Review: End Game

End Game

After five hits that ranged from “good” to “excellent”, the Jonathan Grave series finally gets a miss in End Game. Which is a shame, for it’s still an uncovered gem of a series. Now, five solid books is an excellent run, and even this on its own isn’t that bad. But it’s still weaker than what had come before.

Basically, the formula is there stronger than ever, which means that all the issues with it are also there and stronger than ever. What makes things far worse is a mundane plot and dull antagonists who just don’t seem fitting. That its super-protagonist gets involved at all feels off in a way that none of the previous other plots did. Those felt like challenges befitting someone of Grave’s abilities. Here, it feels weirdly like a 1990-2000s technothriller where the villains have to be propped up in a crude way. And the whole point of the small-unit action hero thriller is that it shouldn’t have to rely on such gimmicks.

So this is a disappointment. A readable disappointment, but still a definite disappointment. For authors who’ve proved their worth, the expectations often feel higher. And this didn’t meet them.

A Thousand Words: The Henry Stickmin Collection

The Henry Stickmin Collection

It’s fitting to ring in the new year with something that celebrates what Fuldapocalypse has become. Which is to say, a blog that relishes in reviewing the most goofy and out-there cheap thrillers imaginable. And I’ve recently been playing a game that epitomizes that.

Said game is The Henry Stickmin Collection, a remaster/remake of Newgrounds classics whose general type I knew fondly when I was younger. Since Flash has been officially abandoned by Adobe, this is a fitting tribute. Ok, maybe that sentence was weird. But so is this game, and I love it.

A combination of “choose your own adventure” and quicktime events, Henry Stickmin is exactly what you’d get if you had a teenager who played too many video games and Jon Land collaborate on an action-adventure story. In a combination of slapstick and really, really blatant video game references, you pull off daring capers-or fail miserably. A lot. So often. Thankfully you can just restart at the selection-event easily, which means there isn’t really any frustration in failure. In fact, I sometimes got disappointed when I actually succeeded on the first try.

As for the references themselves, most pass my personal test for references, which is to say that you could find them amusing even if you knew nothing of the setting they’re referencing. And there’s so many that even I didn’t get some of them. But there were many more that I did, and quite a few scenes that succeed in being funny even without any references whatsoever.

And there’s some parts of it that actually have a bit of real cleverness to them. Not just the gags, but the game structure. For instance, the final chapter has many different options that you can access based on the assumptions that you completed a certain set of paths beforehand. And every character, if you can right-click on them fast enough, has an accessible defined biography, which is a nice touch.

It’s been a while since I got a new video game that really grabbed me, but this did. It’s probably just a silly novelty, but it’s a very fun silly novelty. It feels almost tailored to my exact tastes. No wonder I’ve been playing a lot of it.

Review: Target Response

Target Response

Somehow my mind said “you know what you really need to read next? Another ‘William W. Johnstone’s’ book.” And thus I decided to try and roll the boulder up the hill yet again with Target Response. I mean, maybe it could be a serviceable cheap thriller? Maybe one of the anonymous, carefully-hidden authors behind what’s become a house name worked well this time?

Or not. But really, what did I expect?

There’s two barely connected plots that only stay together by virtue of sharing a common villain and “theme” of the Dog Team assassins being targeted for death by said villains. The first is a paint-by-numbers set piece in Nigeria that takes up the opening act. This at least doesn’t have very far to sink. But the second is another Dog Team member back home having to fight off a literal family of assassins, and it’s something that a better thriller writer could have done just so much better. The potential is lost and it falls flat, like the writing.

The writing style is extremely sparse and flat. It’s meant as a basic reading thriller, but comes across as just rote and artificial-which makes sense given what the series is. And yet I couldn’t help but think that in some ways this was actually, at least in context, better than many of the “rival” later Gold Eagles. The weapon descriptions aren’t quite as blocky and overstuffed. And while the plot is just as erratic and wrapped-up too quickly, there’s less outright obvious padding.

