Electronic OtherRealms #28 Fall, 1990 Part 16 of 18 Copyright 1990 by Chuq Von Rospach All Rights Reserved. OtherRealms may be distributed electronically only in the original form and with copyrights, credits and return addresses intact. OtherRealms may be reproduced in printed form only for your personal use. No part of OtherRealms may be reprinted or used in any other publication without permission of the author. All rights to material published in OtherRealms hereby revert to the author. Words of Wizdom Reviews by Chuq Von Rospach But what is the literary merit of Science Fiction? By what standards should it be judged? By precisely the same standards of other fields of fiction. I myself prefer fiction which is entertaining, although some critics do not seem to care about this point. -- Robert Heinlein Summer. Vacation time. A time to relax. A time to unwind. A time to read like crazy and try to catch up on all those great books that have been gathering dust through the deadlines. I'll spare you the commentary this time -- but if this column seems long, you should see how many books didn't make the cut. The Quiet Pools Michael P. Kube-McDowell Ace, $17.95, May, 1990, 371pp, 0-441-69911-1 In the movie When Worlds Collide, one of the most powerful moments of the movie is when the general populace realizes that the people in the spaceship are going to leave them behind to die. It doesn't really matter that the ships can't carry everyone -- the riots begin as those who don't have seats decide to go and create an place -- or make sure that nobody goes. It's easy to talk about sending people out to space. The people that are going, obviously are going to be motivated to make sure the project succeeds. But what about the people being left behind? What is in it for them? How do we keep the people staying home behind a multi-year, very expensive project designed to benefit only a small percentage of people? This is what Michael Kube-McDowell has chosen to explore in his latest book, The Quiet Pools. Allied Transcon is funding a project to send five ships -- a few tens of thousands of people -- out into the Void. The first ship is on its way and the second ship is close to completion, and reality is setting in on Earth. Homeworld, a radical organization attempting to stop the migrations, is stepping up their activities and the people of the Earth are wondering why they're spending all this money. The "What's in it for me?" attitude that has plagued the American space program for so long is rearing its ugly head again. This is the story of those who are left behind, and it's the story of those keeping the dream alive in the face of increasing odds. It is, even more importantly, a careful look at why some people drive themselves out into the unknown while others hunker down in their caves, afraid to stare at the stars. It is both very similar to and quite different from Dan Simmons' wonderful Phases of Gravity, and those that liked that work will definitely want to track this one down. It's not an easy read, it isn't supposed to be either escapist or particularly enjoyable and some folks are guaranteed to come out of this work feeling rather depressed. There's a lot to be depressed over here. On the other hand, this book says a number of very important things that fluffy mind-candy could never even hint at. Readers should be aware that there is some sexually explicit material. Easily offended sensibilities need not apply -- but this is by far the best piece Kube-McDowell has written to date and one of the best books I've read in what's is turning out to be a fairly average year for books. Highly recommended. [****+] Castleview Gene Wolfe Tor, 278pp, $18.95 If I was kidnapped by a Whitley Streiber Bug-Eyed Monster and told I could only take the books of one author with me to the dissecting table, I'd want to read Gene Wolfe in the waiting room. Wolfe is a writer that epitomizes not only what is good about the Science Fiction field, but an indication of what Science Fiction can be. His series about Urth, which starts with Shadow of the Torturer, is a classic of the field. His other works, from Free, Live Free to Soldier of the Mists, all go and redefine the pieces of the field that he chooses to touch. Some of his work is highly experimental -- Free, Live Free is a character study done in an SF setting, for instance and a highly complicated look at a number of different people. His works are noted for the precise language and exacting use of English, their complex tapestries of words and ideas and things. Wolfe is also a rare beast in that he's equally adept at Science Fiction as he is Fantasy. His lesser works (There are Doors and Soldier of Arete, for instance) are still the kind of book many writers wouldkill to be able to produce. He's the kind of writer that other writers look up to technically, and that readers have grown to expect a thought-provoking journey from. One thing to be aware of: Wolfe requires the reader to be an active participant in the journey. He does not feed you pablum. His books are not one-evening entertainments to be read and discarded. They have texture and taste and at times they fight back -- Wolfe is the kind of writer that collaborates with a reader in a trip to the end of the book. There are nights when I don't have the energy to keep up with him and I turn to lighter fare -- but long after the mind candy is forgotten, a part of Wolfe sticks with me and whispers in my ear. There aren't many authors that can do that. Unfortunately. Wolfe's latest is Castleview, a fantasy with Arthurian overtones. Castleview is a town in Illinois named because at various times you can see a castle in the distance. Into this come Will Shields, new owner of the car dealership, and his family. Then lots