The Big Idea: William Alexander

Sep. 19th, 2025 09:28 pm
[syndicated profile] scalziwhatever_feed

Posted by Athena Scalzi

You don’t have to fully understand something to enjoy or get value out of it. New York Times bestselling author William Alexander expands this idea to life itself in the Big Idea for his newest novel, Sunward. Read on to see how the world, though sometimes scary and incomprehensible, can also be pretty amazing.

WILLIAM ALEXANDER:

Sunward is space opera about parenting—specifically about parenting robotic kids, and more broadly about parenting kids who are wildly, gloriously, transformatively different from ourselves. 

It started as a short story that I wrote for Sunday Morning Transport, when pandemic parenting was much on my mind. My own kids were stuck at home, quarantined from the world but still trying to learn about it via disembodied classrooms. Their experience of grade school was simultaneously contracting and expanding in ways that I had no frame of reference for—except maybe in science fiction. Home was a spacecraft, isolated in the void. We lived in cramped quarters, bouncing off the walls and staring out the windows, but at least we could communicate instantaneously with every other ship and station. 

This mix of coziness, claustrophobia, catastrophe, and possibility messed with my head. I tried to squeeze the whole mess into a short story. Then the story grew into a novel—albeit a short one—about parenting juvenile bots in a turbulent solar system. 

Science fiction has lots of robotic kids. Some inhabit Pinocchio retellings, others Peter Pan retellings. Some are changelings, embodying old fears alongside newer uncanny valleys. Samuel Butler panicked about mechanical offspring in his 1863 essay “Darwin Among the Machines” (which also predicts eventual war between the machines and humanity). Osamu Tezuka’s beloved Astro Boy broke ground for so much of our science fictional landscape; his 1962 story “Robot Land” includes a robotic uprising set in an amusement park, published eleven years before the movie Westworld

Ted Chiang’s The Lifecycle of Software Objects (which you can find in his second collection Exhalation) critiques the impossible shortcuts that we almost always take in our stories about mechanical people. “Science fiction is filled with artificial beings who, like Athena out of the head of Zeus, spring forth fully formed,” he says in the story notes, “but I don’t believe consciousness actually works that way.” The digients of his novella are infants raised up by the constant attention of caring adults. Intelligent life needs to be nurtured. It takes time. There are no shortcuts. 

As adults we become increasingly skilled at pretending—to ourselves, and to everyone else—that we stand on certainties. Kids know better. They are much more accustomed to moving through worlds that they don’t understand, and don’t yet expect to. They find ways to navigate incomprehension. 

Science fiction can help us remember how to do the same—not necessarily in its literal predictions of the future, or in its warnings and cautionary tales, but in the way SF fosters an intuitive sense that all of this… <flails at the world like an unhappy muppet> …could be wildly, gloriously, transformatively different. 


Sunward: Amazon|Barnes & Noble|Books-A-Million|Bookshop

Author socials: Website|Bluesky

[syndicated profile] scalziwhatever_feed

Posted by John Scalzi

Today’s view not only has a parking lot, but also a freeway onramp! This makes it a high-quality view from a hotel window!

(The room and hotel are pretty nice, just to be clear. Tor does not put me up in murder hotels.)

Tonight: I’m at Mysterious Galaxy in San Diego, 7pm! Be there or be somewhere else, I guess.

Tomorrow: I go all the way to Boise, Idaho, for an event at the Boise Public library (Hillcrest Branch), co-sponsored by Rediscovered Books. Also at 7pm! The event is free but please register at the link so they know you’re coming.

— JS

Bad News From Alpha Centauri A…

Sep. 19th, 2025 10:21 am
james_davis_nicoll: (Default)
[personal profile] james_davis_nicoll


There's a planet in the habitable zone... but not an Earthlike planet.

Bad News From Alpha Centauri A…

Sabrena Swept Away by Karuna Riazi

Sep. 19th, 2025 10:14 am
james_davis_nicoll: (Default)
[personal profile] james_davis_nicoll


Sabrena's life is full of struggles already. The last thing she needs is an other-worldly adventure. Life is, alas, not considerate of a teen's preferences.

