Friday, February 24, 2012

Clans of the Alphane Moon


"Psychosis is psychosis", said Lord Running Clam, "And a fanatic is not to be trusted."

         I was going to give you a post on Empire State, and to do this the time after that. But this was too good to pass up. See, I've wanted to read this for years and never got around to it, and now that I have, I'm very glad I did. Because it's not the book I first thought it was. It's much better than that book.
       
       So this actually starts with my dad again, like most of my early forays into genre fiction. He's the one who first read me The Hobbit, with its illustrations by Michael Hague. He's also the one who steered me away from most of the books that I wouldn't have got as much when I was younger, and then recommended I read them when I was older. In fact, a lot of my taste in books comes initially from him. It grew and mutated out of that, getting both crazier and a little bit saner, but overall, this blog wouldn't exist if it weren't for him reading to (and telling stories to) a confused little kid and then helping him seek out more of the same.

And, through this book, he was also my first introduction to Philip K. Dick.

    I found the book, like most of the books he turned me on to, on the bookcase in his office. He had a whole mess of mass-market science fiction paperbacks on those shelves, and nestled in between two novels whose names have been lost to time immemorial was a thin gray book with a picture of a strange yellow alien on it, the generic sci-fi type reading Clans of the Alphane Moon*. While at the time I was too young, I remembered it, and later on, when I was in my heavy metaphysical/literary phase**, my dad said that I might find the book entertaining and cited a rant by one of the characters on how everything seems interconnected and planned. Unfortunately, at the time we had misplaced the copy of the book, and when I found it, I was hard in the grip of several interlibrary loans and didn't feel like I had time for it, so it languished in a drawer. 

      Years later, when I went to Hawaii to study librarianism (sadly back-burnering you, Dear Readers****, in the process), I got a job in the reference department and as fate (or indeed synchronicity) would have it, Clans of the Alphane Moon was the first book I found in the literature section. I grabbed it and took it out right on the spot. And it is entertaining, though it is also much, much more.

     Clans of the Alphane Moon tells the story of Chuck Rittersdorf, a CIA roboticist tasked with operating and writing code for propaganda androids in Communist countries, said countries meaning everything that isn't the United States of America. His wife-- a cold, businesslike borderline psychotic named Mary-- has just started a ruthless divorce campaign to take his house, his money, and his children away from him. He now lives in an apartment building with a meddling-yet-well meaning Ganymedean slime mold named Lord Running Clam and tries to stave off thoughts of suicide with a slowly-evolving plan to kill his wife via android while she's on a science mission to the titular moon, Alpha II M3. 

And then things get weird.

        Alpha II M3 is a former mental hospital-cum-penal colony where the Terran influence collapsed and the psychotics organized themselves into clans based on their mental disorders: Manics, Paranoids, Schizophrenics, Depressives, Hebephrenics, Obsessive-Compulsives, and Polymorphics. Mary, a psychologist, is there to evaluate them and try to bring the colony back under Terran control before things get out of hand. They're especially interested in the Manics, as their mania is resulting in highly-advanced technology, and the Paranoids (or Pares), who overanalyze everything to the degree of setting up meticulous political systems and tactical plans. 

       Meanwhile, on Alpha II M3 itself, the clans are convinced that Earth is watching them, ready to attack at any moment. They're insane, heavily armed thanks to the Manic clan, and they aren't going to be re-institutionalized by their former masters without inflicting heavy casualties. They are aided by schizophrenic "Prophets" and "Saints" whose delusions are augmented by actual psychic powers and precognitive abilities. And worst of all, they're all absolutely right.

      All of this, along with a TV comedian who has a hidden agenda and a group of Alphane weapon dealers in his pocket, is about to collide in what could be a highly probable bloodbath all over the moon. 

And if you couldn't tell from that plot description, Dear Readers, it's a comedy. And a particularly funny one at that. No, I'm not making this up. 

   It is also one of the best books I've read this year, hands down. Dick has always handled characters and irrationality the best out of anyone, so a Philip K. Dick book about irrational characters is already getting a running head start. But it's the way he makes everything sound so sane, from a moon ruled by a caste system of psychotics to a slime mold who can't help but resort to telepathy and blackmail to fix someone's life. You never start to question the machinery that runs the book, as Rittersdorf is such a believable schlub and everyone around him plays out as if they have their own self-interests, but they all go through Rittersdorf, thus making him important and also showing why. The character interactions also do a great deal in making the central characters (Rittersdorf and Running Clam) the most sympathetic in the book, as they are the only two people not trying to use anyone or manipulate the situation. It got to the point where, as I was reading it, I'd become so attached to one character that when they died, I actually cried "Noooo!" out loud. The death was such a shock, and such a sudden thing, that it managed to generate pathos without any hint of tawdry emotional manipulation.

    Another reason the book is much better than its parts is the pacing. Rittersdorf's adventure doesn't seem to flag until the last few scenes, and even then, it's still urgent enough to keep one interested. While the start is a trifle slow, it soon pitches full-tilt like the first drop on a roller coaster and doesn't stop until it reaches the end. Even when the characters are talking, there's still a tense, nervous, frantic energy. The dialogue, the characters, and even the slower parts of the plot all contribute to the tension and energy of the book. And the slow parts aren't even that slow. When the plot starts to move, it moves, and even the slow parts move at a quick pace. There's a seduction scene in Clans that doesn't even stop, ripping through the action almost as quickly as the participants do the deed itself.

   Furthermore, the dialogue is paced just as fast as the book, and just as sharp as the humor. There are lines in almost every scene that made me smirk, and two scenes that actually made me laugh out loud. I was in a library at the time and on-duty, which was probably not the best place to be, but hey, it gave me something to brighten up my day. This is nothing new, as Dick has always had interesting dialogue, but it's worth a mention because it makes the crazy machinery behind the book work.

   And finally, the underlying themes are actually decent and worth exploring. Dick has a way with writing insane characters, and a way of writing the sane people so that they're just as crazy. It comes as a surprise, and a funny one at that, when one of the characters who has exhibited signs of being from any one of the clans is declared completely normal to everyone's absolute shock. But that isn't the only theme Dick explores. He also deals with depression and loss of stability in one's life through the story of Chuck Rittersdorf and his wife Mary, both of whom feel the impact of loss when they decide to separate and start divorce proceedings. The intimate, wrenching detail and the feeling of helplessness are very true to life, as well as the well-meaning people who try to get them back on track with their lives, only to cause hopeless disarray. 


