Raven’s adventures in the augmented reality game Transdimensional Hunter continue. Meanwhile, her high school life brings new trauma as she navigates what for her is the very uncomfortable real world of relationships and fame.
While fairly entertaining and an easy read, the second installment doesn’t really bring anything new to the table besides new expressions of teenage angst. Hints at a larger narrative, with Raven being groomed for foreshadowed events, are prominent. Perhaps in a future installment, the story will move forward in a more decisive manner.
In the sequel to Delta-V, James Tighe and his companions are back on Earth, trying to figure out how to save their two friends still stranded on asteroid Ryugu. A relatively simple problem requiring an increasingly complex plan involving bootstrapping a space economy by building a mass driver on the Moon. The mass driver can launch resources extracted from the Lunar regolith at a fraction of the cost of launching them from Earth, enabling construction of a rescue ship. National and corporate interest on Earth try to get in on the economic and geopolitical frontier, while humanity and Earth suffers increasingly acute social and economic issues due to worsening climate change.
While Delta-V is a more straightforward space thriller, the sequel expands the context, posing important questions such as how to prevent space from becoming just another exploited colonisation boundary for the powerful, while most of humanity remain have-nots. The pace is slower, but the payoff ties it all together. The protagonist as something of a naif in context is a nice detail, illustrating how most people live their lives, even lives doing great things, with little understanding of the bigger picture.
Jason Asano, an Australian with a Japanese parent, is magically summoned to a different world, and finds himself, without warning, naked, in a cage. After much initial confusion, and after escaping a cult that is trying to use him as a blood sacrifice, he makes some friends and starts establishing a name for himself as a beginning “adventurer” in the city of Greenstone. The world in which he has landed works, at least for him, like a role-playing game, inclusive of magical storage, character statistics, attributes, and ranks.
The trope of a human taken from Earth and put in an unfamiliar world is hardly new, but the role-playing wrinkle is interesting. Jason as a character is almost stereotypical of the trope. He was something of a misfit on Earth, and now has the chance and the boldness to shine based on his unconcern for social hierarchy, his innate cleverness, his charm, and his often infuriating wit. Nevertheless, it is hard not to root for Jason, especially given the wry humour infused in much of the dialogue.
Billionaire video game designer and tech magnate Richard “Dodge” Forthrast dies while having a routine surgical procedure. Unbeknownst to his family and friends, he has long since signed up for cryopreservation, then probably forgotten about it. His will contains detailed instructions about possible reanimation when the technology exists. As it turns out, waking the dead in a computer-generated virtual reality seems to be the way forward. After many power struggles and discussions, Dodge finally wakes in a primitive computer-generated world, soon starting to shape and mould it to his desires. At first a trickle, and then a flood of other dead begin to join him, many with their own ideas about the virtual afterlife, in conflict with Dodge’s own.
There are some significant connections to other works by Mr. Stephenson. Richard Forthrast and his adoptive daughter Zula are prominently featured in Reamde, whilst Enoch Root was a character in Cryptomonicon, as well other works. Those were good novels. This is not. After a promising start, most of the action moves to the virtual world, and it is really boring. From Dodge’s initial efforts to shape the world to his desires, to his building of a pantheon with himself as the prime god, to his downfall at the hands of a rival, it is mainly a tedious slog to read. The final part is written as fantasy, and is slightly better, but by this point I just wanted it to be over, and skimmed large parts.
The concept itself is very interesting, and I had high hopes the plot would continue along the lines of the first quarter. However, the shift to the virtual world kills all interest in the main characters, and for that matter in the concept itself. At that point, it’s just a creation myth that has no need for its own backstory. It is a real shame, because there are so many interesting ideas to explore at depth, not least the societal impact of humans being able to live on, in a certain form at least, after death. The ending is mildly satisfying, but the journey to get there is not, especially as this book, while not overly long by Stephenson standards, is a solid tome by any other.
