Wednesday, June 21, 2017

LUCIFER'S WORLD cover completed

I've got great news, folks! Alex Raspad, who is an amazing artist, has done a third cover for my LUCIFER'S STAR series. Here's a depiction of the third book in the series that I've already got plotted out and hope to finish soon for release in early 2018.

JUNE 2017 update on my writing

A heads' up on where I'm related to on my various projects:

THE KINGDOM OF SUPERVILLAINY: I am at 22K writing this, which is a lot more impressive than it sounds as I haven't "officially" started writing it. I planned to start writing it after I finished Lucifer's Nebula but I keep writing a little bit more here and there as the jokes and plot come to me. It's poor Gary enjoying the height of his success as a supervillain only to discover that comes with the cost of the heroes in retreat. Can he live in a world dominated by evil or will he decide he has to give the heroes a little push? I expect it to finish around 70K.


LUCIFER'S NEBULA: The sequel to Lucifer's Star is 55K now and should be about 90K when done. The story will pick up a year after the events of the first book as Cassius finds its impossible to escape his past, no matter how far he runs. He must confront his doppelganger and wayward family, who are presently the heads of the galaxy's ever-successful rebellion. But there's a darker hand behind the Spiral's civil war and if humanity doesn't unite then it may simply join the legion of other extinct races across the universe. Cassius woudl rather just engage in some not-so-good-natured smuggling.


100 MILES AND VAMPIN': The sequel Peter Stone's original adventure. 100 Miles and Vampin' picks up with him being in a slightly-better but still pretty poor place in the vampire hierarchy. In this case, he's assigned to look after the equivalent of Stephanie Meyers and immediately botches the job when she's killed by an unknown assailant. Forced to solve the murder before he's thrown up as a sacrifice to the masses, Peter needs to decide if success among the undead is worth it. I'm about 50K into this out of 70K so another almost done volume.


WRAITH LORD: It's taken just about forever to get my books right back for both Wraith Knight and the Red Room series. However, I have successfully done so. If you were interested in the my take on Tolkien-esque fiction then you might enjoy the fact I have a second volume coming out as soon as the cover is finished. Alex Raspad is working on it now. Jacob has consolidated his rule over the Formori and other "evil" races but does he really want to begin war with the "light" species? It turns out he doesn't have much of a choice as they have begun their own invasion.


AGENT G: SABOTEUR: The sequel to Agent G: Infiltrator, we pick up with G now working for the United States government to hunt down his former comrades. Kept on a leash by the fact they have an offer to fix his condition before he dies in a few years (if he has that long), he's less than happy with being one of the "good" guys. It gets worse when he realizes what he found out was true of his past was just the tip of the ice berg. It'll be released as soon as I can get approval for it from Amber Cove.


ELDRITCH OPS: The sequel to ESOTERRORISM is ready to go and should be coming out in a few months. I just want to get the book in a place where I'm not competing with myself. In this case, Derek is bored out of his skull as a member of the Committee and wishes he hadn't given up his field agent status. Stupidly agreeing to investigate a diplomatic incident between the Red Room and the Vampire Nation, he ends up getting himself in the crosshairs of forces which want a war between the two powers. Oh and Dracula, himself, has decided to become involved.


As for upcoming projects? I have plans on continuing the SUPERVILLAINY SAGA with not only Kingdom but an upcoming crossover book called WORLDS OF SUPERVILLAINY which will visit the universe of LUCIFER'S STAR and CTHULHU ARMAGEDDON. I also intend to continue both the LUCIFER'S STAR universe as a series while the majority of the others listed here will be capped off as trilogies. CTHULHU ARMAGEDDON is a special case as it was meant to be a stand-alone but I'm working on a third book and may have more as ideas come to me.

I'm also sketching out a collaboration with DAWN CHAPMAN for a Lit-RPG science fiction novel.

