Saturday, January 24, 2009

Review: Endworld: Doomsday by David Robbins


A relatively action-packed prequel to a long-running men's adventure/post-apocalyptic survival series.


SPOILERS ABOUND: READ AT YOUR OWN PERIL.

The book begins with the world falling into chaos. Multiple wars involving nuclear weapons begin in the Middle East and elsewhere. Eventually, the missiles start landing in the United States, destroying a number of cities. (Technobabble is kept to a minimum here; frankly, I'd have liked to see a little more specificity on what was going on elsewhere in the world.)

Fortunately, an eccentric movie producer has constructed an underground compound in remote Minnesota and has recruited a hundred or so competent individuals to join him in rebuilding civilization. Just one problem: they're scattered all over the country and have to make their way to the relative safety of the compound. The first half of the book follows the adventures of a handful of these individuals as they make their way through an increasingly chaotic (and deadly) American society in the process of breaking down. The author manages to end each chapter on a cliffhanger, which lends a sense of urgency to the book. Characterization isn't bad, certainly well within the "standard parameters" of typical men's adventure series.

The second half of the book -- once everyone arrives at the compound -- is a little less interesting. Things become a little on the cheesy side when the producer begins describing his plan for the group's future, suggesting that they each take a title (Leader, Warrior, Tiller, etc.) and each of the Warriors takes on a codename (Thor, Solo, etc.) that they use exclusively from then on. Here's the silliest part: the character Thor is a nearly seven foot tall construction worker who (along with his family) worships the Norse gods and he manages to get a warhammer that can literally throw lightning bolts. Honestly, I wish these elements hadn't been included because they ramp up the silliness factor in an otherwise straight-forward adventure novel.

This book is a newly written sequel to a long-running (27 or so books) adventure series published from the mid-'80s through the early '90s. The first chapter of the first of these is included as a teaser and I was somewhat surprised at what I read there. That book is set a century after this one, with an entirely new cast of characters. Their access to technology appears to be somewhat more limited, understandably, and the landscape seems to be peopled by various mutants and strange phenomena. I'm intrigued by that premise -- it reminds me strongly of Sterling Lanier's Hiero's Journey and The Unforsaken Hiero as well as the old role-playing game Gamma World.

The book wasn't bad, as long as what you're looking for is a fun, light read. I have a few misgivings about reading a prequel to a series that will be set a century after this one with an entirely new cast of characters and setting, but I was intrigued enough by the book and the sample chapter for the first book in the series that I do plan to pick up the next book (entitled Endworld: The Fox Run).  

3.5 stars out of 5

Review copyright 2009 J. Andrew Byers

Review: Without Warning by John Birmingham


A fast-paced, fun piece of contemporary military fiction with heavy science-fiction (post-apocalyptic overtones).


SPOILERS ABOUND: READ AT YOUR OWN PERIL.

The book begins in 2003 with America poised to invade Iraq. For an entirely unrevealed reason, an energy field now covers nearly the entire continent of North America, killing every inhabitant and rendering the area impossible to enter. For all intents and purposes, the United States is now gone. All that remains of America is Alaska, Hawaii, part of Washington state, and the large numbers of military personnel and equipment in the Middle East. Needless to say, much of the world descends in chaos as a result.

The book follows the experiences of several characters as they deal with this situation, including a female counter-terrorist operative operating in France (possibly the weakest sub-plot, but also the only one involving significant combat scenes); some smugglers operating off the western coast of Mexico; an embedded journalist in Iraq (a typical all-American guy, though poorly developed); a city engineer in Washington state; a general at Gitmo; and a political operative and smooth-talker on vacation in Hawaii. Characterization is limited -- I'd say that's the biggest weakness of the book -- as is combat, for the most part. There's plenty of action and the plot proceeds a rapid clip, however, so it's certainly not boring. Technobabble is kept to a bare minimum, so if you have an allergy to Tom Clancy, you'll be fine here.

The book ends on a revelation, one year after the event that started the book, that will once again fundamentally change the setting. It's an interesting twist and I look forward to seeing how the sequel proceeds from this point. Do not, however, look for an answer to what caused this catastrophe -- you won't get one in this first book in the series. At this point, it's purely a "what if" thought piece; you should be aware of that before you begin reading, since I suspect that may irk some readers.

I recommend the book as a fun read. Even though I received an ARC of this book for free, I enjoyed it enough that I will likely pick up the sequel.

3.5 stars out of 5

Review copyright 2009 J. Andrew Byers