The Coming of Crow is a 308 page collection of short stories, written by Joel Jenkins, and published in October of 2014 by PulpWork Press. The collection features Jenkins' character, Lone Crow, in a series of interconnected short stories. Set in the Old (and, I might add, very weird) West, Crow is a Native American bounty hunter, and is the last of his tribe. As he travels across the land, Crow comes across a number of famous faces, including both Wyatt Earp and Bass Reeves.
While Crow's skill as a manhunter is known both far and wide, his knack for solving problems of a supernatural nature tend to set him apart from others in his profession, and subsequently brings him to the attention of the secretive Miskatonic University. Working both on his own, and on the behalf of his erstwhile employers, Crow faces down a great number of unnatural creatures. Whether it be demons, werewolves, immortals, or things from another plane of existence, Crow and his blessed Colt Peacemaker have encountered them all, and sent them packing. Throughout these encounters, Crow remains unflappable, and manages to overcome every obstacle set in his path, no matter how otherworldly it may be.
The author relates Crow's adventures in a classic adventure style, with realistic Western settings, charismatic characters, and more supernatural bogles than you can shake a stick at. He includes a number of secretive cults that are working to unleash their blasphemous gods on the universe, a nod to HPL (via REH's contributions to the Mythos), along with a number of equally secretive ancient societies that are attempting to stop the madmen (and women) from letting loose Hell on Earth. Miskatonic University is but one of these societies, and the author's portrayal of the university, and its faculty, is a bit different than other fictional versions of the institution. As a whole, the university's representatives seem much more mercenary in their dealings than usual, and the characters, quite frequently, have just enough knowledge about a situation to assure their own doom. That is, until Crow steps in, and manages to pull their collective fat out of the fire. Despite his heroism, Crow is still looked down upon, seen as a 'witless savage' by many of the characters he encounters, including a number of his employers. He usually ignores such stupidity with stoic resolve, but it was a great pleasure to watch many of these bigots get their just desserts, and come to a much deserved bad end.
I mentioned REH (Robert Ervin Howard, the creator of Conan and sundry other characters, and a fellow Texan) a little earlier, and the author's writing raises the ghost of that esteemed fellow, with Crow's travels reminding me very much of my favorite REH character... Solomon Kane. I'm not saying that the collection is derivative, in any way, I'm saying that the two characters share a similar soul, and a similar raison d'etre. Plus, I'm trying to give the author one of the highest compliments I can bestow, the best way I know how, being that I cut my teeth on REH's characters, and he remains one of my go-to authors when I want to experience pure adventure storytelling. Jenkins manages to create a character and universe that evoke the same feeling that I had as a young man when first discovering adventure fiction, and for that, I owe him my wholehearted thanks. With a quick moving and to-the-point style, plenty of blood-and-fire, and weirdness galore, The Coming of Crow is an absolute page-turner. I was shocked to realize that it was a 308 page release, as the various adventures flew by so quickly, that I was done in almost no time at all. Very enjoyable reading, and highly recommended...
Here's where you can pick up the release. Here's Joel's author page on Amazon. Here's the publisher's site. Finally, here's an interview with the author that was conducted by Derrick Ferguson. And on that note, I suppose I'll be signing off. As usual, happy reading!
Showing posts with label review. Show all posts
Showing posts with label review. Show all posts
Sunday, April 26, 2015
Sunday, April 19, 2015
My review of Creeping Dawn: The Rise of the Black Centipede by Chuck Miller. A unique and rewarding tale of adventure.
Creeping Dawn: The Rise of the Black Centipede is a 196 page novel, written by Chuck Miller, and published by Pro Se Press. The story details the origin and early adventures of a pulp style vigilante, known as the Black Centipede, and is set forth in the form of a memoir written by the titular character. The memoir has been written by the Black Centipede in an effort to cut through the decades of propaganda that has surrounded his adventures, and reveals the truth behind his origin and early adventures.
The tale begins in the 1920's, when the character is still a young boy, and details his fateful encounter with Lizzie Borden in the town of Fall River, describing the strange friendship that grows between the two of them. The secret behind the murders of Lizzie's family is ultimately revealed, and young William Lee Williams' feet are set on a new path, one which will see him become the masked vigilante known as the Black Centipede. The bloody night that begins his journey also introduces him to his greatest nemesis, lover, and friend, Bloody Mary Jane Gallows. Avowed enemies when they are apart, their relationship changes drastically when they are in close proximity, as they are inexorably drawn to each other in an almost mystical fashion.
After the events at Fall River, young William cuts all ties with his family, except for his corrupt Grandfather who is a backroom power broker residing in the metropolis of Zenith. Inserting himself into the old man's circles, he quickly becomes one of his Grandfather's most trusted agents, all the while building up his own network of contacts and sources of monetary funding. Eventually, having trained himself in any number of both esoteric and martial regimens (and having robbed his Grandfather of all his resources, along the way), William feels ready to finally complete his transformation into the Black Centipede. The time has come to wage war both more commonplace criminals, along with the ever-growing ranks of supervillains that are appearing in Zenith. Along the way, he might even be able to further piece together (and understand) the events that brought the Black Centipede, along with Bloody Mary, into being...
While the framework of the story is pure pulp, Miller takes the tale in a much stranger (and ultimately, more rewarding) direction, allowing his characters to move beyond the usual borders of the pulp style. Much of the overall narrative is hard-charging action, but the author combines interludes of humor, esoteric events, and off-the-wall character development to swing the entire story decidedly off-kilter. And that's a good thing. Certainly lacking a cut-and-dried sense of good versus evil, the story has much more to offer, with many of the characters being capable of actions that are both good and bad. The main character admits that he is drawn to the inherent violence that comes part-and-parcel with his occupation as a masked vigilante, and that many of the hoi polloi are absolutely beyond his comprehension, while still working towards their benefit. His nemesis/friend/lover, Bloody Mary Jane Gallows was birthed as a mindless construct of horrible vengeance, but still had the willpower to attempt to live as a normal human being for a number of years, and chooses to come to the rescue of her greatest enemy (and only friend and equal, their relationship is very complex) despite knowing that he is the only one capable of ending her existence. Allies and enemies are static, at best, and all of them seem to move through an ever-shifting world of shadows... Much like the one that we all exist in.
The author has a knack for blending in both authentic historical events, and actual characters from these time periods into the narrative, which work to reinforce and ground the story into pseudo-reality, adding a sheen of believability to the fictional narrative. Couple this with some of the character's more inexplicable actions, when faced with an utterly logical course of action, and you get a novel that explores the human condition, disguised as a retread of old pre-war pulp vigilante stylings. Make no mistake, I love the New Pulp genre to no end, but seeing an author take it in an inventive new direction is a decided pleasure, and an absolute revelation of where the genre can go from this point on. One last note, I love the way the author can allude to a number of no-doubt epic adventures, in a single aside from the main character. If Miller was held to filling in the backstory of his character, in an absolute sense, readers would be entertained for a number of decades, at the very least. All told, this is highly recommended reading.
With both fast-paced action sequences, esoteric interludes, and a realistic portrayal of human nature, this is a story that is a bit off-center, and all the better for it. Chuck Miller takes a tried-and-true genre in a totally unexpected direction, and stamps his name all over the genre of New Pulp fiction. A total mind-trip, this is a story that must be experienced firsthand. Highest compliments and best wishes for a vital, and truly unique, ongoing series!
Here's where you can pick up a copy of the release. Here's the publisher's site. Pop by and take a look around! Finally, here's a link to an interview that my friend Derrick Ferguson did with the author. It's a couple of years old, but check it out, nonetheless! With that, I'll be signing off... Zero-signal... Happy reading, all!
The tale begins in the 1920's, when the character is still a young boy, and details his fateful encounter with Lizzie Borden in the town of Fall River, describing the strange friendship that grows between the two of them. The secret behind the murders of Lizzie's family is ultimately revealed, and young William Lee Williams' feet are set on a new path, one which will see him become the masked vigilante known as the Black Centipede. The bloody night that begins his journey also introduces him to his greatest nemesis, lover, and friend, Bloody Mary Jane Gallows. Avowed enemies when they are apart, their relationship changes drastically when they are in close proximity, as they are inexorably drawn to each other in an almost mystical fashion.
After the events at Fall River, young William cuts all ties with his family, except for his corrupt Grandfather who is a backroom power broker residing in the metropolis of Zenith. Inserting himself into the old man's circles, he quickly becomes one of his Grandfather's most trusted agents, all the while building up his own network of contacts and sources of monetary funding. Eventually, having trained himself in any number of both esoteric and martial regimens (and having robbed his Grandfather of all his resources, along the way), William feels ready to finally complete his transformation into the Black Centipede. The time has come to wage war both more commonplace criminals, along with the ever-growing ranks of supervillains that are appearing in Zenith. Along the way, he might even be able to further piece together (and understand) the events that brought the Black Centipede, along with Bloody Mary, into being...