Sabrena Swept Away by Karuna Riazi

latest spinning

Sep. 19th, 2025 07:19 am
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
Ah, the art yarn of it all. :3

handspun yarn

2-ply from these singles:

Interview with Sean CW Korsgaard

Sep. 19th, 2025 12:00 am
[syndicated profile] nerdsofafeather_feed

Posted by Paul Weimer

Sean CW Korsgaard is a U.S. Army veteran, award-winning freelance journalist, author, editor, and publicist who has worked with Analog Science Fiction & Fact, Baen Books, and Writers of the Future, and recently became the editor of Anvil and Battleborn magazines. His first anthology, Worlds Long Lost, was released in December 2022, as was his debut short story, “Black Box.” He lives in Richmond, Virginia with his wife and child, along with, depending on who you ask, either far too many or far too few books.

PW: Tell us about your new venture.


SK: So, the new venture!


Howard Andrew Jones and I conceived Battleborn shortly after Tales of the Magician's Skull was sold to new ownership, in part wondering how to improve upon the concept, in part wondering how to get a magazine under more stable footing. Though launch was delayed because of his death, what you see now with Battleborn is that same concept brought to life. The magazine 70k words an issue of cutting-edge sword-and-sorcery and heroic fantasy, with a focus on character-driven storytelling and hard knuckle action. Each issue will have some classic genre reprints, and our first two include a Michael Shea and David Drake story that have both been out of print for decades. We will also have around 10k words of non-fiction, ranging from genre history to book reviews, and even a comic that pays homage to Jack Vance and 2000AD. Through our crowdfunder, we hope to launch with three issues in 2026, and be able to pay if not pro-rates, close to it. We're also planning on rolling out audiobooks, merchandise, comics and even a line of reprints as resources allow, to keep the magazine more sustainable, and do so under a profit sharing agreement with the authors.


Our first issue is fully funded as of last week, our second is about halfway there, and we have well over a month to raise all we can to see Battleborn take to the frontlines of fantasy next year in bold fashion.


Another final touch you may appreciate: from first issue to final, Howard's name will be on our masthead as Editor Emeritus, a standard and role model for all who seek to submit to the magazine that, I hope, shall help carry on his spirit and love of this genre.


PW: So tell me a bit about the new authors you are looking to write pieces for, and how their work matches up with the genre reprints you are doing at the same time.

SK: We started with the authors who are well known in sword-and-sorcery - guys like John C. Hocking, James Enge, CL Werner, ones who have the well-earned reputations within the genre and are known by sword-and-sorcery buffs. Anyone familiar with Howard's tenure at Tales of the Magician's Skull should see a lot of old favorites among the ranks at Battleborn. Likewise, a lot of familiar heroes to genre fans - Werner's Shintaro Oba, Robert Rhodes' Gabriela de Quetar, Steven L. Shrewsbury's Rogan to name a few.


Then I went gunning for a few big names, with some outside draw - Michael Stackpole has a story in a setting very much inspired by Roger Zelazny, and Christopher Ruocchio will prove as adept at sword-and-sorcery as he has space opera. Speaking with a few others about the future, too - one author who might not make it in the first three issues (they're under deadline for their next novel with Tor) came to me with a wild idea for a setting I can't wait to showcase in a future issue.


The indies will prove to be the big wildcards for a lot of readers. Schyler Hernstrom has been a mainstay of small press sword-and-sorcery, and he's pulling double duty with a comic strip in the magazine, and a perfect introduction to his work, a novella that I feel is sword-and-sorcery's answer to Le Guin's Omelas quandary. Alyssa Hazel may be our biggest surprise - she's an expecting mother who handsells her self-published books at conventions, primarily horror and science fiction. I saw her reading Clarke Ashton Smith and asked if she had ever taken a stab at sword-and-sorcery, and her story Battleborn is her first - and given she turned in a gripping tale of a warrior with a Mongolian death worm on her heels that blew me away, no doubt the first of many more.


As for those reprints, I started with one key metric: A list of classic authors and stories, and compared them to how long they've been out of print. Our first two, Pearls of the Vampire Queen by Michael Shea and The Mantichore by David Drake, have both been out of print for decades, and Battleborn will be the first time either will appear in digital or audio form!

