental map of the genre is!) I couldn't say which of these was my favourite, but they're all serious (not over-serious!) science-fiction. There wasn't one of these stories that didn't leave me eager to get started on the next one. The range of ideas and styles is quite dazzling, but the later stories show a depth and erudition that one might not suspect from the slightly kitsch B-movie cover illustration.

    Monday, 18 March 2013

    Doctor Who: The Crimson Hand – reviewed by Stephen Theaker

    Doctor Who: The Crimson Hand by Dan McDaid, Martin Geraghty, Mike Collins and chums (Panini, pb, 258pp) is the long-awaited (especially by those of us who didn’t notice its publication in 2012) follow-up to The Betrothal of Sontar and The Widow’s Curse, finally completing the reprints of the tenth Doctor’s comic strip adventures from Doctor Who Magazine. This volume collects the strips from issues 400 to 420, plus one from 394 and another from an annual. According to the introduction by Russell T Davies, rights issues held up its publication, presumably related to the not-entirely-awful Who comics being produced by IDW over the pond or the graphic novels being produced for younger readers by BBC Books. Whatever it was, the roadblock is gone, and this book has been followed swiftly by the first collection of eleventh Doctor DWM strips, The Child of Time (#421–441), with a seventh Doctor collection forthcoming: Nemesis of the Daleks, featuring the return of Abslom Daak, Dalek Killer! I’m only an occasional purchaser of the source magazine – it’s a terrific, well-written publication, but I’m not quite such a fan of the show that I need to read a magazine devoted to it every four weeks – so these Panini volumes are full of fresh stories for me, all fourteen of them to date instant, unthinking purchases up there with new Nick Cave albums, Jack Vance novels, or Muji to-do-list pads.

    This book differs from the two previous tenth Doctor volumes in having, for the main part, a single writer: Dan McDaid. (Jonathan Morris contributes a brief tale of “Space Vikings”, drawn from an annual.) McDaid is thus able to build a run of stories, which reads, and deliberately so during the specials year, like a traditional season of the television programme, constructed around an interesting non-companion, Majenta Pryce. She first appears as the time-meddling villain of “Hotel Historia”, held over from the previous book. For her crimes she ends up in a space prison, and in “Thinktwice” the Doctor runs into her again. Though he remembers her, she doesn’t remember him – or herself.

    She employs the Doctor (or at least that’s how she sees their relationship) to take her to the world of Panacea, where she hopes to have her memory replaced. Along the way there’s a return to Stockbridge (“The absolute centre of the universe, Majenta, and don’t let anyone tell you different!”) and a reunion with Max, UNIT battling the Skith in Sydney harbour, a fishy tribute to The Spirit, a world where no one can speak, ghosts on the London Underground, and all sorts of other fun. This builds to a climax revealing the secrets of Majenta’s missing memory, and how that connects to a mysterious recurring image: the Crimson Hand.

    It’s all entertaining, and for me is the best of the three Tennant collections, even if it shares with other tenth Doctor tie-ins a tendency to lean rather too hard on particular verbal tricks from the TV series – although that might just be another way of saying that the tenth Doctor’s voice here rings true. The book would obviously be of little interest to an adult who doesn’t enjoy Doctor Who, but that’s the worst I could find to say about it. The Doctor’s description of UNIT – “fantastically well-trained and expert tea-makers” – is almost enough to make the book worth reading on its own. Or at least it would have been, if you hadn’t now read it.

    Sorry. I’m so, so sorry.

    The commentary pages are as fascinating as ever: substantial, indiscreet and full of information. They show just how much work can go into something so frothy, the writers and artists involved working under a loving but heavy editorial hand. McDaid seems to have had scripts rejected by the dozen, and talks of curling up on the sofa following one rejection, almost in tears. Rob Davis, asked to illustrate the homage to The Spirit, was then told not to take it too far, since readers wouldn’t have heard of the character. It’s an entertaining book, but one wonders if it would have been all that much worse had the writers and artists been given a little more freedom. Those pages also reveal interesting bits about the parent show, for example that at one point the magazine staff thought there was a chance of the resurrected programme ending after the fourth series. Makes you wonder what they know right now.

    The book’s great strength is the way it looks. It’s printed immaculately – it looks as good in print as other comics look on the iPad – and the artwork is very good throughout. It’s a treat to see Jack Staff creator Paul Grist’s work on the two episodes of “Ghosts on the Northern Line”, and Rob Davis provides a fun cartoon style on a pair of strips, but Martin Geraghty (“Thinktwice”, “The Age of Ice”, “The Crimson Hand”) and Mike Collins (“The Stockbridge Child”, “Onomatopoeia”) illustrate the bulk of the book, and it’s all very appealing; few TV tie-in comics are produced to this quality, and when they have been, it’s never been for such a prolonged period. I could throw out three quarters of my Star Trek comics without the slightest remorse, whereas the DWM strip has very rarely faltered. If I had the right words to describe it, I could have spent this entire review rhapsodizing about the colouring of this book by James Offredi, which is among the most glorious you’ll see this side of a Laura Allred comic. It’s like looking at a bed of flowers at the height of summer; this is a book my children pick up just to gawp at the pictures.

