Astronaut Walli Beckwith is conducting an experiment on the International Space Station when an imminent collision leads to an evacuation order. Walli, however, refuses to leave, for reasons unknown to her two crewmates. As they return to Earth, she remains as the sole occupant on a damaged station. Meanwhile, in the Amazon, her niece is conducting aid work in response to a humanitarian crisis. The Brasilian government is ruthlessly chasing native populations from their lands in order to make space for industrial farming and deforestation. The Amazon is on fire.
The plot soon evolves into a very competent action-thriller. Most impressively, Mr. Kluger does not take any drastic shortcuts on realism; events are solidly underpinned by existing science and technology. The characters do feel a bit flat, unfortunately, but this is a page-turner nonetheless.
During a mission in Atlanta to recover a protective ward built by Sir Isaac Newton, Owen and the team encounter an unexpected host of organisations vying for the same artefact. As the dust settles, it becomes clear that a greater threat is emerging than Monster Hunter International was aware of. Stricken is back, with his own agenda, and now they must work together. An unexpected player, with a link to the Monster Hunter Sinners trilogy, is also introduced.
This instalment brings us back to Owen’s narrative point of view, and that is a good thing. The signature self-deprecating humour and snide comments make for a fun read. The action scenes are of typical intensity. The new character of Sonya, while immensely annoying, is rather funny and makes for a fine foil to Owen’s straight man. Note that this is the first part of a new storyline and it does end in a cliffhanger.
Geeky late teenager Alvaro is sent off on a long sailboat cruise, more akin to a youth camp. He joins a motley group of peers on the Crosscurrent Voyager, an oceangoing ketch. The captain is an enigmatic and dour Englishman, with a past in the special forces. The group is mid-journey in the Southeastern Pacific at the time of The Fall. As the world descends into zombie-fed apocalypse, the captain decides to press past Cape Horn to South Georgia Island, hoping for a temporary respite.
While the novel is reasonably entertaining if you enjoyed the previous books in the series, there is not much originality on display. The concept of teens left alone in a crisis is well utilised. However, these youngsters seem unusually rational and insightful for their age. A fun diversion with some action thrown in.
While Owen, Earl and most of the rest of the hunters are on their mission on Severny Island, as told in Monster Hunter Siege, Julie Shackleford is taking care of her and Owen’s toddler son Ray. An evil mythical creature known as Brother Death has taken an interest in Ray, since his ancestry on both sides imbues him with powerful magic. Through deception and violence, Brother Death kidnaps Ray, and Julie must set off to retrieve him safely.
The novel is an enjoyable diversion from the main stories of the series. Julie Shackleford certainly deserved a story told from her perspective, giving a rather different perspective to that of Owen, or even Earl, who had his own story in Monster Hunter Alpha. The action is, as usual, fantastic. Fully Mission-Impossible-worthy, extended set pieces dominate the book. On the flip side, Julie is a much more serious character compared to Owen, so the trademark humour is rather toned down. Unfortunately, it has been replaced by an excess of Europe-bashing and stereotyping. It’s all well and good to make fun of other cultures, but the thinly veiled tone of superiority by an American visitor is almost cringeworthy at times.
The sequel to The Valley of Shadows follows Tom Smith, Risky, Astroga and the rest after their escape from New York. The plan is to establish a settlement with adequate defenses, and also very importantly electrical power. However, a band calling itself Gleaners, set up by a scruple-deprived man called Harlan Green, has similar plans. And they lack the morals of Tom’s group.
The zombies are still around in this installment, but they act more like nuisance monsters than a major threat. Fittingly, the biggest danger to humans is other humans. There is some fine action as always, with a major set piece battle capping the book.
In Under a Graveyard Sky, Faith and Sophia spend some time on Manhattan helping out their uncle Tom Smith. This book is the full story of how Tom and his security team at a major Wall Street bank handled the zombie apocalypse, from the first reports to the total collapse of civilisation.
Far from just filling out the story of a side character, Mr. Ringo and Mr. Massa tell a compelling story, firmly establishing Tom Smith as a major protagonist in his own right. While he naturally shares character traits with his brother Steve, he is not a carbon copy.
The story takes place against the backdrop of Wall Street, and the authors have really captured the feeling of the environment. Investment bankers tend to be smart, driven, and analytical. The response to a zombie apocalypse is rational, but also mired in internal politics. Inevitably, the situation devolves, meaning more action and less analysis, but that is not a bad thing. The action scenes are excellent and some of the ZAMMIEs (Zombie Apocalypse Moments) are hilarious.
In the third and final (?) Monster Hunter Memoirs book, Chad finds a great evil lurking under New Orleans, which might explain the unusual density of supernatural events in the city. He suspects this might be why Saint Peter sent him back to Earth after his death. A showdown approaches.
Saints wraps up the series, but the teasing final sentence opens up to more adventures in perhaps not a direct sequel but another spin-off. While there are some rambling tangents, Ringo’s prose is as always filled with great action scenes and bone-dry humour.
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.
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 mysteriousÂ 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, Â “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 areÂ 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. Â 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”Â character, in this case the enigmatic and fascinating Agent Franks of the Monster Control Bureau. After the eventsÂ 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 diversionÂ withÂ Earl Harbinger inÂ 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 commonÂ 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 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!
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,Â 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 withÂ 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 asideÂ 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.Â 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. BachÂ wants the ship and crew to be FireflyÂ a bitÂ too much, but this does not succeed. The dynamic between characters is woodenÂ and mostÂ 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 authorÂ 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 heroesÂ of theÂ RocinanteÂ 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.