BIBLE ADVENTURES by Gabe Durham

Untitled

Bible Adventures
(Boss Fight Books #7)
By Gabe Durham
Boss Fight Books – March 2015
ISBN 9781940535074 – 99 Pages – eBook
Source: Publisher


NOTE: The following was originally written as “Adding Jesus Stuff” for publication on Atticus Reviews. Changes in their review editor and format delayed processing of this so that it became too late to post with them. I therefore am publishing it here as a start up to new reviews here at Reading 1000 Lives.

There doesn’t appear to be much Christian about the current President of the United States. Yet even he donned a Christian façade in efforts to court Evangelical voters. From gaining the vocal support of Dr. James Dobson – “I believe he really made a commitment, but he’s a baby Christian.” – to choosing a ‘born-again’ running mate, President 45 injected his campaign product with elements of politically conservative Christianity to capture a demographic that is keen for ‘Jesus stuff’ in their politics and often beyond.

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.

This simultaneous coexistence of faith and doubt – and the moral conflicts regarding methods, products, and intent – continued as Wisdom Tree started. Like Cartman, most of the non-Believing developers knew they could exploit Christians for gain. However, like President 45, they knew that to effectively do so would require an advocate the Christian community would recognize as one of their own. And so they recruited of a sales team led by a young pastor named Michael Wilson, and Brenda Huff, the former employee of a Christian book publisher. In contrast to the game developers, the sales team viewed their product as part of a ministry. Often including prayers during their meetings, they targeted sales efforts to churches and Christian supply stores, trumpeting the value of Wisdom Tree products for young Christians and Biblical education.

The first Wisdom Tree game was Bible Adventures, a three-in-one game that provides the title for Durham’s book. A huge success for the company, this game found a place in Durham’s heart when he first discovered it in his church’s library. And my experience is similar. Back in the day I owned the game solely because I noticed it one day as my mom shopped our local Christian supply store among the many Jesus-related Chotchkies. My mother rarely would let me buy a Nintendo game out of the blue. But this one had educational value! Religious value! It helped you memorize Bible verses! It taught you about faith through Bible stories! Could I have it, just this once? It was good for the soul! For thousands of other children, this sales pitch worked.

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.

Kickstarter for 2084: An Anthology of Eleven Science Fiction Short Stories

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 by R.A. Salvatore

23883752
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
Source: NetGalley


It astounds me that R.A. Salvatore is still writing Drizzt Do’Urden novels with a sense of freshness, telling stories that still captivate and entertain. Salvatore does this by sticking to the simple themes and core characters that have helped make him so successful, while adding a tinge of complexity through additional characters to focus on. Hardcore fans of his Forgotten Realms novels shouldn’t be disappointed with the start of this new sub-series.
I had read the first ten volumes within The Legend of Drizzt (comprised of three separate series) when I began to feel bored enough with the familiarity of the plots and its characters to consider just stop reading any more. Characters seem to die but come back, Drizzt seemed too perfect, and supporting heroes had become too predictable. I returned to Salvatore’s universe with the chance to read The Companions as part of the multi-author series The Sundering. This skipped me ahead in the saga to book 27, and I reviewed it here. That volume seemed to offer a reset button of sorts, but suffered in my view from existing as merely a set-up for the series to come, without lets of its own. I missed the trilogy that followed that reset and come to Archmage now behind on the overall Drizzt story arc from two fronts.
Archmage certainly references many events in the books I haven’t read yet, but I can’t say it significantly detracted from my enjoyment of the start to this sub-trilogy. Readers who have been away from Drizzt’s tales for awhile should be alright picking things back up again. (Though if you’ve never read any of them, I suggest you go back to the very start, publishing-wise, with The Crystal Shard.)
Salvatore creates compelling characters well, particularly outsiders or those with dark sides who still show signs of humanity. He wisely seems to have chosen not to completely abandon his bread-and-butter character of Drizzt, while also giving the novels room to explore other personalities. In Archmage that other personality that caught my attention is Gromph Baenre, the most powerful drow male of Menzoberranzan, the archmage of the novel’s title. His plot thread interwoven into a larger tapestry dealing with the role of males in drow society may also have been a larger part of previous entries I haven’t yet read. But for me Gromph and associated politics of the drow city became the most fascinating part of this novel, compelling because it shows there may be more possible for the drow than simple villainy against Drizzt and company.
Gromph’s brother Jarlaxle has appeared in previous novels (including ones I’ve read) as a more roguish figure who is neither good nor really an enemy. He continues that role here and I look forward to seeing how it mixes with Gromph’s plans that are set into motion (some accidentally) in Archmage. However, Jarlaxle also becomes somewhat problematic in serving as a quick fix in the plot to getting Drizzt out of dire situations.
In the end Archmage is a fairly typical Drizzt novel. Enjoyable, but not the best. At over thirty books just in this series, these novels are obviously pulp. Salvatore generally writes it really well though. Archmage suffers from problems that plague such a long-running series, particular with its familiar heroes. As the first in a trilogy its impact is also lessened in setting up promises for what is to come with Gromph, rather than achieving the development now. But for such a long running series, focusing now on new evolutions/directions for drow society and how that impacts their relationship with outcast Drizzt kept this fun, and leaves me willing to come back to for more reading candy.