    Friday, 15 March 2013

    Mere Anarchy, by Woody Allen – reviewed by Stephen Theaker

    Mere Anarchy (Ebury Press, ebook, 1816ll) is a collection of Woody Allen’s humour pieces for the New Yorker, some of which have fantastical elements. A slight glitch in the ebook has the annoying effect of indenting all the text to the same extent as the introductory extracts that inspired Allen’s pieces: a New York Times article about Veerappan, a magazine article on technologically enhanced clothing, items in church newsletters – the everyday things that set him thinking.

    It’s not a book in which you’ll get every joke, and they can be relentless, but if you catch enough to make them count it can be a funny book; just one that’s best read a chapter at a time. In all honesty, two thirds of the way through I was sick to death of it. I took a break, gave it another chance, and I was in fact thoroughly sick of it! But I plugged away to the end and it was a decent book. Not one I’d outright recommend buying, but give the Kindle preview a try.

    Friday, 8 March 2013

    Warm Bodies – reviewed by Douglas J. Ogurek

    Introspective zombies? Hell yeah! R, the zombie protagonist of Warm Bodies (directed by Jonathan Levine), moves his finger in a circular motion and mumbles “more real” (I think it was) to explain to love interest Julie (a human) his preference for vinyl records. In this simple gesture, R captures the message of the zombie apocalypse/romantic comedy crossover Warm Bodies.

    In an era of texting and tweeting and so many other technological temptations, this film gives credence to something that has taken a backseat in recent years: the face-to-face, technology-free relationship.

    When Warm Bodies opens, R shuffles around a neglected airport with his zombie cohorts, and offers the viewer a treat that is a rarity in zombie films: inner monologue. That’s right, a sentient zombie. Seems preposterous, doesn’t it? But it works, and it adds to the film’s charm and humour. “This is what we are now,” thinks R. “This is a typical day for me. I shuffle around, occasionally bumping into people, unable to apologize or say much of anything. It must have been so much better before when everyone could express themselves, communicate their feelings and just enjoy each other’s company.” These thoughts are juxtaposed with a pre-apocalypse flashback in which the airport’s harried occupants, entranced by their technology, pay no attention to one another.

    R and his best friend M go out hunting, where they encounter Julie and her crew on a medicine-seeking mission. R eats Julie’s boyfriend’s brains, then gains some of his victim’s memories about the young lady. Smitten, R rescues Julie from his hungry cohorts and brings her to the grounded airplane he calls home. As he gradually regains his humanity, R must keep his brethren and the even more threatening “bonies” (skeletal-like degradations of the zombies who’ve “given up”) from eating his find, while convincing Julie that he’s the corpse for her.

    The chases and the fighting, compelling as they are, are not what makes this film a standout. Rather, Warm Bodies achieves its greatest allure in the quiet conversations in which R and Julie – don’t those names sound suspiciously similar to a famous literary couple? – get to know one another. In one fuselage scene, R plays Guns ’N’ Roses’ “Patience” for Julie. What a perfect anthem for what the film conveys.

    Nicholas Hoult portrays R as a hoodie-wearing, shrugging, awkward young man. Take away the zombie makeup and add a smartphone, and he’s not all that different from the technology-
    benumbed Gen Y male. While Teresa Palmer’s portrayal of Number 6 in I Am Number Four was a bit overblown, she plays a convincing, if not quite flawed enough, heroine in Warm Bodies.

    If there were a zombie version of the Oscar’s (Zoscars?), Rob Corddry would deserve a “best supporting actor” nod for his role as M. Inspired by the blossoming relationship between R and Julie, M and his fellow zombies struggle to break free of the mindlessness that grips them. M’s clumsy quips (e.g. “Bitches, man.”) stand among the most humorous parts of the film.

    Warm Bodies also serves as a declaration of the value of tolerance. When Julie brings R home to her zombie-hating father played by John Malkovich, R could just as easily be a person of another race, sexuality or religion.

    At the risk of sounding fogeyish, I believe that technology, despite all its benefits, has a tendency to fragment people. Think about the dinner table at which Dad searches his tablet, Mom texts, Suzie updates her Facebook status and Timmy plays video games. Or what about the typical business presentation whose participants text, email, google… anything but listen to the speaker?

