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Microreview [book]: Dangerous Games, ed. Jonathan Oliver

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Some games are more fun than others.




The Meat:

Theme collections of speculative fiction can be tricky things. Especially when the theme is games, which is such a broad subject that finding an overall focus and direction can be fraught with difficulties. Because the genres involved are vast and varied, there's a risk of diluting any theme by spreading it too thin and also, conversely, concentrating too much on any one area so that the collection becomes unbalanced. Dangerous Games does a fair job of selecting a group of stories from a diverse swath of SFF, but it definitely felt heavier in certain areas than others, and any overall message was a bit lost in the face of the many different interpretations of the theme that the stories required.

With only a few exceptions, the collection could probably be best described as speculative horror. As such, most of the stories are murky, bleak, and a bit unsettling. At their best, the stories approach how the games people play mirror the world they live in. And this can best be seen in Yoon Ha Lee's "Distinguishing Characteristics." My favorite story of the collection, it uses a game as a way of framing conflict, politics, and power. A rich fantasy, it is dark and disturbing and left me craving more like it. The idea of the game was integral to the story and the message it was trying to convey.

Much of the collection, though, takes the idea of games in a very different direction, toward torture and death. Perhaps because the collection is never outright billed as horror specifically, I wasn't expecting quite so many stories that featured serial killers or murderers as their main characters. Not that such stories can't be good. "Lefty Plays Bridge" by Pat Cadigan makes a haunting statement over a game of cards, and is both disturbing and begs a close reading. And Hillary Monahan's "The Bone Man's Bride" is equally chilling, a rural horror about a community willing to sacrifice its children for their own prosperity. And those stories, at least, still featured games prominently, as part of the story they were telling.

After a dozen stories featuring murderers, though, it got to be draining to read. More appreciated would have been the inclusion of more stories that were uplifting and hopeful, like Libby McGugan's "The Game Changer." Of course, for all that it was a breath of fresh air, the game aspect of the story, like many in the collection, seemed a bit tacked on. It wasn't really vital to the story, and the story really wasn't about games at all. Still, it was nice to have a happier story (even one that was primarily about a child with cancer), because even with it the collection as a whole came off as quite dark and hopeless. For fans of horror and dark fiction, there's quite a bit to like, but for anyone else this might be a rather difficult book to read for long stretches, and probably won't leave anyone more hopeful about humanity.

I would also have liked to see the collection stick more to its espoused theme. Each story comes with a short introduction from the editor that basically justifies its inclusion, but for some of the stories I found the explanation a bit of a stretch. Yes, playing with emotions can be like a game, and yes Civil War reenactment is like a game, but I didn't feel that it was enough to merit inclusion into a collection about games. There were also a few stories where the games were only incidental, where a game was present but had no real effect, and wasn't really what the story was about. While it's not a testament to the strength of the stories, it did distract me, and overall made me enjoy the collection less because of it.

Individually, the stories of Dangerous Games are pretty strong. Many are very good. But I think the organization of them makes the collection feel unwieldy. There were a few I thought were too similar, where the story is all building toward the reveal that the narrator is a serial killer or where the game included is really about killing someone. And while I still enjoyed some of those stories, I got tired very quickly of so many circling around the same ideas, which didn't always do anything interesting or challenging with games. Too many seemed shoehorned in, to the point that the overall message of the collection was muddled. As I said, having a theme collection can be quite tricky, and while I enjoyed many of the stories, this one left me a bit tired.


The Math

Baseline Assessment: 7/10

Bonuses: +1 for some clever uses of games across multiple genres.

Negatives: -1 for too many serial killer/murderer stories, -1 for having a number of stories that didn't fit well with the theme.

Nerd Coefficient: 6/10 "still enjoyable, but the flaws are hard to ignore"

POSTED BY: Charles, avid reader, reviewer, and sometimes writer of speculative fiction. Contributor to Nerds of a Feather since last month (so 2014).

Reference: ed. Oliver, Jonathan. Dangerous Games [Solaris, 2014]

Microreview [book]: Devil in a Blue Dress by Walter Mosley

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The other side of Chandler's Los Angeles


Regular readers know of my Chandlerobsession--the unshakable, near-religious belief that his Marlowe novels and short stories are the most literary works genre ever produced, and contain enough mesmerizing prose and astute social commentary to transcend genre and sublimate to significant works of literature. They are, however, products of their time; nowhere is that more apparent than in Chandler's dismissive treatment of race.

Walter Mosley's Devil in a Blue Dress is a text both indebted to and in conversation with Chandler. It takes place in 1940s Los Angeles, stars a hard-nosed, persistent and stubbornly moral protagonist who takes a punch better than he throws one, and centrally involves a femme fatale. But if Chandler's fiction is ultimately about the relationship between corruption and class division in 1940s Los Angeles, then Devil in a Blue Dress is about those same things refracted through the deleterious race relations of the time.

It's an important point of contrast with Chandler, not least because of Marlowe's ambivalence towards the African-Americans he encounters. But it also made me think about the contrast between that time and this one. Though American society has improved, racism-wise, in any number of meaningful ways, Mosley makes the implicit point that in other ways things have gotten worse. Rawlins' LA is a place of economic opportunity, where manufacturing jobs are plentiful and social mobility is possible even for the city's downtrodden. Compare that with American inner cities of today--disproportionate populated by ethnic and racial minorities, and where jobs and opportunity are scarce--and today doesn't look so hot. In that sense, Devil in a Blue Dress is also thematically focused on a death of a specifically black version of the American Dream, which emerged in the immediate post-war days and closed sometime after "white flight" (i.e. re-segregation), de-industrialization and the crack epidemic gutted the American inner city during the 1970s and 1980s.

Howvever, though Devil in a Blue Dress addresses some weighty issues, it never feels heavy. Easy Rawlins is a likable rogue, a borderline drunk and a working stiff who has issues with his boss (who, for the record, is kinda racist). He's a homeowner and proud of it, but also has a problem--if he can't pay the mortgage, the bank will foreclose, and, well, he just told his racist boss where to shove it. Along comes Joppy, an ex-boxer turned speakeasy proprietor who might just have a line on some work for Easy. An old associate, DeWitt Albright, is looking for a white girl who was last seen in Watts. Joppy tells Easy it will be a cakewalk, but Easy has a bad feeling about Albright. But as it turns out, that bad feeling is only the tip of the iceberg...

Devil in a Blue Dress is a smart and perceptive novel whose social commentary blends into the background and never gets in the way of the fun. I certainly enjoyed reading it. At the same time, it does feel like Mosley is still working through the formula here. There are too many murders and, well, too many characters--many of which never really get much in the way of development. As a result, a couple major elements of the plot feel forced. Incidentally, the paperback version I bought also includes a short story, "Crimson Stain," which was written a number of years later and, perhaps uncoincidentally, feels a lot more sophisticated. But if that's what I have to look forward to with this series, then sign me up for the whole thing.  


The Math

Baseline Assessment: 7/10

Bonuses: +1 for doing social commentary the right way; +1 for bringing race into a literary conversation with Chandler;

Penalties: -1 for excess characters; -1 for "huh?" moments.

Nerd Coefficient: 7/10. "A mostly enjoyable experience."


***

POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a
Feather founder/administrator (2012).


 Reference: Mosley, Walter. Devil in a Blue Dress [Washington Square Press, (1990) 2002]


 

Microreview [film]: Under the Skin

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A real, real slow exploration of Scarlett Johansson driving a van.


Amazon sent me an email the other day telling me that based on my sci-fi-leaning taste profile they thought I'd enjoy Under the Skin, which was now available on Amazon Prime. I thought nothing of it. When I launched the app to watch something else a day or so later, Under the Skin was the first thing I saw in the app, front-page promotional prime real estate. I thought "Man, they are pushing this thing hard."* So I read the synopsis. Scarlett Johansson is an alien that uses her sexy wiles to lure men to their doom. Ok, sure, Friday night, I'll give it a go. Why not?

Now, I'm not a guy who is scared away by a slow, inscrutable movie. I own Last Year at Marienbad, for Pete's sake. But man. Under the Skin really gave me a run for my money. Allow me to summarize the movie by halves: First Half: Scarlett drives a van, talks to guys on the street, if they appear to have no meaningful human connections in their immediate goings-on (aren't late for a meeting, say), then she picks them up, takes them back to her apartment/all-black void, where they both get undressed, and the guys disappear into a black lake of nothingness. Second Half: Scarlett tries to eat cake, but fails, falls into a mopey, silent, crippling depression, and then goes for a hike. Why the change between the two halves? Not sure.

The Internet is apparently of two minds on this film. One camp holds that this is vibrant, revelatory filmmaking that is unsettling, deeply moving, and a prime example of "film-as-art." The other camp holds that this is just some goddamn boring nonsense. I fall somewhere in between. Something about the movie fascinated me, and after finishing it I went back and re-watched the first 20 minutes to try to make more sense of what came after. It helped only slightly. On the other hand, I just think the filmmakers fundamentally missed the mark. Under the Skin gives us almost literally nothing in terms of character motivation, inner life, narrative drive, or the like to grab onto. In fact, the entire film seems to be building to the revelation that Scarlett is actually an alien, which is coincidentally disclosed in the summary and all marketing materials for the film. It's like in Yor, Hunter from the Future, where the big revelation is that Yor the Hunter is actually...yep, from the future. Or it would be like the description for <i>The Sixth Sense</i> reading "A ghost who doesn't know he's dead befriends a small boy who is able to speak with the spirit world." If the film had owned early on that Scarlett's an alien, and illuminated her struggle to fit in as a human (which I think is what's happening here), it feels like this could've been a much stronger movie. A few months ago, I talked about Shane Carruth's Upstream Coloras a near masterpiece, and I feel like that movie — which is in many ways very similar to this film — hit every note perfectly that Under the Skin missed. So maybe opt for that one, instead.

Unless you're just dying to see Scarlett Johansson naked. In that case, by all means please watch this movie rather than trolling the Internet for stolen cell phone photos.

The Math

Baseline Assessment: 5/10

Bonuses: +1 for so many Scottish accents!; +1 for absolutely beautiful cinematography

Penalties: -1 for total narrative obscurity; -1 for needing a spoiler alert in the movie's one-sentence description; -1 for a lack of character development/revelation

Cult Film Coefficient: 4/10, problematic, but has redeeming qualities.

Posted by — Vance K, resident lover of both good movies and unintentionally terrible ones, and Nerds of a Feather contributor since 2012.

*I kept asking myself why Amazon is putting so much muscle behind such a strange, idiosyncratic movie, so I did some digging. Amazon signed an exclusive distribution deal with distributor A24 for the Amazon Prime streaming service, so whatever A24 releases (Spring Breakers, The Spectacular Now, The Bling Ring), expect Amazon to put front-and-center, regardless of objective quality or potential commercial appeal. Word to the wise.

