By Omar El Akkad
Knopf — April 2017
ISBN 9780451493583 — 352 Pages — Hardcover
Coming in June 2018, a dystopian fantasy novel from talented and prolific author Jessica McHugh and published by Raw Dog Screaming Press. Yesterday was the grand cover reveal for this novel, which I’m very excited about. McHugh and RDSP are a match made in the most twisted and best of dreams.
“Nightly Owl, Fatal Raven combines speculative world-building and a deep appreciation of the works of Shakespeare. This is a Fantasy novel with a fully-realized world of brutal struggles but it is also crafted with lyricism.
While the female protagonist who fights to change a heartless and cruel world will be familiar to readers of Dystopian fiction, the brutality and bitter battles echo the Grimdark movement in Fantasy and add an epic feel to this gritty adventure.
McHugh does not shrink from portraying the ugly realties of war but there is a kernal of hope amid all the darkness. Betrayal, revenge, memory and transformation through knowledge are themes explored in the novel. Readers who enjoyed Suzanne Collins’ The Hunger Games and Lois McMaster Bujold’s Paldin of Souls will be particularly interested in Nightly Owl, Fatal Raven.” — [Promotional Material]
The cover was designed by Jennifer Barnes, a co-founder of RDSP. Along with her husband, Jennifer does a huge amount of work to help make their publishing enterprise a success, and her contributions don’t always get the press or recognition they deserve. She’s done a great job on this cover, using a mixture of a dusk-like lightness with shadowy darkness to create just the right design/mood for capturing interest in the creepy and beautifully demented patterns of McHugh’s writing and vivid characters.
Debuting 14th June 2018 • PRE-ORDER
Funerals are usually the end of the story, not the beginning.
Since the rise of The Council, an oligarchy of despots and deviants, the legendary Capesman undertakes daily soul collections from Cartesia’s wasteland cities and battlefields. He also frequents Malay Prison, where a vigilante named Shal plots her escape. Armed with a thirst for vengeance and a sharp Shakespearean tongue, Shal must navigate a maze of trauma to save Cartesia and protect her sister from the brutal machinations of Chancellor Doa.
It will require all of Shal’s strength and cunning to resurrect her former army, battle the betrayals of the past, and avenge her father’s death. Will she survive long enough to see the Council fall, or is the Capesman coming for her next?
About the Author: Jessica McHugh
Jessica McHugh is a novelist and internationally produced playwright running amok in the fields of horror, sci-fi, young adult, and wherever else her peculiar mind leads. She’s had twenty-two books published in ten years, including her bizarro romp, The Green Kangaroos, her Post Mortem Press bestseller, Rabbits in the Garden, and her YA series, “The Darla Decker Diaries.”
Visit the Hook of a Book Facebook Event page for Nightly Owl, Fatal Raven to view videos by McHugh and enter a contest to win a copy of her new novel.
Debuting 14th June 2018 • PRE-ORDER
Ghost Songs: A Memoir
By Regina McBride
Tin House Books — October 2016
ISBN 9781941040430 — 350 Pages – Paperback
“I sit on the floor of my old bedroom, listening to my mother on the phone in her room making funeral arrangements. My father has done something irreparable. There is a new trajectory in place. Every cell and every particle around me knows how things will end. Every bright dust mote rushing through the sunlight and disappearing in shadow rings with inevitability. The house, the furniture, the trees, my brother and my sisters, even my mother — we all know, but it is not possible to accept this and keep going.” — (p. 90).
“…‘When you work on a play, you have to look at the dramatic arc. You break it down into manageable parts, into beats. See how every event leads to the next.’
…But it is as though each death were an explosion that erased the connections between things. In my mind a fizzing whiteness hovers, particles refusing to settle.” — (p. 85).
“Some of that is your blood” — (p. 232).
“I tremble with hopefulness, the lines suggesting a closeness between the poem and the person being addressed. A poem might help heal the rift between us.” — (p. 232).
“A particular memory preoccupies me… My father is lost and doesn’t know where to go.” — (pp. 3 – 4).
“I sit up in the darkness in my room in Dublin and cry because I miss my mother. I cry because my mother died without a face.” — (p. 290).
Disclaimer: I received a free copy of this from the publisher in exchange for an honest review.