Now, there are so many more deserving books by both big and small name authors that I’d recommend over these literary clunkers. They still share the same basic and deep flaws. And as I said in the last Dog Team book review, going from “distinctively, memorably bad” to “forgettably mediocre” in many ways works against it. So this is kind of like saying one old-design, tiny cheap subcompact car is “better” than another old, cheap subcompact car. But I still need to give a bit of credit where it’s due.

Review: Magic Ops

Magic Ops

The book Magic Ops by T.R. Cameron, Michael Anderle, and Martha Carr is a secret agent urban fantasy action thriller. If this sounds like a big jumble, it is. And it’s a lightweight book even by cheap thriller standards. But there’s nothing wrong with that.

The action works surprisingly well. There’s a few wince-inducing moments like agents “shooting to subdue”, but other than that it feels good and manages to integrate the supernatural elements in a non-jarring way. The non-action parts of this still flow well also.

This is sort of a “51%” book, but it’s a good kind of 51% book. It’s never really slow or dull, and even if it rarely goes above “adequate”, it also more importantly never goes below it either. This and how it succeeds at bringing its different genres together when it could have failed makes me recommend it.

Review: The Thran

The Thran

J. Robert King’s The Thran is meant as a backstory novel in the setting of Magic: The Gathering. It tells the story of the ancient civilization that only existed in ruins by the time of The Brothers War, and the rise to power of Yawgmoth and Phyrexia. This setting, with its fusion of magic and technology (of course there are airships), and especially the twisted technomagical nightmare of Phyrexia itself, is my favorite part of Magic.

The setting and premise is good, as is its antagonist’s/evil main character’s portrayal, but this book desperately needed a better author. Lynn Abbey did Phyrexia’s nightmare justice in Planeswalker. King does not. Not only is the depiction of the human Yawgmoth merging with the plane done in a very “straightforward” manner, but he even “unplugs” and returns to being normal throughout the book afterward, as if the author didn’t feel like writing cosmic-level fantasy.

Which is a shame because not only is the setting good, but the alternate possibilities are there too. The Thran Empire was not exactly a paradise, and Glacian, the withering master technologist, comes across as someone who’d make for a great blue mana-themed villain in his own right, obsessed with building the better mousetrap at any cost. It’s potential that King simply couldn’t realize. So this feels like something only lore completionists would really like, which I feel was probably always the case.

Review: Enemy Of My Enemy

Enemy Of My Enemy

It’s been a long wait, but Peter Nealen’s Brannigan’s Blackhearts have finally returned in Enemy Of My Enemy, the latest installment in the series. The crew heads down into the Caucasus on a mission that’s dubious and ultra-risky even by their standards, and the result is a typically solid thriller. By now I know the structure used in the series, but that doesn’t make it a bad thing.

What’s interesting is that I’ve read this series so long that my tastes have shifted against its trends multiple times. When it was doing a giant multi-book arc, I’d gotten a little annoyed that it had abandoned light, easy standalone pieces. Now that it’s back to standalone books, I’ve gotten a little annoyed that it’s moved past big, ambitious arcs. But these are only small annoyances. They’re understandable and the works underneath are still excellent.

Review: Captain Beefheart

Captain Beefheart

One of my favorite strange musicians is Don “Captain Beefheart” Van Vliet, so I knew I had to get Mike Barnes’ biography of him. Barnes goes into great detail on the eccentric musician and his works. One thing that’s made clear is that his persona was not an act-van Vliet was truly eccentric and difficult to deal with, to the point where it’s quite understandable why he left music and spent the rest of his life as an artist, where he had much more complete financial and creative control.

Everything from Beefheart’s struggles with the labels to struggles with the various “Magic Bands” to his lifelong on-and-off friendship with Frank Zappa is covered here and covered well. Also covered is the very origin of the nickname, coming from a bizarre film project known as “Captain Beefheart vs. The Grunt People”.

The book is strangely at its weakest when it gets to the music itself. In part this is because any description in text of Beefheart’s music fails to do its” quirkiness” justice, but Barnes makes it seem particularly dull, which it is definitely is not. For instance, the description of “Kandy Korn”, my favorite Beefheart song because it manages to mix his weirdness with genuine melody, is long, pretentious, and doesn’t give a good impression of the music. That being said, this book isn’t bad as far as musical biographies go.