Lynn Raven is a rather reclusive high schooler in a society that encourages virtual interaction. She is overweight and has self-esteem issues. She is also secretly “Larry Coughlin,” one of the top players of Warmonger, an online first-person shooting game, and makes good money playing it. She is contacted by Warmonger’s developers to be part of testing for a new augmented reality (AR) game called TransDimentional Hunter. But this would require her to get out there “in the real”, since the game is played in real locales using virtual reality technology. For Lynn, being visible at all causes anxiety. Things get worse when she has to become part of a team.
This is not a typical John Ringo book, as it is firmly seated in the Young Adult arena. An entertaining romp and coming of age story, with a darker and deeper background story, no doubt to be explored in future installments, being strongly hinted at.
Extreme cave diver James Tighe has just returned from an accident-plagued expedition when he is invited to an interview with eccentric billionaire Nathan Joyce. The latter is planning a mining expedition to an asteroid, and is recruiting suitable candidates. A rigorous selection process follows. The expedition is shrouded in secrecy, with layer within layer of intrigue at every step.
The novel is solid near-future science fiction, elevated beyond the pure adventure aspects by an intricate, if somewhat implausible, technothriller foundation. It seems somewhat beyond belief that thousands of people could keep such a large project a secret for so long, especially given the money involved. The space travel aspects are well developed and quite plausible. The inclusion of secondary characters based on NewSpace luminaries such as Musk, Bezos, Branson and Bigelow is rather entertaining and provides a connection to what, in the real world, is shaping up to be a fierce competition for the space economy. The protagonists themselves, unfortunately, are not very well rounded, down to their stereotypical backstories. That being said, they are easy to root for, throughout their tragedies and triumphs.
With the two castawaygroups on Lincoln united, the struggle for survival against a hostile planet continues. Meanwhile, on the nearest colony, stragglers from the initial accident have shown up. This leads an accident investigator to a remarkable discovery. A previously hidden star system, and a faint hope that the castaways might have survived.
The final book in this second Boundary trilogy brings the story to a satisfying conclusion, but the corniness of the dialogue and interaction remain. Everyone is still almost comically rational and humble.
Several months after the events of Skyward, the defiant humans of Detritus have gained a foothold on the orbital platforms surrounding the planet. Hyperdrive is a still a mystery, so they’re strategically stuck, with little intelligence about the Superiority which is keeping the humans trapped. One day, a mysterious ship carrying a previously unknown humanoid alien crash lands on Detritus, and Spensa must quickly set off on a covert infiltration mission she is ill-prepared for, to the enemy settlement of Starsight, a major Superiority settlement.
The bones of the story are fine, and carry the main arcs of both Spensa herself and the conflict forward. However, the books seems to drag for much of the middle. Interesting events occur but the pace is off, with perhaps too much exposition about Superiority politics and how they have led to this. The final section picks up, however, with a satisfying and action-filled conclusion.
Spensa Nightshade is the daughter of a traitor. In a pivotal battle, her father, an accomplished fighter pilot, inexplicably turned on his comrades. And her family have been branded ever since. Exiled in the caverns of the planet Detritus, the remnants of humanity fight a seemingly unwinnable war with the enigmatic Krell, who regularly launch incursions from a shell of debris closing off the stars from view.
At seventeen, it is time for Spensa to find a profession, and she has always known what she wants to be. A fighter pilot, like her father. Despite almost insurmountable obstacles set in front of her because she is the daughter of a traitor, she might just get her wish.
Spensa is a rebellious teen, lashing out at everyone, but stubborn, brave, hardworking and determined. An interesting protagonist that the reader is almost immediately rooting for. Her inner and outer journeys as the novel progresses are arduous and nuanced. The worldbuilding is excellent and believable. The same can be said for the technological aspects. While the aerospace technology and battles are rather fanciful, they are well thought out and internally consistent. There is no deus ex machina saving the day, but a logical and well-constructed plot. Mr. Sanderson builds up tension brilliantly, with the final battle a breathtaking climax.
Young nun Sister Josephine is confined to her convent, her life unremarkable and regimented. She was orphaned as a young child, even her birth name taken from her. Any semblance of individuality and freedom was beaten out of her through physical and mental abuse. She has now accepted that this will be her life. Almost. Until one day, a member of the Church’s warrior class comes to the monastery. And everything changes.