     But this is a book with flaws, and most notably, the flaws are that when they finally get around to the big showdown on the moon, the pacing finally does flag. It's sad to see it happen, and more to the point, it takes away from the book. While this is a book that thrives on breakneck speed and insane chases, that it slows down near the end in the middle of a tank battle is inexcusable. It is, however, a tiny, tiny flaw. Especially compared to how absolutely brilliant the rest of the book is. Yes, it may have weak points, and it's not the best Philip K. Dick book, but Dick on his worst day (I'm looking at you, VALIS) utterly buries the competition.


     So in the end, should you read it? Of course you should. It may not have the heavy nature of other books, but it's beyond enjoyable, and touches on some very human themes. And it's funny in the wickedest, blackest way possible, managing to laugh at political assassination and suicide as equally as it does the twisted romantic comedy plot surrounding Chuck and Mary Rittersdorf. It's a book that should not be missed, nor dismissed as simply a laugh. And it is arguably one of the best books I've read this academic year. Yes, you should read this book. Yes, you should take it out of the library. I may not go so far as to buy it, but there is nothing like it in fiction, and for that it deserves your scrutiny.




Next time: Caius finally gets around to Empire State, Fool On The Hill, and possibly The Pilo Family Circus, since that review has been sitting in a cloud server somewhere just waiting to be finished.




* See above image. The book does not contain in any form a nude albino woman with a mohawk licking an alien from Alpha Centauri, but the rest of it is pretty bang-on the money.

** Yes, I had a pretentious college student reading phase. It lasted for four or five years and surprisingly did not include Catcher in the Rye, which was required reading in my high school at the time and which every rational person hated to death. It did, however, contain Ulysses, Ayn Rand, Thomas Pynchon, and William S. Burroughs, so it still counts. So there***.

***William S. Burroughs is still really, really cool, though. Thomas Pynchon, too, in certain doses.

**** All three of you


Tuesday, January 31, 2012

11/22/63





   "You're disgusting!"
  True. And sometimes it's such a pleasure.
   - Jake Epping
  
              I have to be honest with you all, Dear Readers, I thought my first Stephen King post on this blog would be a different post entirely. That post would be The Talisman, which I still haven't gotten around to yet. But I should at least let on that Mr. King and I...we go way back.
  
             The first time I encountered Stephen King's writing, I was in middle school. A lot of the girls in my grade (who, surprisingly, I had no interest in...that'd come later when they got better at backbiting) were reading It and Cujo. For me, King was just some trashy horror writer with a lot of work to his name...I'd tried It and been shocked and weirded out by the bathtub suicide in the early chapters but that was all I knew, really. But one afternoon I sat in the town's bookstore shelving copies of books while I waited for a carpool and I hit upon the books that would make me a lifetime fan: The Dark Tower
   
              These weren't the trashy-looking novels people carried to the beach. They weren't the horror novels meant to terrify and to give other people the author's nightmares. They sounded like very, very dark fantasy novels about a cowboy (oh, all right, a gunslinger) trying to find the titular tower. So I decided, being all of ten years old and sure I could handle reading such an adult book, that I was going to read the Dark Tower series. Sadly, I couldn't find the first book, so I had to start with book two, The Drawing of the Three.
My parents didn't agree with me.
  
           Mostly my mother, who played the role of moral veto far more strongly than my father ever did. But either way, within moments of my bringing the book home, it was analyzed, flipped open to a random page, and taken out of reach indefinitely due to a major character abusing heroin. So my dad reached a compromise and said that if he could find a book that was more appropriate, he'd let me read that. The book he found was The Talisman. I instantly fell in love with it, and it's had a place on my bookcase ever since. And eventually Talisman led into more King, and I was a fan. I am a fan. I read my way through his work with a fervor I'd not experienced since my love of conspiracy theories. Which, of course, leads me to11/22/63.
  
           11/22/63 is the story of one Jake Epping, a divorced English teacher who spends his time marking up the essays of GED candidates in a small high school. It is here he reads the essay of one Harry Dunning about the time that changed his life the most: when Harry's father murdered his family with a hammer, almost killing Harry but instead giving him severe brain damage. It is an essay that moves Jake, rocking him to his very core. While he ponders this (as he calls it) "watershed moment", something else happens that turns his life forever on a dime.
And then things get weird.
  
          Jake frequents Al's diner; a trailer where the burgers are cheap, there's still a smoking section, and Al holds sway over an almost-empty establishment he runs practically at cost. One night, Al decides to show Jake a secret of his: In his pantry are a set of stairs that lead to a September day in 1958. Every time you enter, it's like someone hit a reset switch. Every time you leave, only two minutes have elapsed in the real world. And Al very much wants Jake to use it.
  
            Al, you see, has a specific purpose: He's got his own watershed moment to fix. He wants to stop Lee Harvey Oswald from shooting John F. Kennedy. But Al's not as young as Jake, and cancer's starting to take its toll on him, especially after his first attempt-- after his forays into the past, he's now terminally ill. So Jake is enlisted to go back in time and severely change history (he assumes) for the better. Between his need to try and fix Harry Dunning's life and Al's meddling to make sure he quits dragging his heels, Jake embarks off on his quest to make the world a better place.


        But of course, it isn't that easy, and Jake will have to tangle with several major players as well as fighting the past itself if he ever hopes to succeed.


---...---
  
                 The first thing you should know about the book is that it isn't quite Stephen King's usual thing*. It's mainly historical fiction. Yes, Jake is a time traveler and uses this to his advantage, but the book isn't preoccupied with that. It's as much about exploring the past and the social climate as much as it is about Jake and his mission. Make no mistake, all of King's touches are there...the sense that the world is really a lot stranger than anyone gives it credit for, the strange nonsense words with ominous significance...even the call backs to earlier works**.
  
                 But Jake spends a lot of time working out how the past, well, works and less time agonizing over how his part of things are supposed to work. King put a lot of research and time into the novel, and it really shows-- from the first page to the last, you can get immersed in the world, and it helps get you involved in the story. This is a book that needs its immersion, and the amount of detail King manages to cram into every page-- authentic detail, I might add-- really helps out. The pace never seems to drag, and the ideas never really lose their sense of wonder. 
               
                 Another reason to read this book is the tension. You're never sure Jake is going to make it, and that constant sense of tension is kept up through the whole book. As each new plot detail unfolds, it just adds to the suspense like a group of ball-bearings on a wet paper towel. You're sure something is going to give, and each time Jake scrapes by, there's a sense of relief for a few seconds until you remember the book is still going on. And then the tension starts to build again, slowly but surely...
  