Review: The Betsy

The Betsy

Harold Robbins was an author with a…. “reputation”. As successful as he was sleazy, Robbins turned to the car industry in The Betsy. The number of fictional novels centered specifically around the automobile industry is tiny-it makes conventional World War IIIs look like Harlequins in comparison.

It’s a story of sleaze, the struggles of Ford-esque Bethlehem Motors, and more sleaze. Oh, and bureaucracy as well. There’s a lot of that too. Robbins’ writing “style” can be determined right from the very start, as the first-person narrator appraises his nurse.

However, the rest of the book is a bizarre jumble. There’s the ridiculous exaggerated sleaze that everyone knows him for along with countless meetings about cars and the titular car in particular. It has the personalities of Ford, but the market share of one of the struggling “independents” like AMC, the “auto side isn’t profitable while the non-auto side is, so we want to leave the auto business” situation that characterized Studebaker, and oh yeah, the actual car companies of the past still exist as well alongside this upstart.

The impression is one of knowing the basics but not the whole. The Betsy is supposed to be powered by a turbine, making it the car version of the T-80 tank. Compared to its rivals with conventional engines, it would probably, like that tracked vehicle, offer a little more (theoretical) performance, regardless of raw power, at a lot more expense. Chrysler’s turbine car program failed. A struggling, close-to-stopping car company likely wouldn’t/couldn’t have funded it. The impending gas crisis or any fuel price increase would probably stop it, and it’s unlikely even a initial success would…

…Yeah, I’m probably overthinking things. It’s just I’ve read so much about the actual history of the actual auto industry that it feels like I’m obligated to critique it that way. But I do think Robbins threw down the gauntlet by including so many meetings and so many details.

Anyway, there’s meetings, weird sex scenes, more meetings, car scenes, even more meetings, even more weird sex scenes, flashbacks, and did I mention meetings? This unfocused narrative isn’t helped by the perspective shifting from first to third person at various intervals. While the prose is decent when not having to describe anything either tasteless or dull, the plotting is horrendous.

The obvious comparison is to Sidney Sheldon, who relished in “gilded sleaze”. But Sheldon was far more coherent in his writing and, as weird as it sounds to say it, actually more tasteful as well. Go read Sheldon instead of Robbins if you want “sleaze in high places” done better.

Review: The Ninja

The Ninja

Eric Van Lustbader’s The Ninja is a very fascinating book. On one hand, it played a big role in the 1980s “Western Ninja” craze. On the other, the book itself is… bad. To put it very mildly.

The actual substance of the first Nicholas Linnear novel consists of little more than sleaze, padding, and ridiculously purple prose. I mean, it makes Kenneth Bulmer at his worst look like a field manual in comparison. That’s how bad it is. What’s interesting is how it was successful.

While literary tastes can be very different, this still feels strange that what got a subgenre going was something like this. It’s as if The Hunt For Red October was a thousand-page impenetrable mess where the protagonists effortlessly sink the Northern Fleet. Or if War Against The Mafia was full of exclamation points! in weird spots and couldn’t even keep its main character’s name consistent. It’s something, but it’s not exactly something I’d recommend.

Review: Dance of the Vampires

Dance of the Vampires

The ebook Dance of the Vampires is a behind-the-scenes look at the wargaming Larry Bond used for what would become Red Storm Rising. It’s fascinating to see how this battle was conducted. For someone who’s worked on Command, seeing this comparably ancient system is like looking at one of Naismith’s original basketball games.

Most of the book is composed of after action reports and figures detailing the games. Besides the ones that play out similarly to the actual book, there’s a short summary of the “Keflavik Turkey Shoot”, a scenario where the Soviets attempted to force the GIUK Gap with heavy bombers and got crushed (despite legitimately clever play on their side). This was what required them to take Iceland in Red Storm Rising proper. The smaller-than-I-thought presence of that country in World War III fiction started here.

This is in many ways a book about struggles, because they were on unfamiliar ground, and not just about rivet-counting specifics. When something like this hadn’t been done in this way before, there’s bound to be issues. And there were. But the results were still impressive, and so is this chronicle of the wargames. For those interested in this kind of history, I can recommend this book.