Disclaimer: I received a free electronic reading copy of this from the publisher via NetGalley in exchange for an honest review.

ANIMAL WEAPONS: THE EVOLUTION OF BATTLE by Douglas J. Emlen

20696035
Animal Weapons: The Evolution of Battle
By Douglas J. Emlen
Henry Holt and Co. – November 2014
ISBN 9780805094503 – 288 Pages – Hardcover
Source: Goodreads First-Reads


This is an engaging pop sci look at the evolution of morphologies and behaviors that influence conflict in animals. Why can animals display such starting traits of aggression? Why do some species have such stunning features like the teeth of sharks, the tusks of an elephant, or the elaborate, varied horns of beatles? These features seem to often defy logic. Sucking an exceptional amount of precious energy from the animal, conflict and the ornamentations associated with it (defensive and offensive) seem to evolve in some species to absurd extremes that shorten an animal’s life span.
Emlen explains how such traits and behaviors evolve, and why. The simple answer for the latter is what drives evolution of any characteristic. Those with the genes to produce the characteristic have better reproductive success – of passing on those genes to the next generation.
Chapter by chapter Emlen describes particular cases observed in animals where evolution of defensive or offensive traits is evident. Tying these to a human metaphor of war and technology, Emlen draws parallels between what is seen in biology and what is seen in human history in terms of weapon and armor development.
In terms of the science I am a little disappointed in the focus on animals alone. The weapon metaphor could certainly extend through all of life, with more interesting and varied examples. Moreover, the evolution of battle long predates animals; he really is only covering a tiny recent set of biological developments in this realm. But Emlen’s expertise is in animals and that is the group of organisms that everyone is most familiar with, so okay.
I did appreciate the basic history of human developments in battle that Emlen used to compare with the biological examples. The battle metaphor begins to stretch a little though with the close of the book which begins to postulate on how the future of human developments in weapons could lead to unavoidable catastrophe. This is certainly true. I am not convinced that biological systems of evolution are good proof of this however. Biological evolution is not the same as the ‘evolution’ of technology. The selection for weapon-like traits or battle-related behaviors in animals is not the same as in human war. While it makes for a catchy close to the book, it isn’t accurate or particularly meaningful, beyond a play on emotions.
Though I feel there are some issues with this book in taking very precise scientific concepts and trying to popularize them to a general audience, for the most part I think Emlen does well and would recommend this to anyone with an interest in biology or nature.

Disclaimer: I received a free copy of this from the publisher via the Goodreads First-Reads program in exchange for an honest review.

Small Friends Considered

My latest post on the microbiology blog Small Things Considered, hosted by the American Society for Microbiology, features a trio of brief book reviews that should actually be of interest to a broad audience, not just microbiologists. See the reviews here.

The first two are of children’s picture books that tell fictionalized stories telling the biology of symbiosis in the microbial world. They also include fantastically illustrated appendices explaining the science in more detail:

25022719The Squid, The Vibrio & the Moon
by Ailsa Wild (Illustrated by Aviva Reed)
Scale Free Network – September 2014
ISBN 9780992587208 – 36 Pages – Paperback
Source: Publisher

25022897
Zobi and the Zoox
by Ailsa Wild (Illustrated by Aviva Reed)
Scale Free Network – December 2014
ISBN 9780992587215 – 44 Pages – Paperback
Source: Publisher

The third book reviewed is of a new graphic novel from the publisher that unfolds on two levels: a macro level from the point of view of a Victorian nurse during World War I, and a micro level from the point of view of the resident gut microbes (including the roles of phage) that fight to keep the nurse alive when she contracts dysentery.

30916514
The Invisible War: A Tale on Two Scales
by Ailsa Wild (Illustrated by Ben Hutchins)
Scale Free Network – August 2016
ISBN 9780992587253 – 88 Pages – Paperback
Source: Publisher

Please check out the post on Small Things Considered to read more about these. Also keep your eyes here for an upcoming link there to reviews I’m now writing on The Hidden Half of Nature: The Microbial Roots of Life and Health by David R. Montgomery & Anne Biklé, and of Ed Yong’s new release I Contain Multitudes: The Microbes Within Us and a Grander View of Life.

