Published between 1999 and 2001, the Mammoth trilogy is a fascinating set of linked SF novels by Stephen Baxter. In reality, mammoths died out 4,000 years ago but Baxter imagines a different fate for them. Thoroughly researched and at times quite moving, these are fine examples of science fiction which does without major human characters, and has readers view the world through the eyes of a very different creature.
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A transitional 1950s novel of colonisation
I'm somewhat sympathetic to Robert Silverberg's suggestion that the 1950s were the real "golden age of science fiction". In any case, that decade is notable for its fascinatingly transitional works, as SF shifted from the sometimes naive adventurism of the 1930s and 1940s, towards the more contemplative uncertainties of the 1960s and 1970s.
Originally published in 1953, West of the Sun is a good example of this transition. The debut SF novel by Edgar Pangborn, it is a colonisation novel of an intriguingly unusual type.
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A beginner’s guide to her groundbreaking SF setting
Between 1966 and 2000, Ursula K. Le Guin published seven novels and 17 stories in the Hainish setting, which together comprise a large proportion of her science fiction. Collectively, they have won numerous major awards and sparked a large and growing body of scholarship. Le Guin’s work is frequently invoked in discussions of feminism, anthropology, sociology, and gender in science fiction. She was and remains a major figure in so-called soft SF, and the Hainish stories have a strong anthropological bent.
This is serious-minded SF, a conscious departure from pulp formats and sureties that had long prevailed in the genre. Le Guin’s hostility to violence, openness to change, and call for understanding are everywhere in these pages. The Hainish stories have little in the way of physical action, but are rich with ideas - at their frequent best they are thought-provoking and even moving. What follows is a beginner’s guide to the Hainish stories.
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The Science Fiction Encyclopedia states that "there is a false belief that SF and humour do not mix." The SFE does concede, though, that the two are more successfully fused in short stories rather than in the novel form. Like Douglas Adams, Harry Harrison, and Robert Sheckley, John Sladek was a writer who was able to make it work.
The Reproductive System (1968) is Sladek's first SF novel, originally published in 1968. This frenzied satire is built on the comic potential of robots gone awry, consuming everything in their path and remaking the world in their own image. As absurd as it is, there is something surprisingly prescient about what the novel has to say about the high-tech world we live in, decades later.
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The definitive time travel story, H. G. Wells' The Time Machine (1895), focuses on a protagonist who visits the extremely far future. Across over a century of time travel tales, in most cases it is the people of our own time who visit either the past or the future. Rather less commonly, the contemporary world plays host to a visitor from another era.
The Masks of Time (1968) is one of those exceptions. This Robert Silverberg novel is set in the year 1999. A mysterious visitor, apparently a time traveler from the year 2999, arrives in Rome and brings chaos with him. This is the beginning of an unusual kind of time travel story, in which the contemporary characters try to make sense of this enigmatic figure and what his hints about his own time imply about the future of humankind.
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Published in 1937, Katharine Burdekin's Swastika Night is a chilling depiction of a far-future fascist dystopia, in which the triumph of Nazism also represents oblivion for humanity and freedom. A precursor to Orwell's Nineteen Eighty-Four (1949), this is an under-recognised and chilling vision of the future which is troublingly relevant today.
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Originally published in 1962, John Brunner's Society of Time stories are set in an alternate Britain in the 1980s. It is 400 hundred years since the Spanish Armada was not defeated, and the Catholicism of the Spanish Empire rules much of the world. The Empire possesses the gift of time travel, though only a new pope is given the ultimate privilege of going back to witness the life of Jesus Christ...
These fantastic stories follow the adventures of Don Miguel Navarro, an agent of the Society of Time tasked with protecting the integrity of the timeline. They are fine examples of Brunner's hugely entertaining and thought-provoking early work.
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It was British science fiction writer Olaf Stapledon, not US physicist Freeman Dyson, who first imagined the "Dyson sphere" - an immense macrostructure which would enclose and harness the entire energy of a star. Beginning with his BSFA Award-winning novel Orbitsville(1975), Northern Irish SF writer Bob Shaw explored this dizzying concept in a trilogy of novels.
This episode explores not only Orbitsville but also its belated sequels Orbitsville Departure (1983) and Orbitsville Judgement (1990).
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An unusual detour into contemporary SF, this episode is a look at the thoroughly strange The Book of Elsewhere(2024), a collaboration between Hollywood icon Keanu Reeves and British flag-bearer for the New Weird, China Miéville. The novel is a spinoff from Reeves' comic book series BRSRKR, about an immortal warrior with 80,000 years of bloodshed behind him.
For his part, Miéville called the novel "a story of ancient powers, modern war, and one person’s quest to find mortality and purpose."
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The Count of Monte Cristo make not seem like the likeliest template for an SF novel, but Alfred Bester was able to take this 19th century French classic and turn it into the basis for his 1956 book The Stars My Destination. This frenetic, fast-paced adventure also begins with a kind of parody of the opening to Dickens' A Tale of Two Cities. It's a hectic, baroque tale of revenge, and one of the most praised SF novels of the 1950s.
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Connie Willis is known for her stocked awards cabinet and for her lengthy novels in the "Oxford Time Travel" series. But this major figure of US SF has not always been concerned with exploring the past, or with doorstop-sized tomes. Remake (1995) is one of her less discussed novels, short enough to sometimes be categorised instead as a novella.
This is story set in what was then the near future, and is now the recent past - potentially the year 2018. This is a story about the movie business, about a Hollywood system completely devoid of creativity and trapped in a grim cycle of reinventing and remixing old successes instead of doing anything new. It is also a story about computer-generated slop, made up of ground-up fragments of older works, and passed off as something new. It's fair to say that Remake has some eerie connections with the way the 21st century is actually going.
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Time travel is, if scientists are to be believed, impossible. That has never stopped science fiction writers, who have made it one of their most frequently used and popular concepts. But if time travel is impossible, can it at least be made plausible?
With his novel Timescape (1980), Gregory Benford sought to do just that. This believable SF epic draws on Benford's own professional experience as a scientist, and is rooted in the prevailing theories in theoretical physics of that time. This a time travel novel with a difference, and one which matches mind-bending science with vivid portraits of scientists at work.
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Science fiction is famously difficult to define. In 1952, the writer and editor Damon Knight famously wrote that "science fiction is what we point to when we say it." But what if what we point to is just the surface, just an aesthetic, and what really matters is what is underneath?
This episode is a brief exploration of what I see as the important gap between two linked, but different things: the living, breathing genre of SF, and the host of images that it has spawned and carried with it through the years - its aesthetic.
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This is an exploration of four short novels by a neglected female writer of SF who sought to subvert the genre from within.
One happy development in recent years is the growing awareness of the contribution of women writers to the development of classic science fiction. Today, writers like Leigh Brackett, C. L. Moore, and Andre Norton are fairly well known in genre circles. Readers and explorers of past decades continue to rediscover women writers, and to- hopefully - bring their work to greater prominence. Today's focus is on one such writer - Margaret St. Clair.
The Ace Doubles line was a long-running and now highly collectible fixture of western, crime, and SF publishing from 1952 to 1978. Published in the unusual dos-a-dos format, they bound together two novels, generally by two different authors. Of the eight novels that St. Clair published, half saw print in this special format - one of them joined with an early book by Philip K. Dick.
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Edmund Cooper is hardly a familiar name today, but he was once a significant presence on the British science fiction scene. For 23 years, he reviewed new SF books for The Sunday Times, and one of his short stories was adapted into the 1957 film The Invisible Boy - which featured the second screen appearance of Robby the Robot, introduced in the more famous Forbidden Planet.
More relevantly, Cooper was also a novelist who had an abiding interest in post-nuclear war scenarios. This episode examines two novels with quite different approaches to this theme - one is his 1958 debut (under his own name) The Uncertain Midnight, and the other is his 1973 late-career highlight The Cloud Walker.
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The generation starship is a classic concept in science fiction. Other stars are hugely far away, and our spacecraft are slow - why not condemn several generations of our descendants to live on board ship, in the hope of reaching a new world in hundreds of years' time? What could possibly go wrong?
Brian Aldiss, who became a major figure in British SF, made his novel debut with a unique exploration of this theme. Non-Stop, published in 1958, is a generation ship classic and also a superb example of how writers can deploy a chain of conceptual breakthroughs, transforming their characters' view of the world.
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Back in episode 131, we looked at The Embedding, Ian Watson's startling debut novel published in 1973. Watson was soon to ascend to new heights, winning the BSFA Award for Best Novel for his second effort, 1975's The Jonah Kit. Like his debut, this is a kaleidoscopic, multi-threaded novel set in multiple countries and asking big questions about consciousness, intelligence, and the nature of the universe. What does all of this have to do with the sperm whale?
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The backwoods of Wisconsin may not seem like the likeliest place for humanity's future in the stars to be decided, but only outside of a Clifford D. Simak story. Wisconsin was his preferred setting, particularly the woodsy Wisconsin of his youth. With his novel Way Station, he parlayed this nostalgic affection into the 1964 Hugo Award for Best Novel.
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Rather than looking at a specific work of classic SF, this episode takes a wider view. It's my personal introduction to five concepts which I think can help enhance your science fiction reading, to boost your understanding and appreciation. Most of these concepts are highly specific to SF, and represent aspects of what makes it a unique genre with its own particular traditions and effects.
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Science fiction icon Philip K. Dick is such a well known figure now - over 40 years after his death - that it is possible to lose sight of the struggles he faced in his career. Back in the 1950s, he longed to break into the mainstream fiction market but was frustrated at every turn. His lifeline was Ace Books, for whom he produced a string of short novels.
Time Out of Joint, which takes its title from a line in Hamlet, was one of Dick's efforts to escape his situation. Published in hardcover in 1959, and belatedly in paperback a few years later, it is an SF novel which was intended to help him break into a new market. While this was a failure, this novel of deception and paranoia is a precursor to some of the writer's most celebrated works.
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Science fiction has seen many audacious heroes who use their wit and guile to overthrow dictatorships, bring the truth to light, and save the world. While this kind of wish fulfilment has its place, so too do stories in which protagonists know only too well that they cannot change the status quo.