               And finally, the characters are all very well-realized. But this is Stephen King. If there's one thing the man knows how to do other than give people nightmares and make them paranoid about their bathrooms, it's characters and dialogue. This, combined with a sense of pacing not seen since his earliest novels, makes for one hell of a good ride. Jake is snarky and jaded, but somehow maintains a good sense of wonder. His lover from the past is someone very real and very human, which shows when she gets upset over Jake's having to lie to her about being "George Amberson". Each of the characters has very clear motivations, even Lee Harvey Oswald (who of course has to make an appearance)
  
             However, the book does have its flaws. Well...one or two big ones. Chief among those is the entire section that takes place in Derry***. Yes; Derry, Maine: Home setting for ITInsomnia, and a great many other books makes an appearance here for an entire section. It's where Harry Dunning grew up, and where his father murdered his family. So Jake spends several chapters trying to clean up the mess in Derry. During 1958, which is a significant year in King's timeline****. Cue the avalanche of references to previous books and the peculiar nature of King Country's second-creepiest town (the first of course being Jerusalem's Lot), including cameos from Richie Tozier and Beverly Marsh from IT, as kids. And, unlike previous nods and mentions, this one keeps going, pointing itself out with neon signs. 


              Second big flaw is a rather personal one. Just once, I'd like to see time travel succeed. It doesn't have to be an all the time thing, or even a constant thing. But I want to see time travel actually work for once, instead of everyone going "But you can't kill (Hitler/Oswald/John Wilkes Booth)! Otherwise history will be all lopsidedy!" Really, I don't care. It's fiction. It moves by its own internal logic. I want to see history dramatically changed in a story and I want to see it stick. While this isn't the point with King's book, it's still something that I think has remained a certain way for a long time, and it's time to shake up the status quo. Lord only knows, I ain't gonna do it, but someone should.
  
              And finally, after writing what some might argue is the same essay on John F. Kennedy's assassination for a few years now, I have to say that the idea of Lee Harvey Oswald acting entirely of his own accord is ridiculous. Even if he shot the president, the political climate was too lopsided for him to have done it all on his own. And yes, I know, people have tried to hammer this point home. But people are schmucks. Considering the number of enemies Kennedy had, and the number of those enemies who had ties to Jack Ruby and Lee Harvey Oswald, it's almost simpler for a conspiracy than it is for him to be a lone man.
  But both of those points are minutiae. This is a fantastic book. If you aren't a Stephen King fan, you should read this and give him a go. If you are a Stephen King fan, you should definitely read this, as it's him at arguably his best since he stopped writing The Dark Tower*****. I'm glad I took the time to read this book, and even more glad I actually wound up with my own copy, thanks to my Uncle Dan and the recent holiday season (And since I know you read this...thank you. Thank you very, very much). So...yeah. Find this. Read this. You won't regret it if you do.


Next time: Retro-futurism begins as Caius tackles Adam Christopher's Empire State. And sometime in the near future: The Pilo Family Circus.


Notes:
* Which, honestly, is pretty cool. The guy's writing what he wants to, and he's not afraid to experiment. I'm glad he's at this point in his life. The only thing as good as a hungry writer is a writer who's having fun.
**And we'll get to those in a moment. 
***See? I told you!
****The basics: It's where the first section of IT takes place, when a group of kids take on a gigantic spider-monster that feeds on fear and force it into hibernation. Yeah. I know. Just...just look up the book if you're curious, yeah?
*****His magnum opus. A divisive series, but a) I like it, and b) It's freaking amazing. So there.

Tuesday, September 6, 2011

American Gods: 10th Anniversary Edition



  The lights went out, and Shadow saw the Gods

And, while it took me almost three weeks to savor and get the taste of The Magicians out of my mouth, here we are now, with a book that is the exact opposite: Sweet, genuinely heartbreaking, and filled with plotlines that actually make sense.

I first ran into American Gods in the throes of my Neil Gaiman fanboy period. It was kind of nice, finding out one of my favorite authors and the one I liked the most at the time had a new book out for me, and naturally I reserved the one copy the library had (it wasn't like he had the rock star levels of fame he has now, so it was easy to get) and got around to reading it.
 
 I didn't finish it, sadly, because it was long and my attention span was too short, and I got the non-specific feeling that everything was going to crash and burn. I usually get the feeling whenever I'm watching a movie, so maybe there are certain emotional cues involved, but I can always tell when things are about to go belly-up. About a year later, I went back, read it all the way through, and finished it. And surprisingly, the first time around, I hated it.


  I think it has something to do with the time and place. At the time, I'd wanted something optimistic, much like Gaiman's other works, and American Gods just didn't strike me as such. It's very bleak in places and overwhelmingly dark: In the most infamous scene (two chapters in, despite what anyone would care to tell you otherwise), a man is eaten alive in an unsettling manner by a goddess, telling her all the while that he worships her. So I decried the book to those who'd listen and put it down for a while, hating that it ended on such a down note.
 
Ten years later, at Book Expo America, I happened upon the book again. This time, the copy was touted as "The Author's Preferred Text" and "Tenth Anniversary Edition". Given that this was getting an anniversary edition and not the (in my opinion) highly-superior Neverwhere or his other books, my interest was piqued. So, a few months later, when I had the money, I bought my own personal copy of it. And this time, unlike last time, I was blown away.
 
American Gods is the story of Shadow, a man released from prison after an assault charge, who finds himself pressed into service by Mr. Wednesday, a one-eyed con man who needs a driver and extra pair of hands for a journey across the country. Shadow, whose wife and employer died in a hideous (and strangely convenient) car wreck, readily accepts and finds himself drawn into a fight he cannot possibly comprehend between the old gods drawn to America by the immigrants, and the new gods of media, technology, and other such powers. But there's something else going on, something sinister beneath every surface, and Shadow will have to figure out what it is before it consumes everything.

 Honestly, I'm not sure if the extra twelve thousand words made a difference, or if it's just that I've mellowed out considerably since high school. In either case, the book's plot actually managed to stump me the first time I read it. The clues are all there, of course, but the twist at the end is honestly kind of surprising. The plotting is slow at first, but picks up quickly as the chapters go on, setting the scene for a rather bizarre and unexpected yet completely original ending. While there are places that stop dead, they seem more like needed background and side-stories, detailing Shadow's downtime in between Wednesday's jobs.
 
