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OLYMPOS

Ambitious, witty, moving: Simmons at his best.

A sequel to Simmons’s Ilium (2003) offers up the Trojan War along with elements from The Tempest, The Time Machine, Victorian poets and pop SF.

Ilium ended with the Greek and Trojan heroes allied against the Olympian gods, advanced space-going robots called moravecs aiding the human side. Meanwhile, in a different reality, a lovely but decadent human civilization is under attack from its feral former servants, the robotlike voynix. A third plot strand now updates the conflict between the sorcerer Prospero, Caliban and Caliban’s monstrous god Setebos. And the revived 20th-century American scholar Hockenberry attempts to chronicle the events while making love to volatile Helen of Troy. Simmons brings each subplot to a boil and spins off sub-subplots about Achilles’ love for a dead Amazon queen, Odysseus’ voyage to the alternate Earth with the moravecs, the arrival of Setebos and his minions in what was once Paris, etc. Everything comes together into a solid adventure story, with all the mysteries explained in respectably up-to-date SF terms. At the same time, Simmons adopts the device of having his characters quote freely from Homer, Shakespeare, Shelley, Browning, Proust and a host of other sources that liberal arts majors can have fun spotting. The author often gives his borrowings an ironic twist—as when Odysseus quotes Tennyson’s “Ulysses” to a classical scholar who half-recognizes the poem, or when Prospero objects to playing himself in a production of The Tempest, not wanting to memorize so many lines. Homeric tags alternate with tough-guy street talk, and several of the moravec scientists turn out to be Star Trek fans. Simmons’s gift for vivid description is evident throughout, as well. He effectively combines a serious subject, ironic perspective, strong action and believable (if not always sympathetic) characters.

Ambitious, witty, moving: Simmons at his best.

Pub Date: June 1, 2005

ISBN: 0-380-97894-6

Page Count: 576

Publisher: Eos/HarperCollins

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: May 15, 2005

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THE GOLEM AND THE JINNI

Two lessons: Don’t discount a woman just because she’s made of clay, and consider your wishes carefully should you find that...

Can’t we all just get along? Perhaps yes, if we’re supernatural beings from one side or another of the Jewish-Arab divide.

In her debut novel, Wecker begins with a juicy premise: At the dawn of the 20th century, the shtetls of Europe and half of “Greater Syria” are emptying out, their residents bound for New York or Chicago or Detroit. One aspirant, “a Prussian Jew from Konin, a bustling town to the south of Danzig,” is an unpleasant sort, a bit of a bully, arrogant, unattractive, but with enough loose gelt in his pocket to commission a rabbi-without-a-portfolio to build him an idol with feet of clay—and everything else of clay, too. The rabbi, Shaalman, warns that the ensuing golem—in Wecker’s tale, The Golem—is meant to be a slave and “not for the pleasures of a bed,” but he creates her anyway. She lands in Manhattan with less destructive force than Godzilla hit Tokyo, but even so, she cuts a strange figure. So does Ahmad, another slave bottled up—literally—and shipped across the water to a New York slum called Little Syria, where a lucky Lebanese tinsmith named Boutros Arbeely rubs a magic flask in just the right way and—shazam!—the jinni (genie) appears. Ahmad is generally ticked off by events, while The Golem is burdened with the “instinct to be of use.” Naturally, their paths cross, the most unnatural of the unnaturalized citizens of Lower Manhattan—and great adventures ensue, for Shaalman is in the wings, as is a shadowy character who means no good when he catches wind of the supernatural powers to be harnessed. Wecker takes the premise and runs with it, and though her story runs on too long for what is in essence a fairy tale, she writes skillfully, nicely evoking the layers of alienness that fall upon strangers in a strange land.

Two lessons: Don’t discount a woman just because she’s made of clay, and consider your wishes carefully should you find that magic lamp.

Pub Date: April 23, 2013

ISBN: 978-0-06-211083-1

Page Count: 496

Publisher: Harper/HarperCollins

Review Posted Online: March 30, 2013

Kirkus Reviews Issue: April 15, 2013

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88 NAMES

Good characters, keen social commentary, and propulsive action sequences with a bit too much tech jargon.

An extreme gamer who has concocted a scheme to monetize his expertise gets into trouble navigating a virtual world that starts to intrude on his real life.

Following in the footsteps of Ernie Cline, who hit the geek gold mine with Ready Player One (2011), Ruff (Lovecraft Country, 2016, etc.) takes his shot at a near-future gaming world that’s more grounded than most virtual-reality universes but also more complex. Our main protagonist is John Chu, the founder of Sherpa, Inc., a consulting firm that guides new gamers through a variety of mostly VR–based video games. He has good partners in Jolene, a more mature African American gamer who won’t take any of his shit, and Anja, a brilliant young player whose permanent injury has left her on life support, albeit with thought-controlled access to the VR world. Unfortunately, he also has a nemesis in Darla Jean Covington, his virtual ex-girlfriend, who is clearly holding a grudge. The kicker comes when Chu is approached by a man named Smith on behalf of a pseudonymous client named Mr. Jones, who wishes to pay him an astonishing $100,000 per week for his exclusive services. Lurking in the background is Ms. Pang, an enigmatic Chinese woman who might be a spy. Soon Chu begins to suspect that his mysterious client is actually North Korean Supreme Leader Kim Jong-un. Fortunately, Chu has some backup from his mother, who’s a member of a secretive anti-terrorist task force called Zero Day, and an absent father who pulls his weight when he needs to. It’s a pretty good thriller, but it’s also very much a book for gamers by gamers. If acronyms like MMORPG, PvP, or PPML throw you for a loop, this might not be the ride for you. Gamers for life who can pry themselves off the controller will certainly dig this digital-era whodunit.

Good characters, keen social commentary, and propulsive action sequences with a bit too much tech jargon.

Pub Date: March 17, 2020

ISBN: 978-0-06-285467-4

Page Count: 320

Publisher: Harper/HarperCollins

Review Posted Online: Dec. 22, 2019

Kirkus Reviews Issue: Jan. 15, 2020

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