This short story is intense. The desperation of a soul about to lose herself is keenly fell but the reader, making the explosiveness of the denouement that much more impactful.
Orfea arrives at the Dyson Sphere Shenzhen, a utopia run by AI. She is attempting to migrate there to escape a turbulent past, but manages to enter under false pretences. She is soon contacted, unexpectedly, by an AI she knows well, and by an old colleague and lover who is a candidate for Haruspex. The Haruspex construct is a melding of a human body and an AI mind, part of a social experiment of sorts being conducted by the AIs running Shenzhen.
Ms. Sriduangkaew plays language like a virtuoso, masterfully constructing passages which flow effortlessly while conveying meaning precisely. The setting draws heavily on Chinese culture and traditions, but even the reader unfamiliar will have no issues following. The crux of the story centres on complex issues regarding machine intelligences, and their relation to the humans from whence they once came. Not an easy thing to weave into a novella with so much action, and this is where the piece falters slightly. On the other hand, the author feels no need to handhold the reader through tedious exposition, and said reader must step up and go along for the ride.
Real estate agent Emma reconnects with school friend Carl, who is now a billionaire. Carl wants to build a tower twenty kilometres tall, and he drafts Emma into the project.
The sheer scale of the project described is staggering, and the technical challenges are excellently described. Despite the necessity for such detail, Mr. Stephenson manages to steer this novella away from being a technical treatise, focusing on the human and the personal. A delightful tale of hubris and triumph.
Harvard linguist Melisande Stokes is approached by government operative Tristan Lyons with a request to translate a large number of ancient documents, once she has signed a non-disclosure agreement. As she works through them she notices a large number of references to magic. It turns out that magic actually existed until 1851, when the continued progress of technology led to its disappearance. Things take a mysterious turn when they try to build a chamber within which magic can work in the present day, and a surviving witch contacts Melisande via Facebook. In short order, the shadowy “Department of Diachronic Operations” is born, using magic to travel back in time and change history. As the bureaucrats get involved, events immediately veer off in unexpected and undesired directions.
The backbone of the narrative is Melisande’s “Diachronicle” (trust a linguist to pun on a top-secret technical term) where she describes her adventures with D.O.D.O. Large chunks, however, are diary entries and letters by other characters, as well as transcripts from messaging apps, wiki entries and so on. The contrasting styles, and frequent clues as to relative technical ability given by the “author” of specific passages, makes D.O.D.O and its denizens come alive, as if the reader is a fly on the wall during secret operations, meetings, and time travel.
The premise is clever, and more than a bit silly. However, the treatment of the entire situation by the government bureaucracy is most certainly not. And that is one of the important themes of this book. The intersecting shenanigans of bureaucrats, academics and operatives working together make for hilarious passages of dry humour, while at the same time the reader is appalled at the lack of common sense of bureaucrats who spend too little time in the real world. Even the use “official-ese” can change perceptions, and perception is a very important part of this story, on several levels.
This expanded edition contains all previously published Near Space short stories and novelettes. The stories range from action to reflection, from joy to melancholy. The stories are presented chronologically, starting from the beginning of the Near Space timeline, in more or less the present era, and ending with the advanced colonised solar system of Mr. Chicago.
As he mentions in the introduction, Mr. Steele has been labelled a “Space Romantic”, and this is rather accurate. His stories are infused with an infectious sense of wonder about space exploration in the near future. His focus on the working stiff rather than the movers and shakers gives rise to interesting reflections and themes. Having read all or some of the Near Space long fiction is not a pre-requisite for reading this collection, though it will fill in some of the background.
Fans of Mr. Steele will enjoy this collection. The stories vary dramatically in tone and theme, but the quality is characteristically solid. The author’s affection for American mid-20th Century culture helps bring colour to the collection, and a hint of nostalgia.
In the second half of the 21st Century, American astronomers detect what can only be an alien starship making rendezvous with an object hidden among the rings of Saturn. The starship then departs the Solar System. This sparks a race to Saturn between the US and China in order to secure any alien technology which can be found.