By Carmen Boullosa
(Translated by Peter Bush)
Deep Vellum Press — June 2016
ISBN 9781941920282 — 120 Pages – Paperback
“(I feel surrounded on all sides by loose ends of memories I’ve invoked when telling you my story. They all rush up, want my hand, as if they were children, shouting ‘me first,’ and I don’t know which to take first, for fear that one will rush out, decide not to come back in a fit of pique. I lecture them: ‘Memories, be patient, let me take you one at a time to consider you more favorably, please understand that if you come at the right moment you’ll shine better in my eyes, you’ll burst and liberate all the treasures hiding on the backs of your roan mares…’ If only I could write what I relate and devote eternity to reading it…)” — pp. 43 – 44.
“My grandmother looked at me disappointedly because I wasn’t the boy she would have liked. My dad…he didn’t look at me that day or any subsequent day, till I lost count. Then, when I stopped noticing he wasn’t looking at me, he did look and did play with me. He was fantastic to play games with.” — p. 11.
“Afterwards I fell asleep and the [terrifying sounds] that woke up…the ones that woke me up! I was in holy fear of them, a nameless tasteless fear, a fear outside of me, that went beyond me…” — p. 27.
“Because I’m not what I was like as a child. I am who I was, that’s true, I am or think I have been the same from the day I was born to today, but my eyes are not the same.” — p. 65.
Disclaimer: I received a free copy of this from the publisher in exchange for an honest review.
(Boss Fight Books #7)
By Gabe Durham
Boss Fight Books – March 2015
ISBN 9781940535074 – 99 Pages – eBook
As goes an exchange of dialogue from South Park’s 2003 season seven episode “Christian Rock Hard”:
Stan Marsh: You don’t even know anything about Christianity!
Eric Cartman: I know enough to exploit it.
This episode, where Cartman starts a band named ‘Faith + 1’, famously parodies Christian rock music, emphasizing the interchangeability of lyrics between that genre and secular love songs through substitution of proper names with ‘Jesus’. The parody of this episode isn’t limited to music media. Interjection of a Christian veneer into the retail process –whether for goods or services – is ubiquitous. This is because a flavor of Christianity exists that wants alternatives to secular options, whether just to support fellow Believers or to set themselves apart into a community free from the perceived immorality or shortcoming of the secular world’s institutions.
Whatever their reason, for those that want purely Christian options there exists a plethora of markets, often conveniently organized in directories: Christian schools, Christian romance novels, Christian dating services, Christian plumbers, Christian political candidates, Christian video games.
The latter is the subject of Bible Adventures, a book by Gabe Durham that chronicles the formation of Wisdom Tree, a developer of unlicensed video games with ‘Christian’ content for the Nintendo Entertainment System (NES) console in the early 1990s. The seventh book in the Boss Fight Books series – which takes a critical, historical, and personal look at personally significant video games – this particular volume is written by the senior series editor, who also founded the series through a successful Kickstarter campaign. Typically the series books have considered well known, highly regarded video games. The games from Wisdom Tree’s catalog are decidedly neither. Yet, the description of these absurd, lazily produced games, the tale of their unlikely production, and the impressions that their limited success conveys regarding American Christian culture make the Wisdom Tree games a fascinating subject for analysis in the series.
Wisdom Tree stemmed from Color Dreams, a small company of video game developers meeting limited success at producing unlicensed NES games. Nintendo held strict guidelines for official games that included bans on nudity, sexual innuendo, excessive violence, gore, and drug use of any kind. Nintendo’s control forced game developers to alter existing games for transfer to the NES console. For example, the Vodka Drunkenski of Punch Out! became Soda Popinski, and the statues of bare-breasted females in Castlevania IV gained clothes. To prevent unlicensed game production for thee console, Nintendo created 10NES, a lock-out chip that only permitted ‘official’ games that included a secret key to function within the NES. Color Dreams, however, found a way to thwart the lock-out. On the cheap they created a series of games that, at times, violated Nintendo standards. But these games also quickly found a reputation for poor quality, and sales went nowhere. Additionally, the company faced the specter of Nintendo’s legal action. Color Dreams’ solution to all this involved tapping into a potential demographic of buying that wasn’t yet being specifically targeted by anyone: the Christian community.
Wisdom Tree thus formed from Color Dreams, with the goal of producing video games with Christianity-related content whose sale could be targeted to churches and the religious. Meanwhile, Nintendo would abstain from any litigation against Wisdom Tree out of feared backlash from parents or religious groups.