Maureen F. McHugh made her name with a story of this type, with her 1992 debut novel China Mountain Zhang. In 2001's Nekropolis, McHugh built a story around another outsider protagonist, this time living in a bleak vision of near-future Morocco.
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A soulful sequel to The Soul of the Robot (1974)
In episode 119, I took a look at The Soul of the Robot from 1974, the best-known novel by the little-known British SF author Barrington J. Bayley. As I continue to explore Bayley's strange, anarchic works, it is time to address his only sequel. Published in 1985, just before Bayley went on a long hiatus, The Rod of Light continues the adventures of the bronze-black robot Jasperodus, the only one of his kind to be blessed - or cursed - with a soul.
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A clash of the deep past and the near future
Featured in episode 107, Pat Murphy's 1986 novel The Falling Woman was one of my favourite reads of 2024. This episode covers her debut novel, The Shadow Hunter, originally published in 1982. While fairly obscure, it is every bit as good as The Falling Woman, and arguably deserves to be seen as a classic of the early 1980s.
In this story of clashing worlds, a time machine is used to drag a young Neanderthal boy hundreds of thousands of years into his future. His arrival into a ecologically and spiritually degraded world is used by Murphy to explore the costs and perils of technological, cultural, and commercial progress. By colonising the moon and the asteroid belt, and building vast gleaming cities, how does humankind impoverish itself?
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Confinement and culture shock in a hyper-urban world
Recent projections suggest that the human population will peak somewhere around 2085; it could even occur, according to some models, as early as 2060. But what would society look like if it was governed by an obsessive push to increase population - to strain against every social and ecological obstacle?
Originally published in 1971, The World Inside is Robert Silverberg's exploration of extreme human population growth and density. It is set in the 24th century, at a time when the world government is close to achieving a population of 75 billion.
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A personal struggle with cosmic consequences
Some people are their own worst enemy - that's particularly true for John Breton. One night, he finds himself confronted with an identical, rival version of himself - who has crossed over from another timeline.
Originally published in 1968, The Two-Timers is the second novel by Bob Shaw, a follow-up to his debut Night Walk which was covered in episode 129. Both a painful exploration of a collapsing marriage, and an SF story about a threat to the integrity of the universe, this book combines the domestic and the cosmic with powerful effect.
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Coming of age on a hollowed-out asteroid
The critic Algis Budrys said of this novel, "one feels a real shock as one realizes that Panshin after all has never been a girl growing up aboard a hollowed-out planetoid". He was praising Rite of Passage, Alexei Panshin's 1968 novel which went on to win the Nebula Award for Best Novel while up against tough competition.
A part of the first series of Ace Science Fiction Specials edited by Terry Carr, Rite of Passage is both a powerful coming of age story in a science fiction setting, and a challenging allegory for the world economic system.
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A tall tale of impossible products, mutants, and parallel Earths
Clifford D. Simak explores the parallel worlds theme to intriguing, energetic effect in his 1953 novel Ring Around the Sun. In this tall tale, originally serialised in Galaxy magazine, a young writer discovers that he has the power to visit many alternate versions of the Earth, each unsullied by human hands.
One of these worlds is already in use, however, to make seemingly impossible products that threaten to topple the world economy. The protagonist must discover the secrets about himself, and protect our world from devastating retaliation by the big business interests that depend on scarcity.
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Entropic tales from the end of time
It is a bit of a truism to say that people are entranced by imagining the end of the world. But what about the end of time? In this immensely distant scenario, entropy has had its way with the universe, life has withered away, and all change and incident has ceased. A true entropic scenario leaves little room for story-telling, and so SF writers tend to cheat, finding ways to keep some eccentric humans alive at the end of time.
Cinnabar is a 1976 collection of linked stories by the US author Edward Bryant. Set in the last city on a ruined Earth, it is a showcase for Bryant's speculations about the deep future of humankind, and for his New Wave writing style. What does Cinnabar have to say about a world seemingly without a future, and a city run by a suicidal AI?
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The Culture is run by Minds - AI constructs of immense computing power, some of the greatest intelligences in the galaxy. But no amount of intelligence can prevent you from making mistakes.
The sixth novel in the Culture series by Iain M. Banks, Look to Windward was first published in 2000. It deals with effects of mistakes made by the Minds. As part of Banks' extended examination of the topic of intervention, it particularly focuses on an attempt to mould the future of a race of cat-like aliens, with resulted in disaster. The Chelgrians were plunged into a brief but appalling civil war. Now, the Culture may be about to feel the consequences.
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Answering listener questions about all things classic SF.
Can you believe it, it's episode 150! To mark this milestone, this episode is a special Q&A. Questions and answers take a tour of Ursula K. Le Guin, J. G. Ballard, Dune (1965), book collecting, getting started with Philip K. Dick, the "cosy catastrophes" of John Wyndham, and more.
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A shocking collision of warped sexuality and twisted metal
"I wanted to rub the human face in its own vomit - and force it to look in the mirror." With these words, J.G. Ballard described the aim of his 1973 novel Crash. A harrowing descent into a bizarre subculture of damaged outcasts whose sexual fetishes centre on the car crash, the novel is Ballard's disturbing diagnosis of the 20th century. The writer described it as a "deranging book to write", which made him hate himself because he felt he was "dealing in deadly things.. like a sort of arms salesman."
Welcome to a tour of an unsettling vision of the highways and byways of a concrete dystopia, and a novel which is science fiction of a unique kind - a deranged hellscape of the here and now.
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Flowers for Algernon is a science fiction classic which crossed over into the mainstream. Originally published in novel form in 1966, Daniel Keyes' only fully-fledged SF book not only won a Nebula, but was adapted to film, and frequently appeared on school curricula. It has even been called "arguably the most popular SF novel ever published". Welcome to a landmark story of intelligence, compassion, and what it means to be a good person.
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A plea for human connection in a computerised world
The reputation of John Brunner rests largely on his four "tract novels" published between 1968 and 1975. Complex and imposing, they are fictional explorations of issues and crises facing society in the latter part of the 20th century.
Originally published in 1969, The Jagged Orbit is the second of these novels and Brunner's follow-up to Stand on Zanzibar - the first British novel to win the Hugo Award. In a declining United States in 2014, racial animosity is stoked and exploited to sell military weapons to anyone who can afford to buy.
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A moving meditation on revolution, knowledge, and human longevity
Kim Stanley Robinson has been a major fixture of American SF for 30 years. Best known for his Mars trilogy from the 1990s, each of his recent novels has been a major event, and he is a particularly important figure in climate fiction.
This episode takes a look at an early and lesser known book by KSR. Icehenge was first published in 1984, and consists of a wide-ranging tour of the future of our solar system. Over the course of three linked novellas, Robinson examines the thorny topics of revolution, knowledge, and human longevity. All are linked to the structure of the title, a giant mysterious artefact discovered on the surface of Pluto.
Also in this episode: responding to a listener message about Isaac Asimov's The Caves of Steel (1954), Andy Weir, and the film Phase IV (1974).
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The classic which helped to define hard science fiction
Whatever your definition of "hard science fiction", Hal Clement's 1954 novel Mission of Gravity is sure to meet it. Rich with meaty discussions of the hard sciences, and written with a stern adherence to scientific plausibility, Clement's third novel is one of the definitive works of hard SF.
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In which life, the universe, and everything are just a game
In his 1976 novel The Garments of Caean, Barrington J. Bayley applied his unique approach to a space opera centred on clothes with strange powers. For his next trick, as critic Rhys Hughes put it, "having swept through a stellar Savile Row", Bayley "turned his sights on Monte Carlo". The Grand Wheel is another odd space adventure, in which its gambler protagonist infiltrates an organisation that might be willing to risk the future of the human species on the turn of a card.
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A controversial psychological SF novel of crime and rehabilitation
The Second Trip is a 1971 novel by Robert Silverberg which incorporates aspects associated with both the US and UK conceptions of the New Wave. This episode looks at this disturbingly intense work of psychological science fiction, in which two minds battle for control of one body.
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A unique and moving feminist post-apocalyptic tale
To win the Hugo Award for Best Novel is one thing, but to secure the Hugo, the Nebula, and the Locus Awards is another thing entirely. Vonda N. McIntyre's 1978 novel Dreamsnake did exactly that, becoming one of the most acclaimed science fiction books of the late 1970s.
This episode explores what made this feminist post-apocalyptic novel significant in 1978, and why it retains its power today.
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"When a man cannot choose, he ceases to be a man."
Stanley Kubrick's film A Clockwork Orange was as controversial as it was profitable. Its depiction of a dystopian near future terrorised by ultraviolent teenage gangs made a startling impact on release in 1971. The film was an adaptation of a book that was nearly a decade old.
This episode explores Anthony Burgess' 1962 book A Clockwork Orange. Included in David Pringle's list of the 100 must-read science fiction novels, it is an anomalous venture into SF by Burgess, who was then better known for his humorous novels. This landmark book came to dominate the author's reputation, with its linguistic invention, philosophical themes, and brutal violence.
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A feminist subversion of SF adventure on a snowbound world.
Joanna Russ was an American writer of science fiction and fantasy best known for her strident feminist perspective. Her most acclaimed book is The Female Man from 1975, in which several women - each from their own parallel universes - confront misogyny and patriarchy.
In Picnic on Paradise (1968), Russ' debut novel, a thief from ancient Tyre is recruited to save the day on a holiday planet plunged into a "commercial war".
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Exploring a unique alternate history and a classic of British SF.
It is the late 20th century - but not as we know it. There is no electricity, let alone nuclear energy. Steam-powered road trains are the fastest means of transport. And England is run not from London, but from Rome. This is the world of Pavane, a unique alternate history by Keith Roberts, published in 1968.
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Hundreds of years from now, there is not a single human being on Earth. The species has been exiled to the moon, Mars, and other worlds of the solar system. A powerful alien race has reserved the planet we think of as "ours", and given it over to the real intelligent life: dolphins and whales. Fortunately, humankind has mysterious friends in high places, who offer powerful technological fixes.
John Varley's debut novel The Ophiuchi Hotline(1977) is a story of a changed and changeable human future in which transplants are trivial, body modification is easy, and death is optional - but in which our species may be running out of time.