The tone of the story is more thriller than sense-of-wonder science fiction, showing Mr. Sandford’s crime write roots. And it is indeed a good thriller of a story. The characters are imperfect and well fleshed out, if perhaps rather stereotypical, especially the Chinese ones. The “games people play” are intricate and interesting. An unfortunate aspect of the novel is that it expounds rather too much at length on the science and technology involved in the missions. While it is certainly neat content for the scientifically interested reader, the infodumps have a tendency to interrupt the otherwise fine pacing.
Victims of the same accident that stranded the Kimei family in Castaway Planet, Sergeant Campbell and four boys ranging from almost adult to eight years old find themselves adrift in a damaged shuttle.
This instalment is an improvement over the previous one. It is still overly corny at times, but the lack of a family as protagonists makes the interpersonal dynamics more interesting. The dialogue is so littered with overly rational behaviour and humble apologies it is hard to suspend disbelief.
On the world of Arbre, which is very much like our own, Fraa Erasmas is an Avout, a young member of the Edharian order at the Concent of Saunt Edhar. Avout like him retreat for years, decades and longer into Concents, which are somewhat similar to medieval convents, but instead of being focused on religion they are focused on science. The Avout stay in the Concents in order to study and understand the physical world, unaffected by what happens in the Saecular world outside, and also because of historical events that make the Saecular world uncomfortable with giving the Avout too much power. The story begins at Apert, a regular opening of the gates. In Erasmas’s case Apert occurs every ten years since he is in the Decenarian part of the Concent. Soon after apert, Erasmas and his colleagues discover a mysterious object in orbit, and the efforts by the power that be to hide this knowledge from the Avout. What follows is a meandering quest to find the truth.
Anathem is a difficult book to describe because there is so much going on. While the story itself is not very complex, it takes us on myriad tangents and discussions. The nature of the Concents, places where Avout can concentrate on finding the truth in a rational scientific manner, means that the Avout are encouraged to engage in Dialog, structured debates. These are recounted at length in the book and the reader must pay attention to what are in essence intellectual discussions on the nature of truth, while at the same time absorbing the extensive fictional mythology and history of the world of Arbre, not to mention dozens of words in a made up vocabulary. The first third of the story is fairly narrow in its scope, but then suddenly events instigate major changes in the lives of Erasmas and his colleagues. The conclusion involves some very strange happenings indeed.
Anathem is an exploration of many themes and concepts, most notably deep time and the many-worlds interpretation of quantum mechanics. It is also the story of a young man who wants to do the right thing by his mentor, a motivation that leads him down many unexpected roads. Erasmas’s fate is further complicated by the fact that, perhaps inevitably for a young man of his age, he is hopelessly in love with a girl. This last facet in particular helps the reader connect to the protagonist, even as the young Fraa has to explore things which will strain even his strong grasp on analysis of the natural world.
Curt Newton grew up on the Moon, raised in seclusion by artificial life forms. His parents were killed when he was a child, and now he seeks revenge.
The novel is an homage to pulp science fiction era hero Captain Future, whom Mr. Steele had previously featured in The Death of Captain Future. The story is very much pulp. So much so that I rapidly lost interest and gave up about halfway in.
Pilot Ariane Austin joins the crew of the first manned ship to attempt to break the lightspeed barrier. The first “jump” takes them to a large enclosed space containing a model of the solar system.
The characters are bland and too quickly introduced. They are all great at their jobs except for the one who is blatantly foreshadowed to have a hidden agenda. The technobabble is grating.
In a very near future, the Moon is destroyed, suddenly and without warning. Within a few days, scientists figure out that the seven pieces will impact each other again and again, breaking into ever smaller pieces until after two years the process reaches a sort of critical mass. Then, so many large meteors will impact the Earth’s atmosphere that it will broil, annihilating all life on Earth in an event named the “Hard Rain”. Desperate measure are implemented to launch as many people as possible into space before the end. It is estimated that it will take 5000 years until the Hard Rain abates and Earth can be made inhabitable again.
