Owen “Z” Pitt and his team of Monster Hunters have just completed a mission in Mexico when Z is attacked by a powerful supernatural. Apparently he woundedÂ the Big Bad in the first book, and there’s a now a price on his head.
Not quite as good as the first one, but still a good time. Mr. Correia certainly knows how to write an action scene.
Owen Zastava Pitt is an accountant working a boring job with an idiot boss. Until his boss turns into a werewolf and almost kills him. But Owen Pitt is a huge, strongÂ guy and a gun enthusiast. After defeating the werewolf he is recruited by aÂ secretive organization called Monster Hunter International. They hunt and kill monsters such asÂ wights, zombies and Vampires. The US federal government pays bounties on killed monsters, and even has a Monster Control Bureau to deal with the secret threat.
The premise is silly but it doesn’t matter. Pitt and his colleagues are a fun bunch to hang out with. The story is full of action and moves swiftly forward. Mr. Correia has a knack for cynical, dry humor that reminds me of John Ringo. Good fun!
Jernau Gurgeh is the best game player the Culture has ever seen. (For clarity, these games areÂ analogous toÂ theÂ board games of today. He writes scholarly papers on them. He takes parts in tournaments. He lives and breathes games. However, he is somewhat bored. The Culture is a post-scarcity society,Â with no want, death, suffering or exploitation. Winning at games is a purely intellectual pleasure. However there are civilizations outside the Culture. Gurgeh is contacted by Special Circumstances, a branch of “Contact”, the Culture’s organizations for dealing with newly contacted civilizations. It seems that in the barbaric Empire of Azad, a monumentally complex game is used to control appointments to government offices, even so far as to decide who becomes emperor.
Writing about a post-scarcity utopiaÂ is difficult. There is no real struggle. The interesting stories come about when there are encounters with the world outside the utopia’s borders. In fact the novel is slow and ponderous until the action reaches the Empire of Azad. The protagonist suffers from ennui but the reader is not left with a strong impression of him. He comes alive once the stakes are real, going through a transformation from happy but docile citizen of the culture to vibrant player, both literally and figuratively, with the means to affect society in very significant ways. The metaphor may be in-your-face but it is still well written.
Originally published as five linked novelettes,Â which is why this is also known as “Wool I-V”, this novel is set in a large, vertical underground habitat known as the Silo. The inhabitants are unaware of the outside world apart from the desolate and poisoned terrain they can see on cameras set at the top level of the Silo, which just breaches ground level. The worst crime in the Silo is talking about going outside. The punishment for this is being sent out for “cleaning”, which involves being put into a protective suit and cleaning grime off the lenses of the cameras. After a few minutes the suit fails and the criminal dies in the toxic atmosphere. However, even the cowed inhabitants of the Silo have questions. What happened outside? Who built the Silo? Why is the IT department so mysterious and secretive? Juliette, a woman from the “down deep” engineering levelsÂ follows her instincts and stumbles on secrets buried for generations.
Wool starts unassumingly. Silo society is working relatively harmoniously, the vertical design cleverly engineeredÂ to ensure social stratification and a lack of unity across departments. However Mr. Howey is not afraid to throw large wrenches in the works for the protagonist as she starts on her odyssey to find the truth. While the second half sometimes drags on a bit, this is a fine piece of post-apocalyptic fiction, and unlike that in someÂ other suchÂ “set piece” oeuvres, the setting itself feels well-thought out and plausible.