WHAT DOESN’T KILL HER by Carla Norton

23014597
What Doesn’t Kill Her
(Reeve LeClaire Series #2)
By Carla Norton
Minotaur Books – June 2015
ISBN 9781250032805 – 313 Pages – Hardcover
Source: Publisher


A sequel to Norton’s debut novel The Edge of Normal, this continuation of Reeve LeClaire’s story can still be picked up and enjoyed by any who haven’t read its predecessor. I reviewed the first novel here last year, and was impressed with how well Norton handled an intense, traumatic subject matter in a responsible way while also keeping the book honest, well paced, and suspenseful. For better or for worse, What Doesn’t Kill Her consistently matches all the notes of that first novel. The writing, plot, and characters are just as engaging as in the first book. What Doesn’t Kill Her continues the storyline of its predecessor, and Reeve LeClaire evolves in significant ways from her past and the events of book one.
However, themes of the first novel reappear in the sequel and the threats that face Reeve are at least partially a rehash of the conflicts in The Edge of Normal. For new readers getting introduced to the character – the scars of her past and the brave steps she takes to move on – this sequel will be approachable and a complete discovery. Fans of the first book will certainly enjoy it, but perhaps find it a bit familiar in terms of what the plot is throwing at its protagonist.
The Edge of Normal introduced Reeve LeClaire, a young woman in her early twenties who a decade prior was the victim of kidnapping and captivity by a sexual predator. Living with memories of this traumatic past, Reeve hesitantly answers a call from her psychiatrist and her own conscience to help a young girl just saved from similar captivity, whose kidnapper remains at large, watching the escaped girl and Reeve from the shadows. In What Doesn’t Kill Her, Flint, the man who abducted Reeve, has managed to escape from prison. With her former tormentor evading capture and targeting her anew, Reeve feels that she must bear the responsibility of stopping Flint.
This plot depends on Reeve believably going after an escaped criminal and killer who she has a personal, horrible, history with. A bit of a stretch, Norton makes it work based on the insights that Reeve has on Flint’s psychology and life, based on what she overheard and experienced during her captivity. The authorities involved in Flint’s capture don’t have this insight, so to force Reeve into action Norton has to make the police somewhat unresponsive to following up on Reeve’s memories and feelings. This does provide a nice impetus for Reeve’s growth as a character, as she begins to have bad memories return and is forced to face and overcome them. It also continues Reeve’s independence, of not being reliant on others, particularly male authority figures, to simply step in and protect/save her.
This plot also returns to putting Reeve in physical danger, kidnapping situations where she is again faced with an evil captor. It ends up feeling like a retread of the climax of the first book, and now the cat-and-mouse game leading up to confrontation doesn’t have that element of the first book where Reeve is primarily acting to protect another young girl. Now it is completely about her, her past, her safety and future. I do look forward to future books in this series, and despite some familiar situations that brought me some disappointment from this novel relative to the first, it overall is still an excellent read.

Disclaimer: I received a free copy of this from the publisher in exchange for an honest review.

DEFYING DOOMSDAY, Edited by Tsana Dolichva & Holly Kench

Freshly posted yesterday, my latest review for Skiffy & Fanty

defyingdoomsday

 

“People with disability already live in a post-apocalyptic world.” – Robert Hoge

This crowd-funded anthology of post-apocalyptic fiction showcases the theme of disabled or chronically-ill protagonists. Edited by Tsana Dolichva and Holly Kench, the collection features many Aussie female writers (though not exclusively) and names likely both familiar and new to speculative fiction readers. With all of its diversity in characters, apocalyptic setting, and featured disability/illness, Defying Doomday is remarkably consistent in tone and quality

Read the entire review on Skiffy & Fanty here.

Contents:

And the Rest of Us Wait by Corinne Duyvis
To Take Into the Air My Quiet Breath by Stephanie Gunn
Something in the Rain by Seanan McGuire
Did We Break the End of the World? by Tansy Rayner Roberts
In the Sky with Diamonds by Elinor Caiman Sands
Two Somebodies Go Hunting by Rivqa Rafael
Given Sufficient Desperation by Bogi Takács
Selected Afterimages of the Fading by John Chu
Five Thousand Squares by Maree Kimberley
Portobello Blind by Octavia Cade
Tea Party by Lauren E Mitchell
Giant by Thoraiya Dyer
Spider-Silk, Strong as Steel by Samantha Rich
No Shit by K Evangelista
I Will Remember You by Janet Edwards

Disclaimer: I received a free advanced reading copy of this novel from the publisher tin exchange for an honest review.