If all goes well and we fund to the level we need to, all remaining space will be going to an open submission period in October - we're looking at 50-60k words up for grabs split across three issues, and as excited as I am to showcase the authors and fiction we have already, THAT is something I'm looking even more forward to, knock on wood.

PW: I see on the crowdfunding page that additional artwork is part of the stretch goals, should the campaign succeed. Tell me about the importance for you of including artwork in sword and sorcery stories.

SK: Artwork is fundamental to the sword-and-sorcery subgenre - how many people were first turned into reading Conan and Elric by Frank Frazetta and Michael Whelan long before they knew the names of Robert E. Howard or Michael Moorcock?


It's also by far the most expensive part of the production process, I don't mind telling you. In spite of that, every story in Battleborn with have a black-and-white interior illustration. Two, if we hit that stretch goals.


I also wish to emphasize something here: AI Art will NEVER appear in Battleborn.

PW: That's great to hear about AI art being verboten. So what is it like to edit sword and sorcery, be it a reprint or new, in this day and age where sword and sorcery has a lot of competition from other fantasy sub-genres?

SK: Truthfully, I find it wonderfully refreshing. I've edited a LOT of fiction, from military science fiction to cozy fantasy, but getting to work in my favorite genre, sword-and-sorcery, is incredibly rewarding.

Even within sword-and-sorcery fandom, the approach we are taking with Battleborn involves a specific focus that maybe our contemporaries might not. For example, given the action-oriented focus of our fiction, I am giving special care to editing all the combat, that it feels tactile, authentic and exhilarating.

And that competition from other fantasy subgenres is part of why its so exciting - romantasy and LitRPG are having thier moment, but there's undeniably also an appetite and a market for more traditional heroic fantasy.

PW: So what feeds your brain lately in the heroic fantasy space, besides the fine works you plan on bringing to the public with Battleborn?

SK: So I read a lot of things at any given time, but lately? Scott Oden's new collection is wonderful, and I'm reading Elizabeth Bear's novel The Folded Sky for a review in Analog. Analog has been especially wonderful because it means I'm still reading science fiction, as opposed to fantasy entirely.

The big thing has been re-reading a ton of the sword-and-sorcery classics. There is another project I was working on with Howard - do remind me to read you in on that sometime - which means I have had to read if not the entire body of work of close to two dozen authors, close to it. I'm making my way through David Gemmell at the moment, he really was a master at staging his action scenes.

That has been one of the best parts of doing a deep dive like this - project or not, it has been highly educational, each of those authors has a unique touch or lesson to take away from their work.

PW: What else do you want readers to know about Battleborn, and where can they support it?

SK: For writers and artists? I want to be a fair dealer, cut you in where I can, and create the kind of magazine you will puff up with pride to have your work featured in.

For the industry types? I am sure there will some stumbles and some growing pains along the way, but I hope to do my best to create the kind of magazine worthy of being included in the company of such worthy outlets, from Analog to Clarkesworld.

For sword-and-sorcery fans? I hope in time that you trust our logo to strand for everything that you love in our subgenre, two-fisted action, and hardfighting heroes facing fearful odds, and with each issue, you feel that same rush you did the first time you picked up your first Conan or Elric paperback.

PW: Excellent. Where can readers find out more, and support the campaign?

SK: Our crowdfund is right here - we are a few hundred shy of guaranteeing digital releases of three issues next year, and at 10k and 15k, physical releases for two and three as well!

Longterm? battlebornmagazine.com, as well as everywhere fine books and magazines are sold.


Thank you, Sean!

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I’m just this guy, you know? @princejvstin.

Hello From Santa Cruz

Sep. 19th, 2025 04:37 am
[syndicated profile] scalziwhatever_feed

Posted by John Scalzi

Forgot to post a “view from a hotel window” view today, but this interesting contraption was right down the street from me, so I thought you might like it instead. Tonight’s event was lovely and tomorrow I will be in San Diego, at Mysterious Galaxy bookstore at 7pm. You should come by and say hello to me there.