of weird things start happening. Part of me is convinced that Wolfe specifically set out to write a book designed to drive book reviewers crazy. There's no way I can coherently explain the plot. Suffice it to say that whatever Arthurian stuff there is in Castleview is very subtle and usually hidden beneath the other layers -- there are vampires (maybe) and there are nasty people and a werewolf (maybe) and Fairie hanging off on the side and a cult religion that might be killing people and revenge and.... It could just be that someone's spiking the water in Castleview, too. What really got to me in the book was that, over a period of a number of hours, Wolfe throws in half a dozen fantasy genres, mixes thoroughly with a few contemporary sub-plots, throws a little Fairie dust on it and then puts it in front of a fun-house mirror just to watch everything bend and twist -- and at the same time makes it look as though, ho-hum, it's just an average night in Castleview, Illinois. There's a strong surreal sense to the book, as though Wolfe is seeing exactly how far he can push you before you throw the book down in disgust and say "I refuse to believe this!" -- if you accept flying castles, how about vampires? and werewolves? And King Arthur? and Fairies? All at once? Somehow he pulls it off. Thinking back, I'm not sure how, but he had me pushing to the end, mentally thinking "what next? what's he going to do to me next?" This is the kind of book that drives reviewers crazy -- it's good, but impossible to describe. You'll just have to read it for yourself to find out. And if you can explain it coherently, please tell me what it's about. [***+] Hyperion/Fall of Hyperion Dan Simmons Foundation, $8.95 ea., 482+517pp, 0-385-26348-1, 0-385-26747-9 I'm reviewing this set together because this is really a two book novel. Are you ready for a 1,000 page novel (in actuality, between 1,100 and 1,200, because Doubleday went to a denser layout in Fall; if published in one volume, it would have rivalled some of Stephen King's hernia-makers). More importantly, can Dan Simmons write a successful 1,000 page novel? In a word, yes. Hyperion has just won the Hugo award at the 1990 Worldcon, a fact that bothers me only because I felt the ending of the first volume was very abrupt, inconclusive and arbitrary (it is not an ending, merely a stopping point until you start up the second volume). I also think that of the two volumes, Hyperion is the weaker one. On Hyperion, the time vaults are showing signs of preparing to open. The vaults, which are (as far as anyone can tell) travelling backward from the end of time for reasons that are unknown. A religion, the cult of the Shrike, has sprung up around the tombs, and it is said that parties of pilgrims that travel to the Shrike will have the wish of one of the pilgrims. Lest that sound like a good deal, the other pilgrims are all killed. The cult believes that when the vaults open the Shrike will be released on the world and that Armageddon will result. Add to this the fact that Hyperion is a primary point of conflict between the Hegemony and the Ousters (if you think of Niven's Earth and Belters, but on a massive scale, you get the general drift), a quiet conflict that looks like it will finally erupt into full-scale interstellar war. Then there is the Core, the collection of Artificial Intelligence entities that deal with keeping the Web (a FTL point-to-point transfer system and massive data transfer network, among other things -- think instantaneous intergalactic subway system -- the kind of system that takes you close, but not to, most destinations) and the administrative aspects of the Hegemony alive. Simmons has built an immense, complex tapestry to weave his tale. There are about a dozen sub-plots winding around here and there, popping in and heading back out for a while, each ultimately helping to carry the main storyline forward to the end. Hyperion, better titled Prelude to Hyperion, I think, is the tale of the pilgrimage and mimics Chaucer's Canterbury Tales fairly closely. As such, there's not a lot of action in the book -- the Pilgrims are chosen, they travel to Hyperion and begin the pilgrimage to the time vaults. Along the way each pilgrim tells their story of why the roads of fate have carried them on this journey. This is told in a classic style that readers used to a faster-paced, action-based story might find a little tedious. Not a lot, relatively speaking, really happens -- Hyperion is an exercise in emulating Chaucer and getting everyone in the proper positions to start the real story. Fall of Hyperion is where it all hits the fan. The Pilgrims arrive at the vaults and meet the Shrike, the Hegemony and the Ousters go at it, the time vaults open and the Shrike appears. To say much more would require heading off into plot spoilers, and to say it intelligently without making a hash of it would require pages -- Simmons is juggling many subplots around, and none of them turn out to be incidental to the story. This is one of those books where you really can't hint at the action without saying too much, and it's a story I don't want to take a chance of ruining for someone. It's too good. If you tried to read Hyperion and found it slow for your tastes, I recommend pushing your way through -- if it doesn't completely grab you along the way, you'll find the second book (which has an entirely different pace and tone, much more modern in style) will more than make up for it. I think Fall of Hyperion stands alone, but this is a set that really should be read together. Together, they set a new standard for high-quality Science Fiction that authors are going to find themselves hard-pressed to meet. This book (it may be in two volumes, but it definitely one book) is one of the few