Friday, June 16, 2017

The (Sort of) Dark Mage by

    THE (SORT OF) DARK MAGE is a fantasy parody about an evil wizard (not really) who is the last remaining member of the Corpselover lineage. Basically like the Malfoys back in a time when magic meant something more than going to a posh school, all the elder siblings to Walder Corpselover have gotten themselves killed trying to prove themselves worthy. Waldo is more Neville Longbottom than Draco, though, and is thoroughly unqualified for the position as heir to the most prestigious of all evil wizarding families. Sensing this, his mother Lilith has become even more overprotective so her rivals demand he be sent on a suicidal quest to prove himself.

    Waldo must tame three Great Monsters, steal a dragon age, and kill a knight when even one of these tasks would get him killed. Thankfully, Waldo's gentle nature (as much as he denies it) is it's own kind of defense and he ends up getting his first Great Monster, a chaste succubus named Alice, by accidentally marrying her in the first town he visits.

    It's all downhill from there.

    I absolutely love this book and give it extremely high marks. This is pretty much the same feeling people have described reading my Supervillainy Saga or how I felt with the Hard Luck Hank series. Its basically a nonstop series of laughs stemming from Waldo's failed attempts at being a bad person and Alice's equally unsuccessful attempts to make Waldo a good person. It's a joke which sometimes wears a bit thin but, mostly, holds up throughout the book.

    If I were to make a comparison, it's pretty much the Addam's Family or Munsters with the fact Waldo is a liberal Goth kid who is mostly harmless despite being arrogant and snooty. Mind you, all the other Dark Wizards in the world really are evil but he's just a liberal open-minded oddball who happens to live in a world which consists of either Mordor or oppressive theocratic religious states. It's a bit of a cheat that the White Mages are all racist bigots but "killing all monsters for God" is hardly a new idea in a Dungeons and Dragons-themed world. It is D&D themed too since the magic functions on Vancian principles of memorization, cast, forget.

    That's not a bad thing.

    My favorite character of the book happens to be Lilith, Waldo's mother. Maybe I'm a sucker for beautiful dark-haired older women necromancers but I had an image in my head of her as Monica Belluci and that was a very nice image. I love how she's perfectly suited to be the kind of evil wizardess villain in another fantasy setting but works here as Waldo's dotting mother. Other supporting characters work well like Elsa and the Archlich but a lot of Waldo's quest remains unfinished at the end of the book. This is clearly a story which will take at least a trilogy to complete.

    Are there flaws? A few. The book doesn't indent its paragraphs and basically reads more like a blog than a more traditional novel. This kind of thing doesn't bother me as independent publication comes with these sorts of things and Lord knows I've made a few errors in my time. Likewise, the joke of "Waldo says something horrible about his homeland like it's perfectly normal and Alice is appalled" wears a bit thin at times. Finally, the book ends in what feels like the middle of the book rather than a proper climax.

    Still, I found The (Sort-Of) Dark Mage to be incredibly fun book and I immediately bought the second one. I debated between giving this book four stars or five but decided to ere on the side of how much entertainment I got out of this book, which was considerable.


Wednesday, June 14, 2017

Is Starcraft grimdark?: Darker than expected RTS storytelling

This essay will contain spoilers for Starcraft, Brood War, and Starcraft II.

    Already, I can hear some of you sniggering in the background. Starcraft? Grimdark? We're talking about Blizzard's other successful real-time strategy series, right? The one with the little cartoon space marines, aliens, and space elves, right? The one that isn't Warhammer 40K but is similar enough that at least one of the designers played it before the franchise moved in a different direction. Why yes, yes I am. I actually think Starcraft is a grimdark series even if it isn't as grim or as dark as the aforementioned series set in the 40th millennium.

    Why do I think that? Well, that's a complicated question but it boils down to the fact if you scrape away the fact it's a bright colorful world of cartoon aliens then you'll find it's a monstrously corrupt and horrifying universe. Aside from Jim Raynor, a drunken washed-out criminal turned revolutionary, there's no real heroes in the universe and it's a place where the savior of the galaxy is someone entirely capable of murdering whole planets of innocents in order to get revenge on one man. Good and evil are subjective in the Starcraft universe and antiheroes are the franchise's lead characters.