The characters are bright and colorful, with cameos from at least one or two of Gaiman's other works. Shadow is believable as a hero because he loses almost constantly and is completely out of his depth until the very end of the story. Most of Wednesday's mystery isn't revealed all at once, leaving him just as unsettling at the end of the book as he was at the beginning. Most of all, though, it's that these characters seem to inhabit the world. They're real. They have their motivations and wants, needs and hidden agendas, all of it colliding quite well. Mr. Wednesday is an especially well-drawn character, as he seems perfectly affable, but every step of the way, one can question his motives and wonder what he's really about. Finally, Laura, the character whose description I can't mention much (because just calling her by name is a minor spoiler) is almost heartbreaking in her arc, from the moment she's introduced to her final lines in the novel. It's someone you sympathize with, and also someone who you want to see more of.

 And finally, the setting is very well plotted out. In his introduction, Gaiman said he tried hard not to write about anywhere he hadn't been, and it shows in spades. The setting is very vivid, and while not quite truly American, it is true enough to the version of America we all tell ourselves exists, the Ray Bradbury America. The America where things hurt and there is sadness, but there's also a lot of good, everything is beautiful in its own way, and there's a strange kind of magic to the proceedings. In other words, the fun America.  
In fact, this seems to be doing what Grossman tried and failed so catastrophically to do. American Gods takes the stories of magic and strangeness, those oh-so-quintessentially American stories from the likes of Ray Bradbury or Matt Ruff, or even Michael Chabon's Summerland, and shows us what happens when the gods and their champions grow up and realize that while the world's magic, it's got a dark side as well as a light-- some of those talking animals tell you to fuck yourself and people do die. Sometimes, they don't even come back to life. Sometimes, it's even better that they don't. American Gods presents a bleaker (but still beautiful, still magical) America than the thousand magical realism books that have come before it, and in the end, while it's still pretty dark, there's a lot of hope.

However, in the interest of objectivity, I have to throw out some points that the book is weak on, and really only one segment comes to mind: "My Ainsel". In this segment, Shadow stays in a small town somewhere in the Northern Midwest, and the story switches tone from a road story to a small-town fantasy somewhere along the lines of Stephen King. And starts that small-town dark fantasy from the beginning. While the stories tie together in interesting ways and eventually leads to a nice neat ending for everything (well, except for Shadow, but he's not too bad off either), the energy of the book and indeed the tone change completely, and one begins to wonder when the hell Mr. Gaiman is going to get back to the plot in progress and on with the show.

But this is a minor quibble. American Gods is a beautiful book, beautiful in that it's all the things one could want at once-- humorous, sad, heartbreaking, frightening, and wonderful. You should own this book. You want to own this book. It's the one book to have won all kinds of literary prizes and still actually be good. That alone means you are obligated to read it. So please, buy the new edition of this book. You will enjoy it. I promise.


Next time: 20th Century Ghosts
And after that: The Sheriff of Yrnameer

The Magicians



 "He's trying to use the Neitherlands to get to Middle Earth. I think he wants to be the first man to have sex with an elf." 
- Janice


   I should immediately point out that I am a fan of classic children's fantasy literature. I've read Harry Potter more times than I can count, once read my sisterThe Hobbit because my dad was working and she needed a bedtime story, hell, I still have a soft spot in my heart for E. Nesbitt, she of The Enchanted Castle andFive Children and It. All of these are lovely books, though a little stilted and of course weathered by time. They've aged well, but even something that's aged well will still show its age in spots. The reason that I point this out is mainly becauseThe Magicians by Lev Grossman appears to hate me. Which is fine by me, because I hate it right back.

Oh yes, dear reader, it's another one of those kinds of reviews.

I found this book through rather interesting channels. When it came out not two years ago, it was well-lauded by the press and poised to become a classic in its own right. As it had been called one of the best fantasy novels of a rather strange and twisted year in my life, naturally, I had to read it. That first time, the book defeated me utterly. I simply couldn't finish it. I found it boring, the characters apathetic, and the plot in general mostly a pointless framework for the author's sneering disdain. However, at BEA, I was "delighted" to find out (in an event I later blocked from memory because of how this book affected me) that Mr. Grossman wrote a sequel, to be published in august, called The Magician King. When I finally remembered the book months later, I remembered only how bad I thought it was, and wondered why it (much like Mr. Mann's efforts are getting a sequel) would have ever made it past the first book.


  With a renewed sense of purpose, I set out to my local library in search of a copy of The Magicians, determined to get through it and look at it from a less-biased viewpoint for the purposes of review. I sat down and read, and read, and read some more, taking two weeks to finish the book and finally come to some kind of conclusion. And my conclusion is thus:
This is the most intelligently-written pile of twaddle masquerading as a book that this site will ever have to review. Possibly until the sequel.

 The problem, of course, is not the quality, but the content therein. For the most part, it's a viciously stupid book, one which has decided upon a campaign of deconstruction and pursues it so doggedly that at times it rivaled its fellows in the deconstructionist fantasy movement for sheer unsubtlety and lack of taste. It does show brief signs of brilliance and potential-- the idea of post-college mages living out a Bret Easton Ellis-style drugs-partying-drinking-sex "I love this oh god I'm empty inside and destroy everything good I know" existence is an idea whose time, I believe, has come, especially now with the final rose being laid on the bier of the Harry Potter series-- but most often, it falls flat. The point it appears to be trying to make (and it's possible I missed the point, but given the quality and tone of the book, I don't care) is that the reality of all these fantasy worlds is a lot darker and nastier than the children's books we grew up with would allow us to believe. That it tries to get this done with loathsome characterization, sequences of events so far apart in their establishment that it almost seems like everything comes out of nowhere, and other, equally glaring faults. 


The Magicians starts with Quentin Coldwater vanishing a nickel in a sleight of hand trick. He and his two friends, James and Julia, are going to an interviewer to see about a spot at Princeton. When he and James finally arrive at the interview, the interviewer is dead, Quentin grabs a mysterious folder with a book by one of his favorite authors in it, and receives an invitation to Brakebills College. Following the invitation, he finds himself in a summer garden. From there, the story follows Quentin from school to that time after school, and finally into the land of Fillory, a land from his favorite book series, though one that has not remained static with the passage of time. Quentin will lose friends, grow as a person, and finally realize who he is before the end, and all of it will take a lot out of him.