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With another year drawing to a close, it's time to assess the ten best novels I read in 2024: all of them featured on the show at some point. Which books will make the cut? Also: my biggest reading disappointment of the year, some honourable mentions, and looking ahead to plans for 2025.
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Dramatic climate breakdown is causing extremes of weather never seen before, and contributing to a succession of convulsive wars, with no end in sight. This isn't the 21st century - it's a unique entry in the tradition of the British catastrophe novel.
Ice was written by Anna Kavan and published in 1967. It was the last novel by a uniquely talented, and uniquely troubled author. Similar in some ways to other disaster novels by authors like John Wyndham and J.G. Ballard, Ice differentiates itself with its surreal qualities and troubling resonances with the author's own life - which was marked by tragedy and addiction.
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On the constantly stormy planet of Windhaven, elite messengers take to the skies using flying rigs made from the remnants of an ancient starship. But who deserves to wear the wings?
George R. R. Martin is one of the world's best-selling novelists, and Lisa Tuttle is a multi-award winning author and a regular critic of new SF and fantasy work. Back in the 1970s, they collaborated on stories in Analog magazine, which were later extended into a fix-up novel - Windhaven (1981).
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This is a neccesarily brief episode - because there is much in this book that must not be spoiled. The Palace of Eternity is an excellent 1969 novel by the Northern Irish writer Bob Shaw. It is a fast-paced, dynamic piece of work, full of surprising developments and wild ideas. Welcome to a fast-moving tale that explores interstellar war, environmental destruction, and even the source of artistic inspiration.
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Breakfast in the Ruins is a sometimes harrowing experimental novel by Michael Moorcock. Originally published in 1972, the novel is a loose sequel of sorts to Moorcock's earlier novel Behold the Man - covered in episode 96. This time, protagonist Karl Glogauer is split into many different lives, in which he becomes entangled, and increasingly guilty of, some of history's worst atrocities.
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Since he died in 1982, Philip K. Dick has become, and has remained, one of the best-known science fiction writers of all time. He has recognition not only from established fans of SF, but also from more general audiences - very unusual for a writer who started out publishing in Ace Doubles in the 1950s. To a significant extent, that wide acceptance has to do with the film adaptations of Dick's work, which began with Blade Runner - released shortly after he died.
This episode focuses on the novel that inspired that film: Do Androids Dream of Electric Sheep?, published at the midpoint of PKD's career, in 1968. It is an iconic SF classic of the 1960s, packed with brilliant speculations and questionings of the author's favourite themes and a deep philsophical insight.
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Oddly, the British author Ian Watson may be best known today for his various novels in the Warhammer 40,000 setting. Long before he flirted with "the grim darkness of the far future", Watson carved a space for himself as one of the most intellectually challenging and formidable British SF writers of the 1970s.
This episode covers Watson's bracing debut novel The Embedding. Originally published in 1973, it is a startling combination of linguistics, anthropology, geopolitics, and first contact with alien life. With settings in the UK, the US, Brazil, and in space, it is an expansive and ambitious debut posing big questions about humankind's search for meaning and a place in the universe. It also features a gonzo fusion of drugs, language theory, sex, and political violence.
J.G. Ballard once described Watson as the UK's only SF writer of ideas - and The Embedding is definitely packed with those.
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It's been over a year since we last covered a novel in Alan Dean Foster's expansive Humanx Commonwealth setting. In these far-future novels, humanity has allied with the insectoid thranx species, which resemble huge, intelligent ants. Together, the two species create a benevolent, star-faring civilisation.
The thranx are disappointingly absent from the sixth standalone book in the setting, The Howling Stones. What this 1997 novel does have is a pair of bickering xenologists, warlike lizard-like aliens, and the apparently magic rocks of the title. How does it stack up against Foster's earlier novels, like the excellent Midworld from 1975?
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In recent years, the reputation of the Northern Irish writer Bob Shaw has grown. He died in 1996, but left behind a large body of cleverly entertaining science fiction series, novels, and stories. Today, more readers are discovering Shaw's work, which is eminently readable and packed with intriguing ideas taken in surprising directions.
Recently, I covered Shaw's excellent 1976 novel A Wreath of Stars, one of his most celebrated works. This episode covers his debut novel, the deft and exciting Night Walk. Shaw had a fear of blindness, rooted in his own eye health issues, and a strong interest in the science of optics. Like several of his later novels, Night Walk explores this preoccupation.
In this far-future spy story, our hero is blinded and dumped in a prison on a hostile colony world. To escape, survive, and protect a secret with interstellar significance, he must rely on a device that restores his ability to see - but not through his own eyes, but the eyes of others.
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The hugely prolific Michael Moorcock is credited with making a major contribution to New Wave science fiction, mainly due to his editorship of the pivotal British magazine New Worlds. Moorcock wrote relatively few science fiction novels, certainly compared to his huge output of fantasy work, which he used to help support New Worlds financially.
However, some of Moorcock's own SF novels are themselves significant contributions to the New Wave. The Black Corridor, written in uncredited collaboration with his then-wife Hilary Bailey, is one example. To catch up with my review of another classic Moorcock SF novel from 1969, listen back to episode 96 for Behold the Man.
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The time has come to continue exploring Iain M. Banks' Culture series. Inversions is the fifth of nine novels, and also the last to be published in the 1990s. This time, Banks stretched himself further than ever before, experimenting with a radically different view of his post-scarcity setting. What does the Culture look like, viewed from a medieval society that is unaware that other worlds even exist?
To catch up with my coverage of the series, listen to episode 90 for The State of the Art, 93 for Consider Phlebas, 99 for The Player of Games, 105 for Use of Weapons and 110 for Excession.
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No discussion of classic British science fiction could be complete without mentioning John Wyndham, and perhaps especially his 1951 novel The Day of the Triffids. A pioneer in the noble tradition of the British disaster novel, this influential classic piles not one, or two, but three catastrophes onto the world. The protagonist, Bill Masen, must navigate not only mass blindness and a mystery disease, but the iconic triffids themselves - mobile, venomous, and possibly intelligent plants with mysterious origins and a taste for human flesh.
Despite its pulpy premise, The Day of the Triffids is written in genteel prose that reflects its postwar British origins. But Wyndham's breakthrough novel is no "cosy catastrophe", a phrase coined by Brian Aldiss. It is an unsettling depiction of societal collapse, which probes the frailty and weakness of civilisation in the face of rapid change and technology that spirals out of control.
In this episode, walk the deserted streets of a fallen London to explore an enduring classic of British SF, one that casts a long shadow over the genre even after more than 70 years.
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This episode covers two quite different science fiction novels by two quite different writers, published more than a decade apart. What links them is their emphasis on religious themes. Let the Fire Fall by Kate Wilhelm was published in 1969, and is largely forgotten. Set in a near-contemporary world, it deals with alien visitation and a manipulative religious cult.
Strength of Stones is an early novel by Greg Bear, published in 1981. It has a far-future setting on a planet colonised by religious outcasts. How do these lesser known novels by prominent authors stack up today?
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Back in episode 111, I took a trip back to the 1950s, and looked at three books written collaboratively by Frederik Pohl and Cyril M. Kornbluth. The first two of these, The Space Merchants and Gladiator-at-Law, are major landmarks in the development of social science fiction.
In 1955, while that collaboration was ongoing, Frederik Pohl published another novel in partnership with a different author - Lester del Rey. That novel was Preferred Risk, another minor classic of social SF in which the world is dominated by a huge, monolithic insurance company.
This episod explores Preferred Risk, its unusual future world, and the controversial circumstances in which it was written and published.
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Originally published in 1960, Rogue Moon is an excellent novel by the Lithuanian-American author, critic, and editor Algis Budrys.
If you read classic science fiction and encounter contemporary reviews of those books, you are sure to have heard Budrys' name. He was a major critic of SF for many years. However he was also a highly capable writer of his own fiction, both at short story and novel length.
Rogue Moon is his best-known novel, a nominee for the 1961 Hugo Award which combines a lunar mystery with penetrating questions about human psychology and the philosophy of life, death, and struggle.
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A debut novel which deals with guilt, art, and suspicious happenings on a troubled colony founded on matter transmission.
The British SF author Eric Brown passed away in March 2023. He first came to prominence through his short fiction in the 1980s. Following the publication of his first collection, Brown was given the chance to put out his first novel. This episode covers that book, Meridian Days. While it has been out of print since 1993, this is an interesting first effort from a writer who would ultimately publish numerous novels up until his sadly premature death.
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What if we share our world with a different intelligent species, but are separated from them by a failure of perception? And what if that gap could be bridged by a new technology, a new way of seeing?
That is the premise of Bob Shaw's 1976 novel A Wreath of Stars. In his ninth novel, the Northern Irish writer combined his interest in optics with speculation about exotic particles and a grounded, African setting. This short, intriguing novel is all about perception, and how it can both divide and unite.
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In a recent episode, we looked at Frederik Pohl and C.M. Kornbluth, who formed the most important science fiction writing team of the 1950s. This instalment looks at a key book by a dominant collaboration of the 1970s and 1980s - Larry Niven and Jerry Pournelle.
These right-wing hard SF authors worked together on numerous books, and even collaborated on fantasy at times. Their 1981 novel Oath of Fealty is an interesting fusion of their scientific speculations and their unsettling, libertarian politics. It is also a prominent work of SF focusing on the theme of arcologies - high-tech, self-contained, urban communities cut off from the outside world.
Oath of Fealty was published just after Ronald Reagan became President of the United States, and reflects the hard-right atmosphere of the time. A few years later it was included, with some misgivings, in David Pringle's book Science Fiction: The 100 Best Novels. This episode gives an overview of this memorable book, and its significance in 1980s political SF.
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Barrington J. Bayley's novel The Soul of the Robot (1974) fits within the wider context of robot stories in SF - these include Isaac Asimov's influential tales from the 1940s, and the more subversive work of John Sladek in the 1980s. The protagonist of Bayley's novel, the fully conscious robot Jasperodus, can be seen as a kind of middle ground between these two approaches.