Yes, I can feel the grimdark!
    I first started realizing Starcraft was something different from regular science fiction when I played the original game in 1998 when I was eighteen. I was already familiar with the Aliens franchise and mostly assumed this game would be about heroic power-armored marines vs. xenomorphs stand-ins called Zerg.

    I also heard there would be a resistance against an evil empire so I assumed it would be Aliens meets Star Wars--a cool combination but nothing to get excited over. No one was expecting all that much from the campaign so, like Warcraft III turned out to be, the in-depth writing surprised people who payed attention during the game's three single-player campaigns.

Such a trustworthy guy.
    The Terran campaign turned to be about you joining a revolutionary group called the Sons of Korhal to fight an oppressive Deep South-themed government appropriately named the Confederacy. The Confederacy had made your character an outlaw for destroying Zerg-infested buildings they were implied to be studying. Your boss, Arcturus Mengsk, was an idealistic rebel who said the Confederacy had created the Zerg as a weapon to solidify their control over humanity's colonies. This would turn out to be a lie but the player had no reason to doubt the revolutionary leader at this time.

     I should mention in 1998, player characters were a lot more inclined to view heroic resistance groups favorably. In Final Fantasy 7, you could blow up a power plant and no one would call your group "terrorists" because such conflicts were still largely across the world. Indeed, Major Kira Nerys on Deep Space Nine was a self-admitted terrorist as if it was a neutral word.  Thus, no player expected the Sons of Korhal to be anything more than the good guys you were joining versus a faction with its own moral ambiguities and sordid history. This, despite the fact the game says Mengsk was someone the Confederacy said had committed atrocities in the past. Why not believe Mengsk when he says the Confederacy is lying? I mean, they've certainly given you no reason to trust them.

     As your new boss, Mengsk justified increasingly extreme methods against the Confederacy until he ordered you, Jim Raynor (A Malcolm Reynolds-esque sheriff before Malcolm existed), and psychic Special Forces agent Sarah Kerrigan to lure the Zerg to the Confederacy's capital. This abominable war crime is something you assist on until Mengsk abandons Sarah Kerrigan to her death (and possibly you) so he can save his own skin. Mengsk proceeds to use the crisis to propel himself into power, showing his revolution was nothing like the Rebel Alliance but more like the countless ones across history where the new boss is as bad as the old boss.

Kerrigan's loss wasn't quite Aerith's death was but it was close.
    The game then shifted over to the Zerg and you got the chance to play as the surprisingly-intelligent but still-malevolent abominations you'd been fighting up to this point. The Zerg, it turned out, were a race which simply wished to advance itself biologically as well as technologically.

    They were a hive-race with no free will despite distinct personalities and the Overmind had a love for his species even though he was willing to sacrifice millions in the name of perfection. They were hostile but not necessarily evil as they bore the races they conquered no malice and only wished to bring themselves closer to (their version of) perfection.

    I always liked the Zerg because they were monsters who managed to avoid "villain decay" by virtue of being one of the protagonists. Under you, the Zerg destroy whole worlds and laid waste to countless armies as well as fleets. This nicely avoids the typical scenario where aggressive alien invaders come in all threatening but get stomped on by the heroes. Even when the heroes "win" against the Zerg, they usually suffered some sort of catastrophic loss in the process and that helped keep them threatening.

A face only a hive mind could love.
    Sadly, the Protoss campaign undermined my point as it was built around the renegade Tassadar trying to save his home world from a hostile Zerg invasion. There's not much more ambiguity in this section and the closest thing to moral ambiguity is the fact the Protoss council opposes you at every turn (which just means they're idiots). Tassadar ends up sacrificing himself to kill the Zerg Overmind and save his race even if his home world of Aiur is ruined beyond repair.