While the framework of the story is pure pulp, Miller takes the tale in a much stranger (and ultimately, more rewarding) direction, allowing his characters to move beyond the usual borders of the pulp style. Much of the overall narrative is hard-charging action, but the author combines interludes of humor, esoteric events, and off-the-wall character development to swing the entire story decidedly off-kilter. And that's a good thing. Certainly lacking a cut-and-dried sense of good versus evil, the story has much more to offer, with many of the characters being capable of actions that are both good and bad. The main character admits that he is drawn to the inherent violence that comes part-and-parcel with his occupation as a masked vigilante, and that many of the hoi polloi are absolutely beyond his comprehension, while still working towards their benefit. His nemesis/friend/lover, Bloody Mary Jane Gallows was birthed as a mindless construct of horrible vengeance, but still had the willpower to attempt to live as a normal human being for a number of years, and chooses to come to the rescue of her greatest enemy (and only friend and equal, their relationship is very complex) despite knowing that he is the only one capable of ending her existence. Allies and enemies are static, at best, and all of them seem to move through an ever-shifting world of shadows... Much like the one that we all exist in.
The author has a knack for blending in both authentic historical events, and actual characters from these time periods into the narrative, which work to reinforce and ground the story into pseudo-reality, adding a sheen of believability to the fictional narrative. Couple this with some of the character's more inexplicable actions, when faced with an utterly logical course of action, and you get a novel that explores the human condition, disguised as a retread of old pre-war pulp vigilante stylings. Make no mistake, I love the New Pulp genre to no end, but seeing an author take it in an inventive new direction is a decided pleasure, and an absolute revelation of where the genre can go from this point on. One last note, I love the way the author can allude to a number of no-doubt epic adventures, in a single aside from the main character. If Miller was held to filling in the backstory of his character, in an absolute sense, readers would be entertained for a number of decades, at the very least. All told, this is highly recommended reading.
With both fast-paced action sequences, esoteric interludes, and a realistic portrayal of human nature, this is a story that is a bit off-center, and all the better for it. Chuck Miller takes a tried-and-true genre in a totally unexpected direction, and stamps his name all over the genre of New Pulp fiction. A total mind-trip, this is a story that must be experienced firsthand. Highest compliments and best wishes for a vital, and truly unique, ongoing series!
Here's where you can pick up a copy of the release. Here's the publisher's site. Pop by and take a look around! Finally, here's a link to an interview that my friend Derrick Ferguson did with the author. It's a couple of years old, but check it out, nonetheless! With that, I'll be signing off... Zero-signal... Happy reading, all!
Wednesday, April 8, 2015
My review of Jim Beard's GI Joe Adventure Team: Mystery of the Sunken Tomb. Really good stuff!
GI Joe Adventure Team: Mystery of the Sunken Tomb is a new e-novella by Jim Beard, published through Kindle Worlds, and available on Amazon.com. The version of the toy line on which the novel is based was released after the original Joe line (the characters invariably being soldiers), and the modern Joe team, who are a specialized CT unit formed to fight the global terrorist organization known as Cobra. The Adventure Team was more focused on exploration, expanding global knowledge of humanity's history (while disregarding both borders and factionalism), and the development of new technologies for the benefit of the human race.
Led by GI Joe (hereafter referred to as Joe in this review), a former military man, the team consists of a number of experts in their respective fields, including archaeology, aeronautics, and mechanical design. New recruits are handpicked by Joe, and face a grueling training regimen that is uniquely designed to bring out the best in each potential team member, while also shoring-up any inherent weaknesses which they might possess. Each man operates independently of the group on a regular basis, but when the call comes in through their coded radio receiver, the Adventure Team unites, springing into action like a well-oiled machine!
The story starts with Joe in the middle of a black-bag job, searching for a missing missile payload containing ultra-secret spy technology, which has crashed somewhere in the ocean's depths. Working for unnamed government contacts, he finds what he is searching for, but in so doing also stumbles across a mind-blowing find... Sunken ruins off the coastline of California, which appear to be ancient Egyptian in nature, and may change the course of history as we know it! Sending out a call to his team, the men come together to research this seemingly impossible find, never realizing that they have stumbled upon something that is much more dangerous than they can ever imagine.
Jim Beard has an absolute talent for swift-paced action stories, and this one is no exception. That said, the pace is a bit slower in this release than in some of his other works, although this isn't a bad thing. It allows the characters and situations to be more fully realized, and the slow escalation of certain elements of the story adds a great deal of nuance to the tale, while working alongside the full-tilt action scenes to push the story to another level. A wicked element of mystery (what did you expect, it's in the title) shrouds the story, present in both the team itself, in their shocking archaeological find, and in the cultish adversaries that seek to keep them from their goal.
One of the best things about the story is the villains. Throughout the beginning of the story, the team's adversaries are natural things, including the sharks that surround the sunken ruins, and a tropical storm that is bearing down on their camp. This changes as the story moves along, with the men gradually becoming aware that a more sinister group has set their sights on the ruins, attempting to recover a powerful artifact that has lain hidden there for centuries. The mystery of this group is never fully explained, although there is a tantalizing hint about what they truly are towards the end of the story, which sets up a possible sequel. The leader of the villains is as ruthless as he is mysterious, caring not an iota for anything other than the power he will gain after completing his long-held goal, and is willing to go to extreme lengths to secure the artifact that is waiting within the ruins. Granted, many of these points apply to any well developed group of adversaries in a good story, but I really enjoyed the way the author gradually worked them into the narrative, and the hints about them towards the end of the story were very much appreciated, while still maintaining the aura of mystery around the group. To put it simply, well done!
To sum up, one might ask why you, as a potential new reader of this title, should pick this story up, especially if you have no formative experience with the characters that are depicted within the story. Well, here's my list of reasons... The story is well-written, dynamically told, with both flowing action-sequences and cliff-hanger endings, which are derived from the pulp style of storytelling. As mentioned in the above paragraphs, there is an aura of mystery that permeates the tale, quite deliciously so. The feeling of high adventure and the mysteries of the unknown are part and parcel to this release, and the journey is both loads of fun, and quite reminiscent of watching an old-time serial, although one set in a more recent time period. For a quick visual reference, think of the Jonny Quest series, without the boyish misadventures of Jonny and Hadji, instead being totally focused on a team of highly-trained experts investigating the mysteries of the unknown. For those that love adventure, mystery, and vanishing into a much more welcome head-space, this is recommended reading.
Here's a couple of primers to the characters involved in the story, starting with Jim Beard's blog post about the release. And here's some background about the Adventure Team, over at Wikipedia. Here's Jim's blog, where you can keep up with what he's currently working on, and here's his fan page on Facebook. Stop by and say hello! Finally, here's where you can pick up the release (Kindle edition), and here's his author page on Amazon, so swing by and take a look around! As usual, happy reading, and goodnight!
Led by GI Joe (hereafter referred to as Joe in this review), a former military man, the team consists of a number of experts in their respective fields, including archaeology, aeronautics, and mechanical design. New recruits are handpicked by Joe, and face a grueling training regimen that is uniquely designed to bring out the best in each potential team member, while also shoring-up any inherent weaknesses which they might possess. Each man operates independently of the group on a regular basis, but when the call comes in through their coded radio receiver, the Adventure Team unites, springing into action like a well-oiled machine!
The story starts with Joe in the middle of a black-bag job, searching for a missing missile payload containing ultra-secret spy technology, which has crashed somewhere in the ocean's depths. Working for unnamed government contacts, he finds what he is searching for, but in so doing also stumbles across a mind-blowing find... Sunken ruins off the coastline of California, which appear to be ancient Egyptian in nature, and may change the course of history as we know it! Sending out a call to his team, the men come together to research this seemingly impossible find, never realizing that they have stumbled upon something that is much more dangerous than they can ever imagine.
Jim Beard has an absolute talent for swift-paced action stories, and this one is no exception. That said, the pace is a bit slower in this release than in some of his other works, although this isn't a bad thing. It allows the characters and situations to be more fully realized, and the slow escalation of certain elements of the story adds a great deal of nuance to the tale, while working alongside the full-tilt action scenes to push the story to another level. A wicked element of mystery (what did you expect, it's in the title) shrouds the story, present in both the team itself, in their shocking archaeological find, and in the cultish adversaries that seek to keep them from their goal.
