In a post-climate disaster future, the superpowers have begun mining the Moon in large scale. Life on the frontier is rough and fraught with danger. However, old rivalries have not disappeared. Disillusioned American mining chief and veteran Dechert is confronted with the mysterious murder of a miner, while the powers that be seem dead set to go to war with the Chinese.
Dechert’s outlook is bleak. He has seen the elephant and exiled himself to the Moon in order to escape the ghosts of his comrades from his military days. But war is coming to the Moon and Dechert cannot escape it. He is a beautifully written protagonist, wavering between abject fatalism at the inevitability of repeating history and self-aware naive idealism about this new frontier being a new beginning for mankind. He is firm on one thing: doing his utmost to protect his people, something which he was unable to do during in the past despite his best efforts.
The novel plays out like a good thriller, showing a small slice of larger events, but it is the personal aspect that really shines.
This short story collection set in the Freehold Universe has an interesting twist. It follows the wanderings of a sword from prehistoric times to the far future, as she passes from owner to owner, sometimes by chance, sometimes by design. We also get to visit with Kendra Pacelli of Freehold and Ken Chinran of The Weapon and Rogue, taking up their stories years after the events in the original books. Neat.
The stories, some by Mr. Williamson himself, but by other authors, are all of high quality, with one glaring exception. The connecting device of the sentient sword, fleshed out with brief interludes by Mr. Williamson, works really well in connecting the stories and making the collection feel like whole.
In this sixth installment of Monster Hunter International, Owen and the others have a chance to take the fight to the enemy in the Nightmare Realm, as well as attempt to rescue some of the hunters missing in action from the previous book. A major operation follows, but the story retreats from the grander scale of Monster Hunter Nemesis to a more personal struggle for Owen.
The self-deprecating humour and sarcasm from the first books is back with a vengeance and I found myself laughing out loud on many occasions. Good fun.
The second book in the series is set in New Orleans, after Chad has had to hastily move from Seattle due to an ill-advised liaison with a young elf. In New Orleans, so many people believe in “hoodoo” that the local MHI branch, “Hoodoo Squad”, is very busy all the time. Adding to the culture shock for Chad, the population of the city seems as unusual as the monsters.
While the first book was really funny, this one is plain hilarious. The action scenes are superb. However, just as in the earlier installment, there are no real surprises, and we seem no closer to finding out what Chad’s “Divine Mission” is.
Nemesis Games saw Earth attacked and crippled. Billions are dead after Marco Inaros and the Belter Free Navy landed an unimaginably cruel and perhaps fatal blow on the Inner Planets. Medina Station, the key to the colonies opened in Abaddon’s Gate, is also locked down by the Free Navy. Babylon’s Ashes is about the aftermath. Earth led by the incomparable Avasarala, The Mars Congressional Republic and those factions of the Outer Planets Alliance unwilling to accept Inaros’s guidance must now pick up the pieces and strike back before human civilization passes a point of no return towards a new dark age.
Well written as always, Nemesis Games is a pretty depressing read for the most part, but how else could it be with humanity shattered and billions dying of starvation and exposure? The glimpses of light from the efforts of James Holden and the others on the “good” side are heartbreaking and poignant and at the same time encouraging and heartening, as the authors probably intended. The inner doubts and struggles of the characters, in particular Michio Pa, show the reader how politics writ large is still made up of the decisions of individual actors. And as usual any scene with Avasarala involves her stealing the show. How awesome is this character?
William Race is a professor of linguistics in New York. Without warning, he is drafted to translate an ancient manuscript detailing events during the Spanish conquest of the Incan Empire. Specifically, he must assist a team of military and civilian operatives in determining the location of a mythical Incan idol. This idol holds the key to building a superweapon. The adventure soon takes our characters into the depths of the unexplored Amazonian rainforest, searching for an abandoned temple.