Microreview [book]: Desert God, by Wilbur Smith

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Argh!

 Obviously Stephen King has only ever read a single historical novelist...

Smith, Wilbur. Desert God. William Morris: 2014.
Don't buy it, but if you must, do it here.

Ever been tempted to write a series about a smug, all-knowing Renaissance Man? Don't. Just...don't. I can't think of many less appealing topics, but the indomitable octogenarian Wilbur Smith doesn't seem capable of letting his demigod-like Taita go quietly into the night. In Desert God, the world's least appealing polymath is up to his usual laughably improbable tricks, and it's worse than ever.

I honestly can't remember the last time I started reading a book but gave up due to lack of interest (or indeed for any other reason!) before the end. But then I encountered Wilbur Smith's books, and I've now gone 2/2. I want you all to know that I invested tremendous effort in my multiple attempts to read this entire book, and even went back and took a look at the first book in the series, River God, to see whether Smith used to be great but has just fallen on hard times (the answer to that is a resounding 'no'), but no matter how many times I gritted my teeth and tried to just power through it, subconsciously my mind kept leaping at the slightest distraction to get me doing something, anything, else. This deadly one-two combination of River Godand Desert God temporarily drained the act of reading itself from all its joy, sucking the life out of every word.

Reading either of these books is like sawing off your own arm: possible, with a supreme effort of will, but be prepared to faint out of horror and disgust countless times in the process.
How you'll look if you keep reading Desert God.

What is so bad about Desert God, you might be wondering? The answer? Everything. The writing is contrived and terrible, the characters shockingly uninteresting and entirely undeveloped (Smith uses his characters like a diarrhetic uses toilet paper), and the 'historicity' of the ridiculous plot makes me quiver with rage. 16th century BC Egyptians using "cavalry lances" to run down Bedouin bandits they've cornered after following their tracks—in the friggin' desert?!? (Caveat emptor: there are dozens more anachronisms and willful falsifications in this "well-researched" book.) The good guys get to run down 'the natives' and teach them what for...I guess 'Egyptian-colored' skin is the new white!

And the utterly charisma-less character of Taita was a terrible idea, even for an author like Smith. Taita can do everything better than anyone else in the history of mankind, speaks all languages in the world or can learn any new ones in five minutes, he's like a billion years old but still agelessly beautiful, can apparently call in Horus/other supernatural forces at will (i.e., a deus ex machina whenever the plot demands), histrionically claims in the first-person narration that he's humble and would never boast and yet goes on and on about how wonderful/clever/etc. he is on practically every page, and is supposedly smarter than everyone else in the universe, but when the plot demands, he makes the most jaw-droppingly terrible decisions imaginable. This poop-fest is as bad as (check that: even worse than) Orientalist drivel like Shogun or other Clavell novels!

And speaking of Orientalism and Clavell, Smith, it seems, is another card-carrying Orientalist dreaming longingly of the halcyon days when the "civilized" (=white) people man bestrode the world like a colossus. But wait! How can that be, since this is ostensibly an 'Egyptian' story? Yeah—it isn't. For all you wondering if the subaltern can ever really speak/get out from under the thumb of their former colonial oppressors, all I can say is, if Smith is writing for you, not bloody likely! This entire "Egyptian" story has the cloying stink of European high medieval fantasy epic all over it. People freakin' bowing, spouting chivalric nonsense all over the place--at least Smith should have had the decency to set this tale where it belongs, in medieval Europe, and not slapped the highly suspect fig leaf of 'ancient Egypt' over it! Worst of all, the millions (that's right, millions) of people who read this nonsense come away thinking, "Now I know all about Ancient Egypt! Golly, what a romantic time it was—never a dull moment, what?" This is all enough to make me want to cry. Of course, negative reviews can't affect either Smith himself or his gazillions of fans, meaning that book sales won't suffer because of my visceral dislike. (I dislike this book so hard I was clenching my teeth like nobody's business while reading it, and by the time I gave up, I needed the psychological equivalent of the Jaws of Life just to pry the splintered ruin of my teeth apart.)

So in conclusion, if you've never read any of Wilbur Smith's Ancient Egypt train-wreck of a series, congratulations. You dodged an elephant-sized bullet. And if you just love Wilbur Smith and can't understand how I could be so mean and isn't Taita just so wonderful after all, please consult the following checklist: are you a 1) white? 2) man? Since you answered yes to both 1) and 2), quod erat demonstrandum. Do not pass Go, do not collect $200, just go straight to jail—I hope all they give you to read there is Desert God :)


The Math:


Objective assessment: 3/10

Bonuses: +1 for the off-chance that the second half of the book is better than the abysmal first

Penalties: -1 for awful writing, -1 for awful characters, and -1 for an astonishingly awful story

Nerd coefficient: 1/10 "Yowsers—run for the hills!"


[NB on scoring: we give out 1/10 very sparingly on this site, which should demonstrate yet again the level of stinkitude here.]


This has been a public service announcement warning you of the unprecedented toxicity of Wilbur Smith's Desert God, brought to you by Zhaoyun, protecting humankind from the forces of darkness (and bad taste!) here on Nerds of a Feather since 2013.

Microreview [video game]: Alien: Isolation

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(Almost) Perfect organism.



I’m a huge fan of the Alien franchise. Alien is an amazing movie. The rest of them are mostly good for different reasons, but Alien is the true masterpiece. The video games based on the franchise, however, have largely focused on Aliens and beyond. It’s all marines, and pulse rifles, and “game over, man”, and usually predators too. The next most recent Alien franchise game was Aliens: Colonial Marines and it was a huge mess, but it was a straight-up action game. A bug hunt, if you will. It seemed like Sega had wasted a lot of money and time to make a game that couldn’t do any justice to the movies. Now, we have Alien: Isolation. Note the difference in title. Alien rather than Aliens. Isolation, not Marines.

There is but one alien. There are no colonial marines. There are no pulse rifles. This is a game that wants to recreate the suspense and horror of the original Alien. The game casts the player as Amanda Ripley. Amanda is the daughter of Ellen Ripley, the main character from the Alien series. Amanda’s an engineer and she joins a Weyland-Yutani crew to retrieve the flight recorder of the ship her mother disappeared from in Alien, the Nostromo, from the space station Sevastopol.
Sevastopol, from a cutscene
Isolation is a first-person game, but to call it a first-person shooter would be misleading. Sevastopol is inhabited with scared civilians, scavengers, maintenance androids (known as Working Joes), and an alien. Though the game provides a handful of weapons and constructable devices to combat these threats, in most cases, it’s a better idea to run and hide. In sharp contrast to every single other Alien game ever, this alien is invulnerable. It cannot be killed, only chased off or evaded. The androids are not invulnerable, but they are rather hard to kill. You will waste a lot of ammunition if you try to kill all of them. Fortunately, Sevastopol is littered with cabinets, lockers, and closets to hide in. The AI is not particularly hard to get away from, either. The alien has rather good vision and runs faster than Ripley, but the androids seemed particularly unaware of their surroundings. They were more of a threat in numbers. Human combatants seemed to have the awareness of the alien, speed of androids, and guns. In fact, I was rather put off early on in the game by the first encounter with hostile human enemies. I started the game on ‘hard’ difficulty, and as soon as anyone spotted me, I was riddled with bullets and reloading my save game. It happened about 10 times on the very first enemy encounter. I just couldn’t get around them sneakily. After I dialed the difficulty back down to medium, it was less of a problem.

This mixture of threats lead to some interesting situations. If the alien was around, it could be exploited to clear a path. Most often, if I found hostile humans, I’d use a throwable or other tool to make some noise. It would attract the alien, who would summarily clear the room of all hostile humans. Then I could swoop in, pick ammo off of the bodies, and continue on my way. This never seemed to work with androids, though. I guess the alien didn’t care about them. This ambiguity also affected the constructable items. There are a lot, such as noisemakers, smoke grenades, EMP mines, molotovs, and others. There is no tutorial, which I appreciate, but it takes some practice to learn the usefulness of each item. I never found a situation where the flashbang would’ve been more useful than any of the others. This combined with a save point system to create a lot of tension, but also at least some unneeded frustration.
Some really incredible lighting and effects.
You can’t save anywhere, only at emergency terminals. These terminals helpfully beep continuously, so they’re easy to find. However, there is a delay between when you use it, and when the game saves. This means that if the alien is chasing you, you can’t run to the save point to save your progress before it impales you from behind. There were also a couple situations in which the next save point is far enough away that dying before you reach felt like a real loss of progress. A particular section had me navigating a stairwell while stopping to turn on lockdown systems. The stairwell was littered with androids, and the alien was lurking around. Combat makes noise, so engaging the androids meant also engaging the alien, which I was not equipped for at that point. I died more than a few times because I had gotten two of the three lockdown systems turned on, but an android stumbled across me, and the alien ate my face in the ensuing struggle.

So the AI isn’t great, the save points suck sometimes, and the story is thin, but Alien: Isolation is fantastic to play. All of the environments are ripped straight from Alien, and amazingly detailed. Sevastopol looks lived-in and falling apart. It almost decays in front of your eyes. Every work area is filled with tools and containers. One of the best parts of Alien is that the set design is amazing and it’s just as good in Alien: Isolation. Human enemies talk to each other. Working Joes mutter to themselves constantly. The alien hisses and crawls through vents. All of the screens and monitors and computer interfaces look perfectly early eighties. The environment in Isolation is unparalleled.
Spoiler alert: This isn't going to do anything to the alien.
This level of detail is also enhanced by the immersive controls. They’re fairly simple, but the game combines them in interesting ways. Door bars need to be removed, maintenance hatches need to be cut off with a torch, security systems need to be hacked. These are all done with two mouse keys, a use key, and the movement keys. You can look around while you’re performing most of these actions, so you can see if an android is approaching or if the alien is in the distance. Even though it was often too late to escape if you did notice such thing, being able to keep an eye out felt right for this game.
I love the eighties technology aesthetic in this game.
Most first-person games clock in under 10 hours. The bigger budget games can get even shorter, such as Call of Duty games. Alien: Isolation does no such thing. I clocked 15 hours into it. It may have gone on a little longer than it needed to, but I never felt like it was outstaying its welcome. In fact, the more I played, the more I wanted. After getting past the frustrating stairwell bit, I was hooked.
"I admire its purity. A survivor... unclouded by conscience, remorse, or delusions of morality."
The bottom line is that, despite some minor flaws, Alien: Isolation is an amazing game, probably the best Alien franchise game ever.