    Warm Bodies and its references (e.g. record player, Polaroid camera, drive-through theatre) to a bygone era challenge viewers to put down the devices before they lose the elixir of the personal relationship. It holds out hope for that family, for those businesspeople and especially for those teens in the theatre who text throughout the film. In the film’s opening, R thinks, “I just want to connect.” One wonders how many young people, in a world full of violence, are having that same thought.

    Warm Bodies serves up action, romance, suspense, literary allusion, violence, horror, John Malkovich, humour… everything that makes a film fun. But there is one thing that is conspicuously scarce: characters using technology.—Douglas J. Ogurek

    Monday, 4 March 2013

    9 Tales of Henghis Hapthorn / The Gist Hunter, by Matthew Hughes – reviewed by Stephen Theaker

    9 Tales of Henghis Hapthorn (self-published, ebook, 4412ll) collects eight adventures that were not included in the superb trilogy of novels about that character – Majestrum, The Spiral Labyrinth and Hespira, all previously and gushingly reviewed in these pages – and one story that was. He is a detective of the far future, a Sherlock of the Old Earth, whose investigations invariably lead to entertaining banter with his integrator and his outspoken intuition, and direct him to the unavoidable conclusion that the rumours are true: the underlying principle of the universe is on the cusp of changing from science to magic. How can he eliminate the impossible from his investigations when he has seen the impossible happen with his own eyes? The stories interweave with the novels, and include crucial moments in Hapthorn’s life, making them essential (and very pleasurable) reading for his fans.

    Six of those tales also appear in the earlier collection, The Gist Hunter (Night Shade Books, ebook, 5336ll), along with a series of three stories about Guth Bandar (who appears as an intriguing supporting character in the novel Black Brillion), and four unrelated tales: “Shadow Man”, “The Devil You Don’t”, “Go Tell the Phoenicians” and “Bearing Up”. Bandar is a noönaut, an explorer of humanity’s collective unconscious, the Commons, where he encounters archetypal Locations, Landscapes and Situations and has to deal with the figures that populate them, known (though not to themselves) as idiomats. Part of the fun here is in identifying the myths, memories and folk tales in which (despite the chanting which is supposed to keep him out of sight and out of trouble) he becomes embroiled.

    The stories in both collections are excellent, each a clever little thought experiment performed with style, humour and action. One has to recommend 9 Tales over The Gist Hunter, if only because it’s self-published and so the proceeds go directly to the author, who indicates in its introduction that any success the book achieves may lead to further Hapthorn stories. Both collections have formatting imperfections: 9 Tales lacks a built-in contents, and underline is used for emphasis instead of italics, while The Gist Hunter has a line of space between each paragraph (at least for me; these issues can sometimes be device-specific), but neither problem is likely to harm your enjoyment. It may not be a surprise that I went straight on to another of Hughes’ novels after reading these collections.

    Friday, 1 March 2013

    The God Engines by John Scalzi – reviewed by Stephen Theaker

    The God Engines by John Scalzi (Subterranean Press, ebook, 1223ll, originally published in 2009) opens with a classic first line: “It was time to whip the god.” That job falls to Captain Ean Tephe. The Righteous is powered by an enslaved god who must be punished if recalcitrant, with a whip whose handle is carved from the bone of a god, whose leather is godskin embedded with “first-made” iron, born in the heart of a star and never buried in the ground of a planet. Wounded gods can be healed with blood of the faithful, and thus each ship bears a complement of priests and acolytes; the book has no mention of engineers. The god worshipped by Tephe and his people long since enslaved his rivals, establishing dominion over this part of the galaxy, but the god powering the Righteous is not unique in his rebellion. The Righteous is thus sent on a mission to a world of people who do not yet worship any god (despite my groans when this world was first mentioned, it isn’t Earth!), whose faith will thus be of the most powerful kind: first-born, freely given. Mission success will gain Tephe a promotion but take him away from his sweetheart; a happy outcome for him seems unlikely.

    Although this is not a book that quite explains the author’s stellar reputation (the same could be said for the individual works of many science fiction greats; it’s a genre where great reputations are often built on consistently good bodies of work), I enjoyed it, especially the depiction of Captain Tephe and first mate Neal Forn, good men caught in a bad system. They are like children taught that believing in god is enough to make them virtuous, here tested to their limits by revelation. The gods of the book are interesting, each of them different: Tephe’s ship is powered by a Loki-esque trickster, while others are dignified, quiet, grovelling, obsequious. Those mentions encourage the reader’s imagination to wander past the book’s few pages to imagine what else is going on in this universe. The mixture of religion and space war makes it strongly reminiscent of Warhammer 40,000, while there are shades of Firefly in the sexual healing offered by the on-board Rookery and the Captain’s feelings for his head rook, but such comparisons are almost forgotten as the book plays its trump cards: the brilliant first line is matched by a climactic succession of memorable and surprising scenes, leading to a horrific and emotional conclusion.