Well, in theory, anyway. Quentin is the kind of privileged, overachieving shit you always hated to be around in high school, the kid to whom Ivy League status was a foregone conclusion, who passed every test and couldn't afford to be friends with many people because he had his future to think about. He doesn't grow through the book so much as he just sort of shuffles from one scene to the next, often with bitter comments and empty displays of emotion. The book is set up so in places he succeeds almost in spite of himself-- to get into Brakebills, he has to pass the AP exam from Hell, all the magic is based on studying and repeating over and over again, he passes easily through the grades within a few months instead of a few years...the only time he's really challenged is in the last third of the book, and even then, that's only because the author stops writing challenges tailored to him and puts him in the frame of a traditional fantasy.

A problem that goes hand in hand with this one is that the main conflict is internal. Now, I've had no problems with internal conflicts in the past, Richard Kadrey's work is rife with them and one of my favorite books, The Neverending Story has this as the very central conflict. But here, it's Quentin wrestling with questions everyone else, up to and including the reader, already know the answers to. And when he engages in self-sabotage, it doesn't feel like there's anything attached. Some pretentious idiots have attempted to say "but you're feeling what he's feeling!" And the answer to that is no. In fact, utilising my law of precision F strike for reviews,fuck no. If I were feeling what Mr. Grossman insists I feel, I'd put a bullet right through my own eye, like the hero in a (not much) better Harlan Ellison story. Not a single thing Quentin does applies to any particular identifiable logic, save for maybe the denouement, which I'll get to.

Moving to another track, however, we come to the fact that the book openly insults any lover of fantasy fiction who decides to read it. At first it's merely the mocking tone and the overly-technical nature of magic, saying something to the effect of "What, you thought it was going to be easier than this?" as its academically-focused heroes go through complex hand gestures.
But then comes Welters. And the mocking and sneering Mr. Grossman decides he is done with the earlier, subtle mummery and decides to drop it entirely.

And oh, dear reader, you will wish he hadn't. Welters, you see, is a deconstruction of many magical games, most notably Quidditch*. Unlike those games, however, you never get to know the rules (except that they're stupid and they involve capturing squares on a board, and that there's a ball), everyone openly declares that the game is "stupid and pointless", and they play multiple games of it. In a further deconstruction of the trope, the Physical Kids (the book's heroes, named such because they study the physical discipline of mag-- y'know what? Screw it. Not important) lose several matches. However, in one particular scene, a drugged-out student makes derisive comments about "gotta get in my Quidditch robes" and something about "I don't suppose you have a time turner?" which caused me to put a dent in my wall across the room from where I read. Thankfully, the book was spared from further abuse due to my enduring love of the Metuchen Public Library, whom I would have to pay. That Mr. Grossman stooped to openly attacking his targets is lazy, and in fact not even amusingly unsubtle. There are ways to attack one's subjects, and then there are rudimentary methods loved by only the most zealous and pretentious. Such as Mr. Grossman, who places his literary significance above authors of a higher quality and skill.
And this tone doesn't change at all. In fact, the character of Josh seems to be there simply as a mouthpiece for how much every classic fantasy novel sucks, where the character of Quentin is supposed to herald some kind of new deconstructionist hero and a third character, and obligatory love interest named Alice is meant to hew to how the books traditionally work, which of course means she gets killed in a final confrontation with the slightly newer kind of villain. Spoilers be damned, if you made it this far through the review, you're probably only reading the book out of morbid curiosity anyway.

And as a final point, a final capstone, plot elements are called back to in a random fashion. I paid attention to the book, reading it over the course of a week (I could only do it in small doses. You will forgive my failings or at least understand that they come with great intestinal fortitude), and I still couldn't tell where some of the elements that everyone seemed to know about came from until I recalled earlier portions of the book, then went back and read through them. If Chekhov's Gun is the rule that if you have a gun on the mantelpiece in the first act, it will be fired in the third; Grossman's Gun** is the gun that is unloaded, uncocked, and left in a locked drawer offstage during the first act, only to suddenly go off and blow someone's head off in the third after all and sundry have forgotten it. It makes no narrative sense, and the callbacks are annoying, not informative to the plot.

However, despite this, there is some light. The book is astonishingly well-written, the characters do tend to have their own voices, and the descriptions are top-notch. This would actually be a good book if the characterization and indeed the plot weren't such steaming piles of absolute and complete garbage. As for the denouement (I told you I'd get back to it...might be my own little Grossman's Gun there, but it's there), it's the one part of the book I liked. It's sweet, even if it recalls characters who have had no bearing on the plot whatsoever, and it's a nice few passages where things are almost put back into balance for the horrid book that came before it. Almost. In it, Quentin almost appears human, and while Josh gets another moment about how lame all fantasy novels are, it does end things on a little beautiful note.

And then you realize the book has a sequel, which destroys the impact of the ending a little.
So in conclusion, I cannot recommend this book. Ever. To anyone. I do know there are people out there, literary hipsters, let's call them, who will read this and enjoy it. Good for them. For anyone who actually enjoys reading, however, give this book a pass.

Next time:
American Gods
Please, God, anything but this again


* A word which still has not appeared in my spellcheck menu, which both gives me hope and a bit of sadness.
** Which is TOTALLY A THING NOW.

Tuesday, July 12, 2011

I am...who?

Isaac Dian, the character I played.
       I look over the tables again and frown. I'm probably running out of time, and I need to figure out who the hell I am. Taped to each table is a typed sheet listing available characters for the AnimeNEXT Live-Action Roleplay, and I still don't know what I'm going to do. Part of this is due to my not knowing very many anime to begin with. Part of it is also due to about half of the anime and manga I do have a familiarity with being outside the PG-13 guidelines of the roleplay. Finally, I take a step back and think about this, then decide on a thief character, Isaac Dian. I register my decision to the moderators, find a room full of people, and wait nervously for everything to start.


       Perhaps I should back up and explain. This actually starts on a humid Thursday evening when I decided to write for a while. There was a thunderstorm coming in, and I love the feel of humid air, so I went out to fill up my lighter and maybe bang out a few passages in the meantime. My friend Dave, who for five years has been pretty much the other half of a rather awesome duo, messages me and asks if he can hang out at my house. Since Dave lives in Philadelphia, I am more than okay with him dropping by. I would, however, like to know what he would be doing in my neck of the woods. As it turns out, he wants to go to AnimeNEXT, a convention for the tri-state area held just fifteen minutes away from my house by car. I figure I can bang a nice article out about my experiences, and also, it's a con (which I've never done before), so I tell him sure. After a small caveat that he's going to do certain things in particular, he starts trying to sell me on the LARP. I manage to wave him off for the time being and get things ready for the next day, making sure the Hawaiian shirt I wear for covering events is out and that I have enough money to actually do this.