Featuring fallen empires, a strange mix of technologies, a war for control of Mars, and a robot revolution, The Soul of the Robot is another of Bayley's clever confections. However it also explores deeper questions of consciousness, identity, and free will.
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Charles L. Harness' 1953 novel The Paradox Men was originally published under the title Flight Into Yesterday. It is a classic example of elevated pulp, which features swordfights, superpowers, voyages to the sun, and a strange furry creature that can speak - if only to speak the phrase "don't go..."
The Paradox Men is featured in David Pringle's 1985 book Science Fiction: The 100 Best Novels. This inclusion is arguably a key reason why Harness and his work have avoided a descent into obscurity. But as we'll see, The Paradox Men is a superior pulp story, which combines influences from Einstein, the historian Arnold J. Toynbee, and the strange of the Canadian writer A.E. Van Vogt.
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Originally published in the December 1971 issue of Playboy, “A Meeting With Medusa” is generally thought of as Clarke’s last significant shorter work. Notably, it won the Nebula Award for Best Novella the following year. It was also an early inspiration for two of Clarke’s successors in the British SF scene. 45 years after the novella’s publication, Stephen Baxter and Alastair Reynolds delivered their novel-length sequel, The Medusa Chronicles.
Taken together, these two works form an exciting exploration of the possibility of life on Jupiter, the effects of transhumanism, and the relationship between humans and machines. They are also a fascinating link between two generations of British science fiction talent.
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In The Forge of God (1987), the Earth’s demise is an inevitability. Greg Bear’s novel of apocalypse was published when he was establishing himself as a leader of American hard SF in the 1980s. This is a sophisticated, chillingly believable, and scientifically rigorous view of the end of the world. Crucially, Bear is as interested in human beings as he is in the devastation that unfolds. Knowing the outcome does not undermine the emotive power of his human-scale story.
While humankind makes a stab at self-preservation, this novel confronts the chilling idea of a broadly hostile universe for which Earth is woefully unprepared. In a way, though, The Forge of God is oddly uplifting - dealing as it does with the vanishing beauty of our world and that sturdy cliché, the strength of the human spirit.
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Robert Silverberg's To Open the Sky (1967) combines five pre-planned stories originally published in Galaxy magazine in 1965 and 1966, it is an interestingly structured piece of work published at a time when Silverberg was just entering his own personal golden age. It also combines themes of religion, psychic powers, terraforming, immortality, and political conflict into a unique take on the "future history" subgenre of SF.
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George R.R. Martin is easily one of the best-known, most successful, and wealthiest genre writers still working today - albeit slowly.
While Martin is a giant of modern fantasy writing, even some of his ardent fans may not be aware that he first made an impact in science fiction. This episode first covers his debut novel from 1977, Dying of the Light. It's a gloomy, mournful story of lost love and personal obligations set on a dying, rogue planet. Next, I'll take a look at the very different Tuf Voyaging from 1986. A more light-hearted affair, it collects seven stories of eco-engineering, monstrous creatures, and witty dialogue, and cats.
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John Brunner was a startlingly prolific British writer of science fiction, whose reputation rests on four acclaimed books he published from the late 1960s to the mid 1970s. However, earlier in his career he wrote many SF adventures which while less ambitious, are a rich source of pulp excitement.
This episode focuses on two of these many novels. The Atlantic Abomination and Sanctuary in the Sky were both published in 1960 by Ace Books. They represent only half the novels Brunner published that year through the same US publisher. Listen on for a brisk look at these two fast-paced books, little-remembered but accomplished genre exercises from a giant of British SF.
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Pure SF pulp, The Fall of Chronopolis (1974) is the fifth novel by British author Barrington J. Bayley. While it superficially resembles a space opera, it is really more of what could be called a "time opera". The Chronotic Empire rules hundreds of years of human history, using powerful time-ships to head off threats from the past and the future. But when officer of the Third Time Fleet, Mond Aton, glimpses the true nature of the "temporal substratum", it begins to change everything...
This episode is a brisk look at the novel which Rhys Hughes called "perhaps the ultimate time travel story", and which was possibly was an influence on the setting of Warhammer 40,000. To catch up with a previous review of Bayley's The Garments of Caean (1976), listen to episode 108.
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This special feature episode focuses on three novels written in partnership by Frederik Pohl and Cyril M. Kornbbluth - The Space Merchants (1952), Gladiator-at-Law (1955), and Wolfbane (1959). Each unique in their own way, these three books are classics of the genre in the 1950s. They are the products of a special partnership between two writers who complemented each other perfectly.
Significantly, all three books were originally serialised in Galaxy magazine, which at the time was edited by H.L. Gold. In this sense, the three books represent some of the high watermarks of magazine SF in the exciting, productive 1950s. All three were also published in book form by Ballantine, then a new company which was helping to build a market for SF novels, which had never existed prior to the '50s.
The partnership ended early due to the untimely death of Kornbluth in 1958. Soon afterwards, H.L. Gold stepped down from Galaxy, and left Pohl to take over from him. These three novels, then, arrived at a time of tremendous change in the genre. In this episode, I try to do them some justice - especially Gladiator-at-Law and Wolfbane, which I feel deserve the classic status already afforded to The Space Merchants.
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Winner of the BSFA Award for Best Novel, Excession (1996) is the fourth novel in Iain M. Banks ever-popular Culture series of SF novels. In this entry, the awesome power of the post-scarcity Culture civilisation is challenged by two linked threats. One is the increasing aggression of a cruel species, the Affront. The other is the emergence of a vast and mysterious structure, the Excession.
On one level a classic "big dumb object" story, Excession explores previously unseen elements of the Culture setting - not least the workings of its super-intelligent AIs.
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Poul Anderson's Tau Zero, published in 1970, is a landmark of hard SF which pushes out far further, beyond the Milky Way and into the frightening emptiness of intergalactic space. It also deals memorably with time dilation, and a vast spain of eons.
Significantly, Anderson does all of this in a scientifically convincing way, with a plot strongly grounded in his understanding of phyics at the time. This episode takes a close look at the novel, and the reasons why it remains a classic of its type over 50 years later.
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The Garments of Caean is a science fiction novel by the British author Barrington J. Bayley (1937 - 2008). It forms a part of his classic run of unusual and energetic books in the mid-1970s, and is included in guide 100 Must-Read Science Fiction Novels. This is a space opera with an odd hook - it is about clothes, specifically an incredible Frachonard suit which gives its wearer remarkable influence over others.
This is both an exciting interstellar adventure with comic elements, and an interesting vehicle for sociological speculation about cultural exchange, self-image, and whether the clothes really make the man.
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American fantasy in the 1980s is often associated with big, bloated series of novels steeped in Tolkien and Dungeons and Dragons. The Falling Woman is something very different. It isn't set in some imagined world stuck in the middle ages - the story occurs in contemporary Mexico, in and around an archaelogical dig site. But this is a fantasy novel - in which the dead have a profound effect on the living.
This episode takes a look at Pat Murphy's 1986 novel, which won the Nebula Award for Best Novel the following year - beating out authors like Gene Wolfe, David Brin, and Greg Bear.
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Imperial Earth is the second of three novels Arthur C. Clarke published during the 1970s - and of those three, it is the least well-known. The main focus of this episode is to assess this tale of 2276, which takes in the quincentennial of the United States, a technological utopia, and Clarke's coy take on sexuality in science fiction.
This episode also includes a bonus - a brief look at the first five novels in Roger Zelazny's popular fantasy series, The Chonicles of Amber. Do these tales of infinite alternate universes stand up to their towering reputation?
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Use of Weapons (1990) is the third novel in the Culture series of science fiction novels by the much-missed author Iain M. Banks. Originally drafted in 1974, the book follows the interstellar supersoldier Cheradenine Zakalwe, an efficient agent of the Culture.
Combining two interleaved narratives, Use of Weapons tells a complex story about military intervention, violence, responsibility, and guilt. This episode explores what makes this perhaps the best-known and most acclaimed novel in the whole Culture sequence.
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Maureen F. McHugh published her debut novel China Mountain Zhang in 1992 and it went on to win multiple awards. An impactful social science fiction story, the book is set in a 22nd century world in which China is the dominant superpower. Zhang Zhongshan is a young, gay construction engineer in New York City, trying to make his way in a world where his sexuality could land him in prison, or worse.
McHugh's book is an attempt to write what she called an "anti-SF novel". Unlike most of the genre, it has a main character who has little to no ability to change the world around him, let alone to save it. This episode looks at how successful McHugh was, and what makes China Mountain Zhang remain relevant over 30 years after its first publication.
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In 2006, Spanish developers Pyro Studios had big hopes for the fourth entry in the successful Commandos series. Strike Force was intended to help them break into the World War II shooter market, and onto consoles. Unfortunately, it was a critical and commercial disaster. Strike Force sank the Commandos series, and took Pyro Studios down with it.
This episode picks through the wreck, to figure out what went wrong with Pyro's fourth and final Commandos game and see if there is anything worth salvaging.
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In 1998, Madrid-based videogame developers Pyro Studios produced a shock hit with their landmark game Commandos: Behind Enemy Lines. It shifted 900,000 copies, and did particularly well in the UK and Germany. Eventually, it would prove to be the trigger point for a small but uniquely engaging sub-genre of real-time stealth tactics games. These sprang up in the early 2000s, died off, and were then revived in 2016.
After the release of the standalone expansion Beyond the Call of Duty in 1999, Pyro’s British publisher, Eidos, were eager to profit from another success. They put their weight behind the Spanish developers, who set to work on a sequel with a hefty budget of $7 million. Flush with cash and manpower, Pyro ultimately delivered an almost recklessly ambitious follow-up: 2001’s Commandos 2: Men of Courage.
Over 20 years later, the game is still an essential entry in the genre that Pyro invented. Commandos 2 is definitely a product of its time, and its learning curve can be steep for those more familiar with the friendlier revivals made by Mimimi Games. It is exuberant but imperfect, with a number of new concepts and systems which could have been better implemented. Despite these flaws, Commandos 2 is a thrilling exercise in painstaking stealth - and no exploration of the genre is complete without it.