— JS

[syndicated profile] galacticjourney_feed

Posted by Gideon Marcus

Be sure to join us tonight for Science Fiction Theater!  It's at 7pm PDT. We've got a solid, if short (Cora wants to cover this month's ACE Double in a separate article) Galactoscope for you this month.  The good news?  All three of these titles are worth reading! by Gideon Marcus The Guns of Terra … Continue reading [September 18, 1970] September Galactoscope

The post [September 18, 1970] September Galactoscope appeared first on Galactic Journey.

The Big Idea: Dan Rice

Sep. 18th, 2025 04:34 pm
[syndicated profile] scalziwhatever_feed

Posted by Athena Scalzi

What’s scarier, a haunted school or lifelong trauma? Spooky season is upon us and author Dan Rice has brought the ghost stories with his newest book, Phantom Algebra. Follow along in his Big Idea to see how ghastly high school can really be.

DAN RICE:

While writing Phantom Algebra, I encountered a challenge I had never faced before. The setting is a shared universe, specifically the fictitious town of Pinedale, North Carolina, located approximately fifty miles or so from Raleigh. The action needed to center around the berg’s haunted high school, Pinedale High.

I wanted the protagonist, Zuri, to be an outsider —the new kid at school —and not someone who believes in ghosts. But how to get her to Pinedale? I could have had a parent land a job in the city and have the story open with the family moving into a new home or Zuri stepping onto the school grounds for the first time. I don’t know…I felt that had been done before and wanted to do something a little different. 

I settled on the horror trope of a traumatic past. Zuri and her mother are on the run, have been for years, from Big Jake: estranged father, abusive husband, former boxer, and full-time gangland enforcer. This leads them to Pinedale after Zuri coldcocks her current high school’s star quarterback, ending his attempt to sexually assault her.

Despite the trauma of watching Big Jake nearly beat her mother to death, Zuri is a fighter like him, dreams of being a world champion, and remembers fondly learning to punch, kick, and grapple under his tutelage. Zuri can’t escape the past because every time she follows her first instinct to solve her problems with her fists, she perpetuates her family’s violent legacy. Isn’t that true of all of us? We can never escape the past because it is carried within us. The best we can do is to learn to cope healthily.

At Pinedale High, Zuri encounters challenging academics, especially mathematics, and a student body that believes the school is haunted. She doesn’t believe this for an instant, only giving credence to what she can beat into submission. When circumstances prove she can no longer deny the ghostly world, Zuri is presented with a problem as gnarly as an algebraic equation. How can she battle bullying poltergeists she can’t see or strike?

Zuri navigates Pinedale with the aid of new friends, fellow outcasts like herself, and eventually bonds with a tween spirit haunted by trauma she cannot escape even in death. Freeing the spirit from her abuser means unearthing Pinedale’s celebrated founding father’s legacy of filicide and satanic magic. Many of the town’s inhabitants haven’t an inkling that Pinedale’s foundation is awash in the blood of an innocent, but they will suffer for their communal past unless Zuri and her friends can face down monsters living and dead.

In the end, I found that Pinedale High being a shared story universe didn’t limit my storytelling. By leveraging the character-centric horror trope of past trauma, I told Zuri’s unique story while remaining within the bounds of Pinedale, the high school, the nearby haunted forest, and the handful of shared characters that give the series continuity.


Phantom Algebra: Amazon|Barnes & Noble|IndieBound|iBooks

Author socials: Website|Bluesky

Read an excerpt

[syndicated profile] nerdsofafeather_feed

Posted by Joedelfranco

Jack, I want you to paint me like one of your French games.


In the distance, across the vast sea, a daunting number stands as a beacon of mortality for those who live in Lumiere. Every year, the Paintress erases the number on the monolith, and every year she replaces it with one less, the number corresponding to the age of the sacrificial citizens of Lumiere. It has become the tradition of those in Lumiere to watch as those they love become flower petals on the winds of fate, to enjoy what little time they have left. But there are those who refuse to sit back; there are those who have no desire to let the Paintress take away their loved ones. These are the Expeditioners, the brave soldiers who set sail in hopes of locating the Paintress, of ending the war she sees fit to wage upon the innocent souls of Lumiere. But over the last seventy-six years, no expedition has yet been successful. Will Expedition 33 prosper where everyone else has failed?

