I was kindly furnished an advance copy in return for a fair and honest review. Many thanks to Farrago and NetGalley for the eARC! All opinions are my own.
Richard Ainsworth is a middle-aged Englishman running a bed and breakfast in the Loire Valley of France. He has a fairly boring life—no excitement or mystery ever entering into it. Which is just the way he likes it.
But that’s about to come to an end.
For one day a guest disappears from his B&B in the middle of the night, leaving only a bloody handprint behind him. Enter Valerie Dorçay, an exotic and enigmatic woman that coincidentally happens to be staying the same night that the guest vanishes. Eager to solve the caper, the Frenchwoman drags Richard on the ride of his life as they rove around the fictional hamlet of Val de Follet in pursuit of the mystery that so binds them.
But by the time they find out the truth, will Richard be sick of this life or smitten with it? Or will he instead fall victim to the very murderer he hunts?
Instead of the “Charming, witty, brilliant, relentless rollercoaster” of a read that Death and Croissants was billed as, another term comes to my mind when describing it.
A reluctant host is dragged into a murder investigation and manages to solve it in a fun, hilarious, and roundabout way, all thanks to a mysterious and sexy stranger and a ragtag band of misfits blah blah blah. It’s the kind of book that would’ve been better served with a laugh-track and a live studio audience. Sitcoms like this are a dime a dozen, and books even more so. Now maybe if the comedy had been profound, the lead deep and relatable, the setting vivid and unique, or the mystery extra mysterious and immersive—this could’ve been great. But none of these things are the case. The world itself is rather blasé. The mystery itself does feature a few interesting twists, but they’re small and far between. Richard is just some bloke—maybe relatable, but certainly not deep. The comedy simply tried too hard, never really succeeding.
Even a few days removed from this, I’m already struggling to remember it. The characters aren’t exactly bland, but neither are they exciting or unique. The plot isn’t dull, but neither is it particularly interesting. The humor is hit-and-miss. It’s not bad, nor is it terribly good.
It’s as if the Death and Croissants is trying very hard not to take itself too seriously, which it ultimately fails at. Don’t get me wrong—it’s not a bad read. It’s okay. The story shows some heart later on, some character, the mystery does eventually try to avoid being predictable. Which it mostly succeeds at. A rather lackluster finish ruins what could’ve been a decent turnaround, cementing Death and Croissants’ status as okay, if generic and forgettable.
I was kindly furnished an advance copy in return for a fair and honest review. Many thanks to Penguin, Del Rey and NetGalley for the eARC! Any quotes are for demonstrative purposes only, included to help showcase the level of detail and writing style that the author employs, and may not be included in the final, published version. All opinions are my own.
Jeff Goldblum does not belong in this world.
Rabbits is the debut novel by Terry Miles. Based in the universe of a 10-part podcast by the same name, Rabbits (the book) is a standalone adventure that can be enjoyed without prior knowledge of the game. The game is everything here—not that it makes any sense. At least, not at first.
K is our tour guide to the world of Rabbits—a world that he’s somewhat obsessed with. Ever since the eighth iteration of the game, K’s been trying to find a way in. But with the tenth recently ended, his wait may be over.
Enter Alan Scarpio. The reclusive billionaire—also known as Californiac, winner of the 6th iteration of the game—is in Seattle, looking specifically for him. He needs K to help him fix Rabbits before the 11th iteration begins, or else the entire world may pay the price.
Only a few days after their first meeting, Scarpio disappears. And shortly after that, the 11th iteration of Rabbits begins. But something is undeniably different. Within days several experienced players have gone missing, and something begins to lash out at causality. But is it the game, or is it the universe itself that is broken? And even if K can win the game that’s not a game—will it matter?
But, as they say: Win the game, save the world.
Rabbits, above all else, is utterly addictive, entirely readable, totally immersive, and borderline nonsensical. Honestly, I’ve read few things like it. Books that I needed to keep reading—without fully understanding what the hell was going on.