One of the best things about the story is the villains. Throughout the beginning of the story, the team's adversaries are natural things, including the sharks that surround the sunken ruins, and a tropical storm that is bearing down on their camp. This changes as the story moves along, with the men gradually becoming aware that a more sinister group has set their sights on the ruins, attempting to recover a powerful artifact that has lain hidden there for centuries. The mystery of this group is never fully explained, although there is a tantalizing hint about what they truly are towards the end of the story, which sets up a possible sequel. The leader of the villains is as ruthless as he is mysterious, caring not an iota for anything other than the power he will gain after completing his long-held goal, and is willing to go to extreme lengths to secure the artifact that is waiting within the ruins. Granted, many of these points apply to any well developed group of adversaries in a good story, but I really enjoyed the way the author gradually worked them into the narrative, and the hints about them towards the end of the story were very much appreciated, while still maintaining the aura of mystery around the group. To put it simply, well done!
To sum up, one might ask why you, as a potential new reader of this title, should pick this story up, especially if you have no formative experience with the characters that are depicted within the story. Well, here's my list of reasons... The story is well-written, dynamically told, with both flowing action-sequences and cliff-hanger endings, which are derived from the pulp style of storytelling. As mentioned in the above paragraphs, there is an aura of mystery that permeates the tale, quite deliciously so. The feeling of high adventure and the mysteries of the unknown are part and parcel to this release, and the journey is both loads of fun, and quite reminiscent of watching an old-time serial, although one set in a more recent time period. For a quick visual reference, think of the Jonny Quest series, without the boyish misadventures of Jonny and Hadji, instead being totally focused on a team of highly-trained experts investigating the mysteries of the unknown. For those that love adventure, mystery, and vanishing into a much more welcome head-space, this is recommended reading.
Here's a couple of primers to the characters involved in the story, starting with Jim Beard's blog post about the release. And here's some background about the Adventure Team, over at Wikipedia. Here's Jim's blog, where you can keep up with what he's currently working on, and here's his fan page on Facebook. Stop by and say hello! Finally, here's where you can pick up the release (Kindle edition), and here's his author page on Amazon, so swing by and take a look around! As usual, happy reading, and goodnight!
Tuesday, March 17, 2015
My review of Fandemonium, a novel by Rick Schindler. Excellent reading...
Fandemonium is a 400 page novel written by veteran journalist, Rick Schindler, published in 2013 by Wattle Publishing. An avid comic book collector and fan, this is Schindler's first novel, and is set against the backdrop of the comic book industry.
Heavily satirical in its look at the underpinnings of the business that surround comics, Schindler skewers egomaniacal creators, weak-willed publishers, the corporations that are all about the bottom line, and the obsessive fans.
Beneath it all is a love note from a long time fan of comics, both celebrating the overblown spectacle that sometimes surrounds the industry, and poking fun at the more absurd goings-on that occasionally take place.
The story follows events that take place after Ray Sirico, one-time writer extraordinaire, is tasked with writing a story that will end with the death of his most popular character, Skylord. Sirico is a shell of his former self, done in my drugs, alcohol, and the weight of his own ego. The once great writer can barely focus long enough to make it to the corner store, much less write a script on deadline. Yet, in his mind, he still believes that he has one last shot at making it back to the big time. He happily imagines writing the triumphant return of Skylord from the dead, and drinking in the accolades from an adoring audience of fans. The only thing is, the new owners of Colossal Comics have no intention of bringing the character back to life, they are instead using his death as a revenue generating ploy, while simultaneously giving notice to the fans that their comics have a new, more modern edge.
Both points are extremely important to the new owners, Nebula Communications, so important that they've intentionally left the volatile Sirico out of the loop. Colossal Comics has been bleeding money for years, which led to them being easy pickings when Nebula stepped in and bought them out, and the publicity of a beloved hero's death is one of their plans to begin recouping the company's financial losses. Another reason for the downward trend of Colossal has been the departure of star artist Tad Carlyle to form his own company, Fireburst Comics, taking with him a large part of Colossal's readership. The heroes being portrayed by Tad and company are seen as gritty, edgy, and overwhelmingly cool; with Colossal's heroes being seen as establishment figures with which the younger readership has lost touch. This is a last ditch effort to win back readership, put the company in the black, and put Colossal back on the map. The first key is getting the fans attention, whetting their appetites for the forthcoming release, so the announcement of the event will take place at the premier comic event... Fandemonium!
There is an enormous cast of characters, different subplots being drawn together, and intriguing backstory contained within the 400 pages of Schindler's novel, so much so that I could write about it endlessly. The above synopsis hardly does the novel justice, but there's too much contained in the story to go into depth. Suffice it to say, the book is densely plotted, with oddball characters popping out of its seams, featuring both laugh-out loud moments, and truly poignant scenes. The author has a knack for making even his most unlikable characters relatable beings, usually through flashbacks that explore why they are who they are... The dialogue moves from being highly naturalistic to the extreme of swimming in purple prose, and is, as a whole, one of the best aspects of the release. The overall examination of the various character's journeys, from fresh-faced and full of fire, to jaded, deluded shells of their former selves is also highly fascinating.
Another strength is the author's efforts to ground this in (an absurd, but at times, spot-on) reality, which encompasses many chapter interludes; everything from interoffice memos, to media reports, to records of obsessed fan's internet searches. Add all of this up, and you have an extremely well thought out (and executed) piece of fiction. Or is it? When it comes down to it, this story moves from strength to strength, without putting all it's money on one horse... It contains humor, tragedy, and human fallibility, along with everything in-between... Like life itself. I laughed at the presentation of a number of stereotypes found within our tribe, sighed and shook my head at any number of wrong moves that pushed the characters further along their path to unerring oblivion, and came away immensely satisfied after turning the final page. While being set in a microcosm, the behaviors and events depicted apply to the macrocosm of our society, with names being changed and faces being blurred to protect the identities of the guilty... Our friends, our neighbors, and humanity as a whole. The entire novel works, when viewed from the surface, but if one starts digging deeper... You might just find a surprising, multifaceted, lush portrayal of the human condition in its depths. If I haven't been obvious enough with my incessant gushing, this is highly recommended reading. Enjoy!
Heavily satirical in its look at the underpinnings of the business that surround comics, Schindler skewers egomaniacal creators, weak-willed publishers, the corporations that are all about the bottom line, and the obsessive fans.
Beneath it all is a love note from a long time fan of comics, both celebrating the overblown spectacle that sometimes surrounds the industry, and poking fun at the more absurd goings-on that occasionally take place.
The story follows events that take place after Ray Sirico, one-time writer extraordinaire, is tasked with writing a story that will end with the death of his most popular character, Skylord. Sirico is a shell of his former self, done in my drugs, alcohol, and the weight of his own ego. The once great writer can barely focus long enough to make it to the corner store, much less write a script on deadline. Yet, in his mind, he still believes that he has one last shot at making it back to the big time. He happily imagines writing the triumphant return of Skylord from the dead, and drinking in the accolades from an adoring audience of fans. The only thing is, the new owners of Colossal Comics have no intention of bringing the character back to life, they are instead using his death as a revenue generating ploy, while simultaneously giving notice to the fans that their comics have a new, more modern edge.
Both points are extremely important to the new owners, Nebula Communications, so important that they've intentionally left the volatile Sirico out of the loop. Colossal Comics has been bleeding money for years, which led to them being easy pickings when Nebula stepped in and bought them out, and the publicity of a beloved hero's death is one of their plans to begin recouping the company's financial losses. Another reason for the downward trend of Colossal has been the departure of star artist Tad Carlyle to form his own company, Fireburst Comics, taking with him a large part of Colossal's readership. The heroes being portrayed by Tad and company are seen as gritty, edgy, and overwhelmingly cool; with Colossal's heroes being seen as establishment figures with which the younger readership has lost touch. This is a last ditch effort to win back readership, put the company in the black, and put Colossal back on the map. The first key is getting the fans attention, whetting their appetites for the forthcoming release, so the announcement of the event will take place at the premier comic event... Fandemonium!
There is an enormous cast of characters, different subplots being drawn together, and intriguing backstory contained within the 400 pages of Schindler's novel, so much so that I could write about it endlessly. The above synopsis hardly does the novel justice, but there's too much contained in the story to go into depth. Suffice it to say, the book is densely plotted, with oddball characters popping out of its seams, featuring both laugh-out loud moments, and truly poignant scenes. The author has a knack for making even his most unlikable characters relatable beings, usually through flashbacks that explore why they are who they are... The dialogue moves from being highly naturalistic to the extreme of swimming in purple prose, and is, as a whole, one of the best aspects of the release. The overall examination of the various character's journeys, from fresh-faced and full of fire, to jaded, deluded shells of their former selves is also highly fascinating.
