A Thousand Words: M. D. Geist

M. D. Geist

One of the most infamous animes of the 1980s, M. D. Geist was a crudely made original video animation that sank into obscurity. Or it would have if the head of western distributor Central Park Media hadn’t taken a liking to it and pushed it forward. Because of this, there’s been a backlash against the excuse-plot gorefest of a power-armored monster fighting through a sci-fi apocalypse that is M. D. [Most Dangerous] Geist.

That said, it doesn’t deserve to be listed as one of the worst of all time, as it too often is. Like fellow mid-1980s pop culture phenomenon We Built This City by Jefferson Starship, though lacking, there’s a lot worse out there. As cheesy fun it “works”. And that’s often what you need.

Review: Cadia Stands

Cadia Stands

Of all the Warhammer 40K factions, my absolute favorite by absolute far is the Imperial Guard (or as they’re supposedly called now, the Astra Militarum). So I had to read Cadia Stands, about the 13th Black Crusade (definitely) and one guardswoman’s struggle to survive and escape-supposedly. I mean, the saying correctly went “Cadia Broke Before The Guard Did”, meaning that the forces of Chaos had to literally destroy the world to win.

The book is kind of disjointed. There’s a lot of battle vignettes. Minka Lesk, the young guardswoman in question, is supposedly the main low-level character. But she’s mostly just basically there and little different from all the other Imperial viewpoint figures. So, did I not like it?

NO! HERESY! There’s little wrong with a bunch of battle vignettes, and this is the kind of subgenre that’s incredibly hard to get exactly right. So while it’s not the best, this is a perfectly serviceable action novel.

Creative Update

Unfortunately, my work on All Union’s successor has been slowed due to two factors, one unpleasant and one very pleasant. The unpleasant reason is that it’s been getting hot and, worse, allergies are in full blast. The pleasant reason is that I just got an excellent new computer, so that’s been occupying a lot of my time.

While I still want to do Soldiers of the Void, my original planned direct successor, I’ve found my creative muse leading towards a less militarized, more political thriller that I’ve called A Period of Cheating. The driver of that plot is nuclear arms control negotiations, and I’m already having a lot of fun.

The Nuclear-Pentand?

The term “nuclear triad” is a familiar one. It means the three main delivery systems-aircraft, land installations, and naval ones. Or rather, the three main American delivery systems. See, it’s easy to see the grouping of three when you have only deployed three types of strategic platforms: Silos, aircraft, and submarines.

From this American point of view, mobile ICBMs in use by other countries fit into the land part of the triad, and the oft-proposed surface ship bases would fit into the naval part. However, the proposed anchored capsules on the bottom of the sea have more in common with silos than mobile submarines.

So in a different world where nuclear basing was more widespread, the term “Tetrad” or “Pentad” could be used. A tetrad of silos, mobile land missiles (whether via truck, train, hovercraft, or Wienermobile), aircraft, and submarines. Or a pentad of all that plus surface ships.

Review: The Cold Hand of Death

The Cold Hand of Death

Brent Towns’ latest Team Reaper thriller as of this post is The Cold Hand of Death. It can basically be described as the technothriller equivalent of gulping down an energy drink in a distorted physics chamber where time moves faster. It’s like the book never goes more than two pages without a shot being fired or something blowing up. There’s the usual world-in-crisis technothriller plot, but even this is warped up to ludicrous speed.

I’ve mentioned the previous installments as being fast-paced, but this takes them to a totally different level. It’s like comparing a fast propeller plane to an SR-71.

It just feels excessive. The writing is not bad. It aces the action scenes, and that’s what a thriller needs to get right. But the best action writers of all time would struggle to keep any book interesting if it had as many battles as this one. This is like a deep fried gummy candy. It’s not inedible, but it’s just not the sort of thing you’d want to eat/read lots of.

Review: The Reckoning

The Reckoning

David Halberstam was one of the most legendary historical writers. In The Reckoning, written at the height of the 1980s auto crunch, he turned his eyes on Ford and Nissan, trying to find what made carmakers on both sides of the Pacific go. Halberstam has a talent for writing. Unfortunately, that very skill makes it uneven.

It does a good job describing formative events like Henry Ford’s family drama and the 1953 labor dispute at Nissan that shaped not only it but the entire Japanese auto industry. It also does well when looking at individual workers caught up in the mess. Although I have to say that it’s very hard to write about the auto industry and not make it interesting. The field is just so inherently complex and full of colorful stories.

So what are the problems? Well, it’s dated for one. This isn’t as bad as it could have been. Yes, it’s a more than a little “JAPAN GOOD”, but certainly not to the excess of some other bubble era publications. After all, this shows the Japanese industry warts and all. It also aptly points out in its study of the South Koreans how the rest of Asia was cracking its knuckles and preparing to charge-which came to pass.