At the center of this stands Rabbits (the game). It’s basically a series of incredibly unlikely events or concurrences occurring in a pattern, a pattern that leads its players down a particular path that—if they’re good enough—will lead them to something impossible. And this impossibility will do two things: first, provide them with another clue that will allow them to progress in the game; and second, make certain that they will never turn their back on Rabbits again. As I said—Rabbits is utterly addictive. No more so than to its players.
My first impression of Rabbits is that it’s like The Matrix crossed with the God Game, combined with a heavy dose of Fringe. Shortly after finishing Rabbits, I did two things. One—I started rewatching Fringe (if you haven’t seen it I can’t recommend this enough). And two—I watched the Matrix. If you haven’t seen Fringe, that’s bad enough, but if you haven’t seen the Matrix, you’ve been wasting your life. Right. Anyway. Here’s an example.
Enter the Matrix.
About six and a half minutes in, the following iconic scene begins.
Wake up, Neo…
The Matrix has you…
Follow the white rabbit.
You know what happens next. But let’s say it doesn’t. Instead of following the rabbit to a club playing Rob Zombie, let’s say he follows it to a Blockbuster. There, after losing sight of her, a display of an original copy of Michael Collins catches his eye. Of course, he buys the VHS of Michael Collins because lead man Liam Neeson once played the lead in another period piece—Rob Roy, about the folk hero, Rob Roy MacGregor. “MacGregor” being the Scottish spelling for “McGregor”. As in “Mr. McGregor”. Neo takes home the movie and watches it, but instead of Michael Collins, the tape turns out to be a copy of Looney Tunes episode “Haredevil Hare”, the cartoon which famously introduces Marvin Martian. From there, everything proceeds as you’d expect. Or does it? For after watching Haredevil Hare for the 3rd time, Neo notices a disparity between the episode he remembers and what he sees. You see, in the mockup of the Daily Snooze, the fictional newspaper which once proclaimed “Heroic Rabbit Volunteers as First Passenger”, Neo instead sees the headline “Seattle Bar Reopens After 16 years as a Mime studio”, which he uses to go to a bar, order a Harvey Wallbanger, go home with a redhead girl named Jessica, and find the “Night of the Lepus” poster she has in her flat. A movie also known as “Rabbits”. Upon removing the poster from the wall, Neo is confronted by a strange phrase, scratched into the wallpaper: “The Door is Open.” (After which, presumably he takes the blue pill, falls asleep, wakes up, and then the regular movie begins.)
And that’s a crash course on how to play Rabbits. You follow seemingly random yet somewhat connected clues around the city, until they lead you to another clue, an impossibility, or a mention of the word “Rabbits”. The phrase “The Door is Open” is also popular, so that’s there too. And on and on the rabbit-hole goes until eventually you either win, die, go insane, or crash from lack of sleep, malnutrition, scurvy, and whatever else.
But with the uncertainty here regarding the improbability of patterns and events, just how sure can you be that you’re playing the game? Well… you can’t. At all. And while the patterns and clues and chase makes Rabbits an intoxicating read, the uncertainty and obscurity makes it incredibly frustrating.
For the longest time, I had no idea what exactly was going on in Rabbits. I had absolutely no trouble reading on, because I wanted to figure out where it was all leading. The good news is that as the story progresses, you’ll eventually get a better sense of how Rabbits works. Once you do, it’s a pretty thrilling adventure.
That is, until the conclusion, which goes a bit strange. Well, stranger. Think the Matrix: Revolutions crossed with the later seasons of Fringe strange. Yeah—it’s that bad. Don’t get me wrong, the ending is good. But the conclusion is nuts.
Other than the story (which I think I’ve covered quite enough), the characters are what makes a book great. The characters of Rabbits are… pretty good, actually. K is the only POV, and he’s a pretty good one. I actually came to care a good bit about K and what happened to him. The supporting cast is… a mixed bag. Mainly it’s Chloe, who is equally strong. I would’ve liked a little bit more backstory on her, but she has more than enough depth and development that I cared about her right alongside K. Otherwise, nobody else really stands out. I mean, most of the supporting cast is made up of hipsters—so “depth” might be asking too much. Or it could be that no one other than those two is around long enough to make a lasting impression. Not that they die or anything; they just fade in and out.