The Math

Baseline Assessment: 7/10

Bonuses: +1 amazingly detailed environments, +1 Alien game that’s not a bug hunt, +1 immersive, sensible controls

Penalties: -1 dicey AI, -1 save point frustrations

Nerd Coefficient: 8/10 (Well worth your time and attention)

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Reference: Creative Assembly. Alien: Isolation [Sega, 2014]

Bonus DLC Review: I had a chance to play through the “Crew Expendable” and “Last Survivor” DLCs for Alien: Isolation before posting this review. These two DLCs are short (maybe 30 minutes each) but replicate some of the intense parts of Alien, taking place on the Nostromo and playing as members of the crew. It’s cool in the way that walking through a movie set is cool. The ship is lovingly recreated and there are audio logs from the crew scattered about. There’s not a ton of new game to play in here, but any Alien fan should play them.

THE MONTHLY ROUND - A Taster's Guide to Speculative Short Fiction, 11/14

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Welcome back. Thirsty for some good short fiction? Just sidle up to the bar and let your loyal storytender pour you something to take the edge off. Looking for something sweet? Bitter? A touch of both? Let me tell you, this month's had it all. The hardest part has been picking my favorites (and wow has that been hard. There have been so many worthy stories, far too many to list here). But I think I have managed to find my round for the month, so sit back and relax and get your taste buds ready for some great stories.

Tasting Flight: November 2014



"What Glistens Back" by Sunny Moraine (Lightspeed #54)


Art by Elizabeth Leggett
Written like a heart breaking, "What Glistens Back" by Sunny Moraine is Barleywine, hard and deep and full of a taste like falling. This is not a story for the faint of heart; this is for ugly crying and confessing. The story, an off-world science fiction, is short and incredibly bittersweet. The main character, Sean, is relatable, human, and in his descent toward a planet's surface the reader falls as well. The hook is immediate, that rush of air as Sean falls toward the planet to die. The writing, like the character, is a bit sentimental, framed as Sean's life passing before his eyes, and more specifically his life with his husband, Eric, who also happens to be the comm officer who talks to Sean as he falls. That's right, this a story mostly about a man talking to his husband and they both known he's going to die. Soon. By falling onto a planet's surface. From space. So it hits, and it hits hard, the emotion pouring from the words with art and grace. Which is not to say that there aren't some surprises, as Sean has a revelation of sorts as he approaches the ground. But the story itself is a lot of what I love about science fiction, both the sense of adventure and exploration and also that these characters bring their humanity with them, not in a colonial, terrible way, but in the beauty and vulnerability that is the core of Sean and Eric's relationship. It's not an easy read, just like barleywine isn't an easy drink (at around 10% abv, it's no slouch), but it's satisfying and enough on its own that by the end there will be tears.

"Late Nights at the Cape and Cane" by Max Gladstone (Uncanny #1)



Art by Galen Dara
I almost went with bourbon for this story because it features into the story itself, but "Late Nights at the Cape and Cane" by Max Gladstone is much more a dark ale. A mouthful, to be sure, but still very drinkable, very readable. A supervillain story with hints of goodness, there is some darkness but nothing to overpower the senses. Instead the story offers up a look at the "game," the unspoken understanding between superheroes and supervillains, showing through Doc Sinister a man both desperate for a victory and afraid of what it might mean. Determined to actually win against his nemesis, Sinister does something not just villainous, but evil. It's a clear distinction that the story makes, that makes the denizens of the Cape and Cane, a bar for supervillains, nearly redeemable. Because that is what makes a villain great, not that they are evil incarnate, hurting and killing and torturing at a whim, but that they are striving for their own kind of justice, albeit one bent and distorted. The story focuses a bit on the nobility of the supervillain, the lamentable fate of always being on the losing side, while still offering some hope. As a fan of comic books, this was a fun read, something to smile over despite the rather dark content. Because while the heroes are the ones you might want to win, the villains can sometimes offer up a more interesting perspective.

"We Were Once of the Sky" by Yosef Lindell (Beneath Ceaseless Skies #161)

Art by Juan Carlos Barquet
Blending harsh loss with harsher realities and just a hint of hope, "We Were Once of the Sky" by Yosef Lindell is an Old Fashioned, a mix of bitters and dark spirits and just a hint of citrus. The story centers around a Beta, Kev, a member of an alien race who crashed on Earth a while ago and who now live in terrible conditions. Set during the Middle Ages, the Beta are shunned, treated like second-class citizens, and struggle with both their place in human society as well as their past, which exists only as relics that younger Beta like Kev are having a harder time accepting as valid. As the Black Death spreads throughout the lands and decimates human and alien alike, Kev has to decide what to do, and what to believe. The story does a great job at showing the conflict within Kev, to distance himself from the misery of his people and his parents, to believe in the human doctrines and theories concerning the universe. And yet the faith of the Beta is not one mired in blind belief but in the past, in the knowledge that is slowly being eroded by human logic and progress. It captures both the generational struggles and personal enlightenment that is so integral to growing up, and leaves the drinker chasing the fleeting tang of the citrus through the bitter bite of the rest of the drink. Definitely not something to enjoy at a picnic, this is more something to sip in the dark while gazing at the stars.

"Candy Girl" by Chikodili Emelumadu (Apex #66)


Art by Mark Greyland
I can't help it; "Candy Girl" by Chikodili Emelumadu is a chocolate stout. Dark and sweet but with a deceptive bite, this story about a woman, Muna, being accidentally transformed into chocolate and then eaten is a pleasant surprise. A surprise because you wouldn't normally think something so dark would be so funny. And yet there is such a sarcastic wit at play in this story that even when dealing with such serious topics as cultural appropriation and erasure and sexual objectification, it manages to be a fun read. And I want to think it's because the writer does a great job approaching these topics through the rather outlandish premise of a woman transforming into chocolate. When you really stop and think about it, it's about how she has lost control of her body, how she has been changed into something that she doesn't even like, and can do nothing to stop it. A white man who thinks he knows more about her culture than she does has condemned her to this because he mixed up the word for person with the word for thing. Or maybe didn't really mix them up, but rather said how he actually feels. It's a terrifying prospect, and yet she never really loses hope. It helps that the cast of characters is incredibly fun, from the cousin to the husband to the woman they go to for advice. And what could have been a depressing story, because there is no saving her from the fate of being eaten, is instead hopeful because even having been consumed she finds a way forward, a way to take back her power, if not her life. She lives with the scars of what happened to her, but never loses her spirit. In good stout fashioned, this is a layered story, dark enough to make you stop and think, sweet enough to leave you craving more like it.

"A Moon for the Unborn" by Indrapramit Das (Strange Horizons11/10/14)

Coming in at my favorite story from an amazing month from Strange Horizons, "A Moon for the Unborn" by Indrapramit Das is a mug of spiced wine. When cold, it rattles the bones, bitter and acrid. When warm, though, it's something else, something to banish the chill, to ease the stress of living and bring back feeling to numb fingers. Here again is a story that deals with some heavy material, with the loss of a child, with transgender issues, with hope and ghosts. And while it should probably be accompanied by some trigger warnings, it manages to be hopeful while giving proper weight and respect to what the characters have gone through. The imagery in the story is sharp, the idea that these stillborn children might walk as ghosts on an alien world very chilling and traumatic for the characters to deal with. At its core, this story is about a relationship which is both traditional and anything but. There's a lot going on in the story, and like mulled wine there is added spice of interesting locations and poignant character moments. I would have liked to see a bit more about the planet and the moon that had caused the phenomenon, a little bit more on what might really have been going on, but I understand that the story really wasn't about that. It was about these two people trying to create new life, and the story ends the way all mugs of spiced wine seem to end, with the reader warm, tired, and a little fuzzy on the inside.

"Mrs. Yaga" by Michal Wojcik (Book Smugglers)


Art by Jacqueline Pytyck
A somewhat creepy but very empowering fantasy, "Mrs. Yaga" by Michal Wojcik is a Merlot, on the sweeter side of things and a lot of fun to drink in quantity. It introduces Aurelia, a young woman who has been the ward of Mrs. Yaga, sold by her parents into something that isn't really slavery, but isn't really freedom. She chafes under Mrs. Yaga's rules, especially the one that keeps getting suitors sent off on far adventures that they never return from. Aurelia has aspirations of escape, and at first pins her hope on rescue from an outside, male party. As she sees her prospects dwindle, though, she finds a streak of stubbornness and decides to just rescue herself. It's a nice idea, bending the conventions of the fairy tale genre in ways that, while not really the newest around, are still refreshing and fun. And the writing itself, from Aurelia's mild naivety that blossoms into optimistic action to Mrs. Yaga's questionable and grey morality, everything worked. The prose is intoxicating, easy to get lost in, and the story moves smoothly, with only a small amount of grit. And there are layers to unpack, especially when looking at the relationship between Aurelia and Mrs. Yaga and the role Mrs. Yaga plays in the community. But more essential to the feel of the story is the uplifting, kick-ass message that sometimes the best way to go about getting rescued is to do it yourself.



Shots


"Monoceros, Ptolemy Cluster" by Steven W. Johnson (Flash Fiction Online)


Art by Dario Bijelac
An off-planet space Western, this story is a shot of whiskey. About two old friends caught on opposing sides of a theft gone wrong, the story looks briefly back at their friendship, and on the hard lives they've been forced to live since coming to the planet their final showdown takes place on. The feel of it is one of yearning, one of failed prospects and regret, for which whiskey is infinitely suited. It conjures up the feel of a Western with its dust and sand and rough edges while keeping the frontier among the stars.






"Caretaker" by Carlie St. George (Shimmer #22)


Art by Sandro Castelli
Hiding the harsh reality under a layer of uncertain confection, this story is a snowshoe, brandy and peppermint schnapps. The main character of the story lives with a sort of curse passed on from her mother, who killed herself. Now dead bodies keep appearing at their side, whisked away so that family and friends don't have to see. And the main character buries them where no one will find them so that the survivors can have some hope that they're not really gone. The story hits with the strength of the brandy, harsh and unpalatable for many, but with the sugary sweet of the schnapps, with the covering over of the hard with the easy, it goes down a lot easier.




"The Beetle Farm" by DeAnna Knippling (Plasma Frequency #14)


Art by Jon Orr
Whenever I think bugs I think Jaegermeister, so that's what I'm calling this gem by DeAnna Knippling. About a classroom project where beetles are divided into classes to see how they will react, the story shows the teacher's reaction when one of the experiments turns out much different than she imagined. Dealing with class and expectations, the ending is perfect, bitter and harsh and ice cold, just like how I like my Jaegermeister.







POSTED BY: Charles: writer, reader, reviewer, and recent addition to the Nerds of a Feather team. If the above stories aren't enough, maybe check out his latest, "Handful of Spring," out in the latest issue of Heroic Fantasy Quarterly.