Seveneves is a very long novel divided into three parts. Part one details events from the destruction of the Moon to the Hard Rain. Part two chronicles the struggle for survival after the Hard Rain and the nadir of human population, as well as the momentous decisions at this point. Part three jumps five thousand years into the future, with Earth being repopulated and the human race split into seven races. It is an epic story focusing on themes of resilience, survival and most of all what it is that makes us human. What are the traits that make us who we are? What drives us to conflict, cooperation, competition and rationality? Seveneves asks the question: Can such traits be altered in the human race through genetic tinkering, and what would happen if they were?
In the beginning of part three, there is a feeling of disjointedness with the rest of the story, but after a while this somewhat separate story with entirely new characters starts feeling like an appropriate bookend to parts one and two, with a perspective on ancient events down the long lens of history, and with the results of the experiment at hand.
The text is littered with info-dumps, mostly about space technology. Detailed explanations about orbital mechanics and the physics of free-falling chains abound. I personally found this content very interesting, but I can understand that not all would. The prose flows easily from page to page, filling the reader with a real desire to find out what will happen on this great odyssey. For it is truly an odyssey, an epic of monumental proportions drawing the entire human race, with all its history and heritage, down to a single point, literally a single room, and then chronicling its resurgence.
Our hero is a teenager who once dreamed of being an astronaut, but his life in a small town is not conducive to such dreams. His father was killed in Iraq, his mother is working two jobs and his older brother is a petty criminal. Life isn’t looking to go anywhere. Then one day he has a weird encounter…
This short story is solidly in the young adult camp. Not especially inspired but at least hits the right teen wish fulfillment note.
Simon is the son of a naval officer on a world with Victorian gender roles, except the gender roles are reversed with males being the inferior gender. He is a screwup and has just been kicked out of University, much to the disappointment of his family. He ends up on a merchant spaceship with the Commerce Guild, where his skills as a hacker get him into and out of trouble at regular intervals.
It is a measure of the dullness of this book that the day after I put it down, I couldn’t remember the name of the main character. The gender reversal would have been more interesting if there had been anything to it but the reversal. The dialogue is flat and even the supposedly “controversial” gene modified characters are uninspiring. I kept waiting for the story to go anywhere but nothing seemed to be happening. Despite a concerted effort after half the book I never picked it back up.
After a serious accident early in the first Jupiter expedition, Otto Danzig was put into medical hibernation to allow him to heal. Now, months later and at Jupiter, he has been woken up to investigate the possible murder of two crew members while exploring the subsurface ocean of Europa.
The nicest thing I can say about this story is that it is a a short story so at least I didn’t have to put up with it for very long. The concept and plot are fine, but the characters and cultural mores are cringe-worthy. I have accused Mr. Steele of this before, but his characters are all too often solidly middle-class American prudes from the 1950s, even if they are from other countries, eras and cultures. What is worse, characters from other cultures are caricature-like, written like sloppy stereotypes. Case in point, the antagonist in this story is a sexy French woman, and of course she acts like the American stereotype of a sexy French woman. Apart from that, it seems this story was sent to the publisher without some needed polish and revision. The whole thing isn’t nearly as tight as it could be.
(Fictional) great science fiction Nathan Arkwright started his career during the Golden Age of Science Fiction, and now he is is dying. In the course of his long career and long retirement, he has seen humanity go from being optimistic and visionary, dreaming of a bright future among the stars, to altogether more introverted and seemingly lacking in outward ambition. He decides to start a foundation with the aim of sending forth humanity among the stars.
The novel is episodic, with the first part retrospective on Arkwright himself, starting way back before WWII. Here, Steele has woven Arkwright’s life into that of the science fiction at the time, including encounters with many of the luminaries of that era. The whole thing is wonderfully meta.
Further episodes are about future generations, descendants of the man himself, as they deal with challenges faced by the Arkwright Foundation while constructing and launching the starship Galactique. The last episode delves more deeply into the future.
While the message is clear (“The Future is what we make of it.”), the novel is not preachy. The starship project is epic, but Mr. Steele makes it about the people involved and their personal dramas and tribulations. The feel of the novel is reminiscent of early Clarke, with its epic scale and sense of destiny. A great read.