    Even so, the series took a turn back to grimdark with the Brood War expansion. Taking service under the Queen of Blades (the Zerg-transformed Sarah Kerrigan), the fascist Admiral DuGaulle, and the sinister Dark Templars--you got to fight a much more ambiguous conflict. In the end, the Queen of Blades annihilated all of her equally-vile rivals and established herself as "The Queen Bitch of the Universe." It was an unambiguous victory for the villain but was she the villain? Her opponents included individuals who wanted to exterminate the Protoss and the self-styled Emperor Mengsk who was enjoying the fruits of your labors.

Earth's forces, here to enslave and destroy!
    Part of what made Brood War so effective was they subverted many of the traditional tropes you'd expect from a game like this. The Queen of Blades was a popular character both before as well as after her transformation.

    When her character claims she's reformed and is now a "good" Zerg again, you're inclined to believe her. After all, Darth Vader was redeemed and many other villainous characters in space opera. She was also brainwashed into her evil so the player is even more inclined to cut her slack. So when she turns out to have been evil all along, you the player are shocked and even more so when she wins the game and becomes the most powerful person in the galaxy despite being a genocidal swarm queen. Best of all, she did it with your help.

Is it better to be a heroine or a tyrant? You decide.
    The Starcraft Expanded Universe illustrated just how dark the setting could get. The novel, Nova, for example had the story of psychics regularly kidnapped from their parents before being brainwashed into the common Ghosts units which our protagonists use. Other stories, like manga tale "Why We Fight", showed the soldiers of the setting aren't much better as they're often brainwashed prisoners put into metal armor to serve as suicide squads. Almost no one's hands are clean in the setting and every leader has to do something terrible in order to win over their enemies.

    The three campaigns of Starcraft II were an interesting mix of moral ambiguity and more heroic stories. However, the second campaign, Heart of the Swarm, was all about just how far a person was willing to go for revenge. In the case of Kerrigan, she was willing to go pretty damn far even when supposedly cured of her evil impulses. Ultimately, the story ended on a too-bright note of evil defeated and good redeemed. Still, it was a trio of campaigns with some interesting notes and refreshingly three-dimensional characters. For a game about war, it was full of betrayals, casualties, atrocities, and loss.

Sacrifice millions, murder your friend, and betray everyone.
    So, is Starcraft grimdark? Not...really. There's a lot darker and more three-dimensional writing than might readily be apparent but the sequel chooses to go with a somewhat more traditional good vs. evil story. Even so, I have to say I like the setting a lot more than I thought I would and think grimdark fans should give it a try if they're fond of real-time strategy games.

    There's also a few genuinely dark and interesting stories in the spin-off stories. Not even diamonds in the rough. More like diamonds among quartz and the occasional ruby. That's more than I can say for a lot of video game franchises where the game bends over backward to make the players feel like heroes. In Starcraft, at the very least, the hero was simply whoever you were commanding at the time--even when she's destroying worlds.

Hard Luck Hank: Screw the Galaxy by Steven Campbell review

    HARD LUCK HANK is notably the first book I ever saw advertised alongside one of my books and every single volume of the series has been advertised alongside my Supervillainy Saga books, almost in tandem. This factor, along with the hilarious covers, made me finally shell out the money to buy a copy of the first book. I'm currently on the fifth book, interrupting my work in writing my Lucifer's Star sequel and reading other series to read the books one after the other.

    Hank, last name unknown, is a mutant on the space station of Belvaille. He is mostly indestructible, at least to small arms fire, and slow as hell. He's basically the Juggernaut if the Juggernaut were a third as powerful and an even bigger slob. Actually, that describes Spiderman villain The Rhino but a lot more people know the Juggernaut than the Rhino. You could also make a comparison to the Hulk's Joe Fix-It personality but that's even less known. Bellvaile is one of the worst cities in the galaxy and composed almost entirely of criminals.

    Despite possessing superpowers, Hank is a low-level thug who lives just well enough to keep himself in doughnuts, hamburgers, and whatever else he eats in the future. He has a close friendship with the station's incredibly corrupt security chief, Garm, and more or less has no ambitions but to keep doing what he's doing for the next few centuries.