The first few moments of Expedition 33 were enough to inform me that I was in for something special. As the camera zooms in over a distorted Eiffel Tower, the opening song, "Lumiere", grips with an enchanting sound, the prelude to an incredible soundtrack. The cutscene then focuses on Robert Pattin—sorry, Gustave as he gravely gazes in the distance toward the hulking Monolith, its aura threatening despite my lack of knowledge. Maelle and Gustave speak, and the dialogue feels natural, the characters’ histories in place, their ease apparent. The character models and facial animations, even the hair physics, all look wonderful. I’m already in.


This game is gorgeous. And French, very French. For instance, there is a set of “baguette” costumes for each character in which they don black pants with a black and white striped shirt, black suspenders, a red beret, and a baguette wrapped in a red and white sash. While the story can be dark and devastating at times, the developers did their best to add a bit of light to balance out their chiaroscuro foundation. The art style, from character to design to the splashes of paint used to decorate the UI, invites the player to stare at the screen. The game’s world, influenced by the extravagant and grandiose Belle Époque, creates a dazzling atmosphere. Each area is robust and filled with character and color, bursting with an enigmatic history of some long-forgotten battle. Even the world map, once it becomes available to the player, is a gorgeous proof of the ability of Sandfall Interactive’s veteran developers. Despite being this studio’s first game, it isn't the developers' first rodeo, and every ounce of love and effort poured into every facet of this game is evidence.

Exploration is simple and straightforward. While limited at first, the game opens up to allow for more traversal options, as is standard. Though I do wish there was some better form of fast travel, at least in the post-game, the map is captivating enough to observe over and over again as you pick up your last music records and pictos. While it’s exciting to scan each individual area for loot and discover little trinkets and mini-bosses throughout the map, I found that some areas that looked explorable were barred by invisible collision detectors. I don't mind keeping blinders on; a bit of suspension of disbelief never killed anyone, but when there is a rock that is less than a foot high, I should be able to climb atop (especially if I have a jump button and can do the same to other rocks of the same size in other areas). I also found that sometimes the developers created little hidden spaces that felt like they were meant to be discovered, only to find nothing waiting for me. If it happened once or twice, I wouldn't mind, but these were both frequent occurrences.

Before we get back to the good stuff, I must urge Sandfall to remove all platforming challenges from their future games. The jumping mechanic is serviceable, no doubt about it, but is it good? No, and it doesn't need to be. The Gestral beach challenges, where platforming was necessary, were some of the lowlights of the game. Though optional, they still interrupted my enjoyment of the game. It is my strong belief that if your game isn't built for platforming, it should not include any kind of platforming challenge. And what did I get for my toil? A costume.

I’ve spoken a bit about player input for exploration, but what about combat? Well, that part is absolutely brilliant, and if this wins game of the year, it will be the primary reason. Expedition 33 takes the classic turn-based JRPG-based team combat system and adds a massive twist: Souls-like dodging and parrying. I played on normal difficulty, and the game put up quite a challenge at times. Easy mitigates some of the reliance on dodges and parries (the former easier to pull off, the latter more difficult, though it offers a reward), while the harder difficulty will absolutely necessitate them. I find this to be a terrific balance on the part of the developer as Clair Obscur: Expedition 33 has an enticing story, characters, and world that should be enjoyed by players with lower skill as well as those looking for a challenge. Parries and standard attacks increase the AP (Attack Point) gauge by one, which in turn allows each character to use special abilities. In addition, weapons, Lumina, and Pictos alter combat so significantly that swapping them almost feels like playing a different game.


Speaking of variety, each character’s play style is so significantly different from one another that learning each one is a joy. Sandfall didn't simply alter or tweak the genre for the sake of tweaking it; every combat change they made was for the betterment of the genre. While I don't expect (nor want) every game to adapt something similar throughout any future games in the turn-based RPG genre, I would be shocked if this interactive, versatile, and diverse combat system doesn't heavily influence other creators. It should, it really should.