Microreview [book]: For A Few Souls More by Guy Adams

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The superb final part of The Heaven's Gate Trilogy


This book may come out of nowhere for those of you unfortunate mortal souls who are damned to ignorance of Adams and his fun, complex, horrific, humorous and largely brilliant work in this trilogy so far. I reviewed the first and second instalments on NOAF last year (back when we still said 'The Meat'). If even vaguely interested in reading his delightful mixture of Philip Pullman and Sergio Leone, then please do look at my articles on The Good, The Bad and The Infernal (which I mistyped as Internal, whoops) and Once Upon A Time In Hell  first before reading this, as you may want to avoid SPOILERS ahead.

Now, whilst my cat still looks like Lee Van Cleef, I am still no nearer a Westerner in the dusty, horse-riding sense of the word, and have moved to an even more Englishy bit of London. There are deer in the park next door, and the park has a palace in it. And the palace has a pub in it. Also I am now a dad, so having been reading this in tiny bursts at night rather than in the leisurely, long gulps of a year ago. With such a skewed (and sleepy) perspective, I was therefore concerned I would be less enthralled by the finale of this trio of fantasy western horror adventure. I was wrong. As wrong as it is that there are Canadian geese in the park. Talk about an immigration problem. They are so noisy. And take all the best jobs on the pond.

Adams in fact improves on the previous two novels. Admittedly, he might well be helped by less of a need for exposition and gradual builds, as with any final chapter, yet he introduces new central characters and expands his universe ever-further, so complicating his task ever-further. And whilst he wastes no time in leaping into the action, he allows space and atmosphere to soften the breakneck pace of the plot, and deepen the experience for the reader. There is world-changing drama unfolding, yet there is always time for a fresh bizarre freak of Hell to enjoy hearing about, or a poignant yet grizzled view of the situation by one or another.

He begins as he ended 'Once Upon...'. (spoilers) To start any book with God in the form of a little girl with a fatal bullet-hole in their head is... well, it is bold. And risky, too. Whilst Samuel Goldwyn famously wanted stories that started with an earthquake and then built to a climax, British-born Adams (now residing in the spaghetti western location of Spain) could easily have overdone it with the insane and shocking yet very entertainingly-bonkersness of God being murdered, and then had nowhere to build up from that. Thankfully this is no Alien3 reboot, nor no Return of The King sludgy-trudge through fudge.

What is more, the novel explores 'heaven' and 'hell' in finer detail, answering many of the questions left hanging before, and the additional characters, particularly the Mitty-esque Arno and the priapistic Popo, who in very different ways bring the story forward. There is a danger at times like in the earlier parts of too many strands of action, of too many people, and at least twice I quietly despaired of another introduction another character. Yet the pace is near-flawless and the compassion and fun metered out to each new figure is well-measured. And, crucially, what strikes me as a potential minefield of storytelling - depicting the afterlife and religion in an entertaining yet subversive way - is simply relished by Adams. God is 'dead', and Lucifer has his eyes on the Oval Office, but it all sort of, well, just works, in a way that it shouldn't, that genre pieces so rarely do.

There are elements that don't entirely work for me, and I would have enjoyed less of the monks and the long descriptions of Hell's freaks' wild physiognomic characters. Also, I did feel that perhaps the tale did end a bit like a swift wrap up rather than a profound end, and perhaps the earthquake start was in fact overshadowing the work. But it doesn't matter. For, just as we are all online moaning over a myriad points about how The Force Awakens, we are nevertheless interested enough to engage. And For A Few... is nothing if not engaging, compulsive reading.  In short, strap on your boots, pull up your scarf and kick your heels, because this crazy trilogy is well worth a read. Just try and get to it when you have the time. They are worthy the attention that a welcomely-distracting baby denies!


The Math

Baseline Assessment 9/10

Bonuses : +1 for a sincere, original look at faith and mortality that proves the author as a true literary creator who should not be stuck in a genre ghetto but read by all

Penalties : -1 the ending making me want more and a little deflated; for if God can be killed, why can't a trilogy have a fourth part...?

Nerd Coefficient : 9/10 "very high quality/ standout in its category"

POSTED BY : English Scribbler, contributor since 2013 and bottle-slingin' barkeep/sheriff since 1868

Microreview [book]: Discovering Aberration by S.C. Barrus

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Lovecraftian in the Best Possible Way
Buy it from the author here.

Self-published author and friend of the blog S.C. Barrus is currently releasing a steampunk serial set in the world of his debut novel Discovering Aberration. I wanted to read the serial, so I figured I should read the novel it drew upon first. What I got wasn't what I was expecting, exactly, but in the end was a very solid first novel.

Franklin "Freddy" Fitzgerald is having trouble settling into his new, respectable role as a professor, following a youth spent in street gangs and then a brief career as a sort of professional adventurer, which he parlayed into a successful book. His only friend on the faculty, Dr. Lumpen, teaches archaeology, which in this world is a disreputable, cutthroat field regarded as essentially grave-robbing. But Lumpen has discovered a map to a previously uncharted island, stolen it from the most feared name in the criminal underworld, and wants Freddy to help him reach the island and bring back what Lumpen supposes are riches and strange wonders. Freddy agrees, they get a ship and a crew, and set off, with the big complication that a number of other crews have also gotten their hands on copies of the stolen map, and suddenly it's a race out to sea. 

That's the first half of the book, and it's where I felt the story struggled a little. There is some fantastic world-building here, rounded-out with wonderful linguistic inventions (or appropriations, either way) my favorite of which is "he laid down his knife and fork" as a euphemism for dying. But it's a slow first half. There are a lot of characters to set up, a lot of backstory, and quite a bit of internal "should I or shouldn't I" back and forth on Freddy's part. This all felt like prologue to the real story, and despite Barrus' skill at rendering the world and characters, I found myself wanting the book to get to it, already.

But once Freddy, Lumpen, and company reach the island, everything changes. Things go sideways immediately, and get very dark. Not grimdark — there is a lot of violence, but it's not what I would consider excessive or sadistic — but the juxtaposition of a steampunk alt-Victorian society and a savage, almost alien island that literally distorts its visitors' sanity and quickly runs red with blood is striking. From the halfway point forward, I found myself increasingly reluctant to put the book down, and loved being immersed in a truly Lovecraftian world that continually surprised me. I don't want to spoil any of those surprises, though, so grab the book. You can get it free, for Pete's sake (though you should really throw the writer a few bones, or clams, or whatever you call them).

The Math

Baseline Assessment: 7/10

Bonuses: +1 for consistently well-rendered characters, both male and female; +1 for being evocative of Lovecraft without feeling like an imitation

Penalties: -1 for feeling like the proportions were a little off.

Nerd Coefficient: 8/10, well worth your time and attention

Posted by — Vance K, resident cult film nerd who occasionally wades into the book-reviewing waters.

Barrus, S.C. Discovering Aberration [Away and Away Publishing, 2013].

Thursday Morning Superhero

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The kind folks here gave me the week off for Thanksgiving and things were looking up.  We started putting Christmas decorations up at the house (the Star Wars tree will go up this weekend), I spent most of Thanksgiving break playing board games with my son, and I am in the home stretch this semester.  Then I read Chew.


Pick of the Week:
Chew #45 - Well, John Layman just ruined Christmas.  Sorry Virginia, but there isn't a Santa Claus because he would never allow something like this to happen.  I knew that nobody was safe and that Layman wasn't scared to pull some major punches, but this one is below the belt.  Maybe if I put my fingers in my ear and say "lalalalalalala" I can pretend it didn't happen.  Maybe issue #46 will open with this character, looking sharp with Patrick Duffy hair, taking a shower and we will learn this is all a dream.  I know in the bottom of my heart this isn't true and these last five issues are going to be soul-wrenching, but this was just too cruel.  The only good that came out of this issue was a nice Kool-Aid gag and the best sounding lasers in the business.  Still, I feel as if I have had a "pyeoom, pyeoom!" right in the gut.  Curse you Layman!!!

The Rest:
Birthright #3 - Josh Williamson and Andrei Bressan's exciting fantasy tale continues this week as Mikey is beginning his epic quest back in this world. Utilizing some impressive magic he was able to escape from the police and rejoin his father and brother.  It appears that his mother can see through his tricks, but regardless, he sets on his quest to slay the five escaped criminals from his world.  This series is a good to look at as it is to read.  Bressan, colorist Adriano Lucas, and letterer Pat Brosseau do a marvelous job in the juxtaposition of fantasy and reality.  The effect is stunning and I am oddly reminded of the live action Masters of the Universe movie.  In a good way.


Gotham Academy #3 - This series just continues to be plain fun.  If it could avoid being as bad as Gotham, which wouldn't be too hard, it would be a perfect fit for television.  My wife is a big fan of the high school drama shows like Dawson's Creek and The O.C. (I swear it's her!) and this would fit that genre well.  It would have amazing cameos considering all of the colorful characters that populate Gotham and would hook a lot of readers if it were as well written as this series.  The ghost hunt was both entertaining and horrifying.  I love the pacing of this series.  It provides insights into the characters that attend the school while maintaining a focus on the story that the issue revolves around.


POSTED BY MIKE N. aka Victor Domashev -- comic guy, proudly raising nerdy kids, and Nerds of a Feather contributor since 2012.

Microreview [book]: The Bloodline Feud by Charles Stross

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All in the Family


Let's get some admin stuff straight first: The Bloodline Feud is a re-release. It's actually the combination of two previously released books, The Family Trade and The Hidden Family. The Merchant Princes series is six books, but they've been re-released as a trilogy (as Stross originally intended) with each book now containing two of the previously released titles. The Bloodline Feud is the first of the re-released trilogy.

In The Bloodline Feud, we meet Miriam Beckstein, a biotech reporter who immediately loses her job for uncovering a story too big to handle. After visiting her adoptive mother, she finds a pendant in her biological mother's belongings that allows her to travel to another Earth. This Earth, however, never left medieval society, and she's the long lost daughter of a countess, and niece of a powerful duke. She is, more or less, lost royalty with more money and power than she'd ever had in the mundane world. Her collective family are known as The Clan, and they are world-walkers. They've established a base of power in the medieval world through mercantilism, importing and exporting goods between Earths. However, not everyone is thrilled to see Miriam, as she and her line of the family were suspected dead for so long. She has enemies inside The Clan, enemies outside of The Clan, and another mysterious faction that also poses a threat. Among these, she must conform and navigate the social world of this alternate Earth, and she's not quite sure she's willing to give up the comforts of the Earth she has known for so long in exchange for palace politics, reduced agency, and near-limitless wealth.

Of the Stross novels I've read, The Bloodline Feud is the least fantastic. World-walking is tantamount to magic, but this story has a lot to do with how Miriam rejects the majority of medieval life and the family trade (hence the first book's title). She's an independent, strong-willed woman who doesn't see the benefit in exchanging even her mediocre life in the modern world for an arranged marriage and the life of royalty. However, none of this is particularly boring because it's well paced. Miriam's life is threatened on a number of occasions and the palace politics approach the machinations of a Song of Ice and Fire novel.