Another strength is the author's efforts to ground this in (an absurd, but at times, spot-on) reality, which encompasses many chapter interludes; everything from interoffice memos, to media reports, to records of obsessed fan's internet searches. Add all of this up, and you have an extremely well thought out (and executed) piece of fiction. Or is it? When it comes down to it, this story moves from strength to strength, without putting all it's money on one horse... It contains humor, tragedy, and human fallibility, along with everything in-between... Like life itself. I laughed at the presentation of a number of stereotypes found within our tribe, sighed and shook my head at any number of wrong moves that pushed the characters further along their path to unerring oblivion, and came away immensely satisfied after turning the final page. While being set in a microcosm, the behaviors and events depicted apply to the macrocosm of our society, with names being changed and faces being blurred to protect the identities of the guilty... Our friends, our neighbors, and humanity as a whole. The entire novel works, when viewed from the surface, but if one starts digging deeper... You might just find a surprising, multifaceted, lush portrayal of the human condition in its depths. If I haven't been obvious enough with my incessant gushing, this is highly recommended reading. Enjoy!
Wednesday, February 11, 2015
Here's my review of the rather excellent comic collection, 'Orc Stain', written and illustrated by the multi-talented James Stokoe. Great stuff!
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| Front cover art for the collection by James Stokoe. |
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| Interior art by James Stokoe. |
A new force has risen in the far south, and the self-appointed Orc Tzar has managed to do what none of his predecessors have ever managed... Namely, to unite a great number of the various factions of orcs into a cohesive army, growing in number by the day. His goal is to unite the whole of orcdom, and rule over the entire world as lord and master, but first he needs to claim an elusive treasure to seal his mastery of the world. As his fractious hordes decimate city after city, he finally comes across an aged seer, who relates to the Tzar a prophecy... That, although possessing the location and the land that the treasure is contained within, the Orc Tzar lacks the key to open the treasure's prison. The key to obtaining what he seeks is a one-eyed orc, currently abroad in the realm, who also will become the Tzar's nemesis. Cursing all prophecies, the maddened orc rips her head from her shoulders, and sends his most trusted agents out into the world to gather all of the one-eyed orcs that they can find. One way or another, he will find the key that he needs, and he WILL become ruler over all of the realm.
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| Interior art by James Stokoe. |
Into this mess of a world steps the rather literally named One Eye, an orc whose utmost talent is being to crack any puzzle, any prison, with but a blow of his hammer. With his single eye, he can see the various lines that tie physical objects together, and identify the true weak spot of the structure. A wanderer, who values loot more than fame won in battle, and the vengeance that is the price of fame, One-Eye is a most singular orc. One that seems to almost grasp the difference between right-and-wrong (gasp!), and as such, someone that stands apart from the large amount of his species. Initially, he is introduced as searching for loot, with his newly acquired (untrustworthy) partner, Pointy Face. After he is double-crossed by his partner, and sentenced by the local orc hetman to have his gronch (An orc's junk, part trophy, part coinage. It is what it is...) chopped off to pay his debt, One Eye uses his talent to escape, pay back his duplicitous partner, and ingratiate himself with the aforementioned hetman. Unfortunately, by not killing Pointy Face, he opens himself up to the vendetta of the Poxa-Gronka, and unknowingly plays right into the hands of the Orc-Czars agents, who eventually capture him and haul him off to meet his fate. One-Eye's future doesn't seem so bright, does it? Add in a pissed off swamp rumba, Pointy Face following close behind and swearing to cut off his gronch, and the challenge of the ultimate heist, and all bets are off on his ability to remain among the living...
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| One-Eye reflecting on orcish society. Interior art by James Stokoe. |
James Stokoe's original idea for this story came about after a long conversation, with a number friends, about the rather one-sided portrayal of orcs in The Lord of the Rings series. His thoughts drifted across such concepts as, do the orcish hordes only act as they do because they know nothing else, and if there was a different path revealed to them, would the orcs embrace this new way of living?
Is their way of life more of an issue of the environment that they exist in, one in which there is no other demonstrable alternative path to take, or are they inherently evil beings? Out of this conversation came the original 10 page short which, eventually, morphed into this excellent ongoing series.
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| Art by James Stokoe. |
Stokoe's story of a decidedly odd orc, one that seems to have developed a rudimentary moral code of conduct, who shuns the never ending brutish cycle of his fellow orcs, is a great deal of fun. On another level, it is also quite thought provoking, as One-Eye is basically a stranger in a strange land, a man (orc) who can see in a land of the blind. The story is full of action, dark humor (you have no idea how many times I laughed out loud while reading this), and more action than you can shake a gronch at (yes, I went there)! Double and triple-crosses are abundant, the story is rife with mysterious undercurrents, and you get to see orcs behaving as only orcs can... What's not to like, I ask you?
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| Art by James Stokoe. |
One-Eye is the central character of the story, but supporting characters, and antagonistic ones, such as a sociopathic swamp rumba, the local bad man (orc), Pointy Face, and the mysterious would be emperor, the Orc Tzar, are not given short shrift. The characters grow into themselves as the story moves along, as Stokoe builds on their inherent personality traits, expanding on the depth and breadth of each of his main players. As the story progresses, the setting also expands, as the author continues to open up his unique world. Shifting between multiple character's perspectives, the pace varies between the dynamic and a more moderate flow, as it accommodates itself to the overall needs of the plot. All in all, some very good stuff,
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| Art by James Stokoe (magnificent, isn't it). |
Let's get to the artwork, shall we? Stokoe employs a highly intricate style, both in his character work and, especially, in his detailed and crowded background art. While being uniquely his own, a point of reference for readers would be a number of the artists of Metal Hurlant/Heavy Metal magazine, especially later works by Jean Giraud and the works of Philippe Druillet. The exquisite detail is highly appreciated, and is what drew me to this release, initially. Stokoe's depiction of the action is equally intricate, and flows along organically. His panel placement and overall layout of the story is inspired, while the outre colors of the release dazzle the reader's eye. Really outstanding work, which ranks up there with some of the best work by Giraud, Druillet, Corben, and Nino. Absolutely love it...
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| Interior art by James Stokoe. |
Sunday, February 8, 2015
My review of 'The Infinite Horizon' by Gerry Duggan and Phil Noto. An exceptional, powerfully told graphic release...
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| Cover art for the collection by Phil Noto. |
An unnamed soldier leads his men against enemy fighters in Syria. He has come to realize that he is doomed to always survive each encounter, win through each battle, but still lose everything, in the end. His men know this, but the brass and the politicos are deluded into thinking that the war can still be won. Heading back to base, his disgust with the entire situation overwhelms him, and he loses control, mercilessly beating a civilian contractor that accosts him. Given no choice by his actions, his superiors are forced to lock him in the brig. When he is finally released, the story truly begins...
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| Interior art by Phil Noto. |
Human society has suffered a world wide collapse, and soldiers are being recalled from around the world. America is under martial law, and the unnamed soldier and his men are needed to deal with the unrest at home. They are firstly tasked with holding the airport while civilians are evacuated from the war zone. As the last transport leaves, the men realize that they are on their own, and will have to make their way back home by any means that they can. They begin to make their way across the desert, leaving behind the first of many dead companions, swallowed by the desert sands.
Thus begins the long journey home for the companions. Along the way, they will help those that they can, fight a cyclops, defeat the siren's call, and lose many of their number. Will they survive, and if they do, will there be anything left for them after their return to their homeland? It matters not, for in the end, they would rather die on the journey than never attempt it. And so they press forward, moving stolidly towards their goal, journeying forever onwards and seeking the end of the infinite horizon...
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| Interior art by Phil Noto. |
The story by Gerry Duggan takes a classic tale, turns it about, and sets it on its feet in modern times, in a setting that feels close enough to touch. The unnamed protagonist has been used as a tool by others for too long, and has been burned to the quick by the violence that he has both witnessed, and participated in. The futility of it all has come to him, finally, and he realizes that there will be no end to the killing. All he want is to get himself and his men home, but that wish proves to be a more daunting task than they ever imagined.
On the home front, events are even worse than abroad. Flooding, disease, and the collapse of the societal infrastructure has led to mass panic, and worse, as neighbor turns against neighbor. The strong feel free to prey on the weak, now that society's chains have been shrugged off, and everything that man has built is collapsing around them. Duggan takes his character's and tosses them into a raging fire; those that emerge have grown stronger, and become more complete beings. Along the way, many good people die...