      We head to the convention mere minutes after I pick him up from the train station, and he continues his hard sell once we're all registered and looking around for stuff. I'm a mixture of surprised and annoyed at all of this. I don't do live-action games. Live-Action Roleplay, or LARP, is considered in tabletop gaming circles as “that thing geekier than us” for the most part. While there is overlap, there's also a certain sense of, “No, of course we don't run around in the forest pretending to be elves. But sitting around a table pretending to be elves, rolling oddly-shaped bits of plastic, and constantly doing addition are perfectly okay.” Yeah, I'm well aware of the hypocrisy in that statement. So Dave keeps his hard sell up for a while, alternating between telling me how much I should do this and telling me everything his character did from an earlier roleplay at Zenkaikon, another event. Finally, I can't take it any more and decide he's worn me down. I'll go see what this is all about.


      “All right, already. I'll at least give it a look. It can't hurt to look.”


     And apparently this seemed to pacify him for about ten seconds. Since I didn't know what else was around, and I said I'd take a look, I followed him into the LARP room and took a seat near the back for the opening presentation. And just like that, I'm already curious enough to play. The whole vibe of the room is very welcoming, and these people seem less like complete strangers (which, let's face it, at this point they are), and more just like people I hadn't met yet but really should. It's like walking into a room entirely filled with ten percenters1. The opening demonstration has the same tones of any opening, but at the same time, it's really, really informal, which I'm not used to. Rules discussions usually aren't this low-key, or this nice. Furthermore, it appears my fear of having to wear a costume or some such thing is completely unfounded and the LARP is very low-key, which I enjoy. All of this just convinces me that I should really, really stick around, so I do. I have a few ideas on who to play, anyway, thinking that I can just pick anybody. These picks may or may not have been influenced by Dave leaning over to me and muttering, “At Zenkaikon LARP, we had the largest number of kills on record.”, and the moderator leading the discussion saying “And if you get killed, remember, it's no big deal.”
       While I understand death is part of it, I don't want to make it easy for anyone to kill off whoever I play. Which brings me back to where we started-- me looking at the list of playable characters and deciding on Isaac. Once I get the sheet, it seems like very little time passes before we get started and the opening narration happens. I try to pay attention to everything, but there's a little too much to take in. I try to focus by asking myself what my character would do. That does me no good, because Isaac would probably steal everything not nailed down, and start working on a plan to steal the massive TVs giving the player characters the opening narration. So for the moment, I wait patiently. The moderators finish their narration, and we're free to go interact with each other and work out our various plots and counterplots.
The LARP is contained in four rooms-- one for the moderators, and three for the players and the various scenes. For a while, I hang around, awkwardly interacting in character with the various other people who I was sure I would click with but now am having trouble approaching. 


After a sheepish look to Dave, he leans over.
“Sam, you're playing a thief. Steal something!”
“What?”
“Go to the moderators. Tell them you're going to steal something.”


     After a moment's thought, I walk into the moderator's room. “I'm stealing a booth from the merchant's guild.” I tell them. “I'm dressing up as the Grim Reaper and stealing a merchant's purpose.”
     There is a brief rules discussion over how this would work, and after a few moments of talk including the phrase “You're Isaac, of course you would do this.”, they reach a decision.


“Congratulations, you now own a booth in the Merchant's Guild.”
“Really?”
“Really. Are you just stuffing it in a bag?”

“Sure, why not?”


This would, unbeknownst to me, set the tone for more than a few of my interactions throughout the game session.


       After thanking them, I leave and go back to the other game rooms. I'm new, so in my fervor to interact, I accidentally barge into a few scenes. Eventually, I figure out that if I hang out in certain “open” areas, then most of my interactions are okay. Somehow, despite my shyness and weirdness around strangers, I start to get the hang of this. It's only helped by my finding a woman named Jess playing a character from the same universe as Isaac, an alchemist named Maiza. Instantly, I latch on to her like a remora on to a shark, she brings me into the group she's a part of, and just like that, I'm off and running, acting as a member of the group she's a part of. Things move in a blur after that, from one scene to the next, me trying to hold on as best I can while events are set in motion around me.
      By the time I have to leave at nine that evening, I'm hooked, possibly for life. I'm figuring out my next moves, tossing out lines, doing a voice (I kind of think of him as bombastic and sounding like a suave hero with no indoor voice, so I do that), participating in dungeon crawls, and every so often going back into the moderator room to steal more things. Just before I leave, I have Isaac steal “energy from the gods” (okay, so he cuts power to the in-universe news service the mods are using for exposition...while wearing a bucket on his head...) and then run off cackling maniacally. I'm already working out plans for the next day, things like Isaac stealing “The future” (all the technology he doesn't understand), and a few other strange ideas here and there. Dave and I make it back home, watch a few episodes of Baccano!, the anime Isaac comes from (me for research, him because he'd never seen it before), and crash into bed, all ready to have at it bright and early the next morning.
       Saturday sees me off to a slow start. My brother, Ben, is with us for the day, and I'm not nearly the hard-sell Dave is. Because I can't figure out what we can do together, Ben wanders off and I'm thrown off for a little bit at first. I'm torn. I desperately want to go back to those four rooms, back to playing Isaac and the people I met...somehow, while I don't know many of their names, and we only met when we were in character for the most part, I felt like I connected on some level with them, and they with me. I spend most of the day with Ben. At his urging, I buy a T-shirt and wear it under the Hawaiian shirt that serves as my journalism shirt. When I get back to the rooms, I notice everyone's in a session. This makes me a little nervous, but I carry it off well. As it turns out, everyone is currently in a scene, leaving me in the hallway.
     I am alone. However, I am not out of things. While I'm milling around, one of the moderators comes by to tell me that due to the current crisis in game, Isaac is currently very, very unwell and losing health and energy at a steady rate. It is here where I unintentionally put a very complex and improvised plan into order, one that would echo throughout the rest of my time in game. When Dave comes by, sees me in the hallway, and once again tells me to steal something, I decide to move my timetable up a little and make my epic theft of the night a little earlier than usual. I stride into the GM's office, head held high, and announce,


“I'm dressing up in a black cloak and pumpkin mask, going to the merchant's guild and I'm STEALING THE FUTURE! Anything more technologically advanced than the 1930s, and it goes into the bag.”