    Hank's life changes a great deal when a pair of other mutants start living next door, one of whom is a level 10 mutant who may be able to change the galaxy. Also, the discovery he's been mislabeled a level 10 mutant himself and this has attracted the attention of two indestructible robots that are going to potentially murder everyone in the station to get rid of this threat to their race. Hank more or less gets roped into doing the right thing and everything goes downhill from there.

    I recommend the audiobook version of this book since Liam Owen does an amazing job of imitating Patrick Warburton as a burned out space goon. The text version isn't bad by itself but the audio acting adds something special to the story. This is a comedic story which can still be taken seriously and enjoyed on the merits of being anti-hero fiction at its funniest. Hank is a killer, leg-breaker, and general all round beast but he's too lazy to be malevolent.

    The supporting cast is a treat with Garm being my favorite character but a certain purple skinned femme ingenue being every bit as enjoyable. This cast will carry Hank's adventures through a number of books so I'm going to say it's a good thing they're all as fun as they are. I also like Belvaille here most. The station will go through some dramatic changes but it's never more enjoyable than when it's like a floating Mos Eisley.

    Hank is a likable character despite how much shade I throw on him and a great comedy protagonist. He's dangerous enough that he can deal with most problems without getting hurt (again, primarily because he's mostly indestructible). Unfortunately, for him, most of the problems in the book are much more dangerous than him. As a career criminal, we see him try to do whatever he's paid to do but he keeps a certain honesty despite it. Perhaps the biggest insight into his character is when one of his customers tries to drastically overpay him, only for him to correct her with the right total. No one else on Belvaille would have done that, nor, do I suspect would much of the galaxy put up with the lumps he takes for his kinda-sorta friends.

    In conclusion, I strongly recommend you pick up this book if you're in the mood for a sci-fi comedy. The characters are great, the story is decent, and the setting is interesting. Best of all, Hank is hilarious as he lumbers from bad situation to bad situation, making things worse for the most part, as he tries to do the bare minimum required. Sometimes, it ends up fixing things and it's as surprising to Hank as it is to the reader.


Monday, June 12, 2017

1000th post!

1000th post!


Thanks for everyone who has followed me!

Dead Rising 4 review

    I love the Dead Rising series. I didn't play the third game but that's more due to bad timing more than anything else. However, a opening appeared in my schedule which I've decided to devote to finishing off Dead Rising 4 after starting it before Christmas and then move on to doing reviews for the Starcraft series that I'm only now catching up on (after it being almost 20 years since I last played it).

    So, what is Dead Rising about and is this installment any good? It is a satirical series set in a world where periodic zombie outbreaks occur that destroy whole cities. The games have a strong conspiracy element to them with the government and corporations aiming to profit on zombie-ism. In a very real way, it's kind of a more George Romero-esque version of the Resident Evil franchise. Despite this "realism", at least in the context of the corporations and governments actually wanting to make money from the zombies rather than for EVIL, it's still a hilarious series. You can dress in bizarre costumes and put funny masks on the zombies. The characters are often over-the-top with the Psychopaths (Bosses) routinely being bizarre caricatures of American culture.

Willamette is a wonderful Christmas horror show.
    The premise is Frank West, protagonist of the first game and a spin-off of the second game, has returned as the protagonist. Now 52 years old, he's squandered his fortune and been reduced to being a community college teacher. His student, Vic(ki), ropes him into investigating a private military corporation called Obscuris which is conducting experiments back in Willamette, Colorado. Willamette is the location of the first outbreak in the setting. After a disastrous attempt to investigate them, Frank West is labeled a terrorist and is roped in by the government's non-corrupt branch to investigate another outbreak. Once there, Frank gets caught up in a conflict between zombies, mercenaries, intelligent zombies, and the town's survivors.

    This plotline already is a bit over-complicated because Frank being labeled a terrorist has no effect on the plot. Also, Frank and Vic's characterization cross the line from being sarcastic to unlikable then keep going. Frank makes frequent jokes about the horrifying circumstances survivors are enduring while Vic does horrible things while claiming the moral high ground.