While at times a bit complex and convoluted, Rabbits is an immersive and entertaining thriller set in a near-present Earth. Though it only really features two main characters (and one POV), both are written and fleshed out quite nicely. Even after it’s over, Rabbits leaves a lasting desire for more—so much so that I immediately watched the Matrix, and then started bingeing Fringe (two of the outlets that it most reminded me of). The reason to read Rabbits, however, lies in its story. A story surrounding a game that’s so exclusive, so obscure, that it’s difficult to even know for sure that you’re playing it. But once you figure out the game that’s not a game (which you will, if you stick with it), Rabbits provides a fast, intoxicating chase down the narrow alleys and rain-slick Seattle streets. A thirst for adventure mingles with the sense of impending doom. If you fail, you might just die. But if you win—win the game, save the world.
Well, I’m bingeing Fringe now. I’ve seen it before, but after reading Rabbits, by Terry Miles, the desire to watch it again surfaced. It’s still really good.
I didn’t lose my job, which is… good. But. But I don’t feel as comfortable there as I used to. They’ve handled a couple things very poorly this year, which haven’t left me feeling like part of a team.
Edit: Okay so. My boss just quit. Two of them, actually. Since we’ve been understaffed here for the last year, I’ve technically been working part-time for three different heads in four different programs. Now I’m working for two different bosses in… I dunno how many programs. But that’s why I hadn’t heard anything from them. There is more than enough work to go around, but no one in charge of assigning it. So… yeah. I’ve had a boring, tense week when everyone else had a hectic, terrible week.
… Fun! Beats the alternative, though. I just hope they don’t try to promote me to one of the vacant gigs.
In other news, my review of Rabbits will be up on Sunday. It marks the 100th Author I’ve reviewed on this site. If you want, you can check them all out here.
Before I started A Refuge From Life (a name I still don’t like (it was NOT my first choice) (or my second or third or fourth), and will probably change at some point), I didn’t read anywhere near the variety and scope of authors I do now. Thank you for everyone that reads and follows and comments on my site, for making me feel… well, relevant.
So, please continue to read and comment and follow. Or start, maybe? Or don’t. This blog is about what I love and what I want, and I’d hate to tell anyone else what they should be doing with their lives. I mean, I’m perfect, but I know the rest of y’all are trying your best 😉
ps- dear wordpress, thank you so much for changing your block editor again to only allow 5 different sizes of font. I don’t know why I could’ve ever wanted any more than that! And I can’t believe some people complain about you.
Rabbits is a mysterious alternate reality game so vast it uses our global reality as its canvas. Since the game first started in 1959, ten iterations have appeared and nine winners have been declared. Their identities are unknown. So is their reward, which is whispered to be NSA or CIA recruitment, vast wealth, immortality, or perhaps even the key to unlocking the secrets of the universe itself. But the deeper you get, the more deadly the game becomes. Players have died in the past–and the body count is rising.
And now the eleventh round is about to begin. Enter K–a Rabbits obsessive who has been trying to find a way into the game for years. That path opens when K is approached by billionaire Alan Scarpio, the alleged winner of the sixth iteration. Scarpio says that something has gone wrong with the game and that K needs to fix it before Eleven starts or the whole world will pay the price.
Five days later, Scarpio is declared missing. Two weeks after that, K blows the deadline and Eleven begins. And suddenly, the fate of the entire universe is at stake.
Kell Kressia is a legend, a celebrity, a hero. Aged just seventeen he set out on an epic quest with a band of grizzled fighters to slay the Ice Lich and save the world, but only he returned victorious. The Lich was dead, the ice receded and the Five Kingdoms were safe.
Ten years have passed Kell lives a quiet farmer’s life, while stories about his heroism are told in every tavern across the length and breadth of the land. But now a new terror has arisen in the north. Beyond the frozen circle, north of the Frostrunner clans, something has taken up residence in the Lich’s abandoned castle. And the ice is beginning to creep south once more.
For the second time, Kell is called upon to take up his famous sword, Slayer, and battle the forces of darkness. But he has a terrible secret that nobody knows. He’s not a hero – he was just lucky. Everyone puts their faith in Kell the Legend, but he’s a coward who has no intention of risking his life for anyone…
Imprisoned by her dictator brother, Malini spends her days in isolation in the Hirana: an ancient temple that was once the source of the powerful, magical deathless waters — but is now little more than a decaying ruin.