books I've read in the last few years that I think has a chance of becoming a long-term classic of the field. It is definitely a must-read. [*****] The Dragonhiker's Guide to Battlefield Covenant at Dune's Edge: Odyssey Two David Langford Drunken Dragon Press (UK) Good luck finding this book. I got mine from the Serconia Press people in the huckster room at Westercon, and I got lucky finding it. Tracking down your own copy in the United States will be a chore, but well worth it. If it isn't obvious from the title, Langford has sharpened his legendary pencil and poked some fun at many of the big names of the field. Included in his list of victims are Harlan Ellison, Piers Anthony, Asimov, Lewis Carroll, Frank Herbert, Michael Moorcock (in a hilarious story called "The Mad Gods' Omelette"), Doc Smith and James White (with a parody of his Sector General stuff that will change how I view that series forever -- no higher praise can be made of a parody). This is good stuff. Classic, top-level Langford. It not only kept me up far into the night, it kept up Laurie, because, try as I might, I couldn't stop giggling. Maybe we'll get lucky and someone here in the states will issue an edition. [****] Polar City Blues Katharine Kerr Bantam, August, 1990, 288pp, $4.50, 0-553-28504-1 Katherine Kerr takes a break from her Deverry series and tries her hand at Science Fiction in Polar City Blues, a low-brow, down and dirty murder mystery/intrigue story set on the planet Hagar, a dry planet that's in the middle of competing factions just waiting for an excuse to come in and take over. A member of the Confederation Embassy is found dead -- murdered -- and with hints that he was under suspicions of working with Alliance (the other faction) we're suddenly in the middle of an interstellar Situation. Then people start dying, and there's a nasty new (and unknown) virus that's eating people and if things don't get fixed quickly, one or the other of the factions are going to come down and 'stabilize' Polar City and then all Hell will really break loose. Oh, and did I mention the previously unknown aliens? Polar City Blues is a fun romp. It's not deep or complex but it's a well-written combination of the SF field with the Mystery/Suspense field (similar, in many ways, to the works of John Stith, who with works like Redshift Redevous is showing you can cross these genre-lines without screwing one or the other side up) that will give you an enjoyable evening's read. Recommended. [***] The Dragon Revenant Katherine Kerr Foundation, 403pp, $8.95, 0-385-41098-0 The Deverry series continues with book four, The Dragon Revenant. This review has spoilers, for which I apologize. If you wish to avoid them, skip past, but there's no way to discuss the heart of the book without giving stuff away. You've been warned. In this book Kerr resolves much of the crisis that's been hanging through the story. In it, the thread that has tied the books together -- the vow of immortality by Nevyn until he can resolve the wryd of his love (currently reincarnated into the character of Jill) -- is resolved. So is the long-standing rivalry between Nevyn and the Old One, as they finally meet in a climactic battle and the Old One is permanently destroyed, not just in this world but beyond existence within the afterworld as well. Dragon is, from accounts, the end of the first cycle of Deverry. Nevyn, the focus of the first three books, is moving offstage and finally seems to be in reach of his final rest. Not without cost: Jill, Rhodry's lover and chosen wife, is forced to make the choice between the man she loves and the wyrd she desires. Kerr does some gutsy things in this book. First, she decides to retire the focus of her story and move on to a new storyline, probably focussing on Jill and Rhodry. The tone of the series seems to be in transition, and I think the future books will be very different from what we've seen so far. Another thing she did that both surprised and intrigued me -- she made a point of reminding both Nevyn and the readers that Nevyn, immortality and power or no, was not the demi-god-like figure he'd come to believe he was. He was a tool of the gods, true, but no more than that, and lest the readers forget like Nevyn had, the gods came down to make sure everyone understood where he stands in the scheme of things. So Kerr moves on to deal with other things in Deverry, taking us along joyously to see where we end up. This is clearly the best book of the series to date. Kerr's skill as a writer has matured and she avoids some of the awkwardness that popped into the first book, and with all the stuff going on and the plotlines being resolved, the sense of marking time that sometimes pervaded the middle books is long gone ("We CAN'T solve the puzzle now! There's three more books to write!") The entire Deverry series has been a fascinating, well-written work to date, but The Dragon Revenant is the book that makes it all shine like polished silver. If you're one of those people who waits for the series to be published before starting, now is the time to pick it up and jump in. Deverry is the story that shows how to move beyond the three-book-novel type of series into the kind of complex tapestry that makes all those pages worthwhile. If I have a gripe, it's the book design. The book was typeset in Cochin, which, while a really pretty baroque face that goes well with the material in the book, is also a real pain in the eyes after a few hours of reading. This book kept me awake four straight nights past midnight while trying to finish it, and this typeface is not pleasant reading when you're tired. They would have been better off sticking with something a little more traditional and easier to deal with, frankly. [*****] [continued] ------ End ------