There’s more than one way this game takes influence from the Souls games: bosses. Bosses and mini-bosses litter the map and the storyline and challenge the player in ways they hadn't been before. New boss animations and abilities constantly kept me engaged and excited for the next encounter. The design on both bosses and standard enemies is wonderful and inventive, matching the world and creating enticing battles throughout the entire runtime. Good luck with Simon if you get there.

If the combat system is the roast beef of this French dip, the art, music, and UI are the baguette that surrounds it, then the story and its characters are the au jus, submerging all and giving extra flavor to every ounce of this fantastic game. There are huge moments, small gentle moments, character reveals, motivations, and growth that all drive the game forward. I was sucked in by the nuance each character showed and the relationships they forged along the way. The vulnerable decision to divulge more information back at camp always intrigued me (though I wish there was something to tell you when another character was ready to speak with you, as it was easy to avoid camp for long stretches of time). As one who does not wish to spoil anything story-related, I’ll have to leave it minimal and vague.


Despite my enjoyment, I had three primary issues with the story/revelatory mechanisms. First, while the game is meant to convey an air of mystery, there are many moments that feel like the developer is holding back for the sake of holding back; these moments feel like a contrivance and don't serve the plot, like Sandfall's hand is visibly holding back pages from you. When the concealment is done with care, it works well, when it isn't, it is quite noticeable. Second, the pacing is fantastic… until the third act. If you like to explore before finishing your game, make sure you don't start the third act, as it’s just one mission with no warning (as opposed to the first and second acts, which run for multiple hours across multiple missions). Third, there are moments where the game reveals things to the characters, though the player has no idea what these things are. Instead of feeling excited alongside the characters, in the moments you don’t feel like you’re part of their experience, but on the outside looking in.

While I noticed these small issues throughout my playthrough, they pale in comparison to how phenomenal this game is. Clair Obscur: Expedition 33 delivers on every front that it intends to (minus the platforming). With such charming characters and engaging systems, it’s no wonder this game found immediate success. If this is Sandfall Interactive’s first swing at their own take on the genre, I can only imagine what they have in store for us next. I would recommend this to JRPG lovers, Souls-like lovers, and anyone who enjoys a unique world encircled with wonderful music, great characters and story, and engaging, unforgettable combat. And let me not forget the heavy helping of melancholic whimsy that accompanies the player until the very last brushstroke of this fantastic adventure.


--

The Math

Objective Assessment: 9/10

Bonus: +1 for unique gameplay, characters, and world. +1 for visual splendor and engaging soundtrack.

Penalties: -1 for obscure for the sake of being obscure. -1 for any platforming levels.

Nerd Coefficient: 9/10

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

A Check-Up For Saja

Sep. 17th, 2025 06:35 pm
[syndicated profile] scalziwhatever_feed

Posted by Athena Scalzi

I know, I know, you’re probably all terribly sick and tired of seeing our super adorable new kitten Saja, but I’m going to make you look at him again.

Saja, laying in a lap, looking at the camera and being oh so adorable.

This little guy has a vet appointment today; a follow-up to his previous one when I took all three of the kittens in for shots and whatnot. This is just a second round of the necessary shots, and we’re going to see if he’s old enough to get fixed yet! So that may be scheduled, soon, as well.

I’m so thankful that Saja (and the other two kittens) were relatively healthy and that everyone is doing amazing now. It’s truly so lucky that none of them had serious health concerns or feline leukemia or anything like that.

Having Saja around has been absolutely amazing. It’s hard to express how much I love him. I don’t know if it’s because I rescued him off the street or what, but I am so attached to this baby, and I have been since I first saw him. He means so much to me, and my heart feels so full when I look at him. Cuddling him, seeing him play and be a kitten, and just seeing him be alive and well is so incredible.

I’m so excited to know he’ll be in my life for many years to come.

-AMS

[syndicated profile] scalziwhatever_feed

Posted by John Scalzi

My hotel room in Spokane is in fact really nice. The view? Maybe less so.

Tonight! Spokane! I’ll be at Auntie’s Bookstore at 7pm. I’ll read stuff and answer questions and sign books, mostly in that order!