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| Interior art by Phil Noto. |
Duggan effortlessly moves the story's focus from the soldiers on their long trek home, back to events in their homeland, showing the travails that their loved ones are undergoing. He creates a number of sympathetic characters for the readers to focus upon, and then leads them through hell. The story is less about the horrors and futility of war, and more about how humanity, in general, react to the overwhelming violence that surrounds them in the story. Some see the futility of it; others see it as an opportunity; and some, out of fear and/or hate, choose to support the machinations of evil men. The story, while not enjoyable, in a 'fun' sense, is powerfully written and engaging. The events are not for our amusement, but stand as a possible warning of what might come to be. By the time that you reach the end of the journey, your hands will be shaking, your eyes will be burning, and you will vow to yourself to not read this again... Until the story calls you, once again, and your hand creeps towards the book, opening it of its own volition...
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| Cover art for issue #5 by Phil Noto. |
Phil Noto's art is depicted in a clean, spare style, with a minimal use of shading. His dynamic action sequences and the emotive facial features of his characters are exceptional. The line work is strong and clean, while his panel composition definitely propels the story forward. His character designs give us, instead of fantastic heroes that are fated to save humanity, just normal human beings. The great unwashed mass, the average joe, the neighbor next door... Perfectly suited to this story, his art is the finishing touch that takes the release to another level. It shows us as we are, and reminds us that, although their are villains amongst us, heroes may reside in places all unlooked for. A face is just a face, its what lies behind it that truly matters.
This story really hit me hard, on many different levels, and, initially, I was convinced that I would only read it once. The events were just too plausible, in today's world, and I didn't think that I could deal with them again. Until I reread it, and reread it again... As I alluded to before, this is not a 'fun' story, but one that is powerfully told, one that will stick with the reader over time. If you're like me, you'll be coming back to it, seeking to glean answers to unasked questions, hoping to find something that you may have missed within the narrative. Gerry Duggan and Phil Noto have combined to create a singular release, one that will haunt the reader, and one that is highly recommended.
Pick up a copy of the release here.
Thursday, January 29, 2015
A review of the absolutely wonderful web comic, NIMONA, by Noelle Stevenson. Loved it!
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| Nimona and Lord Ballister Blackheart. Art by Noelle Stevenson. |
Nimona introduces us to Lord Ballister Blackheart, a former hero in training, who has turned to villainy. During a joust with his best friend, Ballister lost his right arm in a highly questionable 'accident', after seemingly prevailing in the joust. Rejected as 'damaged goods' by his mentors, he turns to the one avenue left open to him... Super science-based villainy! Unfortunately for Ballister, while being a more than capable scientist, he is a fairly incompetent supervillain. His former best friend, and current nemesis, the annoyingly heroic Sir Ambrosius Goldenloin (Hero-at Large for the Institution of Law Enforcement and Heroics) constantly arrives to foil Ballister's most well planned schemes. When faced with such catastrophic setbacks, what's an upstanding criminal genius to do?
The answer to the question is, of course, find a suitably villainous sidekick.
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| I'm not a kid... I'm a shark! Interior art by Noelle. |
Noelle Stevenson's story of a third-rate supervillain (whose heart really isn't in it, after all), who is suddenly catapulted to a level of success by the sheer elemental force that is Nimona, is pure whimsical goodness. Ballister doesn't want to be a villain, which is why most of his previous schemes failed; without the betrayal by his best friend and confidant, he would have never taken to the path that he currently walks. Despite his golden-boy facade, Sir Ambrosius is a little boy at heart, who doesn't want to accept the fact that he was the ultimate instrument of Ballister's downfall. All he wants is to have things go back to the way they were, and everyone to live happily ever after, a wish which he knows (deep inside himself) can never happen.
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| Nimona feels positively about robbing banks! Interior art by Noelle. |
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| Ballister doesn't like breaking rules- but Nimona does! Art by Noelle. |
Here's some final thoughts about Nimona... This work wasn't assigned to me, sent to me by the creator of the comic, or recommended in any way. I stumbled across it, and immediately fell in love. The story and art work hand-in-hand to create an entirely enthralling story, a story that has become a favorite. Whether it be the overall story that is being told, the visual depiction of said story, or the underlying influences that are present within Nimona, I've become a wholehearted fan. If you want a little fun and whimsy in your life, check this out. If you want something more intricate, murky, and weird in your life, you should also be reading this. All in all, this was an entirely enjoyable and nuanced series, and I'm hoping for many more stories set in this universe, with these characters. Highly recommended...
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| The main cast of our tale. Art by Noelle. |
Sunday, September 14, 2014
My review of Monstrocity by Jeffrey Thomas. Another exceptional read! Take a look!
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| cover art for the German edition of Monstrocity |
Christopher Ruby is a shy, unassuming type of guy. When, by pure chance, he meets the beautiful Gabrielle, he believes that his life is finally looking up. Gabrielle, however, has some rather strange interests that soon lead to the first in a series of tragic events. A recording of a set of occult incantations has fallen into her possession, which will purportedly call up a demon, if certain conditions are met. While he is, at first, totally against the idea, Christopher eventually gives in hoping to please his girlfriend. The ritual doesn't seem to work, and he has a good laugh and then heads to bed. Awakened by a strange feeling during the night, he finds that Gabrielle has performed the ritual again, and that there is something distressingly... odd about her. Soon after, she disappears, and Christopher frantically attempts to locate her. Along the way, he begins researching the origin of the incantation that started the whole series of events. He eventually discovers that the author was a certain human from Old Earth, apparently of Arab descent. A man by the name of Abdul Alhazred... He soon begins seeing strange apparitions out of the corner of his eye, and has the feeling that he is constantly being watched. His life is gradually taken over by an intense feeling of paranoia, and he begins a swift descent into madness.
The story of Christopher Ruby is stifling, intense, and claustrophobic, and quite intricately detailed. A tale of an ordinary man, thrown into an extraordinary situation, through no fault of his own. A man who just wants things to be as they were, but eventually realizes, that there is no going back. At the beginning of the story, there isn't much to set Christopher apart, to draw you into the character. As the story unfolds, however, he begins to grow and show unexpected depths of both character, and willpower. From his initial quest to rescue his love and return everything to normalcy, his motives turn more towards reaping a horrible vengeance on those responsible for destroying his life. His desire for revenge slowly fades as he begins to grasp the scope of the forces that he is up against, both those from outside our dimension, and the beings that serve them, here in our realm. He begins to realize that, even though he is not the best choice to be a savior, he has been chosen, simply because he KNOWS. In KNOWING, he automatically becomes responsible for DOING. Once he comes to grips with this idea, he starts along a highly selfless path. With no help in sight, the question becomes, quite simply put, will he survive long enough to make an actual difference. The author takes his time in really building up the personality of his protagonist, and rendering him as a perfect example of fallible humanity. The qualities of perseverance, selflessness, and the ability to think beyond the concept of 'I', and serve a greater good are rather remarkably illustrated within the story.
Along with the quality of his characterization, Jeffrey also excels when it comes down to the portraying the details contained within the story(as I mentioned in my opening statement of the previous paragraph). Whether it is something that is normally quite simplistic, such as describing the characters surroundings (there were a number of these descriptions that I found to be quite profound, and a work of art, in and of itself); or in the attention given to various species history, culture, appearance, and unique behaviors, he goes above and beyond the norm. Quite masterful, I must say. The photo-realistic depiction of every aspect of Punktown could lead one to believe that, possibly, this is a real place and that the author is a frequent traveler to the planet of Oasis. Truthfully, the level of characterization, and of description, could easily be a travelogue, if one were to remove the more fantastic aspects of the story. There is no need for a suspension of disbelief, just start reading and you'll find yourself definitely transported to another world. This quality to totally submerse a reader in a story is very rare, and Jeffrey Thomas possesses said ability in spades. It's one of the reasons that Punktown is quickly becoming one of my favorite fictional destinations to visit. Heck, I'd buy a ticket and make my home there, if Jeffrey would let me...
To sum up my ramblings, this is an outstanding, well thought out and executed, absolutely engaging story. There are many highly adult themes and situations contained within it's pages, but we're all adults here. It's so rare to come across a concept that is so effectively realized, so fluid in it's execution, that you you have to step back to truly appreciate the total depth of what you've been reading. Monstrocity is one of these releases, and I highly recommend that you take a look at this entry, and at the series as a whole. For that matter, just go out and pick up a story by Jeffrey Thomas. You'll be amazed by the sights that he will show you...
Here's the product page on Amazon. Here's Jeffrey's author page on Amazon. Finally, here's Jeffrey's site. Why don't you take some time to stop by and look around? A great number of excellent stories are contained there, just waiting for you to discover them. With that, I'll sign off. As usual, happy reading!
Wednesday, September 3, 2014
My review of the TOBACCO-STAINED MOUNTAIN GOAT graphic novel, by Andrez and Cocoa Bergen. Wonderful read...