Through interviews with the people involved in Wisdom Tree’s formation Durham relates this background and history that led to the development of their game catalog. He also uses the opening chapters of Bible Adventures to explore the mindset of Color Dreams employees during the germination of this plan, and their reactions as implementation proceeded. The Color Dreams game developers were mostly not Christians themselves. Many were atheist, and Durham relates how after a long day of work the team would frequently decompress with a trip to the strip club. Dan Burke, one developer at Color Dreams who was actually Christian at the time related his point of view of the decision to form Wisdom Tree. Durham describes the interview with Burke:
“It’s religion we began with, and religion we circled back to over and over in our two-and-a-half hour conversation, but it never felt like a tangent. Belief was essential to the story of Burke’s time at the company. It was his Christian faith that made Burke quit Color Dreams, and it was his time at Color Dreams that made Burke lose his faith altogether.”
At first objecting to the company speciously using vague Christian content in order to make more money, Burke’s objections continued even after his loss of faith. Only now, as an atheist, he objected to the placement of preachy, religious content into children’s entertainment.
With Bible Adventures, and then with later Wisdom Tree games, Durham spends chapters describing game content and his impression of game playability alongside the history of its source and development. Whether familiar with those games or not, these chapters are entertaining, as long as you have some memory of games of that era in general.
Wisdom Tree’s Bible Adventures debut is a three-games-in-one cartridge built around the stories of Noah’s Ark, David and Goliath, and Baby Moses. With similar controls and game play, all three of these games were modeled after the successful Super Mario Brothers 2. Play of both the Noah and the David stories was built around the goal of gathering things: Pairs of animals and loads of goods for Noah, and level after level of lost sheep for David. Collecting for those quaint days before Pokémon Go. Along the way various malevolent beasts would attack or throw things at you to impede completion of your checklist. In its final level, the David game provides you the added ability to sling rocks at Philistines on the way up to a mountain-top confrontation with the famous giant of Gath. In Baby Moses you play Miriam (or his mom?), carrying Baby Moses to safety, with little to do other than avoid Egyptians eager to grab the babe and toss him to a quick drowning in the river. Durham writes about connections between the absolute silliness of this game and the rushed, cheap work of the game developers:
“…Moses’s mom is a picky Levite and she wants to abandon her baby where she wants. She also wants to hold her baby how she wants: Basically she just Super Mario 2’s the baby over her head like it’s an engorged vegetable… and impressively holds the baby aloft like that indefinitely. Even while running at up to 10 mph. That is, unless she throws Baby Moses across the screen, which is that the B button in this Bible Game for Children is for – hurling your baby mightily across the desert and hoping for the best… The reason… [that you can]… throw your child is simple: All the characters in Bible Adventures have the same controls – elderly Noah, buff young David, and our Levite Woman – and the buttons for each Adventure do the same thing: run, jump, pick up, and throw. Wisdom Tree could have programmed each of the three games to have different controls based on the needs of each game, but it would have taken more work.”
The strange thing is that, for both Durham and myself, Bible Adventures is a rather fun game to play. Maybe it is because collecting things are fun. Or maybe it is something else. Durham closes his discussion of each Wisdom Tree game with analysis of why the game failed utterly in its day, or why it, like Bible Adventures, was a success – at least initially. Despite its popularity at the time, the game now frequently makes lists of infamy among those considered worst ever. Durham spends time speculating why this may be: how it may reflect changing tastes or bias against the Christian content and views against its original intended audience.
Released in 1991, Wisdom Tree’s Bible Adventures sold over ~350,000 copies. With such success, and feedback from players that they actually enjoyed the game, the company moved forward to put out even more games, each with a dash of added Jesus-stuff to target the willing audience. Some of these games were ‘originals’ like Bible Adventures. In other cases Wisdom Tree simply took previous titles from the Color Dreams archive and redesigned a few elements to now make them ‘Christian’. The first of this group was Joshua and the Battle of Jericho, a game modded from a ‘crawler’ game they had made titled Crystal Mines, where a robot mined through dirt for hidden treasures. About the ‘Christian-ized’ version, Durham writes:
“Joshua is an uglier game [than Bible Adventures] but it was one I could play for longer, a maze crawler where you’re trying to collect all the little thingies to make a magic door appear. You shot music from your body, which first made enemies angry, then killed them. Truth was, it wasn’t much of a battle for Jericho. It played out more like the story of a little man, buried in dirt, trying to sing his way out.”
Durham completes the book with similar coverage of each Wisdom Tree title. The best random fact from this: The cartridge King of Kings: The Early Years, composed of three games built around minor stories around Jesus’ childhood, one of which involves the donkey transporting Mary, Joseph, and the baby Christ to Egypt. At one point you, controlling the donkey, must leap over a polar bear. Because somehow the flight to Egypt involved passage through the Arctic Circle!