Full disclosure: I only got about a third of the way through this book. It reads like a Hollywood action-adventure movie. The action scenes are exciting but strain suspension of disbelief in the extreme. Hollywood physics are definitely in evidence. Additionally, Mr. Reilly is not very rigorous in his research on his props, such as aircraft and weapons, not to mention the material of the superweapon itself. The characters are cardboard cutouts and I didn’t find myself engaging in their story. The one redeeming quality of the book was the somewhat interesting parallel story set in the 16th Century.
Like Monster Hunter Alpha, the fifth book in the series also diverts to a “minor” character, in this case the enigmatic and fascinating Agent Franks of the Monster Control Bureau. After the events in Monster Hunter Legion, Stricken is determined to take control of the government’s monster control assets, and this involves eliminating a pesky incorruptible and almost indestructible asset. Agent number one, Franks.
Mr. Correia spins a good yarn, combining quirky and interesting ideas with an ability to write unusual characters in a believable fashion.
After a diversion with Earl Harbinger in Monster Hunter Alpha, we are back with Z and the gang, who are attending ICMHP, the first International Conference of Monster Hunter Professionals, in Las Vegas. (Yes, really…) Naturally, things go south rather quickly, with more and less nefarious government agencies, a weaponized paranormal entity that was buried decades before, and many humorous shenanigans.
The level of destruction and mayhem in this installment tops all the others, and it is great fun despite the sinister implications of a coming all-out war with a “big bad” coupled with even an more sinister government agency whose real motivations are unknown. Mr. Correia’s action set pieces are a real treat. It’s like watching a blockbuster movie in your head.
In a departure from the first two books, this one is all about Earl Harbinger, centenarian werewolf and leader of Monster Hunter International. “Z” and the others don’t appear at all. Earl is summoned by an old friend to a small town in Michigan in order to deal with a threat rooted in their common past.
This was the best one in the series so far. It has a more serious tone than the first two as it delves deep into Harbinger’s origin story.
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 wounded 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, strong guy and a gun enthusiast. After defeating the werewolf he is recruited by a secretive organization called Monster Hunter International. They hunt and kill monsters such as 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!
A short story collection set in the the Black Tide Rising universe of zombie apocalypse. Some stories are really good and some are average. On the whole a fun collection if you’ve read the books by John Ringo. The dialogue only vignette by John Scalzi deserves special mention as it is both clever and hilarious.
Scott Murdoch is the most secret of secret agents for the US government, until he exits the “business” and writes the ultimate book about investigative techniques; under a pseudonym of course. Then, while trying to lead a “normal” life, he is consulting the New York police on a murder investigation when his past life comes back to grab him. There is a massive threat to the United States and he is the man to deal with it.
There is a lot to like about this novel. First and foremost, it is a page-turner in the early Tom Clancy class. Despite the significant heft of the book, the narrative runs off with the reader. The first third is full of flashbacks, and even flashbacks within flashbacks, fleshing out our hero’s backstory and legend (both literally and figuratively). Murdoch tells his own story while the antagonist, a modern day, more intelligent, creepier Bin Laden, moves in parallel to enact his sinister strike on the soft underbelly of the United States.
I was on tenterhooks until the end, but the novel falls over in its overuse of action and spy movie tropes. Writing about computers straining and operators pounding on keyboards is silly in a screenplay and laughable in a novel. Action set pieces, while quite good, are always a flirting with Mission Impossible.
And yet, there is something deeper which this novel does well. Murdoch’s background as a loner and his shadow life as an agent resonate with the hidden world where protecting the innocent means setting aside conventional rules of morality. While these themes are by no means original, the manner in which they are written is at least thought provoking. Our hero is no white knight by any means. His motives are admirable, but he himself readily admits that his methods are not pretty. Perhaps I am reaching, but this may be the author’s attempt to explain why the world can only be safe if there are brutal men willing to do violence on behalf of the citizenry.
The author’s seeming desire to tie things up in a neat little bow at the end also bugged me. Things are just a bit too tidy, at odds with the theme of the book which is that no one ever leaves the secret agent world.
Deviana “Devi” Morris is a native of the planet Paradox, a high-tech feudal society known for its martial obsession. She is a decorated veteran and currently a mercenary, fighting in combat armour. Her career goal is to join the elite “Devastator” military unit; the best of the best. In order to further this goal, she hires on as a guard on a peculiar trading vessel run by an enigmatic captain. Apparently this captain is well connected, and the crew sees more action than seems logical.