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American science fiction author Greg Bear, who passed away in 2022, had a major success with his 1985 novel Blood Music. An expansion of his award-winning 1983 short story, the novel is themed around emerging sciences of the 1980s: biotechnology and genetic engineering. Both unsettling and in a way inspiring, the book confronts the massive implications of a new kind of artificial, biological intelligence run amok.
In the story, a renegade scientist based in a realistic, contemporary California uses his own lymphocytes to create what he calls “noocytes”, or thinking cells. What begins as an experiment in information processing brings seismic changes first to the scientist’s body, then to the people around him, and later to the whole world. Blood Music comprises a series of frightening transformations, and explores themes of consciousness, individuality, and the nature of reality itself.
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Welcome to episode 100! Thank you so much to everyone who has listened to this humble podcast project, an extension of my site andyjohnson.xyz. This episode begins with a brief reflection on this milestone, and then moves on to its main subject: Joe Haldeman's 1974 science fiction classic The Forever War. An iconic entry in the genre, it is a convincing and humane take on interstellar military conflict.
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The Player of Games is the second novel to be published in Iain M. Banks’ revered Culture cycle, following Consider Phlebas(1987). It is often thought to be one of the most popular of the books, and is sometimes suggested to be a good starting point. It is an engaging character study of Gurgeh, and a story which deals cleverly with themes of power, manipulation, and the nature of games.
To catch up with this series, be sure to listen to my thoughts on the short story collection The State of the Art (in episode 90) and the first Culture novel Consider Phlebas (in episode 93).
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In August 2023, id Software’s 1997 first-person shooter Quake II was updated to a new, enhanced version. This was no surprise - it had been rumoured for some time, and seemed inevitable after the 2021 reissue of the original Quake. What few were prepared for is how brilliantly the job was done. Here we explore three aspects in which it was extraordinary back in the day, and is better still in 2023.
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This latest roundup of the games I've played covers May 2023, and features two new and two older releases:
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In 1966, New Worldsmagazine published the story "Behold the Man", by its editor Michael Moorcock. This sacrilegious tale of a man who travels back in time to replace Jesus won Moorcock the Nebula Award for Best Novella. This episode covers the extended 1969 novel version of what may be one of the boldest time travel stories of all.
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Continuing our look at Alan Dean Foster's Humanx Commonwealth series, this episode covers the fifth standalone novel: Sentenced to Prism(1985). Corporate troubleshooter Evan Orgell finds himself on a distant planet where silicon-based life is abundant. As Orgell struggles to survive, Foster gets to explore some of his favourite themes in the context of an SF adventure.
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The 2020 "definitive editions" of Mafiaand Mafia IIare the stars of the show in this latest overview of the games I've played recently. This bumper instalment features:
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This second episode in a series on Iain M. Banks' Culture series of science fiction books covers the first novel, Consider Phlebas(1987). In this subversive take on the space opera, Banks introduces the Culture from the outside - by using as his protagonist the ruthless, shape-changing agent Bora Horza Gobuchul. Expect space pirates, cannibals, a fugitive AI, and a deadly game of "Damage" in the book that helped shape the rest of Banks' career.
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An expansion of her 1974 novella, Where Late the Sweet Birds Sangis Kate Wilhelm's best-known work in the science fiction genre. Winner of three major awards for Best Novel in 1977, it is often called one of the most important SF novels to deal with the issue of cloning. This episode looks at how Wilhelm's scientific shortcomings are compensated for by her philosophical thoughtfulness.
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The anime-inspired third-person action game Oniis often thought of mainly as "Bungie's forgotten game". But in fact, this classic deserves to be recognised as something much more than just a footnote in the history of the studio that made Halo.This review does a dream dive into what makes Onispecial, and makes the case that it should be a cult classic.
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The 1991 collection The State of the Artserves an important function in the bibliography of revered Scottish author Iain M. Banks (1954 - 2013). It collects his short fiction from 1987 to 1989, crucially including the stories "A Gift From the Culture", "Descendant", and the title story. These are entries in Banks' Culture series, and good entry points into that sprawling, post-scarcity SF setting.
This episode is a whistlestop tour of The State of the Art, taking in skulls, alien waste disposal, a lovesick plant creature, and nuclear war.
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Can 2023 live up to the lofty hopes of a revival of real-time strategy games? We had the first major test of that thesis in February, with the releases of The Settlers: New Alliesand Company of Heroes 3. I reviewed both of those games for Entertainium this month, and share some brief thoughts in this episode. The games covered this month are:
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The exploration and colonisation of Mars is a perennial subject in science fiction. Arthur C. Clarke's 1951 novel The Sands of Marsis a significant entry in that history, especially because it takes a realistic approach beforethe Mariner 4 flyby in 1965 - at least until the alien kangaroos show up.
This episode takes a look at the book, and how it fits in with the history of Mars-themed fiction and Clarke's wider career.
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Before The Handmaid's Tale (1985), there was Native Tongue(1984). Suzette Haden Elgin's feminist dystopia is an early precedent for this increasingly popular genre. Combining a powerful feminist message with a detailed exploration of the science of linguistics, this is an interesting curio of 1980s social SF. But why has Klingon proven to be so much more successful than Láadan, Elgin's own constructed language for women?
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American author Roger Zelazny won the Hugo and Locus awards for Best Novella for his story "Home is the Hangman". The 1976 book My Name is Legion collects this science fiction tale and its two prequels. Featuring nuclear engineering projects, assumed identities, dolphins, and a killer robot, how does this collection stack up?
Support the showFor lots more writing on classic science fiction, other books, video games, and more check our my site andyjohnson.xyz and follow me on Twitter: @andyjohnsonuk
This bumper edition of "what I played" covers not one but twomonths! Featured in this instalment:
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This episode continues our look at the Humanx Commonwealth sci-fi series by Alan Dean Foster. The fourth standalone book, Voyage to the City of the Dead, is set on the diverse Commonwealth world of Horseye. Married human scientists Etienne and Lyra Redowl travel up the massive Skar river and could make an incredible discovery - ifthey can survive the planet's dangers.
To catch up with the series, listen to episodes #62 (Midworld), #65 (Cachalot) and #81 (Nor Crystal Tears).
Support the showFor lots more writing on classic science fiction, other books, video games, and more check our my site andyjohnson.xyz and follow me on Twitter: @andyjohnsonuk
If humans mastered the stars and met other alien species, what would they do in order to stay on top? This short episode covers The Long Result, a 1965 sci-fi novel by British author John Brunner which is part of a transitional period in his fascinating career.
Support the showFor lots more writing on classic science fiction, other books, video games, and more check our my site andyjohnson.xyz and follow me on Twitter: @andyjohnsonuk
The latest monthly roundup of the games I've played lately, new and old. Featured in November 2022:
Support the showFor lots more writing on classic science fiction, other books, video games, and more check our my site andyjohnson.xyz and follow me on Twitter: @andyjohnsonuk
My coverage of Alan Dean Foster's Humanx Commonwealth series continues with Nor Crystal Tears(1982). This third novel focuses on the early history of the setting, and the first encounter between humans and the insect-like Thranx. Can the plucky agronomist Ryozenzuzex bridge the cultural barriers with a freakish species who wear their skeletons on the inside?
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Aliens, generation ships, dated social attitudes, and the horror of infinite nothingness. This episode is an overview of the book Spaceworlds: Stories of Life in the Void. Published by the British Library in 2021, this anthology of classic science fiction stories set in space features short fiction by John Brunner, Jack Vance, Judith Merril, Richard C. Meredith, and more. Which are the essential tales, and which should be tossed out of the nearest airlock?
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This month's bumper roundup of the games I played features seven entries:
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Another month bites the dust, and it was a busy one for me. Writing for Entertainium, I reviewed three games in September - a record. First up was Circus Electrique, an interesting mix of management and turn-based battles in steampunk London. I was much less impressed by No Place for Bravery, a Brazilian indie Soulslike which I found to be way wide of the mark. Conversely, I liked Sunday Gold far more than I expected to. My hatred of point-and-click adventure games is on the record, but this one won me over with its logical puzzles and the addition of its own turn-based combat.
This month’s update also features two older games. I caught up with Iron Harvest (2020), a noble effort to revitalise the ailing real-time strategy genre which meets with mixed results. And lastly for September, I finally played BioShock Infinite (2013), a full nine years after it came out. Irrational’s sequel is showing its age a bit, but it’s still easy to see why it received such a rapturous reception at the time.
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American author Patricia A. McKillip passed away in May 2022. This episode covers her breakthrough novel for adults, The Forgotten Beasts of Eld(1974), which won the first World Fantasy Award. The book focuses on a wizard-woman who commands a group of magical animals and gradually becomes drawn into human conflicts. But how does McKillip's novel weave a spell of its own?
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Each month, I take a look back at the games I've played recently - be they new or old - and share my quick thoughts. In this instalment, I cover new releases Hard West IIand Cursed to Golf, as well as Metro: Last Light(2013) and There Is No Game: Wrong Dimension(2020).
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Would you believe it, it's the 75th episode! Thank you to everyone who has listened to this odd, bitesize, sort-of-podcast and its highly inconsistent subject matter.Barry Malzberg's breakthrough science fiction novel Beyond Apollo(1972) was the first ever winner of the prestigious Campbell award. Not everyone liked the book's experimental approach, though. Expect sex, madness, and a completely unreliable narrator in this brief tour of one of the most controversial SF books of the 1970s.
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Originally serialised in Analog magazine in 1975, Lifeboat is a collaborative SF novel by Harry Harrison and Gordon R. Dickson. Can the humans and aliens trapped together in a cramped interstellar escape module find a way to survive? And did Harrison and Dickson deliver an engaging story?
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Inflation is rising rapidly, plunging working people into poverty. A huge strike wave spreads from one sector to another. A major economy has pulled out of Europe, adding to the economic chaos, and a new disease spreads around the continent. The British government neglects these crises, and instead pursues a culture war.
This bleak description fits the UK in the summer of 2022, but it is also the backdrop to John Brunner’s 1973 novel The Stone That Never Came Down. This episode takes a look at this prescient novel of a declining, crisis-stricken UK.