Priya is a maidservant, one among several who make the treacherous journey to the top of the Hirana every night to clean Malini’s chambers. She is happy to be an anonymous drudge, so long as it keeps anyone from guessing the dangerous secret she hides.
But when Malini accidentally bears witness to Priya’s true nature, their destinies become irrevocably tangled. One is a vengeful princess seeking to depose her brother from his throne. The other is a priestess seeking to find her family. Together, they will change the fate of an empire.
Midshipper Marca Nbaro has achieved the near-impossible. She’s made it from an orphanage to the Athens—one of the incomparable Greatships—escaping her upbringing and seizing a new life for herself among the stars.
All it took was thousands of hours in simulators, dedication, and pawning or selling every scrap of her old life in order to forge a new one.
But though she’s made her way onboard with faked papers, leaving her old life—and scandals—behind isn’t so easy.
She may have just combined all the dangers of her former life, with all the perils of the new…
As the only Second Daughter born in centuries, Red has one purpose-to be sacrificed to the Wolf in the Wood in the hope he’ll return the world’s captured gods.
Red is almost relieved to go. Plagued by a dangerous power she can’t control, at least she knows that in the Wilderwood, she can’t hurt those she loves. Again.
But the legends lie. The Wolf is a man, not a monster. Her magic is a calling, not a curse. And if she doesn’t learn how to use it, the monsters the gods have become will swallow the Wilderwood-and her world-whole.
The Soulless has woken from his centuries-long imprisonment. Now, he lurks in the Dead Wood recovering his strength, while Sirscha and her allies journey east to the shaman empire of Nuvalyn. Everyone believes she is a soulguide—a savior—but Sirscha knows the truth. She’s a monster, a soulrender like the Soulless, and if anyone discovers the truth, she’ll be executed.
But there’s nothing Sirscha won’t risk to stop the shaman responsible for the rot that’s killing her best friend. While the Soulless is formidable, like all shamans, his magic must be channeled through a familiar. If Sirscha can discover what—or who—that is, she might be able to cut him off from his power.
With Queen Meilyr bent on destroying the magical kingdoms, Sirscha finds herself caught between a war brewing in the east and the Soulless waiting in the west. She should be trying to unite what peoples she can to face their common enemies, but instead, her hunt for clues about the Soulless leads to a grim discovery, forcing Sirscha to question who her enemies really are.
These two copies were very nicely provided by the publisher, despite my less than glowing review of Book #1, Witchsign. I’m curious to see if the story’s gotten any more coherent, but were both released a year or more ago, it might take me a little to get to them.
The sky is filled with dragons: the people are ready to burn the regime to the ground. The seas churn with monsters and the tide is changing: revolution is coming.
Leaders, all – and all are desperate. For the Emperor will not give up easily. He will rule – and he cares not if his subjects are alive… or if they are dead.
Worlds and outlooks collide, wars begin and lives will end in this spectacular finale by a new master in the fantasy genre. The stakes have never been higher in the roaring conclusion to the beloved Ashen Torment series.
Purchases this month include a pair of used books, another bought with of audiobook credits, and then a lone ebook that I keep forgetting I own.
Empress Emily Kaldwin leads a dual life, fulfilling her duties as empress while training with her father, Corvo Attano, mastering the arts of stealth, combat, and assassination.
A strange, shrouded figure appears in Dunwall, seeming to possess powers once wielded by the assassin known as Daud. Faced with the possibility that their deadliest foe has returned, Emily and Corvo plunge headlong into a life-and-death race against time. If they fail to learn the truth about this mysterious enemy, the result would be destruction on an unimaginable scale.
In the thousand-sun network of humanity’s expansion, new colony worlds are struggling to find their way. Every new planet lives on a knife edge between collapse and wonder, and the crew of the aging gunship Rocinante have their hands more than full keeping the fragile peace.