I recently received my copy of the Tobacco-Stained Mountain Goat graphic novel by Andrez Bergen (words) and Andrez and Cocoa Bergen (images) in the post, which sent me into spasms of pure joy. After reading through, I have to report that Andrez still has it ('it' being sheer talent, natch), and he has it in spades. Funded through Kickstarter, and published by the cool cats over at IF? Commix, this is a graphic adaptation of the first 90 or so pages from Andrez's novel of the same name, although it does have some extra included for all you new readers.That's right, all of you who loved the novel; Andrez has a bit of a surprise included in the new release. So don't go in thinking this is a only a blow by blow adaptation (which would be extremely awesome, in of itself), just sit back, relax, and enjoy yourself. You might be surprised by what is shown to you. Regardless, the story is still the one you know and love... and if you haven't read the novel, here's your chance to jump on board. I was absolutely blown away by this graphic adaptation, and you will be as well. I'm formally calling for a sequel, right here on this page. I NEED to KNOW what happens NEXT... I'm sure that after you read this release, you'll feel the same.
TSMG is set within the last city on Earth (in this case, Melbourne, Australia), after the rest of the world has been wiped out by a global catastrophe. The hoi polloi have been saved by Hylax Industries, and especially, by it's founder Wolram Deaps. Of course, the word 'saved' can be a bit open to interpretation, sometimes. Saved, but wrapped in propaganda and the chains of control; saved, but ruled over by the whim of a fascist dictator. Saved, but forced into a rigid class system, in which people have almost no chance of bettering themselves (unless the warden finds you of use). Finally, saved, but any free-thinker, any dissident with a word to say against the status quo, is hunted down and murdered, or forcibly sequestered in hospitals, and doomed to pass from view. This is what 'saved' means, in this future world. Saved means being used, and wrapped in more and more levels of control, just in case you're needed. Until you're not (which is an event that is always held over your head), and then you're discarded like any other disposable product, tossed down the garbage chute. Quite a cheerful (and, in some ways, familiar) situation, yes?
Floyd Maquina strides (okay, frequently stumbles) through this world, and he's not a man that is built along the heroic archetype; he's an everyday type of guy, that has had a great amount of tragedy pass through his life. First case in point, he wasn't able to save his wife, Veronica, from being sent to the camps (Coff! Coff! Sorry... I mean the 'hospitals'...) after she became sick. The two of them tried to hide things as best they could, but they were eventually betrayed (when you find out about the person behind this betrayal, you get to experience the meaning of REVELATION, and PLOT TWIST), and she was carted off to the camps (sorry, once again, I mean hospitals). Floyd isn't a bad guy, he's just been ground down by the wheel of fate, driven to the point that liquor and other illicit substances are all that keep him going. After his wife is hospitalized, Floyd is approached by government agents about the level of 'care' that she will receive. Since all options are extremely expensive, he is forced to join the ultra-secret, government run Seeker Branch to pay for her medical bills.
You see, Floyd was a P.I. in his former life which has made him a useful commodity, as far as Seeker Branch is concerned. The agency is tasked with hunting down the Deviant 'menace', and bringing them back to interment, or out and out terminating them. Floyd's one of the few who refuses to use the latter option (except, possibly, once), but he's definitely in the minority. The Branch uses VR tests to keep their agents in line, and if you fail, for whatever reason... you'll be the next one labeled Deviant, and carted off to the 'hospitals'. His wife's condition is always held over his head, so he isn't quitting Seeker Branch anytime soon, unless he ends up dead...which is a good possibility in his line of work, and might actually be a bit of a relief to Floyd A human being can only take so much... Until then, at least he has met a fellow soul to share his rather complicated, crooked path, his trials and travails... Laurel Canyon, also employed by Seeker Branch, who is also carrying around quite a bit of tragic history herself. Another human being that has been ground down by the vagaries of existence that this life has inflicted on them. For the nonce, they manage to find some solace in each other's company. In a world such as this, can even this small gift remain untouched?
Andrez is constantly honing both his writing, and his striking style of art. I loved the original Tobacco-Stained Mountain Goat, but seeing it in graphic form is a revelation. I have longed to see this story adapted as a graphic novel, and had quite a mental list of artists that I thought would do the story justice. As it turns out, the perfect artist for the job happens to be Andrez himself. The art is a direct slap to the head, which manages to wake you up, and gets you paying attention to the events taking place. Moody, sometimes muted and dark, they require your full attention to decipher the full meaning of the story being told. Striking and always beautiful, yet sometimes heartbreaking (when you see, vicariously, where everything turned to shite), the art plunges ahead, carrying the reader along. It flows seamlessly from moment to moment, tragedy to tragedy. In other words, a day in Floyd Maquina's life, and the window into the existence of the vast majority of the masses in this future city. Cocoa Bergen's artistic contributions are particularly poignant, and add that bit of nuance that allows the story to really wound you. If you haven't realized it yet, the artwork is highly recommended.
Let's get down to the story. The novel is an absolute favorite of mine. The graphic adaptation takes the original prose story to another level, a level where the characters actually jump off the page, and begin to stomp all over your psyche. Andrez has spent a good amount of time immersed in classic noir, detective, and dystopian science fiction releases (as I have, for that matter), and this is his love note to the genres. I want to be perfectly clear, this is not a 'laugh out loud, outrageous fun' type of release. It's more of a 'you have to read this, it's doing something that's not out there' type of story. It has a great amount of tragedy contained within, and things can become a bit bleak. The characters keep at it though, because such is their life. They all have hidden depths, that take their time coming to light. Novel and graphic novel, they are both highly recommended reading. Andrez's writing is unique, both in it's approach and it's execution, and I find myself enthralled with his work. Read some of his stories, and you'll find yourself feeling the same way...
Here's the author's blog. I'm sure Andrez would appreciate you dropping by, and saying hello! Here's his Amazon page. Finally, here's the publisher's page, where you can get your hands on all kinds of good stories. Before going, I'd like to share this with you... Even though the characters of this novel/graphic novel exist in a shell of a burnt-out world, don't despair... You can always find a doorway into a new existence (in this fictional world, at least), if you look hard enough. Look hard, don't miss it, the portal might be just around the corner... With that cryptic note, I'll bid you adieu! Until next time, happy reading!!!
TSMG is set within the last city on Earth (in this case, Melbourne, Australia), after the rest of the world has been wiped out by a global catastrophe. The hoi polloi have been saved by Hylax Industries, and especially, by it's founder Wolram Deaps. Of course, the word 'saved' can be a bit open to interpretation, sometimes. Saved, but wrapped in propaganda and the chains of control; saved, but ruled over by the whim of a fascist dictator. Saved, but forced into a rigid class system, in which people have almost no chance of bettering themselves (unless the warden finds you of use). Finally, saved, but any free-thinker, any dissident with a word to say against the status quo, is hunted down and murdered, or forcibly sequestered in hospitals, and doomed to pass from view. This is what 'saved' means, in this future world. Saved means being used, and wrapped in more and more levels of control, just in case you're needed. Until you're not (which is an event that is always held over your head), and then you're discarded like any other disposable product, tossed down the garbage chute. Quite a cheerful (and, in some ways, familiar) situation, yes?
Floyd Maquina strides (okay, frequently stumbles) through this world, and he's not a man that is built along the heroic archetype; he's an everyday type of guy, that has had a great amount of tragedy pass through his life. First case in point, he wasn't able to save his wife, Veronica, from being sent to the camps (Coff! Coff! Sorry... I mean the 'hospitals'...) after she became sick. The two of them tried to hide things as best they could, but they were eventually betrayed (when you find out about the person behind this betrayal, you get to experience the meaning of REVELATION, and PLOT TWIST), and she was carted off to the camps (sorry, once again, I mean hospitals). Floyd isn't a bad guy, he's just been ground down by the wheel of fate, driven to the point that liquor and other illicit substances are all that keep him going. After his wife is hospitalized, Floyd is approached by government agents about the level of 'care' that she will receive. Since all options are extremely expensive, he is forced to join the ultra-secret, government run Seeker Branch to pay for her medical bills.
You see, Floyd was a P.I. in his former life which has made him a useful commodity, as far as Seeker Branch is concerned. The agency is tasked with hunting down the Deviant 'menace', and bringing them back to interment, or out and out terminating them. Floyd's one of the few who refuses to use the latter option (except, possibly, once), but he's definitely in the minority. The Branch uses VR tests to keep their agents in line, and if you fail, for whatever reason... you'll be the next one labeled Deviant, and carted off to the 'hospitals'. His wife's condition is always held over his head, so he isn't quitting Seeker Branch anytime soon, unless he ends up dead...which is a good possibility in his line of work, and might actually be a bit of a relief to Floyd A human being can only take so much... Until then, at least he has met a fellow soul to share his rather complicated, crooked path, his trials and travails... Laurel Canyon, also employed by Seeker Branch, who is also carrying around quite a bit of tragic history herself. Another human being that has been ground down by the vagaries of existence that this life has inflicted on them. For the nonce, they manage to find some solace in each other's company. In a world such as this, can even this small gift remain untouched?