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This latest instalment of my monthly series on the games I’ve played has four entries. It kicks off with Strange Brigade and Yooka-Laylee and the Impossible Lair, two very different games which are united by their unmistakable Britishness, sense of humour, and love of alliteration. Next up I have a few words about the fairly obscure action RPG Of Orcs and Men, made across the Channel in France. If you’ve enjoyed the fantasy stealth games in the Styx series, then you may enjoy the game that first introduced that gregarious goblin.
Finally for July, I revisited an indie masterpiece which has just been given a free and impressive overhaul. Tactics classic Into the Breach has been picked up by Netflix, who are making it available to their subscribers. To celebrate, Subset Games have upgraded all versions of the game to the even more excellent Advanced Edition. This gratis update adds a ton of new features, and makes one of the best indie games ever somehow even more perfect.
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Normal human lives are in short supply in The Time Dweller. Originally published in 1969, this collection is one of the earliest efforts to gather together some of Michael Moorcock’s shorter stories. Of the nine entries in this volume, seven were originally published in New Worlds, one of the leading British SF magazines. It might not have been too difficult to get them published, because at the time the editor was one... Michael Moorcock.
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Today, developers Bungie are known for the blockbuster Halo series and more recently, for the Destiny games. And while the studio changed first-person shooters forever, first on the Mac and then on consoles, none of their later successes would have been possible without their earlier work in a different genre altogether. It was the success of pioneering real-time tactics game Myth: The Fallen Lords which, in part, prompted Microsoft to purchase Bungie and to help propel Halo to industry-shaking success in 2001.
Myth was ahead of its time. Its 3D environments were some of the first in the genre and Bungie’s work helped to forge a new style of gameplay. They cut away the base building, resource management, and large unit counts that defined Command & Conquer (1995) and Total Annihilation (1997). Myth isn’t a strategy title at all - but part of the first wave of real-time tactics games. It does more than make players think; it makes them feel. Thanks a unique union of writing and gameplay, each of Myth’s missions inspires feelings of desperation, terror, relief and - hopefully - triumph. 25 years later, it’s the emotional impact of Myth which makes it special to this day.
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There’s not much need for preamble this month - I had a busy June, but still managed to play quite a few games. They were mostly on the older side; in fact the only 2022 release I played during June was a demo, and I rarely play those.
I revisited two classics from my youth which still stand up remarkably well, in the form of gloomy tactics game Myth: The Fallen Lords (1997) and the forgotten Indiana Jones and the Emperor’s Tomb (2003). I continued my increasingly familiar ramble through the Halo series with the fairly tiresome spinoff Halo 3: ODST (2009), and that demo I mentioned was for the upcoming Agent 64: Spies Never Die. The real standout for me, though, was definitely Dragon’s Dogma. Inspired by the long-awaited announcement of a sequel, I finally picked up Hideaki Itsuno’s cult favourite action RPG and have been revelling in its idiosyncratic charms.
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Frederik Pohl (1919 - 2013) had an incredibly long career in science fiction. He wrote, edited and worked as an agent for over 70 years, from the early 1940s right through to the end of his long life. Gateway is a key work in the second wave of his writing career, which began in 1969 after a long spell helping others to get their stories published. Originally serialised in Galaxy magazine, Gateway was a major success which won both the Locus and Nebula Awards for best novel, and the John W. Campbell award.
This episode is a short review of the novel, which features abandoned alien starships, sexual hang-ups, AI-assisted psychotherapy, and space-prospectors gambling with their lives at faster-than-light speeds.
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This special books episode covers three classic novels:
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May’s instalment of “what I played” is a relatively brief one, simply because - well, I didn’t play that many games during the month. What I did unexpectedly get the chance to do is to review the excellent Sniper Elite 5, which is easily one of my favourite games of 2022 so far. I can admit to a surge of local pride, as developers Rebellion are based just down the road from me in Oxford. My full thoughts on the game are available for your reading pleasure at Entertainium.
I of course also found a bit of time to tackle some older games. Thanks to the generous folks at Epic, I was able to play hyper-fast futuristic racer Redout (2016). I took a bloody trip into the distant past with Raven’s badly dated shooter Soldier of Fortune (2000). Finally, I have a few thoughts on the remaster of the end-of-the-world action-adventure Darksiders (2010).
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The second standalone novel in Alan Dean Foster's sprawling "Humanx Commonwealth" series, Cachalotis an intriguing sci-fi mystery story set on an ocean planet and starring three scientists, a cop, and two friendly killer whales.
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One is a Lonely Number (1952) by Bruce Elliott is a real obscurity, a dark and nihilistic escaped-convict story set mostly in Ohio. Black Wings Has My Angel (1953) by Elliott Chaze is one of the most praised crime noir books of its era, and for many years was a very desirable rarity in paperback.
These are both excellent books, terse and powerful and as lively today as they were in the early ‘50s. If you like the sound of them, then I can recommend Paperback Warrior and Stark House Press, who I’m sure will guide you and I alike to many more engaging reads from back in the glory days of paperback fiction.
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For me, April was another bumper month of games. In this month’s instalment of “What I played”, I cover seven games including two brand new ones which I’ve reviewed, and even one unreleased one, all of which I covered for Entertainium. In boomer shooter Forgive Me Father I confronted eldritch abominations, cosmic horrors and a sometimes severe lack of ammunition. B.I.O.T.A., meanwhile, is a very entertaining 8-bit style side-scroller set on an asteroid plagued by ravenous mutants. Both of these games have largely flown under the radar, but I do recommend them.
The four older games I tackled in April were the impressive remake Black Mesa (2020), underrated open-world shooter Rage 2 (2019), baffling Japanese adventure Yakuza 0 (2015) and the excellent sequel Rise of the Tomb Raider (2015).
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Alan Dean Foster has a very extensive catalogue of SF works under his belt, most notably in his “Humanx Commonwealth” universe, which centres on an alliance between humans and the intelligent insectoid species the Thranx. Midworld, published in 1975, is a superb standalone novel in this setting - albeit one which doesn’t feature the Thranx. Instead, it is set on a nameless, verdant, and hostile jungle planet which is home to the descendants of humans left stranded by a starship crash many decades earlier. In the book, Foster tells an enthralling story within a brilliantly realised and convincing setting - and very likely inspired Avatar.
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On release, Rage 2 got the dreaded “mixed reviews”. It got a lot of 7 out of 10 scores, which in the demented world of video game scoring is generally taken to mean “this game sucks”. Three years on, though, I’ve played Rage 2 for the first time and have been very pleasantly surprised. In fact, there’s a plausible case to be made that this broadly unwanted and unloved sequel is one of the more worthy shooters of recent years. It may have hilariously convoluted upgrade menus, and a thin story, but its core features are very entertaining indeed and it really gets a lot right. This, then, is my case in support of Rage 2 in six easy steps.
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Appropriately enough given the state of the world, I start this month's games roundup with the post-apocalyptic tactics game Mutant Year Zero: Road to Eden (2018). Later in March I tapped into the cultural zeitgeist - as I always do! - by going full goblin mode in the excellent stealth game Styx: Master of Shadows (2014).
Strap in, because this month's roundup is, happily, a particularly long one. There are a total of seven games to cover, even if one is technically "just" a DLC. On Entertainium duties, I also got the chance to cover a new game I'd been looking forward to. Sadly, Weird West didn't live up to my personal expectations, but I'm aware that I'm in the minority on that front.
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Of all the asteroid disaster novels, one of the most notable is the book The Hammer of God, written by Arthur C. Clarke and published in 1993. Taking into account the latest science of the time, the book was the second-to-last novel that Clarke wrote alone and the last one he wrote alone outside of the Odyssey series. Incorporating elements and styles from his better known earlier books, The Hammer of God partly inspired Deep Impact and could be a good entry point for newcomers to Clarke’s body of work.
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The Telling is a fairly short novel which revisits several of the themes which Le Guin had previously explored in the earlier Hainish books. In this sense, it makes for a fitting conclusion to the loose series. Opinions are divided on where to start with the Hainish stories, but I would certainly caution against starting with The Telling; while its setting and characters are entirely new, it leans heavily on previous depictions of the Hainish people and of the Ekumen. While this is generally felt to be one of the more minor entries in the series, The Telling has all the deep engagement with ideas that Le Guin fans will expect by this point.
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Another month, and another step in the world seemingly disintegrating in front of our eyes. February was another tough four weeks of 2022, as our stupid, cruel and cowardly leaders continued to throw ordinary people under the bus. At least, as ever, there were games to play. In recent weeks I tackled two huge older games which I hadn’t previously played. One was the $6 billion juggernaut of Grand Theft Auto V (2013), and one was the triumphant return of theSlayer, Doom Eternal (2020).
Excitingly, I also got the chance to play two brand new games in the form of martial arts brawler Sifu and the shooter sequel Shadow Warrior 3. These two Asian-themed action games were both on my list of the games I’ve been most looking forward to this year, and they both lived up to my expectations - albeit in somewhat surprising ways. A quick overview of all of these games will follow, but for my in-depth thoughts on the newcomers check out my full-length reviews published on Entertainium.
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In a few short years, Taylor Sheridan has been transformed from a bit-part actor on Sons of Anarchy into a major power player. Today’s screenwriters are almost anonymous, but Sheridan has some of the same name recognition and kudos once reserved for guys like Shane Black. He’s achieved all of this while bucking trends - in a far cry from the ceaseless deluge of superhero sequels we’ve been in for fifteen years, his movies are unambiguously written for grown-ups. Each of his five best films have been a key step in that transformation, which is why it’s worth recommending them each in turn.
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Next month marks the second anniversary of Doom Eternal, which arrived just as the COVID-19 pandemic struck. The two have in some ways have followed a similar course since then, regularly introducing new variants to keep us on our toes. Late last year I revisited Doom (2016) in anticipation, and this month I finally caught up with id Software’s frenetic shooter sequel.
It’s one of those games which obviously cost a vast sum to develop, and every cent is seen on screen and felt in the slickness and addictiveness of the gameplay. It’s also exhausting, with combat so intense and fast-paced that I only ever tackled one level per day. It’s too late for anything so grandiose as a review, and arguably too early for a retrospective so what follows is merely some scattered, personal reflections on my experience with the game. The short version is that I loved Doom Eternal, albeit with some significant caveats.