In the vast space between Earth and Jupiter, the inner planets and belt have formed a tentative and uncertain alliance still haunted by a history of wars and prejudices. On the lost colony world of Laconia, a hidden enemy has a new vision for all of humanity and the power to enforce it.
New technologies clash with old as the history of human conflict returns to its ancient patterns of war and subjugation. But human nature is not the only enemy, and the forces being unleashed have their own price. A price that will change the shape of humanity — and of the Rocinante — unexpectedly and forever…
I got Nolyn via Kickstarter, and I kinda keep forgetting I have it. Huge thanks to Rebecca at Powder & Page for reminding me!
After more than five hundred years of exile, the heir to the empyre is wary about his sudden reassignment to active duty on the Goblin War’s front lines. His assignment to rescue an outpost leads to a dead-end canyon deep inside enemy territory, and his suspicion turns to dread when he discovers the stronghold does not exist. But whoever went to the trouble of planning his death to look like a casualty of war did not know he would be assigned to the Seventh Sikaria Auxiliary Squadron. In the depths of an unforgiving jungle, a legend is about to be born, and the world of Elan will never be the same.
Haunted by his memories of the Great War, Captain Sam Wyndham is battling a serious addiction to opium that he must keep secret from his superiors in the Calcutta police force.
When Sam is summoned to investigate a grisly murder, he is stunned at the sight of the body: he’s seen this before. Last night, in a drug addled haze, he stumbled across a corpse with the same ritualistic injuries. It seems like there’s a deranged killer on the loose. Unfortunately for Sam, the corpse was in an opium den and revealing his presence there could cost him his career.
With the aid of his quick-witted Indian Sergeant Banerjee, Sam must try to solve the two murders, all the while keeping his personal demons secret, before somebody else turns up dead.
Behold: the final entry in the Tides of War trilogy.
Brogan McTyre started a war with the gods, and he’s going to end it. Raging gods have laid waste to the Five Kingdoms. Only Torema remains, swollen with millions of refugees. Their last hope lies in fleeing by sea, but as storms tear at the coast, even King Opar can’t muster enough ships for them all. Brogan and his warriors must fight the He-Kisshi to reach the Gateway, the sole portal for gods to enter the mortal world – and the only place where they can be killed. But the forces of creation have been unleashed, and they’ll destroy the world to reshape it.
Earlier this month I snagged Soul Extract’s upcoming album on Bandcamp for $1! Even though I typically stream my music, I do love to support the artists I very much enjoy. And well… $1? I mean, really. The artwork is rather nice until you realize it’s just recycled and has been used for not only a number of Soul Extract’s previous releases, but also countless others from the record label.
Bit of a down period for gaming. I just haven’t been able to focus lately. So I’ve been playing a bit more of the Long Dark, my favorite survival game. I’ve been working on the sandbox mode again, so there’s no story to distract me/keep me from listening to audiobooks while I’m playing. I’ve been exploring the new areas in the world—now there’re 11! When I started playing this, there was one. It’s amazing how far this game has come since then.
Anyone have any recommendations for anything new to play?
No lessons this time around, sorry. Or… you’re welcome? Summer is just around the corner and as such, the weather here is completely fucked. In the last week it’s snowed once, rained thrice, and somehow had time to hit 90˚F (32˚C).
In other news, I’ve been pulled off all my shifts and written out of the upcoming schedule. Why? I’ve no idea. My boss seems to have picked Memorial Day weekend to do this, which means I have to suffer through four days of anxiety and worrying what I did exactly. Or… maybe it’s just a mistake? Fingers crossed for that—I LOATHE job hunting even more than I resent the higher-ups for the way they handled this mess so far.
Anyway with the lack of sleep and lack of peace and lack of other stuff that I’d remember if not for the lack of sleep, I’m fraying a little around the edges. Hopefully I’ve edited this well enough to avoid any egregious mistakes, spelling errors, or swear words.
I was kindly furnished an advance copy in return for a fair and honest review. Many thanks to Titan Books and NetGalley for the eARC! Any quotes are for demonstrative purposes only, included to help showcase the level of detail and writing style that the author employs, and may not be included in the final, published version. All opinions are my own.
