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This third volume of the year’s best science fiction and fantasy features thirty stories by some of the genre’s greatest authors, including Carol Emshwiller, Neil Gaiman, Elizabeth Hand, Paul Park, RJ Parker, Robert Reed, Rachel Swirsky, Peter Watts, Gene Wolfe, and many others. Selecting the best fiction from Asimov’s, F&SF, Strange Horizons, Subterranean, Tor.com, and other top venues, The Year’s Best Science Fiction & Fantasy is your guide to magical realms and worlds beyond tomorrow.
Many contemporary novelists, such as Atwood, Mitchell, and McCarthy, have flocked to a literary form that was once considered lowbrow: the post-apocalyptic novel. Calling on her broad knowledge of the history of apocalyptic literature, Hicks argues these writers employ conventions of the post-apocalyptic to reengage with key features of modernity.
A smooth-talking ex-sergeant, accustomed to an easygoing peacetime military, unexpectedly re-joins the fleet and finds soldiers preparing for the strangest thing—war.The two hundred years’ (and counting) peace is a time of tranquility that hasn’t been seen since…well, never. Mankind in the Galactic Age had finally conquered war, so what was left for the military to do but drink and barbecue? That’s the kind of military that Sergeant R. Wilson Rogers lived in before he left the fleet to become a smuggler.
Geoff Ryman writes about the other and leaves us dissected in the process. His stories are set in recognizable places—London, Cambodia, tomorrow—and feature men and women caught in recognizable situations (or technologies) and not sure which way to turn. They, we, should obviously choose what’s right. But what if that’s difficult? What will we do? What we should, or . . . ?Paradise Tales builds on the success of his most recent novel, The King’s Last Song, and on the three Cambodian stories included here, "The Last Ten Years of the Hero Kai," "Blocked," and the exceedingly-popular "Pol Pot’s Beautiful Daughter.&
The war with the Arduans—profoundly alien invaders who originally arrived in STL ships—is over. Most of those attackers are now probationary (and very productive) citizens of the Rim Federation.However, many among the Arduans’ warrior caste have neither accepted defeat, nor the personhood of any of the other intelligence races. Their leader, the ruthless admiral of the second Arduan exodus— Amunsit—is in firm control of the Zarzuela system. Along with a fifth column among the peaceable Arduans, she hopes to find allies in subsequent refugee fleets that abandoned their race’s now-dead home system long ago.B
Why Did the FBI Want "Deadline" Censored? Author Cleve Cartmill, editor John W. Campbell, publisher’s Street & Smith, Isaac Asimov, Robert A. Heinlein, and L. Sprague de Camp were only some of those who came under government investigation after government officials learned of the contents of what was to become science fiction’s most controversial brainchild? Why? You will discover the startling answers in Jean Marie Stine’s amazing introduction to this first-ever collection of Golden Age author, Cartmill’s work.
Diamonds have been discovered on Mars. After years of neglect to space programs around the world, a ruthless corporation has made it to the Red Planet first, establishing their own mining operation with its own rules and laws, its own class system, and little oversight from Earth. Conditions are harsh, but its people have learned how to make the Martian colony home. But something has gone catastrophically wrong on Earth. As the colony leaders try to cover it up, hacker Leah Hartnup is getting suspicious.
In Ray Bradbury Unbound, Jonathan R. Eller continues the story begun in his acclaimed Becoming Ray Bradbury, following the beloved author’s evolution from a short story master to a multi-media creative force and outspoken visionary. At the height of his powers as a poetic prose stylist, Bradbury shifted his creative attention to film and television, where new successes gave him an enduring platform as a compelling cultural commentator. His passionate advocacy validated the U.S. space program’s mission, extending his pivotal role as a chronicler of human values in an age of technological wonders.
Adapted for a magnificent George Roy Hill film three years later (perhaps the only film adaptation of a masterpiece which exceeds its source), Slaughterhouse-Five (1969) is the now famous parable of Billy Pilgrim, a World War II veteran and POW, who has in the later stage of his life become "unstuck in time" and who experiences at will (or unwillingly) all known events of his chronology out of order and sometimes simultaneously. Traumatized by the bombing of Dresden at the time he had been imprisoned, Pilgrim drifts through all events and history, sometimes deeply implicated, sometimes a witness.
As I walked away from New Buildings, I found the man that Lewis had called "Tollers" sitting on one of the stone steps in front of the arcade. "How did you get on?" he asked. "I think rather well. I think he will be a most interesting tutor to have." "Interesting? Yes, he’s certainly that," said the man, who I later learned was J. R. R. Tolkien. "You’ll never get to the bottom of him."Over the next twenty-nine years, author George Sayer’s first impression about C.
Good guy Karl Bender is a thirty-something bar owner whose life lacks love and meaning. When he stumbles upon a time-travelling worm hole in his closet, Karl and his best friend Wayne develop a side business selling access to people who want to travel back in time to listen to their favorite bands. It’s a pretty ingenious plan, until Karl, intending to send Wayne to 1980, transports him back to 980 instead. Though Wayne sends texts extolling the quality of life in tenth century "Mannahatta," Karl is distraught that he can’t bring his friend back.E
IT S DANGEROUS TO GO ALONE! TAKE THIS.
You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide.
From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be and what they can become in smart and singular ways.
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