Andrez is constantly honing both his writing, and his striking style of art. I loved the original Tobacco-Stained Mountain Goat, but seeing it in graphic form is a revelation. I have longed to see this story adapted as a graphic novel, and had quite a mental list of artists that I thought would do the story justice. As it turns out, the perfect artist for the job happens to be Andrez himself. The art is a direct slap to the head, which manages to wake you up, and gets you paying attention to the events taking place. Moody, sometimes muted and dark, they require your full attention to decipher the full meaning of the story being told. Striking and always beautiful, yet sometimes heartbreaking (when you see, vicariously, where everything turned to shite), the art plunges ahead, carrying the reader along. It flows seamlessly from moment to moment, tragedy to tragedy. In other words, a day in Floyd Maquina's life, and the window into the existence of the vast majority of the masses in this future city. Cocoa Bergen's artistic contributions are particularly poignant, and add that bit of nuance that allows the story to really wound you. If you haven't realized it yet, the artwork is highly recommended.
Let's get down to the story. The novel is an absolute favorite of mine. The graphic adaptation takes the original prose story to another level, a level where the characters actually jump off the page, and begin to stomp all over your psyche. Andrez has spent a good amount of time immersed in classic noir, detective, and dystopian science fiction releases (as I have, for that matter), and this is his love note to the genres. I want to be perfectly clear, this is not a 'laugh out loud, outrageous fun' type of release. It's more of a 'you have to read this, it's doing something that's not out there' type of story. It has a great amount of tragedy contained within, and things can become a bit bleak. The characters keep at it though, because such is their life. They all have hidden depths, that take their time coming to light. Novel and graphic novel, they are both highly recommended reading. Andrez's writing is unique, both in it's approach and it's execution, and I find myself enthralled with his work. Read some of his stories, and you'll find yourself feeling the same way...
Here's the author's blog. I'm sure Andrez would appreciate you dropping by, and saying hello! Here's his Amazon page. Finally, here's the publisher's page, where you can get your hands on all kinds of good stories. Before going, I'd like to share this with you... Even though the characters of this novel/graphic novel exist in a shell of a burnt-out world, don't despair... You can always find a doorway into a new existence (in this fictional world, at least), if you look hard enough. Look hard, don't miss it, the portal might be just around the corner... With that cryptic note, I'll bid you adieu! Until next time, happy reading!!!
Monday, August 25, 2014
My review of THE PLASM, by William Meikle. A really great story which is both creepy and fun! Recommended reading...
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| Excellent cover art by Wayne Miller |
I finished reading William Meikle's The Plasm last night, and whoo boy! What a fun ride! Mind you, my idea of fun can sometimes be a bit odd. That said, this piece of cosmic horror set in the depths of space hits on all cylinders. Which it should, as the author only has 128 pages to work with. Available from Dark Regions Press, this short release does not disappoint in any way. I can't say that I've read everything by the author, but what I have read has never failed to engage me and The Plasm continues this trend. This is a rather rousing tale of horror which could be effective in any era, but William chooses to set his latest story in the far future and it's absolutely ace! Let me get to the review, where I can explain why you must have this in your collection... First up, my synopsis.
At the beginning of the story we are introduced to Steve and Sam, who are both business partners and lovers. Steve is the level-headed workhorse of the two, while Sam is more prone to taking big risks and gambling that the rewards are worth it. These two opposites make a good team and manage to shore up each other's personal flaws. They are a team of spatial contractors, and handle everything from deep-space salvage to asteroid mining. Currently engaged in the latter endeavor, they complete their business and begin heading back to port. While in-transit their ship is rendered inoperative, and dead in the water (so to speak) they rush to pin-point what went wrong. Sam quickly fills her partner in on the bad news; their main drive has blown out, and they're stuck for the foreseeable future. Moreover, seconds before the main drive went out she had heard a proximity warning and the object has been identified as...
The starship Vordlak, which disappeared while on her maiden voyage! Sam is thinking only of the fortune and fame that they will get from finding the long lost ship, and she is blind to anything else. Steve isn't nearly as enthusiastic, and is worried more about the whole 'adrift in space' situation that they happen to be in. However, he ends up giving in to his partner and they begin to explore the Vordlak. The problem is that there isn't any evidence of what caused the ship to go missing, in fact, everything seems to be running normally. Except for the fact that there are no crew on board the Vordlak, nothing seems out of the ordinary. Until you add in that the ship is still fully powered, and that there really are a great many things missing. Such as the supplies needed for a long voyage; or the fact that the automated helpers that would be needed on a ship of this size are also mysteriously missing. After Sam pulls up the ship's logs, they begin to realize exactly what is powering the 'revolutionary' star drive of the Vordlak... and it's something that shouldn't exist in this universe. It seems NASA (and the military group that funds them) have veered quite off the beaten path to 'discover' their new power source.
Meanwhile, on Mars, Corporal Jake Royle is reporting for duty at his post. Said post being a highly classified military storage depot. Things begin on a bad note, when he is ordered to escort two 'suits' down into the catacombs. After they find the items they are looking for, they try to blow them up. Which turns out to be an extremely BAD idea... Instead they manage to unleash something from outside into our universe... Which Jake tries to run from, but in the end, there is no escaping the thing that is that has seeped into our reality. The two narratives eventually come together and the main question is, how will they all survive? All I can say is, 'Tekili Li!' Followed by 'Dhumna Ort!' Quoth the raven, 'You'll have to read the book.'
William Meikle always delivers an outstanding story, and The Plasm is no exception. The feeling of dread is palpable throughout this tale, and as the story moves along it becomes absolutely claustrophobic. Even after the characters discover the source of the otherworldly occurrences, they are given no respite. There is no apparent course of action to follow, no way to contain this incursion. To put it bluntly, they're screwed. Even when the shadowy forces that caused all of this step in, their efforts actually make everything worse. They are hemmed in on all sides, and no one is coming to save them... so they decide to do it themselves (along with one 'expert' on the matter who seems much braver, and smarter, than those who employ him).
William's writing flows from page to page seamlessly, and he handily executes the changes between the various narratives. As I read through, I was on edge and wondering what the endgame would be. I really couldn't put The Plasm down, and the pages just slipped by, one after another. I found myself identifying with the characters, and sharing in their frustrations and setbacks throughout. The way that the author melds so many different genres together is greatly appreciated. William rendered the story marvelously, with plenty of flair and a unique vision. The overall story was engaging, the characters were painted well, and the ending was a thing of beauty. This is an example of a highly professional storyteller and talented wordsmith, doing what he does. Which happens to be telling an extremely engaging story, and absolutely nailing it! I can imagine William as a traveling storyteller and bard, way back in history. Moving from campfire to common house, and on to the courts of kings. Always welcomed, always appreciated, always rewarded. What more can I say? Take a look at The Plasm, and enjoy! While you're at it, take a look at his stories in general. Believe me, you won't be disappointed...
Well then, I guess that's that, another great story that I had a lot of fun reading and reviewing. Here's the publisher's website. Stop by and take a look around. There are a lot of great stories waiting for you. Here's the Amazon page for the book. Lastly, here's the author's Amazon page. He's got a number of really great books available, so why don't you swing by and take a look around? I guess that's all from my end. As usual, have fun and happy reading!
Saturday, August 2, 2014
My review of TALL PULP from Pro Se Productions. Contains some really good adventures...
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| Wonderful cover art by Jeffrey Hayes. |
The collection hits the floor running, with the exciting tale Anne Bonny's Revenge, by D. Alan Lewis. Anyone who's not familiar with Anne, here's a link that contains her known history, and some speculation. You don't need to read it to enjoy the story, but it does add a bit of extra spice to the adventure, and gives you a clearer picture of her motivation. At the start of this tale, Anne has been incarcerated by the British, on charges of piracy. Her husband, Calico Jack Rackham, and most of the crew of the pirate sloop Revenge, have been sentenced to death, and the sentence has been carried out. Obviously, the pirates have been betrayed, and were rounded up while sleeping off a drunken revel. Only Anne and her friend Mary Read stood fast against the British, and were eventually overpowered. Both women escaped the hangman's noose by 'pleading their bellies', but Mary has since perished in this hellhole of a prison. Anne decides to fight her way clear, and picking a new guard as her prey, comes close to freedom, utilizing her unconventional fighting style. Unfortunately for our heroine, an officer arrives unexpectedly, and puts the kibosh on her escape attempt. Things aren't quite what they seem, as the two know each other in a rather intimate manner. Whisking Anne away to visit the Governor (of this particular hellhole), a new plan is hatched, which will bring the official a great deal of wealth, put an end to a threat to the British Empire, and gain Anne her freedom. Anne and her lover have a different plan in mind, and hope to win it all on one roll of the die. Fortune favors the bold, after all...