      There's a moment of silence from the moderator in the office, and then he checks my sheet and nods. Isaac gets a bag full of future tech, and I go out to the hallway again to await my impending doom. I start up a conversation with another player who's been in and out during the day, though for different reasons. As we sit in the hallway and bullshit, I can hear what sounds like a two-group PVP going on as moderators go from one room to the other, working things out. Briefly, I try to dynamic-entry my way in with a teleport pad, but there's no way. After a quick chat with my newfound hallway buddy, it turns out his fiancee is playing a healer, something which gives me some amount of hope that Isaac can beat the condition slowly killing him.
    After a quick question to the moderator about healing (as it turns out, Isaac can't heal the way he normally would due to immortality, but he can be healed), it dawns on me that I probably have some medical items, items I quickly put into use, thus beating the GM crisis condition all on my own. While my character is being healed, the game takes a quick break for dinner and GM resting. In between, I have apparently gained a reputation as a magnificent bastard in this little subculture for my stunt. While this appears normal for people playing my character, it is still pretty darn cool.
      Once dinner has finished, the big moments wind down more. There are a few duels I don't take part in, two people have their characters sort of ascend to a higher plane of existence, and I'm involved in a plot to help the woman playing Maiza bring back yet another person from the Baccano! Universe. It doesn't work, but enough headway is made to both satisfy the player, and at the same time, keep the scene from dragging out. Most of the time is spent in a sort of temporary autonomous zone, where a bunch of people sit around talking out of character. This is a common occurrence whenever enough people are out of a scene, though it seemed to happen most on Friday and least on Sunday, the reverse of how I expected it might.
     The night closes with me having stolen a decent-sized drill robot (which dances!) and a sonic screwdriver, which Isaac points at everything and activates, causing both consternation and amusement when he does so. The moderators shoo us out of the LARP rooms with a cry of “You don't have to go home, but you can't stay here any more.” Dave and I leave and get a cab. Outside the hotel where the convention is, things are still lively and the first hints of stragglers are leaving. Two fellow LARPers chat for a little outside about the game, and conventions, and a few other things before they go back to their room to pass out. We get into the cab with a couple bound for New York for their train, when they're informed they can't get there in time. The whole ride home, I wonder if they made out okay. I hope they did. Dave and I spend until three in the morning doing very little but taking a lot of time to do it.


      Sunday comes and the convention hall feels strangely empty when we arrive. There's a sort of quiet air to it...no longer are people hawking things at the front entrance, costumed characters mill around still, but there are less of them now that people no longer need their elaborate cosplays. The hotel's lobby is slowly filling up with baggage, all of it in neat, orderly lines near the entrance. No desperation or nervousness, just...acceptance. The feeling of “Yes, this is all ending. We all knew it was coming, now let's all go.” Even where there are loads of people milling around, somehow it still feels empty. Like the magic is leaving, if it hasn't left completely.
       In the LARP rooms, things are off to a slow start. People gently trickle in, all of us out of play for the time being. There are donuts and other snacks brought in, and the tone, while informal as usual, carries some other kind of weight to it. In one of the rooms, I confess my fears to another player I've had no in-character interactions with. I'm afraid that on today, the grand finale day, the all-or-nothing in game day, I will run out of awesome things to think up. The young lady reassures me that I'll think of something, I respond with self-deprecating humor, and that's the end of that until game time.
      When game time rolls around, people split off into groups and prepare for the final battle. My team is put into a police car, an item whose stats include a durability rating of “one scene”. We're to be part of the “ground team”, the group bringing about the end game. However, as audacious as I can possibly be, my mind is currently blank. While there isn't much I can do, other than wait for the scene to start, it's still worrying. Finally, my part of things begins, and I get very, very nervous, wondering what it is I'm going to do.
      As it turns out, drive the car and not much else is what I'm going to do. I do pull off a wonderful job as wheelman for our four-man crew, getting us down a long stretch, followed by Isaac successfully pulling off a windshield cannon (in a pirate outfit, no less). The four of us successfully drop the defenses and allow the other group to run rampant through the base, and I use a (single-use) jetpack from the bag of future to drop us into that scene. From there, both the ground team and the people left outside during the attack launch a final assault on the machine driving the plot, hoping to take it down and end the scenario cold.
I wind up in the group taking the machine down in what seems like a race between the varied groups-- everyone is trying to reach the end of the hallway, destroy the machine, and rescue whoever we can. Sadly, my bag of tricks is used up (though I did think of trying to ride explosive decompression down the hallway to the machine using a massive sack as a sail...sadly, an aborted attempt), though I feel I do what I can to help out. Whatever mojo I had, though, appears to be lost the same way the tight, magical energy of the convention has started to go. Finally, the machine is destroyed, and after several people (my own fumbling and feeble attempt included) make our way through the epilogue, the game ends with a curtain call for the moderators, an award for the best roleplayer (a young lady who managed to pull of a high-energy character for the entire LARP and remain in character just about every time I saw her, so well-deserved) and a few plugs for upcoming LARPS, all of which I consider. Then, after that, it's time for the Long Farewell.
       If you've ever been in a big group, you know what the Long Farewell is. The process of saying goodbye is never a simple one, and when it's a big group of people and a lot of them want to say goodbye and thank you individually, well, you get the Long Farewell. When done at its most egregious, it can sometimes take an hour or more. I say my goodbyes with a series of handshakes and the occasional hug (and one rather cool jig/dance/thing), get Dave and remind him he has a train to catch, and reluctantly say goodbye to this world. A feeling of loss comes over me as I realize that I know none of these people outside of their characters and brief moments in the temporary autonomous zones, but I want to so badly. There's a brief discussion of future cons as I leave, and I hem and haw a little over them. After all, what if this was a one-time thing? What if all the mojo's gone for good?
The suitcases are all piled outside in the front lobby, our ride is on the way, and the magic is fully gone when we exit the hotel. We've still got the high, though, and can't stop talking about it, even if all we're saying is “If I only did this” or “I could have handled this better.” Somehow, a chance thing that I was partly dragged to has become one of the best experiences I've had. As we drive away from the hotel, now an echo of the high-energy, high-pressure gathering it once held, I turn that question over and over in my head...what if it was a one-time thing? Immediately, the thought is dismissed. Despite not really wanting to be one when I came in, and despite not quite knowing what I was doing, I am a LARPer. There will be other conventions, and I will be at them. I will most likely LARP at them, too. Though the time was short and we were all pretending to be someone else, I feel like I connected with a group of people I'd never connected with before. I'd do it again in an instant.


1 Referring to the theory (expounded most notably in the book Happy Hour is for Amateurs) that there are only ten percent of people in any given situation who are worth knowing, and that they're naturally drawn together by whatever forces exist in any social situation.