What I described before is largely the beginning of the first book, and the second book introduces a twist into the story. It takes the book into a fairly interesting, if a little predictable, direction. While the point of view largely follows Miriam, there are the bits and pieces of other peoples' perspectives as needed to inform the reader of things Miriam cannot know. Again, these are well placed and keep the story interesting to read.

Unfortunately, the characters are fairly flat. Miriam and her mother are interesting, but the rest hold no secrets (even the ones who do hold secrets from Miriam) and do nothing unpredictable. The story also happened to vomit out the most interesting parts at the very last 50 pages. It wraps up with plenty of unresolved matters (expected, because it's part of a series), but it also glosses over some significant events. Getting closer to the ending, I knew it was not going to put a bow on every plot string, but I expected some of the more significant events to get bit more gravity. I also found it fairly odd that more than enough time is spent in the beginning to describe Miriam's current occupation, but that mostly goes to hell in the first 100 pages, and it's brought up again maybe five times over the course of the rest of the novel. I guess it gives background to her actions but there's not much use for a biotech reporter in the medieval world, and her strength's don't seem to rely upon that background.

Sad to say, though I enjoyed this book, it is probably the weakest I've read from Stross. It's got an interesting hook, but perhaps it is a bit too long. The two books combined suffer, where a solid break between them might have been more appropriate.

The Math

Baseline Assessment: 5/10

Bonuses: +1 intricate family plotting

Penalties: -1 completely steamrolled ending

Nerd Coefficient: 5/10 (Problematic, but has redeeming qualities)

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Reference: Stross, Charles. The Bloodline Feud [Tor Books, 2014]

Childhood Classics - The Box Of Delights, by John Masefield

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Sometimes rose-tinted spectacles are the only way to look back

This is a quality cover and the edging around them is not cheap and the dog is cool and anyone saying otherwise just... just shut up... you just don't get it... 
So, dear reader. It is that time of year. If you follow the new fancy Gregorian calendar, the final month of your year has fallen. If you don't, or live near or south of the Equator, then key elements of this article will be somewhat lost to you. Indeed, as with so much of my writing, so much may be lost to you unless you are me.

Oh, but you are me? You are? Really? Well, you look a bit rough, and are much taller... but very well. If you want to keep up this charade, I suppose I will indulge you, in the spirit of the season and in the spirit of enjoying your slavish devotion to my cultural desires.
I said cultural. Put your trousers back on. And your codpiece. Honestly...

So, now we are all on the same page emotionally, we can all agree that there is a nip in the air. A frost is now appearing each morning on the cars. Indeed, if you live in the NW of America, that frost has been somewhat excessive already. In southern England, and in my head (which is in southern England), it is both a time to yawn wearily as the t.v. and the high street combine to make the holiday season a garish, aggressive advert for Frozen DVDs and plastic shit, and a time to feel all warm and cosy, whether that feeling is caused by nostalgia for childhood excitement, or heated alcohol. And so I return finally to the book I promised myself to reread over the summer, and I failed, yet it holds such finer hold over the senses at this chilly point of the annual cycle.


The Box of Delights was written by poet and novelist John Masefield in 1935, and it shows, in both elements. Much of the phrasing and flow of the writing owes to a skill at verse, and much of the old-school Anglican Church and upper class morality owes to the time. But whilst this results in people describing things as 'awfully nice' there are some nice undercurrents of rebellion, chiefly in the usurping of clergy as villains-in-disguise, and the notion that the man on the street is wiser than the lord of the manor. However, it remains a product of its time, and also a product of being a sequel to a book (the in-some-ways superior The Midnight Folk) which itself was a spin-off from Masefield's historical adventure series.

Here we find the child protagonist Kay Harker returning, this time more clearly battling the forces of darkness, as he is chosen the protect the eponymous box from the evil Abner Brown and his cohorts. Warned of 'wolves running', he soon drops initial scepticism for mischevious fascination, and eventually adult commitment and bravery. The box is actually a device, which allows for some sequences that were guilty of sweeping my seven year-old imagination up in their grasp. It lets Kay shrink (handy for spying on the bad guys), fly (handy for being too young to drive) and travel through time (handy for adding some ancient English folklore like Herne The Hunter). What surprised me was how effective the action remains, and how direct Masefield's writing feels, almost a century after it was written. We visit ancient forests, see rat-men scuttling around tunnels, cars that turn into planes and paintings that hide portals in space and time. He may talk of a time of steam trains and kindly vicars yet his visual imagination is as modern as any children's author today.

As I reminded myself of the story, as Kay encounters Cole Hawlings and is introduced to a shadow world of magic and evil, it was hard to shake the familiarity born not from memory but from other works who owe a debt to Masefield. Bear in mind, The Lion, The Witch and The Wardrobe, another wintery classic, did not appear until 15 years later. In fact, more even than these other flavours polluting my viewpoint, the television series that the BBC in the UK broadcast in 1984, right after I had read the book, bore a heavy shadow over the narrative. I was unable to shake the music, the faces and the atmosphere of the creepy adaption, and it remains impossible for me to know how it stands as a novel on its own terms. To see the insanely-dated yet bewitching programme, click here  (hopefully works worldwide) and see the food critic from Frasier play a dodgy vicar in the first few minutes. The animation in particular is clunky, cheap, and utterly brilliant. And whilst the lead child actor is in retrospect is a bit weak, as child actors except Jodie Foster usually were back in the day, Patrick Troughton is good fun as Hawlings and the villains are amusingly pantomime.



But the book itself still has the key power for me - to transport me to a fantasy world far more intoxicating and desirable than any genre 'fantasy' landscape. It takes me to a place that probably didn't even exist in 1935 - a snowy English Christmastime of warm fires, happy carol singing and endless food out in the cliched, soft;y-beautiful countryside. It is an image Hollywood turn to again and again, and despite the press here claiming we will due to the joys of climate change finally get a white xmas, it is an effective image precisely because it could never exist in reality. It is idealism, it is pompous, cosy, old school Englishness. And it is as bad for you , and yet as warming and delicious , as a hot chocolate with brandy in. For once, a childhood memory held up to adult scrutiny.

So if you have no connection to my nostalgia's landscape, this is a good place to start. It's a gripping if child-friendly fantasy adventure that should take about three hours to read and takes you away to another world, albeit a nauseatingly posh English one that does nothing to counteract the view most Americans have that we all sound like Harry Potter. More so than that series and the far more beautiful and skilful Dark Is Rising (also set in the lead-up to Christmas), this is the festive season's best literary herald.




Microreview [book]: The Peripheral by William Gibson

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Visions of the future, near and far.


Warning: some spoilers

The Peripheral marks Gibson's much heralded return to science fiction (after a decade-plus of publishing thrillers). Yet those expecting a more narrow return to the "hard" near-futurism of his cyberpunk novels will be in for a surprise.

The Peripheral takes place on two dimensional planes (or nodes on a divergent timeline) separated by about half a century and by a cataclysmic event known as "the Jackpot." In the temporally foregrounded narrative, English publicist Wilf Netherton works for/is sleeping with performance artist Daedra West. But when a public stunt ends with West massacring a off-shore colony of posthumans, whomever pays Netherton's bills (and it is never clear who that is, even to Netherton) decides to cut ties. Before doing so, Netherton gives West a parting gift--a "polt" he himself received from friend, erstwhile patron and Russian oligarch Lev Zubov (a member of the "klept" that not-so-secretly runs things in the future). Lev is a "stub hobbyist," that is, a person of endless means who has discovered, through a mysterious server, a way to interact with the past. Once interaction commences, though, the timelines separate. Daedra, growing bored of the "polt," gives it to her sister Aelita.

In the stub, Burton Fisher--a veteran of of the USMC's crack Haptic Recon Force--gets paid to play a game, which requires him to keep drone paparazzi away from Aelita West (though he doesn't know that's what it is). But he wants to go upstate so he can mix it up with Luke 4:5 (an evolution of the Westboro Baptist Church) when it tries to protest a military funeral. He leaves his sister Flynne to play the game for him. Only Flynne sees a murder--one that seems too real and horrible to be part of a game. And then people start trying to kill her for what she saw. Realizing what's going on, Netherton and his patrons--under the direction of the seemingly ageless and enigmatic Detective Lowbeer--hatch a plot to bring Flynne into their world, via one of the eponymous "peripherals"--artificial bodies that can be controlled remotely--so she can identify Aelita's killer--before it's too late.

As dense as that sounds, it's really only the tip of the iceberg. But reveal anymore, and I'd be spoiling the book, so I won't go there. Needless to say, The Peripheral is a dense, sinewy mess--but the kind that begs interpretation. As such, it feels closer to the literary specfic of Pynchon, Mitchell or Murakami than Sterling, Cadigan or young Gibson.

In other respects, the book is quintessentially Gibsonian. The world of the stub does not resemble the urban hellscapes of his SprawlTrilogy, but is more extrapolation of the rural dyspotias portrayed in the television shows Justified or True Detective, albeit with added drones and 3D printers--communities ravaged by economic decay, public corruption, widespread drug addiction and the endless foreign wars that disproportionately draw from the young and poor. But the effect is similarly disquieting, because it feels close and, at times, crushingly inevitable. This has always been one of the things that's attracted me to Gibson's fiction; whether science fictional or mimetic, he always seems to have a handle on where things are and where they are headed in the immediate future. Maybe not exactly, but enough to pose uncomfortable questions without suggesting easy or convenient answers.

The foregrounded timeline, by contrast, is distinctly post-singularity. While I'm not opposed to post-singularity fiction in principle, I think Paul Kincaid said it best:

If the singularity means everything coming at us so fast that it is incomprehensible, then the author feels no need to comprehend. The author is as much outside the world as the reader is. The story, therefore, is left to stand or fall not by the sense of a lived future (because we are left feeling that even the author hasn’t lived in it in her imagination) but by how much strangeness can be thrown into the mix. In effect, the stories are not meant to make sense, because the incomprehensibility of the future to the reader is the whole point of the exercise. And in this, both reader and author are excluded from the story.

The foregrounded narrative is certainly inventive, with good characters--Netherton, Lowbeer and others; it nevertheless felt remote and cold to me, and as such, a bit tedious in comparison with Flynne's neo-Appalachia. 

Problematically, the incomprehensibility of this post-singularity future also conspires to produce a series of deus ex machina solutions to problems that emerge in the stub. Need resources? Watch Lev's "quants" manipulate the local economy (or rather, be told that they have done so). Someone trying to kill you? Have Lowbeer "send" over some more advanced weaponry. Flynne and Burton are extremely capable, but most of the time things are just done for them. This struck me as a waste of good characterization.

The Peripheral also suffers from an issue I've noted in a lot of books lately, namely, too many characters and not enough character development. In fact most of the secondary characters are either interchangeable or unnecessary, while a few that really could have used more development are as thin as reeds. Is this part of the literary zeitgeist? If so, I hope it goes away. So too the reliance on talking about things that are happening, rather than actually showing them happen.
 