The second of my favorites is Crossing McCausland, by Gordon Dymowski. It features Joe Magarac, the steelworker's hero who has sprung, fully formed, from a pool of molten steel (here's a link for those who want to delve into the character's history). Ever since, Joe has been traveling the highways and byways of America, righting wrongs, and swiftly moving on to his next task. Along the way, he has instructed malcontents on becoming true supporters of the idea, the ideology behind this great country. Mainly, that everyone is free and equal, and that any who cross this principle are treated accordingly. Everyone has to contribute to the greater good, and as such, there are certain people that are inherently unsuited for this role. In this story, Joe has been drawn to the small town of Appleton, Missouri. He's saved a young child that has been trapped in the local sewer system. Approached by the Town Administrator of Appleton, who is very grateful for the legend's heroics. Joe is looking for nothing more than a bit of rest, before he moves on to where he is needed next, but things take an unexpected turn. Joe is confronted by Don and Seamus MacKelly, and accused of being a Soviet super-spy, who most likely engineered the event of the lost child himself, to bring publicity and fame to his heroics (and promote the Commie cause, apparently). The absurdity of the situation is evidently lost on the MacKelly brothers, but anything involving independent thought doesn't seem to be there strong suit. They are, of course, just mindless pawns in another man's game. Said mastermind is revealed as Robert McCausland, Mayor of the nearby town of Pitchford. He's got his fingers in quite a number of pies, and Joe's presence is throwing a monkey-wrench into his well thought out plans. McCausland isn't at all what he seems, and Joe needs to step lightly...
Last up is my absolute favorite of the collection, Mike Fink and the River Round Up, by Greg Daniels. Some of you may remember Mike appearing in the Davy Crockett miniseries by Disney, which is how I was first introduced to the character. Here's a link for those of you who want to know more about the character's history. Mike is the King of the River, a man who outfought, outworked, and pretty much outdid every man he came into contact with. Here's one of Mike's brags, which gives you lot of insight into the character (quote courtesy of Walter Blair and Franklin J. Meine, "Mike Fink, King of the Mississippi Keelboatmen" New York 1933).
"The redoubtable but semi-mythical Mike Fink, joker, fighter, and king of the boatmen, voiced the sentiments of his class when he bellowed his boast:
- "Im a Salt River Roarer! Im a ring-tailed squealer! I'm a reg'lar screamer from the ol' Massassip'! WHOOP! I'm the very infant that refused his milk before its eyes were open, and called out for a bottle of old Rye! I love the women an' I'm chockful o' fight! I'm half wild horse and half cockeyed-alligator and the rest o' me is crooked snags an' red hot snappin' turtle. I can hit like fourth-proof lightnin' an' every lick I make in the woods lets in an acre o' sunshine. I can out-run, out-jump, out-shoot, out-brag, out-drink, an' out fight, rough-an'-tumble, no holts barred, ary man on both sides the river from Pittsburg to New Orleans an' back again to St. Louiee. Come on, you flatters, you bargers, you milk-white mechanics, an' see how tough I am to chaw! I ain't had a fight for two days an' I'm spilein' for exercise. Cock-a-doodle-doo!"
He has sometimes been portrayed as a bully and a blowhard, but my favorite stories show him as a good-hearted man, highly loyal, a friend to the end. His rough and tumble nature, and competitive streak lead him astray, now and then. But if you need a friend who will never forget you, Mike's your man. Greg Daniels begins the story in the 1960's in a small riverside town in Kentucky, with a bunch of locals sitting down to their usual poker game. One of the men's recent encounter with a local semi-legendary character (a man called Uncle Danny, remember the name) promppts them to start telling a number of their favorite tall tales. There's a stranger sitting in at the poker game (a man that is eerily familiar to some of the old-timers) and when the talk turns to the likes of Davy Crockett and Mike Fink, and Mike's apparent death, the man quietly objects. "That ain't the way it happened," he says. Not wanting to provoke the rather wild looking stranger, the men start talking about a more recent tale, one set at the beginning of WWII, in Memphis, where Mike apparently lives on... When we first lay eyes upon Mike Fink, he's a shell of his former self. Drunk, bedraggled, and homeless, the man is staggering down the streets of Memphis, apparently not knowing his own name. Until he accosted by four thugs, that is. After they try to teach the old bum a lesson, and knock Mike to the ground, the Salt River Roarer snaps back to his true self! Mike makes rather short work of the idiots, although with a great amount of style. After coming to his senses, and remembering that he is MIKE FINK, his first thought is to find his legendary keelboat, the Gullywumper. The problem is, after spending a hundred years or so not being himself (and that's an entirely different story, to be told at another time), Mike initially can't remember where he has left his beauty. After a bit of a hard think, he hits on it... Cave-in-Rock, the hideout favored by river pirates since America was young. Mike takes to the trail, and after many long days in the wilderness, stops at a tavern in Cairo, Illinois. Looking forward to a something hard to cut the trail dust, Mike stumbles upon a major meeting of the German American Bund (yes, we get to see Mike whip some Nazi butts). After being insulted by one of the Bund members, Mike, true to self, wipes the floor with the entire room full. After the brawl, he makes a couple of new friends that seem to be cut from the same cloth. They both deal themselves in, and the trio sets out on the trail once more. Finding the Gullywhumper is one of their goals, but they also must stop the Bund's sinister plot...
I want to say that I blazed through Tall Pulp, it was a release that I didn't want to end, but yearned to find out what came next. I really needed to find out what happened to the characters, and as a result, I finished it in record time. The only drawback is that I'm left wanting more. I've told you a bit about my favorites above, but the other stories contained within this collection are top notch. This is my first experience with all the authors involved, and they really impressed me with the quality of their stories, and their readily apparent love for the characters. Some of these characters I was already familiar with, others are brand new experiences for me. Kudos to all involved! D. Alan Lewis (Anne Bonny's Revenge) gives us a rousing tale of blood and fire, romance and ultimately, second chances. Skillfully weaving in Anne Bonny's history, while not letting off the throttle, what we are left with is an entirely satisfying adventure, on all levels. Nancy Hansen (Freedom's Road) gives us a story which speaks of inequality on many levels, and the lengths which racists and bigots of all stripes will go to both carry out, and justify their actions. The story both engaged me, and had me seething mad at many points, because of disgusting treatment of the two main characters by the general populace. There were good people in the story, but as in the real world, not enough of them. An excellent, thought provoking story, and I truly appreciated the end, and laughed long and hard at the plight of the main antagonist. Phillip Drayer Duncan (The Untold Legacy of the Bowie Knife) gives us an action packed tale chronicling the secret history of Jim Bowie, and the true reasons behind the legendary Sandbar Fight. A world that I would happily re-immerse myself in, if the author chose to revisit it. Paul Bunyan in the 23rd Century by David White is a love note to old science fiction epics, such as Buck Rogers and the Lensman series. Paul and his blue ox, Babe, are not actually in the story. Except they are, and on that highly contradictory note, all I have to say is read the story. You'll understand what I'm talking about after reading it. Salutations to David for coming up with such an outside the box re-imagining of Paul Bunyan! Gordon Dymowski definitely delivers with Crossing McCausland, and his story is a mix of heroics, old style crime buster stories, and the more poignant examination of a man who is truly different, an outsider by his very nature, who still uses his powers for good. A man who wants to have a life, a real home, but is drawn to where he is truly needed, and consequently, never attains the ideal kept deep within... to be normal, and have a family. Concurrently, it examines the type of people that can have just that, but worry more about gaining wealth, power, and control. A VERY interesting story. Finally, Greg Daniel's Mike Fink and the River Boat Round-Up was just pure, unadulterated FUN! I hung on every word, thrilled to every new adventure Mike and his friends stumbled into, and had a giant smile on my face throughout the story. Plus, Greg knows how to tell a story in style! The overall feel of the story is perfect. Highly recommended, and I absolutely love how he portrayed Mike, along with his two friends. The end of the story brought a tear to my eye, and also brought out a large burst of laughter. Friends to the end... To sum up, these are some great tales. Regardless of your tastes, this collection contains any number of well written, engaging, and action packed stories. Plus, they're FUN! Don't be surprised if you come away from them with a big goofy grin on your face. I know I did! Take a look, you won't regret it!
Here's a link to the publisher's site. Here's the Amazon page for Tall Pulp. Head on over, take a look around. I'm sure you'll find many great adventures to lose yourself in. With that, I'll sign off. Happy reading, all!
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