No, the biggest obvious problem is that it’s too “Bruce Springsteen”. Which is to say it has the tone of a wealthy suburbanite who idealizes the blue collar worker’s struggle too much. Its slobberingly positive portrayal of UAW head Walter Reuther is the most obvious part of it, with even sympathetic history works on that man being far more critical and full than Halberstam’s hagiography. This also leads Halberstam to idolize the “Manufacturing Men” over the supposed “bean counters” who nickel and dimed every car to pieces. (Not surprisingly, Robert McNamara in his pre SecDef days is there and scorned).

This leads to the next problem that someone with any kind of interest in the auto industry can see: It’s too centered around the capital-N Narrative of the Good Manufacturing Man being brought down by the Evil White Collar Consultant. The “Manufacturing Men” in both continents could get away with running hog wild simply because their industry was in a boom. Once it busted, they simply had to start penny pinching. After all, the first Japanese car company to close a plant and downsize was… Nissan. All this is combined with something that, for all his research, Halberstam didn’t actually have much familiarity with, and it showed. It’s also catnip for the mostly well-off target audience of the book.

Still, for all its problems this is something I’d definitely recommend.

Review: Knee Deep In The Dead

Doom: Knee Deep In The Dead

You might think that a classic video game with a plot of “run around, shoot monsters” would be hard to novelize. Yet a writer by the name of Dafydd ab Hugh (which is the most Welsh name ever) gave it a try in Knee Deep in the Dead. This could have very easily been a low-effort potboiler. The author would just type out the blandest adherence to the and some filler, submit it, collect the money, and never look back. This has happened with many other visual media adaptations.

But not here.

Knee Deep In The Dead has a lot of running around and shooting monsters. But it also has this very bizarre style (that grew even more bizarre in its sequels, from what I’ve heard) that is nothing short of endearing. It’s one of those books that kind of has to be read to be believed.

Is it “good”? Not really. Is it readable? Yes. Is it fun? Oh yeah. Should you check it out? In my eyes, you betcha.

Review: Invisible Armies

Invisible Armies

Author, historian, and (sadly) political commentator Max Boot takes the reader through thousands of years in Invisible Armies, his chronicle of irregular and asymmetric war throughout history. Let’s just say that I’m no fan of either his past or current viewpoints on contemporary politics and leave it at that. Not just because I don’t want to get political here, but because it’s basically irrelevant to the actual book. (Which is a huge point in its favor, I might add.)

Said book is a masterwork of popular history. It has the weaknesses of its format in that by design it can’t go into too much detail, and no doubt there are some inaccuracies that I couldn’t tell but which someone more invested in the subject matter could. But it also has the strengths of it in that the facts are presented in an extremely engaging way.

There’s one central point made throughout the book, which is that contrary to both recent high-profile examples with small sample sizes and “fourth-generation war” thunderers, the default outcome for an insurgency is loss. Most of the time, it either fails completely or can’t progress past its initial strongholds. There’s also the less novel reminder of almost all successful ones having the support of an outside state.

As something that both explains and demystifies unconventional war, I highly recommend this book.

A Thousand Words: Final Fight

Final Fight

Capcom’s 1989 Final Fight was not the first “beat em up” video game. It wasn’t the first popular game of that type, with Double Dragon taking that two years earlier. But it was an instance where the genre was-dare I say-mastered. With an excuse plot of “save the mayor’s daughter”, ninja Guy, tough thug Cody, and the former wrestling star and mayor himself, Mike Haggar, go off to wallop street goons in a thinly veiled New York City.

An action sports star in political office of that nature has come true twice , with former pro wrestler Jesse Ventura becoming governor of Minnesota and, more recently and relevantly, heavyweight boxing champion Vitali Klitschko becoming mayor of war-torn Kyiv. But I digress. Final Fight either introduced or popularized a lot of beat em up elements, the first being playable characters on a speed-power spectrum from Haggar (slow, strong) to Guy (fast, weaker). The second was the moveset, combining normal attacks, throws, and an all-round attack that costs the player health.

It’s amazing how A: This feels natural and effective, and B: All of this was accomplished with only one attack button. The fighting is fluid and forgiving in ways that a lot of similar games-even those made by Capcom itself-are not. Everything from combinations to attacking enemies by throwing other enemies at them just clicks. The one sour move is the grab attack (where you just hold and beat an enemy), which is both hard to do and of limited use given how many enemies are on screen at once. But everything else fits into its niche near-perfectly.

The graphics are amazing for the time and still look good by pixel art standards over thirty years later. The music a mixed bag, but it has some catchy tunes and it’s a rare instance of an arcade game from that period with actually good sound mixing. Others will often have the music drowned out by the action, which is not the case here.

Final Fight is a classic video game. And it’s a classic for good reason.