Stylistically, though, The Peripheral dazzles. Counter-intuitively, perhaps, this is where felt the strongest connection to Neuromancer. Where, say, All Tomorrow's Parties gently immerses the reader in its near-future world, The Peripheral (like Neuromancer) throws you to into a deep end of speculative technology and the history, cultures and vernaculars of the future zeitgeist. No one does this like Gibson, and the uncompromising approach does ultimately pay off. However, the first 100 pages or were a slog. As such, some initially enthusiastic readers are bound to give up, as I contemplated doing at several points. All I can say is that it does get much easier to read once these things sink in, though, and I'm quite glad I saw it through.

In the end, The Peripheral isn't quite on Neuromancer's level, and it's most certainly an acquired taste, but it is still on balance a smart, sophisticated and--yes--literary genre novel that is, I think, ultimately worth braving, if only to see where Gibson's thinking about the future has taken him. On the other hand, it never quite strikes the nerve it threatens to, and in the end that's a shame.


The Math

Baseline Assessment: 8/10

Bonuses: +1 for nobody does futurespeak like Gibson; +1 for this shit is real complex, yo.

Penalties: -1 for all the talking about about things happening when they could just be happening; -1 for oh please no more gods in the machine; -1 for underutilized strong characters amid a preponderance of weak characters.

Nerd Coefficient: 7/10. "A mostly enjoyable experience." 

***

POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a
Feather founder/administrator (2012).

Microreview [book]: The World of Ice & Fire by George R.R. Martin, Elio M. Garcia, J.R., and Linda Antonsson

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Don't judge a book by its...


This book has been on my radar ever since the folks over at Westeros first announced it many years ago. It was my longest pre-order on amazon ever, clocking in at almost two years (20 months to be exact). Initial discussions pinned WoIaF as a coffee table book to serve as a sort of encyclopedia of the ASoIaF world. Perhaps talks of the cover initially described it as a world map, perhaps I made that up in my own head, but for years I was expecting this book to have an ornate, front to back cover adorned with a decorative map of the Known World. Needless to say, when they released the official cover (which you see here) I was pretty disappointed. I understand that they designed it this way to stylistically match the current ASoIaF run. I also understand that it is supposed to look like a leather book. Maybe my design expectations were too high, but when I finally received this book after years and years of waiting, my initial reaction was...meh. I appreciate that the price was so affordable at $25 but I was expecting to, and gladly would have paid three times that for a more appealing, artistic cover, or a more genuine binding.

BUT! Once you open this book it is phenomenal. The artwork gave me chills. It is astounding. I mean, just look:






And thats not even the half of it. There is so much artwork in this book it is incredible. Oh yeah, and there are words too. Lots of them. I haven't read the whole thing front to back yet, because its not really that type of book. It's one you pick up, read a section or two, and then put down and pick up again later. Its written as if by a Maester and at times you feel like you are reading The Lineages and Histories of the Great Houses of the Seven Kingdoms, with Descriptions of Many High Lords and Noble Ladies and Their Children by Grand Maester Malleon. Well, not exactly that dry, perhaps more like A Dance with Dragons, A True Telling by Grand Maester Munkin. I guess what's fun about this approach is that, as we know, Maesters tend to be unreliable narrators, so there is still some room for interpretation by the reader. 

I love fake history, and art, so to me the concept of this book is awesome. Its just that, I am a little disappointed in the execution. But perhaps that is because my expectations were so high. While it is incredibly refreshing to see so much published ASoIaF artwork that doesn't feature HBO actors, the book still seems a tad more commercialized than I would prefer. But with the success of the series, I guess it would be silly to expect less. I want to love this book more than I think I actually do, so I am having a hard time rating it. But one thing thats for certain, A World of Ice and Fire is not going to be put out on display like I had originally planned.

The Math


Baseline assessment: 8/10

Bonuses: +1 for fantastically chilling original artwork 

Penalties: -1 for the cover, -1 for being a tough read at times

Nerd coefficient: 7/10 “an enjoyable experience, but not without its flaws”

--Tia 

Reference: Martin, George R.R., Elio M. Garcia, J.R., and Linda Antonsson. The World of Ice and Fire [Bantam, 2014]

Thursday Morning Superhero

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I am at a loss at how to open this week's column and am going to talk about what has been consuming my mind for the past week.  Despite a pile of papers to grade, I have devoted much time to the Cards Against Humanity 10 Days or Whatever of Kwanzaa puzzle.   It motivated me to create a Reddit account and I have been trying to contribute even the tiniest bit of information to the team assembled here.  Once again the folk at CAH are delivering wonderful Christmas surprises and I feel good knowing how many intelligent individuals are collaborating to complete this insanely difficult puzzle. This week also delivered some great comics and I am truly impressed with how Jason Aaron has moved Southern Bastards forward in this new arc.  Sorry for the lame segue.


Pick of the Week:
Southern Bastards #6 - I was quite curious where they were going to go with this series after the first arc.  Last issue when I learned we would gain more insight on Coach Boss and they tried to make him a sympathetic character I wasn't sure.  The man was pure evil in the first arc and I didn't want to feel sorry for him.  I wanted him to act that way because he was a jerk, not because he had a tragic upbringing.  Well curse Jason Aaron for writing such a good book that makes me feel sorry for someone as vile as Coach Boss.  This issue sheds more light into his career as a player for the Running Rebs and a glimpse of what his home life was.  I didn't think I could possibly like this arc more than the first, but I am quickly beginning to think its superior.

The Rest:
Secret Six #1 - Knowing nothing of the original Secret Six, I found this new title from DC (whatever happened to 52?) quite intriguing.  Some secret organization is kidnapping supers and confining them in some sort of chamber for experimenting on.  The mix of the characters is interesting and the premise seems just fine.  While I remain in the dark in terms of who is there and for what purpose, I enjoyed the art and writing and will check out the second issue.




Walking Dead #135 - Hard to believe that this series remains as good as it is through 135 issues.  I have been up and down on the new arc, but I am beginning to see (I think) where it is going and I'm on board.  Jesus is interrogating the humans who were dressed up like and living with the walkers and I think the antagonists for this arc will be members of a cult.  Carl's actions from last issue have created tension amongst the group and I feel he will feel outcast and seek the comfort of the cult.  Well done Mr. Kirkman.





Skylanders #3 - IDW continues to do a nice job with the Skylanders license.  While the stories are nothing to write home about, they are entertaining, accessible to young readers, and provide a much needed backstory to the various residents of Skylands.  My 7 year-old is all about this comic and he takes the information from the book and applies it when he plays the video game or when he just plays with the toys.  It's great to have a book, toy, video game connection.  Highly recommend to any fan of Skylanders or anyone looking for a great all-ages book.





POSTED BY MIKE N. aka Victor Domashev -- comic guy, proudly raising nerdy kids, and Nerds of a Feather contributor since 2012.

Fantasia: Music Evolved

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[Fantasia: Music Evolved, Harmonix, Microsoft Studios, 2014]

Guitar Hero for kids, or something more?

When most people see the Disney logo on anything, they have an automatic and polarized reaction, somewhere between childlike longing for the carefree days of yore and visceral disgust at the today's bastardization of Walt's original vision for a family-friendly group of parks and films that were of the highest quality available in the world. Personally, I fall more into the former group than the latter, although I can't help but acknowledge the Eisner Effect and some of the more corporate decisions made by the company in recent years. All of that said, no one can deny that the original Fantasia is a true classic and a work of art, as well. 


Questionable corporate decisions aside, I believe they made a good call in creating Fantasia: Music Evolved. It is by far the best Kinect game released since Microsoft put out the oft-maligned piece of hardware. Although there were some minor glitches, they were few and far between. For the vast majority of the game, the Kinect is the perfect controller and operates flawlessly when it really counts. The music is highly recognizable, yet manages to stay fresh and avoid the bland quality that can accompany over-played tracks through a mix of unique gameplay and fresh remixes. While some of the stuff that has been put out by Miramax and Touchstone would make Walt turn over in his grave, I can say with full confidence that this game would fall squarely in his mission of creating quality entertainment for everyone from age 2 to 102. 

Gameplay on Kinect that doesn't make you want to smash it?



Although some of the titles that have been released for the Kinect work questionably at their best and are exercises in testing one's self-control to keep from taking a Louisville Slugger to the gadget at worst, Fantasia is one of, if not the best title to be released for the amazing yet imperfect piece of technology. While there is no question that the Kinect is an astonishing piece of equipment when it comes to motion capture technology, it has often fallen woefully short of expectations in practice. It is undoubtedly that lack of follow-through that led Microsoft to un-bundle it from their next-gen console this past May. That is really sad news for anyone who has played Fantasia: Music Evolved, because it appears they are finally figuring out how to use it properly. 


The “mouse pointer” in Fantasia is creatively titled “The Muse” after the mythological female Greeks who inspired music, literature, and the arts. Although it could be frustrating at times to operate, it was probably the best motion detection controller I’ve used on any system including the Wii.  This game is supposed to be the least glitchy of all the Kinect titles to date, but it still had a bump or two in the road. That said, it’s amazingly accurate for a motion sensor. Really the only aggravating part about using the Kinect was maneuvering around the various Realms menus used for choosing songs and progressing through the game. Once you were in the actual song part of the game using triggers during play, it was pretty seamless. The only other problem I found with the game was a bit of HDTV lag that I've found is present in all music titles. I’m a classically trained violinist so I’m especially attuned to minor issues with pitch and rhythm. Just as in Rock Band and Guitar Hero, this issue was easily fixable with a small amount of fiddling with the calibration in the Options menu.


Enough complaining, get to the game already!


The game itself is loosely based upon the Sorcerer's Apprentice portion from the original film. You are Yen Sid's (Mickey's old boss) newest apprentice. He has taken you under his wing to teach you the ways of wizardry and magic. Once you've earned your hat (The same one that got Mickey in such trouble) through a series of training exercises that teach you the mechanics of the game, the real fun begins. Sid leaves you alone in his workshop and you meet Scout. It's never really clear what Scout's job is. It appears that she may have been a previous apprentice who decided she could learn more on her own, but she's still hanging around Sid's workshop fiddling with spells for some reason. Whatever her backstory, Scout convinces you to try out your new skills on a spell she's been working on. The outcome is about the same as what happened to Mickey and you release an entity called "The Noise" that destroys all art and music. 