Initially, I liked Devi. She makes no secrets about her ambition and goals, even to herself. She is blunt and straightforward to the point of rudeness, but nevertheless loyal and absolutely professional.
However, once the falling-in-love subplot kicks in, everything falls apart. The love interest has secrets (obviously) and this gets Devi into trouble. This could have been interesting, but I mostly found it tedious. It didn’t help that Devi’s behaviour once she fell for Rupert seemed very much at odds with her character as written in the first part of the book.
I get the feeling that Ms. Bach wants the ship and crew to be Firefly a bit too much, but this does not succeed. The dynamic between characters is wooden and most of them are cardboard cutouts. I could never see the logic behind their behaviour. I have a feeling that “all will be revealed” in future installments, but the author could at least have thrown the reader a bone on the overarching story of the trilogy.
One the plus side, the action scenes are a lot of fun.
The new worlds discovered in Abaddon’s Gate and opened in Cibola Burn are the new frontier of human expansion. By consequence, there is no longer a need to settle minor bodies like asteroids and live “on the float” like the Belters. This group was already emarginated and seen as exploited by the powerful planetary hegemonies of Earth and Mars. Now their entire raison d’etre as a culture is being threatened. Even Mars is feeling the pressure, as people leave its underground warrens for the opportunity to live in the open air on a new colony planet.
With this as a backdrop, our heroes of the Rocinante is on hiatus on Tycho Station while the ship is being repaired. On cue Amos, Alex and Naomi are called away to handle matters originating in their past. For most of the story, the crew is split up, which makes for an interesting exploration of the individual characters.
And then the big boom happens. An extremist Belter faction attacks Earth. Our heroes must survive alone, and find some way to reunite.
The wider political situation continues to develop, ensuring that the protagonists are not just living out adventures in a static world. The backstories of the characters are interesting in themselves. The exploration of Naomi’s past, delving into some rather dark territory, is especially gripping. Another very enjoyable installment.
Zack Lightman is a typical teenager living in a small town in Oregon. He is about to graduate high school. He works part time in a vintage video game shop. He plays the hit space combat game “Armada” quite a bit, with a player ranking of sixth worldwide. He also plays the companion ground combat game Terra Firma, but is nowhere near as good as his friends. The whole world seems to be playing these games. Then one, day, an Earth Defense Alliance shuttle looking just like in the games turns up at Zack’s school to pick him up for duty. Apparently the alien invaders are real and the games are a training simulation.
Like in his debut novel Ready Player One, Mr. Cline plays heavily on nostalgia and homages to the pop culture of the eighties. The story itself is heavily influenced by The Last Starfighter, which is also is referenced in the text. However in this novel the element feels somewhat forced.
The book is a fun romp and a lighthearted read. However it feels rushed and unfinished. The reader is left with the impression that there is so much left to say about these characters, but the story moves on rails, far too rapidly tracking towards what is a predictable conclusion despite the too obvious twist.
A research team based based in Switzerland has discovered a way to disconnect the mind from the body and project it to other places and times, even into the future. They call it an “ascent”, and it allows access to secret information hidden away in vaults, as well as knowledge of future events. Clandestine elements of the US government have gotten their hands on this research, and are working to subvert it for their own purposes. Meanwhile, a graduate student named Trent Major is seemingly visited by his future self in vivid dreams. The future self gives him information allowing him to perform research breakthroughs.
Mr. Locke has written a tightly plotted thriller, in style reminding me more than a little of Michael Crichton. It does unfortunately leave the reader in the dark about the nature of the ascent for what seems a frustratingly long time. Once revealed, the ascent process, which is central to the plot, is always frustratingly close to pseudoscientific mumbo-jumbo. The parameters of the process are never clearly defined and it is difficult to establish what is or is not possible in terms of plot.