Tomorrow! I’m at Bookshop Santa Cruz, also at 7pm! More reading! And answers! And signing! Fun!

— JS

Getting Lisa Home

Sep. 17th, 2025 05:58 am
kevin_standlee: (WSFS Crew)
[personal profile] kevin_standlee
Lisa and Kuma are home. But that last segment was on the verge of going completely wrong.

SFO Security and What the Heck is Happening in the Bay Area )

We got Lisa into her cave (the travel trailer) and she worked on getting things running again and trying to get to bed ASAP. I had to stop and have something to eat, as my earlier plan to eat at the airport while waiting for Lisa was scuppered by the travel kerfuffle.

So everything worked out in the end, but I guess it's a good think she had such a long layover at SFO or else that too would have failed and she would have spend the night sitting by luggage carousel 9 waiting for met to come and rescue her.
james_davis_nicoll: (Default)
[personal profile] james_davis_nicoll


The Central Plaza Mansion tower offers palatial 900 square foot apartments for a mere ¥35,000,000. It is a deal too good for the Kano family to turn down... although they should have.


The Graveyard Apartment by Mariko Koike

Film Review: The Long Walk

Sep. 17th, 2025 12:00 am
[syndicated profile] nerdsofafeather_feed

Posted by haley

Brutal, harrowing, and an incredible film that plumbs the depths of violence, despair, and friendship. (Spoiler free)



I read The Long Walk novel a few months ago in anticipation of the movie coming out, so I knew what I was getting into with this. But seeing it the same week in America that multiple acts of gun violence were committed, it was hard. Really hard. I considered rescheduling, actually, given that I wasn't sure I could handle even more violence on screen. 

The film revolves around a dystopian battle royale-type contest: Young adults in an alternate America volunteer for the Long Walk and are drawn by lottery to participate. The last man still walking takes away the prize — untold riches and whatever your heart wishes. If you stop walking below 3 m.p.h., however, you're shot after three warnings by a slowly moving military vehicle that has rifles trained on everyone. 

So, yes, it's like The Hunger Games and Squid Game, in that young people are forced to outlast each other to the death in the face of unspeakable fear and callous violence. But both of those movies feel more removed from our current-day environment, while The Long Walk seems much more realistic in that there's no futuristic capital city, no high-tech arena with sponsored gifts. 

The main characters are walking on screen for the entirety of the film, and as the miles pile up, you can feel their exhaustion, dread, and fear. The first half-marathon's length doesn't seem so bad. Just a long walk, right? But there's no stopping. For anything. Watching the participants begin to stumble is gut-wrenching. When one character gets diarrhea, you see it happen in real time, along with what happens to him when he can't recover. The first death is incredibly graphic, and that's on purpose. I saw in an interview that Stephen King mentioned that he had one condition for making the movie: The deaths had to be shown. Why? To make sure that the audience knew that this wasn't just entertainment, and to show the pointless, absurd violence of the march. After that first death scene, I started looking away. It was too hard for me to watch again and again.

As night begins to fall on the first day, you start physically feeling the tiredness and exhaustion of the young men. No matter what, you can't stop, even if your shoe starts filling up with blood from blisters or you twist your ankle. The fear of being brutally shot reverberates through their young bodies as they march on. Sleep is stolen in small bits while hanging on to the person next to you. Every moment, you're reminded that you will either win the entire thing or you will die. There is no other option. There is no second place.

What prevents The Long Walk from just being torture porn, however, is the incredible performances of the actors who are along for the journey. Much like the bonds and alliances that are made in The Hunger Games, the friendships in this film are its heart, and they're truly impressive. In between moments of heart-shattering violence and long-distance-induced body horror injuries, you have a core group of characters that are slowly but surely making their sacrifices count. When they're not running for their lives, they're talking, laughing, and trying to make sense of the world and how they got to be on the Long Walk. Every few minutes, they experience trauma after trauma as they watch their companions fall. Similarly, every few minutes, I would think about how tired they are, how in pain they must be. Imagine walking as far as you'd ever walked before, then having to keep walking indefinitely or else face death.