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Vast stretches of radioactive desert; rampaging biker gangs; vehicles and towns built out of scavenged parts; crumbling ruins populated by cannibals or mutants. The post-nuclear wasteland is one of the standard settings for genre fiction today, popularised by films like Mad Max (1979), video games like Fallout (1997), and their various sequels and derivatives. Written by major science fiction and fantasy author Roger Zelazny, Damnation Alley is a classic novel which not only helped to define that setting, but also features a perfect example of the modern antihero.
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2022 has arrived, and with it the promise of lots of new games and the first update of what I've been playing in the new year. I recently wrote about my most anticipated games coming up in 2022, but release dates are vague right now and as I write this none of those have been released yet.
Instead, in January I continued to catch up on or revisit some games from the last several years. I played Ensemble Studios strategy games Age of Empires III and Halo Wars for the first time, I revisited the shooters Wolfenstein: The New Order and Shadow Warrior 2, and replayed the 2013 Tomb Raider reboot for the first time since it was new. In February I'll have something to say about new games, but in the meantime here are my thoughts on the older ones I've played so far in 2022.
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After being made the custodians of the Lara Croft and Tomb Raider phenomena in the early 2000s, California-based studio Crystal Dynamics released a successful trilogy of games. Legend (2006), Anniversary (2007) and Underworld (2008) restored the reputation of a series which had fallen on hard times. The name Lara Croft was once again associated with profitable games which earned good reviews. The developers had accomplished the mission set for them by publishers Eidos. What the Legend trilogy did not do, though, was to make any radical changes to the Tomb Raider formula. The games had steadied the ship; they had not plotted a whole new course.
The years after 2008 brought major changes to the context in which the Tomb Raider games were made. Eidos were bought out by Square Enix, and were transformed into the Japanese publisher’s European subsidiary. Clearly, the prospect of profiting from further Lara Croft adventures was a primary reason for the decision. Crystal Dynamics had begun working on a direct sequel to Underworld, but these plans were terminated. Instead, under new ownership the studio would again reboot the Tomb Raider series, just as they had done in 2006. This time would be different, though - they would plot a whole new course for Lara Croft.
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Mars. The “red planet” has had a powerful presence in the human imagination for thousands of years. Because it is visible with the naked eye, and because of its striking colour, Mars has been directly observed by countless people. It has worked its way into mythology, religion, scientific inquiry, and of course into science fiction. From the lurid alien world of the Victorian and pulp eras, to the more grounded portrayals that followed the visit by Mariner 4in the 1960s, to the contemporary realistic approach, Mars has been a staple of SF.
In particular, the idea of colonising Mars has fascinated writers for generations. Because of the planet’s relative closeness to Earth, the presence of its atmosphere, and the existence of water ice on the surface, colonisation by humans has long been a tantalisingly plausible prospect. Since the findings about the red planet provided by the Mariner and Vikingspacecraft, depictions of human colonies in SF took on a more realistic and scientifically-grounded approach. Of these works, the epic Mars trilogy by Kim Stanley Robinson is arguably the best known and most acclaimed.
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Another year is here, and with it the promise of hundreds of new games. The promises are a bit vague in 2022 though, as the ongoing pandemic and various other factors have knocked many release dates severely out of whack. This year, I’ve compiled a list of the ten games I’m most looking forward to. They’re presented in approximate order of expected release, but it’s an inexact science given how many of these projects have no confirmed dates attached to them. They’re a varied bunch, ranging across a few genres and taking in both blockbusters and indie dark horses. We’ll see how many of these actually manage to make it out during 2022, and how many - if any - make it onto my games of the year list come December.
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2021 is being put to the sword, and we wait with baited breath to find out if 2022 will be a better year. This month I’ve written about the ten best books I read during the year, which you can find here. I’ve also put together a celebration of my favourite games of 2021, both old and new, which has been published by Entertainium. Amid the usual end-of-year rituals, I also found time to play four main games this month. I reviewed the shiny new Call of Duty entry and a surprise expansion to my 2016 favourite Shadow Tactics. The older games I took on were the 2013 Shadow Warrior remake, and the simply amazing Metal Gear Solid V: The Phantom Pain (2015).
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It’s time for my annual round-up of the best books I read during the year. As in 2019 and 2020, I aimed to read 50 books and managed to do so. Once again I primarily read sci-fi, which is reflected in my top ten choices. However, one horror novella and a classic crime novel also crept into the list. Note that the list is in no particular order; I’d strongly recommend any of these books and a number of them have introduced new authors for me to explore further in 2022, which I fervently hope will be an actually good year for once.
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For me, November has been a month of two halves - split between the time before my new PC arrived, and the time afterwards. Games I played in both phases are represented in this, my second monthly roundup. In the first half of the month I played stealth classic Metal Gear Solid 2 (2001) and the indie games SteamWorld Heist (2015) and Shadowrun: Dragonfall (2014). Equipped with a new PC, I revisited modern classic Doom (2016) and the visual treat that is Remedy’s third-person paranormal action game Control (2019).
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How will the world end? It’s a question that has occupied the minds of many SF writers over the years, but few have become as closely associated with it as John Wyndham.
While they were heavily influenced by emerging events at the time he was writing, the best of Wyndham’s novels have an uncomfortable power even now. First published in 1953 and named for a poem by Alfred Lord Tennyson, The Kraken Wakes is one of those books. It is a story, in part, about social and political systems lapsing into a lethal paralysis just when they are needed most. In a world ravaged by a pandemic, economic shocks and climate breakdown, this is a novel which may be more relevant now than ever before.
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In the first entry in a monthly series, I share some quick reflections on five games I played in October 2021, both new and old. In this edition: Eastward, Inscryption, REKKR: Sunken Land, the demo of Supplice, and the FPS classic Return to Castle Wolfenstein.
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Kingdoms of Amalur is now something of a cult classic, and its recent remaster is something to be celebrated. Here is a sprawling, epic RPG which manages to be accessible and fun - and which doesn’t require poring over stats in order to make decisions. Even taking into account its huge size, this is a game which people who are often turned off by RPGs can confidently jump into - and that’s reason enough to experience the Faelands, at least once. This episode looks at ten good reasons to give Kingdoms of Amalura try.
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Flash Point combines the talents of director Wilson Yip and star Donnie Yen, two of the foremost individuals who kept the fire of Hong Kong action cinema burning in the 2000s. The two had worked together before, and would do so again, but Flash Point is arguably the film on which their abilities really clicked for the first time. On this project, Yip and Yen helped to prove that Hong Kong action movies still had some fight left in them, and set the stage for their later collaborations - notably the Ip Man series.
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Chairmen of the Board may just be one of the most underrated soul vocal groups of the 1970s, little-known outside their enduring pop hit “Give Me Just a Little More Time”. The Chairmen had a brief but richly productive heyday, their original lineup putting out four patchy but deeply interesting albums between 1970 and 1974. Like many soul performers, they can be thought of as a singles act first and foremost, but their albums contain a number of hidden gems which should rank alongside some of the best pop-soul and funk of the era - which is saying something.
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Over 50 years later, Edwin Starr's version of "War" is one of the most recognisable and popular recordings from the glory years of soul and funk - thanks in part to frequent airplay and its use in movies like Rush Hour (1998). But Edwin Starr himself is hardly a household name, and while soul fans will readily remember him as the performer of "War", they won't neccesarily know a lot about him or about the rest of his career. The man himself died in 2003, but it's always a good time to delve into the discography of one of soul's more underrated stars.
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Following the publication of The Dispossessed (1974), Ursula K. Le Guin ceased to write new stories in her Hainish universe. In the following years, she wrote some of the books which are less well known today, including the Orsinia books and the experimental Always Coming Home (1985). At the time it must have seemed as if Le Guin was finished with the Hainish cycle - but after a 16-year break, she began to publish new short stories in 1990. Eventually, she followed these up with one of the most structurally unusual books in the Hainish series - Four Ways to Forgiveness.
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Originally published in late 2008, the Destiny trilogy is a major linchpin of Star Trek tie-in fiction. This hugely ambitious series combines characters, ships and backstory from several TV series and films and is a deeply rewarding read for Star Trek fans.
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In the glut of World War II shooters that followed in the wake of Saving Private Ryanand Band of Brothers, it could be difficult for a game to be distinctive. With their first original project Brothers in Arms: Road to Hill 30, Gearbox Software used an increased focus on realism and small-unit tactics to help them stand out from the crowd.
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In 2006, EA proudly presented a collected set of all of the Command & Conquergames released in the series' first decade. The second decade was far less successful, however, with a string of catastrophic failures and cancelled projects. This episode takes a deep dive look at the glittering diamond in the rough - the magnificently camp Red Alert 3,which is still a pleasure to play today.
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"Nobody gives Schwarzenegger a raw deal!" On April 1, Arnold's 1986 flop actioner directed by John Irvin will get another chance to impress, when it is added to Netflix. This episode takes a look at the film, arguing that it deserves the same cult status enjoyed by Stallone's movie of 1986, Cobra. It also recaps the strange story of Raw Deal's co-writer, and how the film's failure helped lead to the success of Total Recallin 1990.
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In 2003, the New York Times published an article casting judgement on which show was “the best spy series in television history.” The writer, Terence Rafferty, wasn’t thinking of the then-current hit series 24. He was writing about an obscure British series which had barely been broadcast in the United States - The Sandbaggers. Exploring this unique and little-remembered series is fascinating for its low-key approach and its implications about the UK's place in the world.
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Resuming my exploration of the Hainish cycle by Ursula K. Le Guin, I reach The Dispossessed(1974). One of her most acclaimed books, it won the Hugo, Locus and Nebula Awards for Best Novel. This brief recap looks at the book's exploration of radically different forms of social and economic organisation, set on the two worlds of Urras and Anarres.
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"An Action Canon" is a new series which looks at some of the best and most important action movies of all time, and explores why they have a crucial place in the genre's history. This first instalment focuses on Paul Verhoeven's subversive sci-fi action masterpiece RoboCop (1987), which is definitely the only movie by that name ever released.
