The year is 2050. The world is in a state of chaos. The Gray Death plague runs rampant, ripping through the populace. There is a vaccine, but it is in very short supply and is primarily used for the rich and famous. Riots occur everywhere, and anti-government groups are becoming more and more prominent. To combat this, the United Nations has formed a worldwide police force called UNATCO, the United Nations Anti-Terrorist Coalition.
Like previous installments, CIT delivers lots of weapons (though the Quickselect menu is no longer customizable), enemies, worlds, spectacular visuals, and gadgets. The series’ humor is still firmly in place. Particular favorites include Mr. Zurkon, a homicidal “synthenoid” robot who loves to taunt your enemies (and sometimes your friends), and the battery bots, who complain bitterly every time their brief rebellions against being used as power sources are thwarted. The game also introduces mini-worlds with mini-games that feature various prizes, including treasure items and weapons mods.
Technology is constantly changing the way we do so many things, and writing is no exception. How exactly? I’ve broken down the answer to that question into a set of categories. Keep in mind that all of this is through my own perspective on writing, which has been primarily speculative fiction short stories.
Is there anything I’ve left out, related to any sort of writing? Leave a comment!
Two defective nuclear missiles are being transported cross country to a controlled demolition site. In transit, they start leaking, and the autopilot of the carrier kicks in, sending it on a direct path to the destination at a steady speed to the demolition site. A DIRECT path, completely disregarding any buildings or any other obstacles If it hits any bump, no matter how small, it will detonate. So the demolition squad called Blast Corps is hired to tear down everything in the carrier’s way.
Our resident artist, Joey Jordan, has graced us with some new artwork to share with you. Joey’s art captured my eye after some brief interaction with her on the Writers/Illustrators of the Future contest forum and this artistic little devil has yet to release me! I think her pencil work really captures what speculative fiction is about and I’m happy for the opportunity to share her work with you.
The Disconnected is a tale about a possible future, in a world where cell phones have grown so important that to imagine living without them is unthinkable. If I had to pigeonhole it, I would classify it as dark science fiction with a little action/adventure mixed in. The story is not a reprint–it hasn’t been seen anywhere else before this publication. And it’s free, so you have nothing to lose but a half hour of your time. Whether you like it or not, I’d like to hear what you think. You can leave comments on this thread, or you can leave a comment on the story thread at the Escape Artists forums. Negative comments are okay too, though if you dislike the story I’d prefer if you would be willing to explain why.
Each type of animal has its own set of abilities which must be used to solve environmental puzzles in the game. The sheep is one of the first animals you encounter. It has no attack, but it can glide slowly down, floating like the little puffy cloud that it resembles, which lets it cross long gaps easily. Also in the early stages you can become a dog which can jump and bite. Hyenas have contagious laughter which causes area-of-effect damaging hysteria. Pigeons can grip dormant robots and carry them from place to place. You get the point.
Perdido Street Section is a great book, well worth the read. This is the first story I’ve read by China Mieville, but I will now be on the lookout for more from this author. It doesn’t take long to recognize China Mieville’s obvious skill at worldbuilding. The city of New Crobuzon is multi-faceted and schizophrenic, populated by humans and a multitude of semi-human races. But it does have its flaws. The good parts were great enough that I am still happy to recommend it.
Besides the cool notebook idea, I really loved the sense of humor instilled in the game from the very beginning, in particular the manner of obtaining a press pass near the beginning is very funny (I won’t tell you the details to spoil the fun of figuring it out yourself). Also, the murders in a museum setting are always fun. Lots of cool artifacts from various eras surround and can be murder weapons, and I had fun just wandering from room to room and examining all the different items.
Since July I’ve been plumbing the depths of Pseudopod’s backlog and now I’m sad to say I’ve listened to everything they’ve offered to date. Now I only get one new Pseudopod a week like the rest of the world (released every Friday). But now that I’ve listened to all of Pseudopod’s offerings, I feel qualified to make a list of the Best of Pseudopod, my top ten favorite stories that have been posted to the site (and a few that ALMOST made the list). If you think you might want to give this audio fiction thing a try, these stories are a great place to start.