The camera portion of the game is one of the most fun.
    So how did Dead Rising 4 do, gameplay wise? Eh, for everything which Dead Rising 4 improves upon the previous games, it also removes something which made them great. I genuinely enjoyed the game but I also admit it has some serious flaws. One of these flaws is the game is really-really easy. I mean, even on harder difficulties it's nothing like the previous games that depended on time and resource management. They've removed the timer which forced you to choose between rescuing survivors, playing around, or fighting bosses.

    I think this was a good thing as I never liked the timer and felt it prevented me from enjoying the game as much as I could. However, for a lot of gamers, the timer WAS what made the series unique. In Dead Rising: Off the Record, they had the option of turning off the timer so you could level up and explore the setting. If they'd gone with that then I think the response to the game would have been much better.

There's a lot of mecha suits scattered around. Why? Because Dead Rising, that's why.
    The availability of weapons in the game is inverse to the way it should be. You can no longer pick up anything and use it as a weapon. However, there's a lot of weapons which can be combined into combo weapons that can last forever with the right perks. While you need to get blueprints for these, you won't need to switch your weapons very often and that's against the spirit of the game. Swinging around a blazing sword is great and all but Dead Rising is the kind of game where you should have to switch between golf clubs, guitars, swords, and kitchen knives as they get used up so fast. Taking away scavenging for supplies is a much bigger blow to my enjoyment than the loss of the timer.

    I'm ambivalent on the changes to how you rescue survivors as well. In the first few games, all of the survivors you rescue are unique and have to be escorted back to safe rooms. Here, the survivors are procedurally-generated characters who can take care of themselves if you rescue them from a swarm. While I was often frustrated by the escort missions, I think they were a big part of the Dead Rising experience. I would have preferred making them able to defend themselves or make them all unique encounters than get rid of the escort element entirely.

The Food Court of DOOM!
    Speaking of unique encounters, the worst change to the game is the transformation of Psychopaths to Maniacs. Maniacs are basically psychopaths without their cutscene introductions and deaths. They're also, generally, much easier than the previous games' bosses. Almost all of them are optional with only the barest minimum of story content, which bothered me as the bosses were one of the most colorful elements of the franchise.

    Finally, if I have to complain about the game, I will say that it lacks the "Overtime" mode of previous efforts. Kind of. You see, Overtime mode is still present. Dead Rising 4 has the main game end on a downer note and you have to do a specific series of actions to get the "real" ending. Unfortunately, the specific series of actions in this respect is to shell out $9 at the online store to download "Frank Rising." This is ridiculous as there's no way that wasn't vital video game content cut off to rip off the consumer.

Electric battle-ax!
    About the only thing which Dead Rising 4 did right was the handling of the mall and surrounding Willamette environment. While the mall is unnecessarily dark, it's still beautifully rendered and a wonderfully designed slaughterhouse for zombies. Willamette has many different parts from winneries to farms to army bases. The Christmas theme may feel out of season if played other than during the holidays but I played it during the summer and saw no reason I couldn't enjoy beating the stuffings out of people with light-covered-trees. The dissonance of popular Christmas tunes as the soundtrack for zombie murder also felt right in the commercial world of the setting.

    Villains-wise, I like the character of Fontaine and wish she'd had a bigger role in the game. I also felt Vick would have been an excellent final boss for Frank but I believe the game treated her as less like a Psycho and more woefully misguided--which I feel was a mistake. The character of Calder is a clear homage to George Romero's "Bub" from Day of the Dead and makes a strong impression despite his small role. I also had a lot of fun with the photography elements of the game and got quite a few "S"-ranked pictures I enjoyed. There's nothing like filming the hundreds of zombies you've slain all in a pile.

    With all these complaints, it may sound like I didn't enjoy the game. Quite the opposite, it's a relaxing festival of zombie slaughter with a lot to recommend it. I slew something like twelve thousand zombies during the main campaign and it never got old. It was just the antidote to all the stress going on in my regular life.