The quiet streets of Prague hide a secret, one that haunts these passages in the dead of night. Ancient and mythic beasts lurk in the shadows, preying upon anyone unfortunate enough to be out past sunset. And only those paid to bring light to the city’s dark stand between the monsters and their prey.
Domek Myska is a lamplighter—a profession both dedicated to bring light to the darkened streets of Prague, but also to protect its citizens from the evil that walks it. With the advent of gas lamps, the lamplighter presence in Prague has changed. While the lamps themselves keep the night at bay better and longer, fewer souls are required to keep this army of lights burning. And where there are fewer lamplighters, there are more monsters. With little to no backup, Domek is forced to rely on his own wit and skill to survive the night, with stakes of hawthorn and daggers of silver to help even the odds. But when he discovers a strange jar one night on the corpse of a pijavice (a vampire), the young lamplighter discovers there’s more renaissance in the city then just that of gas lamps.
Lady Ora Fischerová is a permanent fixture amongst the city’s upperclass, but an enigmatic one at that. She’s known as an eccentric widow—having lost her husband a decade prior—albeit a beautiful one who hardly looks as though she’s aged since his passing. That’s because Ora harbors a secret of her own, hidden beneath layers only won by coin and eccentricity. She’s a pijavica, but lives a low-key life for one of her kind preferring venison and pork blood to that of humans. But while she calls some humans friend, some others would only see her as the demon that hunts in the night. Enter Domek, and a mutual hot-blooded attraction between the two. Neither knows about the other’s secret, but with the way things are going, it won’t be long before they find out. And what will happen when the cards fall—will either survive to see another sunrise, or will Prague itself fall into eternal darkness?
For the jar, and its wisp occupant, Kája, represent a new weapon—a hope and danger both. But could these fortunes be reversed? And whom (if anyone) would Domek trust to make that distinction?
With an atmosphere drenched in darkness and steeped in blood, The Lights of Prague represents the best of historical fantasy, combining a killer story, deep and meaningful characters, with a lush if claustrophobic setting. The backdrop of 1860’s Prague was breathtakingly beautiful: a city on the cusp of change from fire to gas; a city drenched in shadow but clinging to the light; a city built on the ruins of another that came before it, with the beings of the night lurking within. From tight back alleys to gilded opera halls to the mansions of the elite to the slums of the Jewish quarter, Nicole Jarvis sets the stage incredibly well! If not for the strength of its characters, I’d say the setting was the story’s strongest asset.
Prague did not know Domek, did not need him, but his life was overlaid on the ancient streets in watercolor, the patterns sheer and impermanent.
But the characters are quite well done as well. Both Domek and Ora are well-fleshed, with their own history and motivations, intentions and ideals—so that while they may want in one another’s pants and/or gowns, they don’t necessarily want the same thing for Prague. And while the two may fall on the same side now and then, they definitely aren’t that way all the time. I loved their interactions—be they hot and heavy, violent, or even casual—and it was this that kept the story from ever feeling too weighed down or stagnant, even toward the end when the action-sequences sometimes threaten to override the plot. While Domek isn’t the brightest tool in the river, he makes up for it with his deep- and well-thought-out plans, his ingenuity and stubbornness. Ora’s just pretty amazing—no notes! But where these two are so strong, I found the supporting cast was a bit hit and miss. Some characters seemed deep enough to carry their own POVs, while others felt too hollow to be little more than set dressing. The POVs definitely carry the load, however, so there’s relatively little to complain about, story-wise.
1860’s Prague provides an incredible backdrop for any fantasy adventure, at least when one plays it up as well as Nicole Jarvis does. The city was resplendent, despite the story mostly taking place in the dead of night, where the streets are quiet, dark, and claustrophobic, and the atmosphere one of tension. While the story might get a bit iffy later on, the interactions between the two POV leads Domek and Ora provide more than enough of a reason to press on. Turns out, the characters are just as impressive as the world-building. Come for the vampires and dark atmosphere, stay for the romance, action and characters. Heartily recommended!
I’m not sure if The Lights of Prague will remain a standalone or spawn a series, but the ending sets up a possible future if the author decides to go down that road. Best just to read it now.