Many characters are introduced at the start, but I found it difficult to keep track of them until about halfway through the book. Certainly there is some confusion as to which characters are actually the protagonists. Some of these characters are secretive in their profession and this trait seems to spill over into their descriptions. Others are cookie-cutter caricatures of their professional personas. I had a hard time feeling empathy for any of the characters, with the possible exception of Shane and Trent. Character development and description is rather forced. And how many times do we need to be reminded that Charlie Hazard is a combat veteran and security specialist?
A final nitpick is that objects are frequently prefixed with “the” on the first description. For example, “the trio of electric carts” suddenly appears but it has never been discussed before.
While it has imperfections, and was somewhat confusing at the start, the story certainly sped up in the second half, even into page-turner territory.
I received a complimentary copy of this book from Revell in exchange for my honest review.
The fourth and last book in Black Tide Rising sees the beginning of major zombie clearance on the US mainland, with the retaking of some large coastal bases, and planning for the re-establishment of proper civilization beyond survival. Given the clearance of the bases, more and more surviving higher officers start to appear, some of whom are unable to adapt to the “new military”.
Throughout the series, Ringo has approached the zombie problem from a logical perspective. Once the survivors have gotten through the initial collapse of society and achieved a modicum of organization, ridding the world of all those zombies becomes a logistical issue. While the discussions on said logistics are interesting per se, they do not an action novel make. Furthermore, given that what action is now relatively safe for our heroes, there is not a huge amount of tension. Mr. Ringo is as always a very funny author so the novel is still a page turner, but sadly the subject matter and the way it is treated makes this one less engaging than most of his works. The novel also verges further into “preachy” about the military and the right wing than even the author’s usual, and that part got old fast.
Immediately following the events in Divergent, Tris and Four escape the city to the Amity compound. However they must soon return in order to deal with the Erudite threat. The faction system is broken beyond repair, but what will come after?
After the promising start with Divergent, this book was a serious disappointment. The conceptual simplicity that worked in the first book turns against itself as the story becomes more complex. The many twists and turns seem put in there to create events for their own sake, without a clear direction to the story. While the parts where Tris has to confront her own fate are still gripping, they are lost in the white noise of a confused plot. It felt as if I was reading a badly written action TV series episode. Just as in Divergent, there are interesting themes of social structure and change in this book, but they too are lost in the noise.
On a side note, I was continually irritated at the slapdash way in which guns and tactics are portrayed. I’m not expecting Ms. Roth to be an expert on weaponry, but a little research would have gone a long way. Even a beta reader with a modicum of knowledge could have polished those bits and explained what words like bullet, clip and chamber actually mean. I also felt that a faction like Dauntless could perhaps be expected to have better tactics than a bunch of eight-year-olds attacking a tree fort.
In a post-apocalyptic Chicago, humans are divided into five factions. Amity grows crops and pursues simple happiness and friendship. Candor resolves disputes and pursues honesty. Abnegation helps people, rules without seeking power, and pursues selflessness. Erudite pursues knowledge. Dauntless defends the city, keeps order and pursues bravery. Many have no faction, and are second class citizens. When a faction member turns sixteen he or she must choose a faction, with an aptitude test for guidance. Most stay with their own faction, but some transfer. Beatrice is a young Abnegation. After her test results show her to be Divergent, that is not showing aptitude for any faction and rather too independent-minded for her own good, she chooses Dauntless. Most of the book is about her initiation into Dauntless, on the surface a half-mad group of daredevils who believe in bravery before anything. But trouble is brewing among the factions. While the faction system has kept the peace for generations, tensions have inevitably grown, and are about to release.
Fair warning. This is young adult fiction and you have to squint quite a bit to see past the logic holes of the faction system (who keeps those trains running?) but Ms. Roth does not invite us to peer too deeply into the inner workings. In any case that would be missing the point, which is to delve into how humans cannot be so deeply constrained by a society. Who can say at sixteen what he will choose as a lifestyle and vocation for the rest of his life? The background of the factions, and especially of a new faction from the protagonist’s point of view, illustrate how difficult growing up can be if you don’t fit it.