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Funded by a hugely successful kickstarter in 2012, Shadowrun Returnsis that rare thing - an RPG which can be finished in a modest amount of time. This short piece looks at the appeal of an RPG which is made to be completed, and not just dipped into.
Read my top games of 2020 published by Entertainium here.
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Kathryn Bigelow's 1995 cyberpunk thriller Strange Dayswas a major flop, and seriously damaged her career. Watched 25 years later to see in the New Year, the movie is more relevant and impressive than ever - despite an ending that seems overly hopeful right now.
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In this conclusion to a three-part series looking at Crystal Dynamics' first trilogy of Tomb Raider games, we explore the final game - Underworld. A slightly haphzard effort to combine the best aspects of the two prior entries in the trilogy, it isn't the most consistent game in the series but certainly has its moments and serves as the end of an era.
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Part two of a three-part series on the Tomb Raider: Legend trilogy (2006 - 2008).
Tomb Raider: Anniversary represents a unique fusion of two eras of the Tomb Raider series. While preserving some of the smoothness and new mechanics of Legend, it also brings back the solitary, atmospheric adventuring and strong emphasis on puzzles from the 1996 original. The result is a game which is strikingly different to the one that preceded it and which has more of a niche audience - but which also shows just far the Tomb Raider series had come in its first decade.
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In 2004, the Tomb Raiderseries was in a bad place. The critical failure of The Angel of Darknessled publisher Eidos to sack Core Design from the series, and bring in another of their studios - Crystal Dynamics. Released in 2006, Tomb Raider: Legendoverhauled Lara Croft's adventures in a number of key ways that have set the series in good stead for its ongoing success.
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There is a grand tradition of rally video games, stretching back into the 1980s. Released for a host of platforms, they have varied in their approach to realism and their relationship to official championships. Art of Rally is a genuinely unique take on this venerable sub-genre of racing games. Developed by Canadian outfit Funselektor Labs, it recognises the things that make rally unique and special - the mastery of its delicate technical skills, the sense of being alone against the elements and the clock, and the euphoric experience of getting a corner just right.
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My overview of Michael Moorcock’s epic Elric saga continues, and concludes, with this second part. The guide covers the eight main novels in the sequence in their internal chronological order; to catch up with the first four novels, be sure to read or listen to part I.
Following those first four books, Elric has made enemies in what remains of his Melnibonéan people, and in the powerful sorcerer Theleb Ka’arna. More positively, he has made a stout ally in the form of Moonglum of Elwher. He has won great victories, and done terrible things, all with the demonic sword Stormbringer at his side.
All of these events are factors in the stories which follow in books 5 to 8. Here, the chronology and provenance of the series becomes a bit more complicated. The four books were published out of sequence, during three decades. Confusingly, the book published first is actually the lastin the main sequence. Hopefully, this concluding part of the guide will clear up the probable misunderstandings - rest assured that these are fine books, and a wild ride in the Multiverse.
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By 1972, Ursula K. Le Guin was increasingly being seen as one of the most important writers of science fiction and fantasy. Following three fascinating but mostly ignored novels, the Oregon-based author and her Hainish series were brought to wide attention by The Left Hand of Darkness (1969). She had also published A Wizard of Earthsea (1968) and The Tombs of Atuan (1971), the first two entries in her Earthsea fantasy series, to some acclaim.
While Le Guin’s career was taking off, she was profoundly troubled by outside events - specifically the horror of the Vietnam War. This would profoundly influence the fifth entry in her Hainish series, The Word for World is Forest. As Ken MacLeod put it in his introduction, the book is a “reflection on invasion, exploitation and oppression, and on the necessity and cost of resistance.”
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Nothing looks quite like Amid Evil. Released from the murky ambiguity of Early Access into the sunlit uplands of actual completion in 2019, the fantasy shooter by developer Indefatigable has a genuinely unique aesthetic. Even moreso than its eminently solid gameplay, it is the visuals and level design of Amid Evil which elevate the game into being one of the best examples in the recent retro shooter boom.
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Ursula K. Le Guin made her name with her groundbreaking 1969 novel The Left Hand of Darkness. Thie episode recommends this oft-recommended book, introduces some of its themes, and looks at how it connects to the larger Hainish cycle.
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Michael Moorcock is one of speculative fiction's greatest ever authors, and Elric of Melniboné is one of the key characters in British fantasy fiction. However, the series' tortured chronology can make it less accessible than it could be - this episode is the first in a two part series exploring the epic Elric books in their internal chronological order.
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C.J. Cherryh's 1981 novel Downbelow Stationwon the Hugo Award for Best Novel, becoming the first book published by DAW Books to achieve this feat. A part of the long-running Alliance-Union universe, the novel is one of the definitive space station stories - but does it still hold up?
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On September 5 and 6, 3D Realms masterminded an online game show dedicated almost entirely to retro-style FPS games. This episode runs down some of the highlights from Realms Deep 2020, and what the event implies about the health of the "boomer shooter" movement.
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Ursula K. LeGuin is best known for her award-winning sci-fi novels The Left Hand of Darkness(1969) and The Disposessed(1974). These are both part of her loose "Hainish cycle", but far fewer people have read the books which began the series.
This episode looks at LeGuin's first three novels - Rocannon's World(1966), Planet of Exile(1966) and City of Illusions(1967) - to see how they fit into the author's wider SF project.
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Vincent Bevins' remarkable book The Jakarta Methodis an unsettling but hugely informative look at the history of anticommunist violence in the 20th century. Focusing primarily on the Indonesian mass killings of 1965 and 1966, it also covers Brazil, Chile and numerous other countries - and explains how the U.S. assisted in appalling massacres in the Third World.
The book is highly recommended and available to buy here: https://vincentbevins.com/book/
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Richard Garfield's boardgame King of Tokyo had sold 750,000 copies even before its second edition was released in 2016. This episode looks at what made this classic dice-rolling game a hit, and and what brings players coming back.
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Featuring Lee Marvin, Burt Lancaster, Robert Ryan, Woody Strode and Claudia Cardinale, The Professionals was one of the biggest Westerns of the 1960s. Packed with explosive action and a fantastic script, it's also more than just box-office dynamite.
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The survival FPS Metro 2033, developed by Kiev-based 4A Games, is a triumph of environmental storytelling. This episode explores the game's depiction of a society forced to survive in Moscow's metro system after a nuclear war, and the lessons it offers to developers.
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During the late '70s, Black Sabbath found themselves in a challenging position. Suspicious of their management, burned out on coke, and with new music styles springing up around them, they released two of their strangest, most varied, and most undervalued albums. This episode explores highlights from Technical Ecstasy(1976) and Never Say Die!(1978)
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Released in 2001 and developed by Rage Software, Hostile Watershas been called "one of the best games you've never played". This episode examines this unusual hybrid of real-time strategy and action, which sees the player trying to defend a futuristic utopia from the tyrants of the "Old Guard" - a mission which creates the need to re-learn war.
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Walter Hill began his career as a film director in 1975, and up until 1984 released a string of seven terrific action, thriller and Western movies. Some, including The Driver, The Warriors and Streets of Firehave achieved cult status. This episode looks at each film in turn, and traces the ups and downs of the early, brilliant part of the career of one of America's best directors.
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With Populous: The Beginning, beloved British games developer Bullfrog produced one of their last great games - an innovative and literally groundbreaking hybrid of the god game and the real-time strategy. This retrospective looks at what makes the game so unique, why it was released to such a muted reception in 1998, and why it is ripe for rediscovery.
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Fledgling British games developer Firefly Studios hit the strategy world like a battering ram with their 2001 castle-constructing sim Stronghold. A novel combination of city-building and RTS gameplay, the game was a major hit for the then-new company. This episode looks at the distinctive elements that made the game a success, and the reasons why Strongholdstill stands up almost 20 years after its original release.
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During its peak period, Hong Kong was the world's third-largest movie producer, exceeded in productivity only by the US and India. At that time, its tremendous success rested on its output of the world's best action movies, which continue to be influential to this day. This episode is a beginner's guide to the glory days of Hong Kong action, taking in the films of John Woo, Bruce Lee, Jackie Chan, Michelle Yeoh, and more.
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David "Moose" Adamson's musical project Jookabox lasted from just 2007 to 2011, but made some truly odd and otherworldly albums which make for perfect lockdown listening. Inspired by the urban decay of the East Side of Indianapolis, the songs summon up zombies and ghosts but always have a humourous side and a glimpse of light at the end of the tunnel.
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XCOM: Chimera Squadwas announced and swiftly released in April 2020. Set five years after XCOM 2, it is set in City 31 - where humans, aliens and hybrids are attempting to live in peace. This brief review looks at the game's interesting remixing of familiar gameplay elements from the successful XCOMseries.
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One of the more divisive entries in the series, Sonic 3D Blastis an unusual isometric adventure for everyone's favourite blue hedghog. This short retrospective makes the case that 3D Blastmight be one of the more undervalued Sonic games.
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Published in 1960, Harry Harrison's novel Deathworldlaunched a trilogy and has been an influence on numerous later works including Avatar. This action-packed but thoughtful novel is set on a planet where every living thing is seemingly dedicated to killing the human colonists.
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A brief look at the novel Earthlight(1955) by Arthur C. Clarke. The story is set on the Earth's moon, in the relatively near future. Humans have colonised much of the Solar System, but the moon becomes a stage for espionage, paranoia and potentially the first war for two centuries.
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A look at the book Diamond Dogs, Turquoise Days(2003) by British sci-fi author Alastair Reynolds. The first novella "Diamond Dogs", concerns the exploration of a deadly tower on an uncharted alien world; the second novella "Turquoise Days" is set on an ocean world inhabited by the mysterious, alien "pattern jugglers".
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A capsule review of Aquatica, the undersea-themed boardgame launched by Russian company Cosmodrome Games at SPIEL 2019.
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Developed by Gray Matter and released in 2001, Return to Castle Wolfenstein was a triumphant return for the series that helped popularise the first-person shooter. This retrospective takes a look at the distinctive combination of retro elements what was then cutting-edge FPS design that makes RTCWan enduring classic.
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