Ray Garraty and Peter McVries, our two main characters, quickly become fast friends while walking, and their relationship is truly touching to watch as they traverse hundreds of miles across rural Maine backroads. 

When I mentioned earlier that consuming this movie is hard, I wasn't joking. I'm not sure what to take away from it. The message that violence is wrong is very clear. But I think what I'll take away personally from it is the power of support during periods of intense, overwhelming fear. You're with these characters in essentially a locked room (except the room is always a small piece of tarmac), faced with the certainty that all but one will die. No matter how it ends, it's going to be tragic for nearly everyone. 

I always thought the folks who go on reality shows and say "I'm not here to make friends" were being silly. Of course you're not, you're there to win money. But on the Long Walk, despite offering untold riches, it practically demands friendship to ignite. Why? Because their humanity is at stake. These are young men scared out of their minds, and the other kids aren't the enemy. The enemy is a dystopian system that made them think they had no other choice at a future than to participate in a state-sanctioned murder lottery game. Stephen King wrote the first draft of this story when he was just 19. For context, this was the late 1960s, and it's easy to see the comparisons of the violence in the story to the Vietnam War and the draft. While that was almost 60 years ago, the theme still resonates in the modern era as we face needless violence in other ways. 

I'm not sure I'll watch The Long Walk again, but if I do, it will be to revisit these incredible performances and the story that gives you a little bit of hope in a tale full of death. 

--

Baseline Score: 8/10


POSTED BY: Haley Zapal, NoaF contributor and lawyer-turned-copywriter living in Atlanta, Georgia. A co-host of Hugo Award-winning podcast Hugo, Girl!, she posts on Instagram as @cestlahaley. She loves nautical fiction, growing corn and giving them pun names like Timothee Chalamaize, and thinking about fried chicken.


[syndicated profile] galacticjourney_feed

Posted by Winona Menezes

by Winona Menezes With coverage of the space race reaching a fever pitch, I want to bring attention to the fascinating developments currently underway in our oceans — a frontier much closer to home than the stars, but no less mysterious. The Tektite undersea habitat World War 1 necessitated advancements from the European Allies in … Continue reading [September 16, 1970] Scientists in the Sea (Tektite II)

The post [September 16, 1970] Scientists in the Sea (Tektite II) appeared first on Galactic Journey.

The Shattering Peace is Out!

Sep. 16th, 2025 01:43 pm
[syndicated profile] scalziwhatever_feed

Posted by John Scalzi

Today is the Day! The Shattering Peace, my 19th novel, the seventh book in the Old Man’s War series, and my second novel of the 2025, is finally out in North America in print, ebook and audio (UK, you have two more days to wait for print/ebook. Be strong). It’s received rave reviews in the trades, including receiving starred reviews from Kirkus and Library Journal, and the general consensus so far is that it’s an excellent return to the Old Man’s War series. This makes me happy.

It’s important for me to note that while this is the seventh book in the series, it’s designed to be one that people who have not read the series before can get into. It’s a standalone book (so far) in the universe, and everything readers need to know to enjoy the story is laid out in the first couple of chapters. Newcomers won’t get lost, I promise. For the people who have read previous books in the series, you’ll find some old friends here, as well making some new ones.

You will find The Shattering Peace in literally every bookstore, online and offline, that carries science fiction. Remember also that for the next two weeks I am also on a book tour here in the US; come see if I’ll be near to where you are. Also! If you desire a signed book but my tour dates are not near you, remember you can call any of the bookstores where I’ll be on tour and ask them to have me sign it and then ship it to you. We’ll both be happy to do that. Subterranean Press also has signed copies available, and if you are outside the US, they ship internationally.

I’m very happy with this book and its story and I’m so thrilled that it’s finally out in the world for you all to enjoy. Welcome back to the Old Man’s War universe, and who knows? If enough of you like this one, maybe I’ll write another.

— JS

Profile

goobergunch: (Default)
goobergunch

July 2024

S M T W T F S
 123456
78910 111213
14151617181920
21222324252627
28293031   

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Sep. 20th, 2025 12:51 am
Powered by Dreamwidth Studios