I hope you enjoyed the diversion from the normal program.

Next up: Lev Grossman's The Magicians

Monday, July 11, 2011

The Thief of Always

“I’ve heard a little good magic is always useful. Isn’t that right?" 
    - Mr. Swick
When I was twelve, my taste in books was driven by what I wasn’t allowed to read. It was a long list, as no one wants to be the parent who let their twelve year old kid read A Clockwork Orange, or even more unsettling work. But there were loopholes in the parental rulebook. Fun loopholes. Loopholes like authors they didn’t really know outside of maybe a few books here and there, or stuff I’d already read. At the time, R-rated movies and I were no stranger, so the rule felt a little weird, but there it was. And one of these loopholes was Clive Barker. This is, actually, the book that made me a Barker fanboy for a little while. I’ll get to the book that made me stop another day.
I discovered The Thief of Always on a spring day in the library at my middle school, a place where I was treated warily by the head librarian*. I was bored and wanted to find a new book, and somehow the name “Clive Barker” called to me. It may have been that I’d heard it before connected to horror movies of the decidedly weird kind. Or it may have been the Marvel Comics line in the early 90s, Clive Barker’s Razorline, which I always enjoyed. But no matter what it was, the author’s name and the blurb “a fairy tale for adults” on the back cover meant I walked out with the book and didn’t look back.
That was honestly one of the best decisions I made. The book took me a day and a half to read, and I was rapt all the way. When I was done, I took it back and then later took it out and read it again. The author illustrated it as well as writing it, and his creepy pen-and-ink drawings added something to the text, though it also outlined a glaring flaw I’ll get to later. The book is beautifully written, moves at a pace that seems leisurely yet almost too fast, and the emotions are genuine and evocative. This is a book that should be treasured somewhere, and it makes me sad when I realize I’ve only ever found three copies of it.
The Thief of Always is the story of young Harvey Swick, a boy who finds himself rather bored during the humdrum midwinter months and wishes for adventure and something interesting to happen. His prayers are answered by a small grinning man named Rictus who takes him to the magical Mr. Hood’s Holiday House, a place where he can have whatever he wishes and the weather is always pleasant and perfect for the season. Winter mornings, summer afternoons, halloween nights, and Christmas evenings happen almost every day but fail to get boring, and no one children ever leave because it’s far too perfect. 
Except.
Except as you may have guessed, all is not perfect at the Holiday House, at least, not as much as it seems. There are horrors as well as delights (I’m not about to spoil them, but come on, you saw the “all is not perfect” thing coming a mile away because you are classy and intelligent people), and to survive them and escape the House intact, Harvey will have to call on all the power and cunning he can muster to confront Mr. Hood once and for all. 
What really makes the book succeed is the mood Barker sets for the piece. The tone is bright and cheery when it has to be, with notable touches of melancholy when it calls for it. Harvey is exposed to the idea of loss again and again as the book progresses, and each time, the world he inhabits grows noticeably darker and sadder. That isn’t to say it’s completely without its beauty, as even at its darkest, the Holiday House has a strange, alluring quality to it. But it’s the growing feeling of melancholy throughout the book that drives home the tone and the message in the story. This progression makes it easy to feel what Harvey feels, creating an easily identifiable hero— we know why he does what he does because we experience everything he experiences and understand why we’d do the same.
Another way the book shines is in its images. Not just the pen and ink drawings, but the descriptions. This book is description porn in the best way possible. Everything is described in detail, from the food in the kitchen to the heavily-wooded lake to the roof where the house’s more eccentric residents make their home. The drawings accompanying each chapter (and occasionally the text) further aid one to imagine the various sights and sounds, giving a better picture of the house and its inhabitants. Barker has a certain way with evoking images, and he puts it to work especially well here, showing us both the good and evil of what goes on.
The book should also be applauded for its sense of loss. This is a book, after all, about growing up and losing innocence, of losing friends and loved ones, of seeing them move on. Every death, loss, and sad event serves to turn Harvey into the more mature, more capable boy we see at the end from the perpetually bored and slightly-surly youth we see at the beginning. The Thief of Always is a book about taking back what someone steals from you and dealing with the losses you cannot fix. In the end, while the specter of adulthood and Harvey’s future loom uncertain on the horizon, he seems to have dealt with his misgivings and become a stronger, more confident person.
And finally, there is the characterization. In a remarkable change for a “fable” or “fairy tale”, particularly one that seems to find its way into collections for young readers, the motivations of the characters are actually just as important as the actual characters. In the end, it’s not so much that Harvey fights as why he fights— he’s fighting to save his friends, the people he loves, and even himself. He’s fighting to keep from losing everything he’s ever had, and that makes what he does, be it the final duel that closes the book or his storming the House in the final third of the novel, right. It’s odd to see this sort of thing in a fable where usually the character lines are clearly drawn, but that Harvey fully adopts his role as a “thief” or a “vampire” makes his choice to do good that much more meaningful.
However, there is a major flaw that must be discussed. Barker has very little sense of pacing. While the book moves quickly anyway, instead of the slow build and the eventual shocking revelations and the horror of things, he starts building the creepy right from the moment Harvey enters the house and just keeps building from there. For the most part, this is mainly my reaction to reading the book multiple times and knowing what lies in store, but I felt after rereading it for this review, that things got a little sinister too fast, with the obvious hints a little too obvious and the occasionally unfortunate events a little too constant. The illustrations were no help here, either, the most obvious being the Christmas tree with the monstrous grin about six or seven chapters in, and the cover of the hardcover edition, which features a nightmarish face grinning below a picture of the titular house.
In the end, though, the book should be forgiven for its pacing and spoiling of rhythm. Why? Because it’s a fantastic book. It moves quickly, creates an interesting atmosphere, and its visuals continue to haunt and tug at one long after the book is closed. The final struggle is a question of if, not why, and is much better because of it— the chance that Harvey won’t succeed makes the battle all that more important. This is a beautiful book you should know about already, and if you don’t, you have no excuse now not to go out and find your own copy. Read it once. Read it twice. Pass it on to anyone you think would like it. I love this book, I cannot say that enough, and everyone else should, too.
Next time:
- my LARPing article
- Stephen King
The Great and Secret Show by Clive Barker, as well as others by him.
- The Magicians and The Magician King by Lev Grossman
* But less warily than my high school’s head librarians, who talked to my parents about me because they thought I was reading too much. No lie. Thankfully, they weren’t long for the school come Junior or Senior year.