As luck would have it, Sid has chosen this time to run out for groceries even though he "NEVER leaves the workshop," according to Scout. That means it's up to you and your new companion to do your best to contain the evil spell you've released and keep it from destroying all the music and art in its path. You do this by correctly playing one of the most wide-ranging yet high quality soundtracks I've heard in a game.  Well-known game composer Inon Zur (Fallout 3, Dragon Age: Origins), no relation to the weekend weapons salesman from Destiny, did a fantastic job with the music selection and remixing for this game. The songs vary massively with everything from The Flaming Lips and Cee Lo Green to Mozart and Tchaikovsky, but always manage to keep the energy level up and the game entertaining. Each track is playable as the original version, as well as two "remixes" in specific other musical styles. The new-style remixes of familiar tracks don’t offend as they so easily could have, but simply add some unique touches to songs most of us have heard a hundred times before. If anything, it manages to keep the game from getting bogged down in familiarity rather than having a soundtrack of oft-played songs make a good game seem outdated.


You are able to switch from the original track to one of the two remixes mid-song. Called a "Cue Switch," a circle will appear mid-screen during a song and you have to punch through it, then swipe your hand in one of three directions, thereby choosing which version the game will play next. You have several opportunities throughout each track to switch up the style, creating your own personal on-the-fly remix of the multitude of classics in the game's soundtrack, some as old as Bach and Dvorak and as new as Gorillaz and Lady Gaga. 

Now that we know it works, how do you play the stupid thing?!


As mentioned before, there are several hand motions that are used to control the game, much in the same way that the guitar or drum set controls tracks in Harmonix's best-known series, Rock Band. These include:
  • Swipe– Move your hand in the direction of and in time with a ball through a small, arrow-shaped opening. It doesn’t seem to matter which hand you use, as long as it’s going in the right direction.
  • Punch– Punch a hole through colored circles that appear on the screen in time with the ball, once again.
  • Punch and hold– You punch through the colored circle, as before, but this time you hold your fist in the position of a second colored circle until it disappears. This is usually for long-held notes like whole notes and multiple measures.
  • Punch and swipe– For this, you again punch through the colored circle, but when finished you have to move your arm slowly in time with the music along a section of brightly colored lines. These seem to occur during slurred notes where several notes are played but, with a violin, for example, the bow would never change direction. Eighth and sixteenth notes are prime examples where 4-16 notes would be played quickly in succession. 
This may seem like a fairly small collection of movements, but trust me, when they're sixteenth notes, syncopated, coming at you at 100 bpm, it's plenty!

Realms


There are five primary realms in Fantasia. Each has its own theme such as the underwater "Shoal" seen above. Once you have completed these five levels, new ones become available. Each realm has two or three songs in it, and each song has the original track plus two remixes. You must make certain goals in order to open the remixes, but they are fairly conservative and I never had a problem hitting the mark required to gain access to a remix. Your goal in each realm is to open a Composition Spell. These are made up of various mini-games that allow you to add a personal touch to the soundtrack. 


The Composition Spells appear as geometric shapes on-screen. They are created using samples from the tracks within the realm. You must record short, two-bar phrases using the samples provided and the phrase you create will then appear in the songs as you replay them. Not only that, but there are points mid-song that you can create small phrases that are used during the track. This personal touch wasn't necessary for Fantasia to be a high-quality game, but they give it that extra bit of individual control and attention to detail that lets the player know developers had them in mind when creating this gem of a title. As both an old-time Disney fan, of both the parks and the classic films, I thoroughly enjoyed the experience of playing Fantasia: Music Evolved. My only complaint was that it wasn't long enough. However, there are at least three planned DLC packs on the way. That said, I certainly got a good workout while playing it. My 70-year-old mother uses Dance Dance Revolution as her cardio workout and I've always kind of scoffed at the idea, but the soreness in my back and arms as I type this tells me that I may have been a bit of an idiot for doing so. Although I've been slacking on my workouts of late, I think an hour or two of Fantasia would give even someone in tip-top shape a healthy cardio and upper body workout. Maybe it's time for me to go pick up a mat and start playing DDR like mom. :-)


the math

Objective Score: 8/10

Bonuses: +1 for the smooth and unique gameplay that is unlike anything I've ever seen before. Kudos to Harmonix for originality in creating a truly distinctive gaming experience.

Penalties: -1 for the standard difficulties that all motion sensor games seem to have when it comes to menus. It was just really hard to get the "Muse" to settle on the spot where you wanted it to go. It wasn't ever bad enough to get me to yell at the TV, but it was mildly annoying.

Nerd Coefficient: 8/10. Well worth your time and attention. 





Holiday Gift Guide -Mikey and Brian

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Buying stuff for people is hard! I mean, how do you know what they already have? Do you know them well enough to make a guess? So we attempted to be a bit broad, think a little outside of the box. Getting people something they didn’t know they wanted until they got it is great! Alternately, we tried to get something that they would want but maybe not pay for themselves. Something not exactly exciting but always needed, like socks. With that said, here are our picks for the Nerds of a Feather Holiday Gift Guide 2014.

Brian's Picks:


Dishonored: The Dunwall Archives

I loved Dishonored. It’s a great game that encourages creative solutions, or allows you to play it as straight as you want. But beyond that, it’s a beautiful game with a great art style.  There are just mountains of fictional history and fluff that many games overlook. Dishonored: The Dunwall Archives collects some of the best parts and puts them in a hardcover book. It’s a well-made volume that I was proud to add to my collection of good video game books. Get it for anyone who is a fan of good video games, and maybe get them a copy of Dishonored (PS3, Xbox One) to go with it!



Funko Classic Sci-Fi Mystery Minis

My wife recently got me a LootCrate subscription, and I was pleased to find a Funko Classic Sci-Fi Mystery Mini in one of the recent packages. It’s a small vinyl figure, but the detail on the sculpt and the paint is pretty impressive! Part of the fun of these is that you never really know what’s in the box until you open it. The Classic Sci-Fi series includes figures from Tron, E.T., and Firefly, among others. They make great little desk decorations so they’re perfect for the office-working sci-fi fan! Grab one here.




Xbox Live / Playstation Plus 12-month Renewal Card

These definitely fall under the ‘socks’ category, but they’re way better than socks. If you own a PS3, PS4, Xbox 360, or Xbox One, you know that your console is half as useful without a subscription to Playstation Plus or Xbox Live. You know that you’re going to be renewing it every year, and hoping the renewal doesn’t come before you find a good deal on a renewal card. You, the gift-giver, can save your gaming friends the hassle with a renewal card. Time on renewal cards stack with whatever they’ve already paid up for, so they’re instantly usable and the gift-recipient can forget about renewing for another year. Beyond that, these services give away free games to subscribers, so you’re technically buying your friend a full year of free gaming. Renewal cards are always appreciated.


Mikey's Picks:

Luke Skywalker's Lightsaber MimoPowerTube 

As a nerd who frequently travels around to various conventions, a portable power supply for your phone or tablet is a must.  While you gain points from your fellow convention attendee for being prepared, nothing is going to earn you more cred than charging your device with Luke Skywalker's freakin' lightsaber!  Not only do the good folks at Mimoco put such an amazing device in an amazing package, they include an adapter so you can plug in your MimoPowerTube into a handful of devices.  This is the Rolls Royce in the portable charging market and is perfect for the nerd in your life.  Pick one up directly from Mimoco here.

Machi Koro

About two year ago I ventured into the world of tabletop gaming.  Not knowing I was opening up a Pandora's Box of fun, I have made it my mission to indoctrinate as many people I can into this amazing world.  My strategy has been to target the youth with games that are quick and fun, but surprisingly deep and strategic.  Machi Koro is my current gateway game of choice.  You assume the role of a mayor who wants to construct four landmarks.  To accomplish this you must collect resources and build up your city.  I have read a lot of reviews that compare the game to Catan and while I think that is a fair comparison, Machi Koro really lets you control your own destiny in a way that Catan doesn't.  If your numbers aren't hitting, then simply buy a card with that number to increase your odds.  Are you a gambler?  Then focus on a couple of numbers and pray to the dice gods that you have a lucky roll.  Each game keeps you on the edge of your seat and it is enjoyed by gamers of all ages.  It has quickly risen to the coveted spot of my son's favorite game and I have already started to hook his friends with the delightful world of Machi Koro.  Highly recommended for gamers of all levels and ages.  Pick it up at Amazon at a ridiculously low price here.

Jedi Academy

I was introduced into the world of Jeffrey Brown through his delightful book Darth Vader and Son.  It was an instant hit in my family and we have been scooping up his books as fast as he can publish them.  His current series, Jedi Academy, tells the tale of a young man named Roan.  Growing up on Tatooine, he wants nothing more than to follow in his brother's, father's, and grandfather's footsteps and attend Pilot Academy.  After being rejected, Roan is in for a surprise for his life as he finds himself attending Jedi Academy under the tuteledge of Master Yoda.  It is easy to relate to the characters in this book and there are some genuinely hilarious moments (my favorite is the P.E. teacher Kitmum the Wookiee).  My favorite thing about this book and its sequel is the simple fact that it has my son excited about reading.  This is the perfect gift for an enthusiastic young reader.  You can find Jedi Academy at Amazon here.

Holiday Gift Guide (for Girls?) - Tia and Vance

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Here at Nerds of a Feather, we're big believers in women in the sciences and the science fictions. And since I have three daughters, the oldest of whom is actively building up her nerd cred more and more, I pitched co-contributor Tia the idea of doing a gift guide for girls that goes in a totally different direction than your mainstream pink-and-princesses type guides we all see everywhere this time of year. The gifts that follow, then, are not really gender-specific, but we hope that if you're shopping for a special kid with an interest in nerdy things, regardless of their chromosomes, these will give you some ideas.

Gift Guide - Vance

I bestow upon you earned knowledge. Each of the gifts below has been kid-tested in my own home, so I've seen these things in action in grubby little kid paws, and pronounce them winners.

Board Games

The two most popular games in my house this year have been Labyrinth and King of Tokyo. Labyrinth is a board game made up of moving tiles that you can shift on your turn in order to create a path to the next piece of treasure you must collect. It's fun, and a wonderful exercise in spatial reasoning. In King of Tokyo, you are a monster battling other monsters for control of Tokyo. What's not to love?
Labyrinth from AmazonKing of Tokyo at Amazon

Batman

I loved the 1960s Batman TV series when I was a kid, but in a new world that includes sprawling effects spectacles like The Avengers, I wasn't sure how the campy antics of Adam West and Burt Ward would go over. I needn't have worried. All three girls come from wherever they are in the house to dance when they hear the theme song begin, and all those "Pow"s "Biff"s and "Zowie"s have been tremendous fun for somebody who just learned to read. Now the complete series is available on disc for the first time, and even comes packaged with a snazzy die-cast Batmobile.
Amazon

Monster Feet

My eldest daughter loves monsters and Godzilla. Somebody gave her some pink monster-feet house shoes, which are fine, but she and I both prefer the Godzilla feet slippers she has. Seeing a little kid walk around the house in these things is simply the best. It's the best.
Amazon


Gift Guide - Tia

Dealing with Dragons: Book One of the Enchanted Forrest Chronicles by Patricia C. Wrede

This was my all time favorite book growing up. It’s about an improper princess named Cimorene, who doesn’t behave as a princess ought to. She tries to learn fencing and cleaning and magic and Latin…all subjects that are denied to princesses. But uncovering her parents’ plan to force her into an arranged marriage is the last straw and Cimorene skips town, eventually finding herself in the company of some dragons. She volunteers to be the dragons’ “captive,” a position she thoroughly enjoys, despite all the annoying rescue attempts by knights in shining armor.

