The Cassini Division Ken MacLeod  
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With his third novel, Ken MacLeod elaborates further on the future timeline of his first two, The Star Fraction (1995) and The Stone Canal (1996). Most relevant is book two, which established a colony on the remote world New Mars via a spatial wormhole created by superhumans—transcendent machine-hosted intelligences called the "fast-folk". The original fast-folk crashed from too much contemplation of their metaphorical navels, but their descendants on Jupiter still harass Earth with virus transmissions that have killed off computers and the Internet. Enter black heroine Ellen May Ngwethu of the Cassini Division, an elite space-going force created to defend against the fast- folk. Her wild doings in the 24th century's anarcho-socialist utopia make for fun reading— everyone will covet her smart-matter clothing that can become a spacesuit, combat outfit, evening gown or satellite dish at will. But Ellen's and the Division's political philosophy is brutally tough, with alarming plans to use a planet-wrecking doomsday weapon against "enemies" who may not in fact be hostile. In a climax of slam-bang space battle, MacLeod crashes the ongoing ethical debate into a brick wall and leaves you gasping. Witty, skilful, provocative, and just a trifle too glibly resolved. —David Langford

The Web: Cydonia Ken Macleod  
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Links and Weaver are game zone rivals, notching up alien kills by the dozen, but when the police start to take an interest in the Cydonia conspiracy site, they join forces. And this is only the beginning of their problems.

Set in the future, when man has landed on Mars and the Internet has been replaced by The Web—an infinite virtual reality world which dominates everyone—this is a fast-paced adventure with recognisable characters and plenty of excitement. (Ages 10-14 years)

The Sky Road Ken MacLeod  
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In the sequence that started with The Star Fraction, MacLeod has created a future history whose crucial event was left-wing students arguing about anarchism in the 70s. And on this turns the destruction and renaissance of civilisation, here and elsewhere in the human galaxy. In his fourth book, he productively fills in some of the gaps—this is the story of Myra, Trot turned entrepreneur, whose nuclear deterrence-for-hire is so crucial to the event known by some as the Fall and others as the Deliverance. It is also the story of young Clovis, part-time worker in the yard that is building the first space-ship for centuries, part-time scholar trying to find out what Myra the Deliverer was really like. MacLeod's quirky and intelligent take on the world of power politics, and the paradoxes that arise when ideology is made praxis, and his charmingly cynical gift for engaging and engaged protagonists, are something to which the SF audience has become used. What this book also has is a profound sense of the beauty of a simpler and stiller world; MacLeod's real gift is his capacity to see all sides of a question, even when he is sure of the answer. —Roz Kaveney

Cosmonaut Keep Ken MacLeod  
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Like a British—specifically, Scots—counterpart of Bruce Sterling, Ken MacLeod is an SF author who has thought hard about politics and delights in making unlikely alternatives plausible, grippingly readable and often downright funny.

Cosmonaut Keep swaps between two timelines whose characters share the ultimate goal of interstellar travel. In an uncertain future on the far world of Mingulay, human colonists live in the title's ancient, alien-built Keep—coexisting with reptilian "saurs", trading with visiting ships piloted by krakens, and hiding their laborious "Great Work" of developing human-guided navigation between the stars.

Meanwhile alternate chapters present a mid-21st century Earth whose EU is (to America's horror) Russian-dominated with a big red star in the middle of its flag, rumours of alien contact aboun, and computer whizzkid Matt Cairns finds himself carrying a datadisk of unknown origin that offers antigravity and a space drive.

Clearly the later storyline's Gregor Cairns is Matt's descendant. There are ingenious connections and surprises, with witty resonances between their wild careers, their travels and their bumpy love-lives. The foreground action-adventure points to a bigger picture and a master plan known only to the godlike hive-minds who built the "Second Sphere" of interstellar culture and who regard traditional SF dreams of unlimited human expansion through space as precisely equivalent to floods of e-mail spam polluting the tranquil galactic net.

Cosmonaut Keep opens MacLeod's new SF sequence Engines of Light. It is highly entertaining and intelligent, promising more good things to come. —David Langford

Engine City Ken MacLeod  
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Engine City completes Ken MacLeod's "Engines of Light" trio of sophisticated, politically astute space operas. Previous volumes were Cosmonaut Keep and Dark Light.

MacLeod has lots of fun with UFO conspiracy theories, since here the saurian-descended "Alien Greys" with their antigravity saucers actually exist. So do hairy Bigfoot-like primates, sea-dwelling selkie folk, and other legends. Planetary fossil records are a misleading mess, thanks to tampering by the "gods".

These gods are hive-mind intellects, vast, cool and irritable, occupying comets and asteroids. They have long been transplanting intelligent species across space, and playing them off against one another, just to keep the noise down—the dreadful racket of radio broadcasts and space exploration. "Their first and last commandment is: do not disturb us."

The mixture of human and other races dumped in the Second Sphere, a far-off galactic region, is up to potentially disturbing activities: an accelerating growth of technology and interstellar trade. Are rumours of octopod alien "Multipliers" mere disinformation, or are these the Gods'-appointed nemesis for the human-led Bright Star Cultures and their commercial empire? Some long-lived cosmonauts, surviving from book one, hope for peaceful diplomatic relations. One, an unreconstructed Russian veteran, urges a massive arms programme on the world of Nova Terra. Everyone, but everyone, is in for surprises.

The twisty narrative has many cheery asides, such as the naming of a flotilla of human-built UFOs: "Matt's suggested names (Rectal Probe, Up Yours, Probably Venus, Strange Light, No Defence Significance) were all rejected..." Or a saurian's patient explanation that antigravity was useless for building their equivalent of the Pyramids, which required enormous ramps of close-packed earth, miles of rope, and tens of thousands of workers: "But when you tell people that, they don't believe you."

Towards the finale on Nova Terra, events are complicated by heavy weaponry, alien symbiosis, a programme of "guerrilla ontology" featuring literal "Men in Black" and devastating intervention by one of the gods. For excellent self-defensive reasons, the Bright Star Cultures class the killing of Gods (theicide) as a heinous crime. The provocation, however, is great...

A highly enjoyable conclusion to a fizzy, fast-moving but persistently intelligent trilogy. —David Langford