Tris as a young protagonist is rather classic. A girl who finds her inner bravery. However the way she is written in the first person present is excellent, especially the moments of deep terror and fear. Ms. Roth has infused Beatrice with tangible and realistic personal growth.
While it rather light reading, I quite enjoyed this novel.
While this is a short story collection, but the first four stories can be thought of as four parts of an episodic novel. The fifth story is a singleton. All five have been published separately before, but I had never read them. The four connected stories follow Henry Vickers, master hunter and game guide, who becomes hired by the state of Israel to work in their time travel initiative. So he becomes a game guide in the time or early man, and in the Cretaceous when dinosaurs roamed the Earth. Wildlife adventure and annoying clients abound. The last story is about a dirigible on its way across America around the turn of the 20th Century.
Henry Vickers is not the most likable character, and that is on purpose. He is interesting, however. These hunting and survival stories with dinosaurs tickled my inner child, who like most boys would very much have wanted to see real dinosaurs. This collection is an easy read with lots of action.
After consolidating through the North Atlantic hurricane season, Wolf Squadron moves on to capture Guantanamo Bay and liberate the Marines trapped there. Our heroes then mow through a few Caribbean islands in search of vaccine production materials, a quest which eventually leads them to an unlikely place.
New Marines means Shewolf has to convince new people that her way is the correct way. Unsurprisingly, taking orders from a thirteen year old Second Lieutenant is hard for those who have not seen her in action. Unfortunately, interpersonal issues, and the organizational tangles stemming from them, take up too large a portion of the book. There are some very interesting discussions on leadership but they too often take the form of infodumps from senior officers, who always seem to have more knowledge than any average person. Having said that, this is Ringo and as usual with him the novel is a page turner, especially the last third where the action really picks up. The humor, also as usual with Ringo, is dry and hilarious.
Under the thick ice crust of the moon Ilmatar, there is a world-spanning cold ocean filled with strange alien creatures, some of them intelligent with primitive technology. A human expeditionary base studies this dark and submerged world under strict non-contact rules. Inevitably, one of the academics tries to get a bit too close. At the same time, a ship from the advanced Sholen race arrives at Ilmatar. The Sholen with to contain human contamination of pristine worlds, and due to internal Sholen politics they attempt to force the humans to leave.
The sub-ice ocean of Ilmatar is richly described through the diverse viewpoints of Ilmatarans, humans and Sholen. Mr. Cambias has managed to make the aliens quite alien in their thinking, especially the Ilmatarans with their immediate sense of experience, tricky relationship with memory and sudden narcolepsy. An adventure novel at heart, this book manages to ride above mere action into more intellectual territory by exploring the relationships between three races with different motivations in an unusual environment. It is also a good first contact novel. I was strongly reminded of the film The Abyss, with its mix of dark underwater milieus and dank submerged base.
Following the events in Abaddon’s Gate, humanity has access to a thousand worlds connected by The Hub left behind by the protomolecule builders. The Outer Planets Alliance holds The Hub as a sort of way station. On the planet Ilus, Belter refugees have set up a lithium mining operation. However the UN has given the exploration charter for the world to Royal Charter Energy, a large corporation. While the Belters have been building a hardscrabble life, an RCE expedition to claim and explore the world has slowly been making its way to Ilus. The name itself is the first political issue of many, as RCE calls the world New Terra. Some of the Belter colonists take direct action against the perceived thread, destroying the first RCE shuttle to attempt a landing; killing several RCE staff and scientists. The UN and OPA send Holden and the crew of the Rocinante in to mediate. And from there, things go rapidly downhill.
In trademark The Expanse style, things start calmly and slowly, only to accelerate into a furious page-turning crescendo of action by the end of the novel. The world of Ilus/New Terra is not what it seems, and humans are messing with forces they can only barely comprehend. The crew of the Rocinante have matured into a closely knit team, and I can’t help comparing them to the crew of the Firefly. I even kept seeing Amos as Jayne. They trust each other to get the job done, without any doubts or hesitation. While not quite as strong as the previous installment, and somewhat ponderous in the first half, this yet another great read in the series.