I think I loved this book so much because it was different than all the other princess stories. I was condemned to Catholic school as I kid, so I could fully relate to being expected to act a certain way and not being able to learn anything cool. I can’t speak for the trilogy as a whole, because I never even knew there was more than one book until recently, but Dealing with Dragons is a story that will live in a little girl’s heart forever (well mine at least).
Amazon.



Harry Potter Gryffindor Jersey

This is the all time most awesome Harry Potter shirt EVER! When I finally made it to the Wizarding World of Harry Potter this summer, I was so overwhelmed with nerdiness I couldn’t handle it. Not to mention, the Diagon Alley expansion was finished but not open to the public yet, so I had to deal with that crushing blow at the same time. Talk about mixed feelings. I’m not going to lie, I did contemplate jumping the fence. There was only one guard on duty and I know I could have outrun him. But anyway, I saw so many little folks rocking this top around Orlando and it was fantastic. It’s not your typical flimsy T-Shirt, it has a little more substance to it and even some embroidery. I opted not to buy myself one while I was there and purchased a wand instead, a decision I regret. At a recent Harry Potter festival in Philadelphia I saw a mother-daughter duo sporting these matching HP jerseys and it was to die for. Universal Studios.

National Geographic Archaeology Kit: Pyramid Dig

Lets face it. Archaeology is cool, mythology is cool, and digging in the dirt is really, really cool. I worked as an archeologist for a time and was the only girl on the field crew (i.e., dirt diggers). All the other girls at the company worked in either administration or as researchers. If you ask me, we need more girls in the dirt digging department. This Ancient Egypt archaeology set looks like so much fun, and may be just the type of thing to get more of today’s youth interested in history and digging. It comes with a little chisel, brush, hammer, mummy, and sarcophagus. It even has directions on how to mummify an apple! Be aware though, this kit contains choking hazards, so make sure that the recipient of this gift isn’t one to eat non-food items.  Amazon. 

(Editor's note: Tia and I had overlapping gift recommendations, although mine involved digging up dinosaur bones, not ancient civilizations. Both are super cool. Here's the T-Rex skeleton dig we have here. - V)

2014 Holiday Nerd Gift Guide - English Scribbler

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This time next year the new Star Wars film will be out and, although my wife has resolutely never seen any of them and describes Chewbecca as "that stupid talking dog", we have a 4 month old son who has 12 months to do the following in no particular order of importance :

- learn to sit
- learn to crawl
- learn to eat solid food
- learn to stand
- learn to walk a bit
- learn some basic English phrasing like "Can we go see The Force Awakens in IMAX 3D please father?"



Within this time it is paramount that given his disinterest in reading or understanding advertising that I indoctrinate him fully in the Star Wars universe. Purely for his own benefit. With that in mind my gift guide this year is perhaps the most selfless (and therefore Christmassy) act since Oates walked out of that tent into the Antarctic night, for it is not for me, but for him. You're welcome, Jesus.

For Bedtime Reading:  'Darth Vader and Son' by Jeffrey Brown

An initially unpromising cash-in of an idea, Brown immediately counters this with warm yet edgy humour and a firm grasp of both Lucasland and parent/childhood. Also available is a Princess Leia version for those of you lucky to have a pink human version. This little beauty will probably end up with chewed corners and sick stains so I might just keep this on the bookshelf and read him Seuss's Mr Brown Can Moo. Can You? again. Amazon.

For Those First Steps: R2D2 Crocs



Check out these bad boys. Sure, soon he will only want ones featuring whatever Ja-Ja annoyance Abrams and co come up with , but for now these sleek retro steppers will be constantly falling off into dog poo and then shoved by him into his mouth and driving us crazy after the first few seconds of amusement. Amazon.

For Waking Him Up In The Morning When I'm Hungover and He is Staying Over After I Get Thrown Out For Going On About A Kids Film With Talking Dogs In All The Time: Boba Fett Lamp and Alarm Clock

You will definitely get up with this slightly rotund Boba blaring at you, and you will make your dad toast and coffee. 
For I am your father. 
etc. 
Amazon.

***

I know that by around March next year I'll already be sick of the hype and guiding Benjamin towards something less mainstream but in the meantime this can haunt his dreams.

HAPPY FESTIVE EATING AND DRINKING AND TOLERATING FAMILY SEASON EVERYONE! SEE YOU IN 2015

***

Posted By : English Scribbler, contributor and resident monarchist since 2013.



Thursday Morning Superhero: Holiday Gift Guide Edition

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My wife often complains that I am a hard man to shop for during the holiday season.  Partly because I already have too many comic books and board games, but nonetheless it can be quite tricky shopping for the comic loving person in your life.   In lieu of my weekly comic book round-up, I thought it might be helpful if I provided some handy comic related gift suggestions.


For the comic book fan who thinks he or she has everything:


With licenses like Hell Boy, Chew, Locke and Key, and Mouse Guard, there is a good chance that the Skeleton Crew Studio will have something unique.  I have a number of their products (some Locke and Key keys and a pink Chog) and their attention to detail is stunning.







For the old school comic book reader:


Somehow Boom! Studios acquired the rights to produce officially licensed Big Trouble in Little China tanks.  For the inner Jack Burton in all of us, these extremely limited shirt will without question be one of the biggest hits this holiday season.  It is going to take crackerjack timing as only 200 of these babies are being printed!








For the comic book risk taker:

Do you know someone who isn't afraid to jump into a new series?  Someone who looks forward to the big events despite the repercussions (there usually aren't any real repercussions) that may occur?  If you don't mind taking a stab in the dark, the good folk at J and K Stuff offer custom mystery boxes.  They range from $10 to $100 and they even offer a mystery  Wolverine box.  The items are guaranteed to be new and the value is guaranteed value of the purchase price.  I have seen some posts of people's hauls on various forms of social media and these are a lot of fun.





For the person who actually wants a comic book:

Unless someone tells you, it is usually quite difficult to know what comic to actually purchase for someone.  What if they already have it?  If you are concerned about these things, but know what types of comics they are a fan of, you should consider getting him or her a limited edition trade.  One of my favorites is the Sixth Gun: Gunslinger edition (limited to 1,000 units), but if you want some more options you should really check out IDW Limited.   They offer a range of items from G.I. Joe to My Little Pony.  While you are there feel free to order me a shiny Locke and Key Black Label book.  I'm not picky and will accept any of them.











POSTED BY MIKE N. aka Victor Domashev -- comic guy, proudly raising nerdy kids, and Nerds of a Feather contributor since 2012.





Holiday Gift Guide - Dean and Charles

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Dean's Holiday Gift List

In a surprise to exactly zero people, holidays are not my thing. I hate anyone feeling like they're obligated to get me anything, but here's what you should get other people.

Funko Pop FiguresI love these little buggers. Like, way too much. There are enough to suit any even vaguely geeky interest and will only set you back between $10-20.

LEGO: Seriously, can't go wrong here. Or if you can, you really shouldn't be friends with the person who doesn't like Legos. You can go as large or as small as you want here, so price can go either way. If you're buying for me, the UCS Slave I comes out in January.

Board Games: If they are not already a big gamer, buy the Settlers of Catan and make them play it (if you don't, they'll assume it's a Monopoly clone and shelve it). If they already play a lot of games, you might have to get creative. A Catan or Arkham Horror expansion would probably be a welcome gift for someone who already has a couple hundred bucks sunk into those games. On the cheaper end, Forbidden Island is fantastic and under $20. If you have non-geekly friends who think Apples to Apples/Cards Against Humanity are good games (they are not), may I humbly submit Pit? It is way funner, and intellectually stimulating and you can yell at your family and get away with it.


Charles' Holiday Gift Guide


Salsa Nocturna by Daniel José Older

The reason for this pick has more to do with Half-Resurrection Blues not coming out until early January and so being ineligible for this list. As a fan of urban fantasy and Daniel José Older, it looks amazing. For those unfamiliar with his work, though, Salsa Nocturna is a great sampling of short fiction. Published by Crossed Genres, it's a great way to get a taste for a very talented writer, and a way to whet your appetite for the new novel.
Check it out HERE

Anything from The Signed Page
As a book lover there are few things as sublimely awesome as a book signed by the author. There's just something magical about it, something powerful about holding that in your hands. Enter The Signed Page, a site dedicated to bringing signed new books into your greedy little paws. Available for pre-order (so they can be personalized) or from stock, I love this site. And what's more. Because of moving, all in-stock signed stock is on sale. I'm talking as low as $10 for a signed book!
Go now, HERE.

Munchkin Adventure Time Game

And now for something completely different. Because Adventure Time is amazing. Like my favorite show. And now it's combined with one of my favorite infuriating, I mean fun card games. Probably much easier to just pick and play than the Adventure Time Card Wars (which is a little confusing), this game combines the characters and ridiculousness of Adventure Time with the random and wacky Munchkin system. Seems like a good match to me.
Available HERE.

The Inheritance Trilogy by N.K. Jemisin

Now in one volume. With extra content. Extra content! I really shouldn't have to say more about this. But I will. This is a tremendous deal. Three novels and the bonus content all for about $20. And out just in time for the holidays. I absolutely loved the Dreamblood books, and have thoroughly enjoyed Jemisin's short work as well. And with everything included in this omnibus, it's sure to please both die-hard fans and new readers. Seriously, this is a no-brainer. Go out and get this.
Maybe from HERE.

Through the Woods by Emily Carroll

Like horror? This is the best I have read in a long, long time. Like ever. The art is disturbing, beautiful yet twisted, and the stories are deeply chilling. Carroll's art bleeds from the page and right into our world, twisting images like the iconic Goodnight Moon room into something much, much darker. And nothing says Christmas like unbridled terror, right? 
Get it HERE.

Subscriptions! (I'm talking SFF zines, of course)
There are so many worthy places to throw your money at this holiday season. Or to give as a gift through something like Weightless Books. There are honestly too many magazines to really list them all, but anyone looking to narrow down the list can check out my suggestions in the last two MonthlyRounds. You really can't go wrong with subscriptions, and it supports,  you know, actually paying SFF writers for their craft. Most places release their stuff for free, but there are perks to subscribing and, if you can afford it, why not?

So there it is! I hope you're a little more prepared for this holiday season now!
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