Bible Adventures the book closes with summary and considerations to conclude its main theme of paradox: a company of atheists making Christian video games; lazily designed product that is relatively successful and fun to play despite poor quality; exploiting Christians for money while still sating their desire for content tailored with Christian themes, no matter how authentic.
“The fact that [Color Dreams founder] Lawton’s decision to make Bible games was based on money and not faith is more the rule than the exception in retail. Many of the biggest sellers of Christian stuff are actually the Christian-targeted arms of their flexi-theistic parent companies… The Cynical was of putting it is that these companies are squeezing dollars out of people who think that buying Christian merch is in some way supporting Christianity itself…”
However, as Durham quotes one Color Dreams employee responding to this criticism, this is “like expecting every company who delivered your kale to the market to be authentically ‘organic.”
Bible Adventures is therefore one-third history/biography, one-third video game analysis, and one-third reflection on the paradoxes that the Wisdom Tree story provides. Durham’s text is conversational, by no means academic. But that doesn’t mean that there isn’t some substance to the words. Durham makes clear that despite the coarseness of Wisdom Tree products, and their questionable ethics as peddlers of Christian content, their games provided a lot of fun and fond memories for many. Now if we could only say the same about President 45.
Disclaimer: I received a free electronic copy of this from the publisher in exchange for an honest review.
I’m pleased to help announce the start of a Kickstarter campaign for a new SF anthology inspired by Orwell from Unsung Stories titled 2084: An Anthology of Eleven Science Fiction Stories (Print ISBN: 978-1-907389-50-4; Ebook ISBN: 978-1-907389-53-5)
To my recollection I previously reviewed two of their publications, The Arrival of Missives by Aliya Whiteley (which I really loved) and Déjà Vu by Ian Hocking (which I didn’t enjoy as much, though others did). I have a new novella by them on deck to review, and I’m really looking forward to this collection, which will feature a new story by Whiteley, as well as stories from many other notable SF authors.
From the publisher’s press release:
“Unsung Stories have gathered eleven leading science fiction writers who have looked ahead to 2084, as Orwell did in 1948, for a new anthology – writers such as David Hutchinson, Christopher Priest, Lavie Tidhar, James Smythe, Jeff Noon and Anne Charnock, who are already famous for their visions of the near future.
As the events of 2017 reveal an ever more complex relationship between people and their governments, classic dystopian literature is proving its relevance once again. But as readers turn to classics, like Nineteen Eighty-Four, writers are also looking to our future, and what may lie there.
Speaking about the anthology, George Sandison, Managing Editor at Unsung Stories, said, “We knew when we first started work on the anthology that the idea was timely, but the start of 2017 has really hammered home how important writing like this is.
“Dystopian fiction gives us a space in which to explore today’s fears, and the nightmares of society. For many people the events of the last eighteen months have brought those dark futures much closer, so it’s inevitable that we turn to literature to help us understand why.
“The ideas at work in 2084 range from the familiar to the fantastic, but all are bound by a current and relevant sense of what we could lose, what’s at stake. As with Orwell’s work, decades from now, we will be looking back to our stories, to better understand today.”
2084 will be published by Unsung Stories in July 2017.”
The full contributor list is:
- Desirina Boskovich
- Anne Charnock (author of Sleeping Embers of an Ordinary Mind and A Calculated Life)
- Ian Hocking (author of Deja Vu)
- Dave Hutchinson (author of The Fractured Europe Sequence)
- Cassandra Khaw (author of Hammers on Bone and Rupert Wong: Cannibal Chef)
- Oliver Langmead (author of Dark Star and Metronome)
- Jeff Noon (author of Vurt, Automated Alice, Pollen, and more)
- Christopher Priest (author of The Prestige, The Dream Archipelago, The Gradual, and many more)
- James Smythe (author of The Australia Trilogy, The Echo, The Explorer, and more)
- Lavie Tidhar (author of A Man Lies Dreaming, Osama and Central Station)
- Aliya Whiteley (author of The Beauty and The Arrival Of Missives)
Head over to the Kickstarter page now to help support this anthology and take advantage of backer rewards! Also be sure to share the news with your social networks.
Archmage (Forgotten Realms)
(Homecoming #1; The Legend of Drizzt #31)
By R.A. Salvatore
Wizards of the Coast – September 2015
ISBN 9780786965854 – 384 Pages – eBook
Disclaimer: I received a free electronic reading copy of this from the publisher via NetGalley in exchange for an honest review.