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THE ECHO

Nicely written and thoughtful, but two more of these literary variations on a morbid theme may be far too much of the same...

Dysfunctional…People…in…Spaaaace! For the second time in a projected four-book series, Smythe demonstrates why it’s a bad idea to shut up virtual strangers in a tin can with an unclear directive.

The Ishiguro vanished on its journey to examine an anomalous area of space. Readers of The Explorer (2013) know that everyone died except for journalist Cormac Easton, trapped within the anomaly and looped in time, observing the tragedy over and over. Twenty-three years later, scientist twins Tomas and Mira Hyvönen head a new mission to explore the anomaly. Tomas remains on Earth at ground control while Mira, the narrator, travels aboard the spaceship Lära. Mira is physically, socially and emotionally clumsy, ill-suited to heading an expedition into unknown territory. The brothers believe they have considered every contingency, that their mission will succeed where the previous one did not. Of course, things go terribly wrong—again and again—as the crew becomes ensnared in their own series of devastating time loops. Both novels in the series resemble a bleak cross between Jean-Paul Sartre’s No Exit and the film Groundhog Day. These works share a common theme—that the protagonists’ psychological problems and moral failings led to their predicament; the only way to escape is to confront those problems and strive for redemption. Sadly, Mira is no Bill Murray.

Nicely written and thoughtful, but two more of these literary variations on a morbid theme may be far too much of the same for readers.

Pub Date: Jan. 28, 2014

ISBN: 978-0-06-228728-1

Page Count: 304

Publisher: Morrow/HarperCollins

Review Posted Online: Dec. 24, 2013

Kirkus Reviews Issue: Jan. 15, 2014

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ENDER'S GAME

A rather one-dimensional but mostly satisfying child-soldier yarn which substantially extends and embellishes one of Card's better short stories (Unaccompanied Sonata and Other Stories, 1980).

Following a barely-defeated invasion attempt by the insect-like alien "buggers," a desperate Earth command resorts to genetic experimentation in order to produce a tactical genius capable of defeating the buggers in round two. (A counterinvasion has already been launched, but will take years to reach the buggers' home planet.) So likable but determined "Ender" Wiggins, age six, becomes Earth's last hope—when his equally talented elder siblings Peter (too vicious and vindictive) and Valentine (too gentle and sympathetic) prove unsuitable. And, in a dramatic, brutally convincing series of war games and computer-fantasies, Ender is forced to realize his military genius, to rely on nothing and no-one but himself. . . and to disregard all rules in order to win. There are some minor, distracting side issues here: wrangles among Ender's adult trainers; an irrelevant subplot involving Peter's attempt to take over Earth. And there'll be no suspense for those familiar with the short story.

Still, the long passages focusing on Ender are nearly always enthralling—the details are handled with flair and assurance—and this is altogether a much more solid, mature, and persuasive effort than Card's previous full-length appearances.

Pub Date: Jan. 1, 1984

ISBN: 0812550706

Page Count: 356

Publisher: Tor

Review Posted Online: Nov. 2, 2011

Kirkus Reviews Issue: Jan. 1, 1984

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BLINDSIGHT

Watts (ßehemoth: Seppuku, 2005, etc.) carries several complications too many, but presents nonetheless a searching,...

Alien-contact tale in which humans are at least as weird as the aliens.

Eighty years from now, denizens of Earth become aware of an alien presence when the sky fills with bursts of light from dying Fireflies, tiny machines that signal to a supergiant planet far beyond the edge of the solar system. With orders to investigate, the vessel Theseus carries an artificial intelligence as its captain, along with expedition leader Jukka Sarasti, a brooding, sociopathic and downright scary vampire; Isaac Szpindel, a biologist so mechanized he can barely feel his own skin; the Gang of Four, a schizophrenic linguist; curiously passive warrior Major Amanda Bates; and observer-narrator Siri Keeton, a synthesist with half a brain (the remainder destroyed by a virus) enhanced by add-ons and advanced algorithms. They meet a huge alien vessel that calls itself Rorschach and talks eagerly but says nothing of consequence. Indeed, the Gang of Four suspects that the alien voice isn’t truly sentient at all. As Keeton begins to hallucinate, Sarasti orders a team to break into the alien vessel despite its lethal radiation levels. Still unable to decide whether the aliens are hostile, Sarasti devises a plan to capture one of the creatures that apparently thrive within Rorschach’s peculiar environment. They succeed in grabbing two specimens. These scramblers, dubbed Stretch and Clench, resemble huge, bony, multi-limbed starfish. They have no brains but show evidence of massive information-processing capability, which brings Theseus’ crew to the crucial question: Can intelligence exist without self-awareness?

Watts (ßehemoth: Seppuku, 2005, etc.) carries several complications too many, but presents nonetheless a searching, disconcerting, challenging, sometimes piercing inquisition.

Pub Date: Oct. 17, 2006

ISBN: 0-765-31218-2

Page Count: 384

Publisher: Tor

Review Posted Online: June 24, 2010

Kirkus Reviews Issue: Aug. 15, 2006

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