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The Phantom Prototype pits international detective Paladin Blake against a mysterious conspiracy with a dire plot for mass destruction, to further a sinister political goal! Written pre-9/11, a simple delivery job turns into a desperate fight to prevent a devastating aerial strike on an innocent city. The Phantom Prototype was written by SF author Eric Nylund, who wrote last year's HALO novel, and gives us a portrait of Blake as hardboiled dick in a noir situation. Blake comes off a bit shinier than most hardboiled detective stories, mostly because he's too busy saving his can to misbehave.
On the flip side of the law, The Manchurian Gambit draws international pirate Genghis Khan into a web of intrigue as he tries to get free of his money troubles. Along the way, he rescues fair maidens and heads off on a quest that might free the Chinese people from a foreign aggressor-all for a buck, of course. I'd never hear of Michael B. Lee before this story, but he turns in a good story about a bad man.
Somewhere in the middle of the law, Bayou Blues is a story of Nathan Zachary and his efforts to make a buck off a town under a Louisiana despot's thumb, and maybe do a good deed. This is the original story, by Crimson Skies guru Eric Trautmann. It rocks along at a goodly pace, and comes off a lot like the good stuff in The Maltese Falcon. I never liked Nathan Zachary in any of the earlier Crimson Skies fiction, or the original computer game, but here Nathan is more a Han Solo rogue than the smarmy egotist he comes off as in other stories.
One of the things I like about all of these stories is that the heroes mostly fight and think their way through their problems, with bruises and cracked heads. Most adventure stories have the heroes more or less skate through (more in movies than books, I guess) with not much danger. The Crimson Skies stories come off more like Die Hard, with the heroes getting slammed around a bit. That gives them a bit more grit than a lot of stories.
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Even without playing the game, it's a pretty good book by itself. The sci-fi universe created by Bungie (the makers of the game) which Nylund expands on is detailed and believable. Nylund's descriptions of space battles and futuristic militaries are excellent, as well as his portrayals of the human military strategy and tactics while fighting against a superior enemy. The book flows well and is an easy read.
But the book is raised to a new level if you play the game alongside reading the novel. Nylund's otherwise average character development and background instead become outstanding insight into the life of the game's hero and opens your eyes to the bigger picture of the Halo universe. You become truly immersed, which makes both the book reading and video game experience that much more rich.
Sci-fi nitpickers will criticize some of the technological aspects of the Halo universe (for example, it is 500 years in the future where humans have mastered faster-than-light travel and true artificial intelligence, yet soldiers and ships still use solid ammo as their primary weapons), but those issues are minor. Nylund is still able to suspend disbelief. And it doesn't hinder the overall good story.
Overall, good book by itself. But I recommend you play the game as well. If you enjoy the game, then this novel is a must read! I can't wait until the sequel for both!
The Fall Of Reach tells the story of Spartans: a warrior class groomed and made from the bodies of six year old children. Once grown they are tasked to save the human race and way of life from an invading horde called The Covenant.
The Fall of Reach begins with how the Spartans are "recruited", trained, and deployed. Spartans are the equivalent of the 21st centuries Delta Force: operators who's lives are about mission success. Almost 200 pages of the book deal just with the Spartan background (I read this portion in one sitting,) and let me mention, after just finishing Black Hawk Down, this book was a neat follow-up providing a sci-fi equivalent. It is very interesting, very well paced, and keeps the readers coming back for more.
For Halo players if you are looking for background information and insight into Master Chief and his creation, life, etc. prior to the game play - look no further. I would suggest players read this as they play; it doesn't destroy any of the gaming secrets and really makes the game seem more interesting (which is hard to do b/c the game is already superb.) I would almost say shame on Microsoft and Bungie for not bundling this book with the game: it's that good. I would call it a must read.
So whether you are playing the game or looking for an excellent sci-fi story, this book will live up to your desires. I highly recommend it!
Now lets hope the movie rumors are true!
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His smooth, believable descriptions of magic and fantasy add to what is, underneath it all, a well-spun down-to-earth story. Reading this book confirms the wisdom of truly thinking sideways.
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References to the first book are given throughout in choppy paragraph form, written as an afterthought for those reading the book in an aircraft lounge. Read Signal To Noise (or better still, A Game of Universe), but it's best to skip this sequel, no matter how great your love of speculative mathematics.
This book starts with all of humanity reduced to a handful of refugees scattered across space (I did say you should read the first book first, didn't I?). The catalyst who brought about the end of the world is Jack Potter, mathematician, cryptographer, and middle-man. And it is now up to Jack to save what remains of the human race. As if this task wasn't daunting enough, Jack must do this while battling such trifiling details as lack of oxygen, planets with insufficient rotational power to be of use (you'll see), two former best friends who seem to want him dead, a bizarre neurological disorder attacking everyone he knows, one or more fellow refugees who seem to want him dead, and oh yeah, at least one exceedingly power alien who wants him dead... or enslaved.
If you're going to read this book, be prepared to give it a careful read. It's certainly a worthwhile novel, but it demands attention otherwise details will slip by that will prove to be important later. The central theme of metaphor and illusion can make the story confusing and chaotic at times, though I believe that is the intent, and it reflects character turmoil well. I'm not entirely sure how I feel about the ending, but that is something that you'll have to learn about and decide for yourselves.
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Eos has promoted this novel as "hyperpunk," but they have never said exactly what this means. It suggests some kind of relationship with cyberpunk, but this Signal to Noise doesn't really have a cyberpunk feel, even if some of the technology is similar. I don't think that there is any need to create a new subgenre for this book. It's a science fiction novel.
Those who are going to read this book may wish to know that the ending is grim in the extreme. This hasn't changed my rating, of course, but it might be a disappointment if you are reading for light amusement. It does, however, set things up for a potentially very interesting sequel, and one which I will probably buy, despite this book's flaws.
Instead of just showing you a story, this book challenges you to think. This is a hell of a rollecoaster. I was deeply disturbed AND surprised every few pages.
In the reviews, some people said that the sequel was better - not for me. The sequel is a must read of course, but the first one is the 5-star.
This book is not for everyone, though. Give it a trial read (10-15 pages) to make sure it's your style.
Enjoy... Mmmm, I envy you - you are just entering ...
This is a collection of three novellas, two of which were originally published on the official Crimson Skies website. Done in the style of the old pulps, each story follows one of the main Crimson Skies characters as they fly, flight, and con their way to save the day, or line their pockets their pockets in the process. Highly recommended.