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REVIEW: 'Travelling Without Moving' By Nathan Jones

Publisher: Self Published

Written By: Nathan Jones

RRP: £7.99 / $9.99 (Paperback) | £2.99 / $4.12 (Kindle)

Reviewed by: Sebastian J. Brook

Imagine, if you will, a world that blends The Matrix, Mortal Engines and TRON, - this would go some way to giving you just a taste of the mind-blowingly brilliant world that Nathan Jones has given us in Travelling Without Moving. In fact, it's fair to say that, right from the off, this book, even in light of the comparisons, is genuinely unlike anything we've ever read before.

Focusing on Napalm Carton, the story explores his self awareness of the world he lives in (Kaputt) and the suspicions he has about the very reality around him. A mystery that takes you right up to the last drops of ink to unravel.

The exploration of multi-faceted aspects of reality is realised in lavish detail. From the moment we see Mokey taking Napalm's Willy Wonka-esque, mind-enhancing concoction we are catapulted into his game like world - and like all good stories, it has a beginning, a middle and an end. Jones' world-building is king here; the lore, the sounds, the shapes and the very fabric of the detail he paints, enwraps the reader in totality. It's like putting on a VR headset and being immersed in a new world; you completely forget everything around you and focus only on everything before you.

The disparity between The Americas (the Western half of Kaputt) and Kaputt Real (the Eastern half), is almost akin to The Man In The High Castle; the West VS East 'us and them' duality, almost serves as an underlying theme throughout the book - in many different forms. On this front, Jones' work feels very much on a higher intellectual plain than you may at first think. There's purpose and planning that slowly reveals itself in several 'Aha!' moments, or even back-pocketed until the very end. It's impressive to say the least. 

There was a section in the book that reminded me of a kids TV show I watched, growing up, called Knightmare, in which a team of kids enter a virtual reality type game world, where they have to survive on their wits, whilst making smart choices along the way. Every now and then they would arrive in a room with a table which has a selection of items you need to choose from - I couldn't help but feel pangs on nostalgia as I read that paragraph:

"The scullery door, yes, a scullery door, was locked. He didn’t have the key, and he needed to get out. That was all that mattered. On the table sat a selection of items: a pocketknife, a compass, a box of matches, a tin pot of glue, a length of copper wire, and a hessian sack of quick-rice.   ‘Ok,’ he said, his voice flat and mechanical.  ‘Classic locked room puzzle, I reckon.  How do we get out of here?’

It also made me sit up and realise just how worrying the prospect is of being trapped somewhere you *know* just doesn’t feel right. That every move you make is somehow pre-determined or destined to be outplayed. It can be a real rabbit-hold moment for the reader if you truly allow yourself to be immersed in the allegory.

From the clockwork sun of Kaputt's bio-dome, to the rich tapestry of realities, characters, cultures and devices, Travelling Without Moving is truly a ground-breaking piece of literature that captivates the imagination, frees the mind and ensnares the reader in Jones' mastery.

There's a hell of a cliffhanger, too - one that Doctor Who itself would be proud of. With the seeming promise of more adventures to come, this epic work - and it really IS epic - will take some beating. 


+  Travelling Without Moving is Out Now!
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REVIEW: 'Zoomers' By John Drake

Publisher: Three Ravens Publishing

Written By: John Drake

RRP: £12.00 / $25.84 (Paperback) | £4.25 / $5.86 (Kindle)

Reviewed by: Nathan Jones

I’m definitely not the first person to compare John Drake’s Zoomers to the Hitchhiker’s Guide to the Galaxy books by Douglas Adams, and I certainly won’t be the last. The plot, after all, revolves around a typically English character being whisked away from Earth into a madcap, hilarious sci-fi adventure.

The Arcadian people—if you can call tentacled creatures people—have decided the end of the universe is nigh. Doubting their own ability to avert the ultimate disaster, General Buck—a tea and biscuit obsessed leader—and Professor Doubt, decide to enlist the aide of a human. Their logic is that, since Earthlings tend to obsess over meaningless details and often ignore the major devastating issues in life, a human might be able to provide a completely different viewpoint on the end of everything.    

So, Scratch, a Southend-on-Sea professional burglar, is “Zoomed”, mid-job, to Arcadia, by Pdnrtk (otherwise known as Terry). Unexpectedly, Scratch does not arrive alone. He’s accompanied by Mr. Reisback, a retired human resources manager who is obsessed with the imminent delivery of his new sofa, Cantina, a Swiss pharmacogenomicist, and Glorious, the well-groomed, female plumber to the king of Kenya.

Before they begin training Scratch et al to collect data from on the demise of individual planets, Corporal Cauliflower (a “miserable optimist”) and Sargent Bakewell must practice the task themselves, Zooming through space and time to various, unexpectedly dull planets, when all they really want to do is head to the Moon Shots bar for a glass of Pomplefitzer and “cheerful”.

Elsewhere, in the Arcadian Production Corporation, Jod, Quality Control Engineer, Fourth Class, has a regrettable accident with his iron wedding ring on the lithium bracelet production line. It results in the creation of the universe’s first conscious alloy. This gift of self-awareness and intelligence spreads quickly across inanimate items, resulting in attempts to overthrow their sentient overlords in ways you would never conceive.

Despite Zoomers obvious parallels with Adam’s works—is it possible to write a space comedy without such comparisons being made?—Drake definitely has his own, individual style. Firstly, his plot moves much faster, thereby cramming more comical content into a similar space. Secondly, he focuses much more on dialogue than description. And last but not least, if you can possibly imagine so, the plot is even more eccentric and ridiculous than those of the Hitchhiker’s series.

For me, the highlight of the book is definitely the farcical dialogue of a host of characters who all—except possibly Scratch—appear to have serious mental misgivings. Each and every scene seems comparable to a stand-up routine full of wordplay, quips, and humorous miscommunication. Following Scratch through the bizarre plot gives the reader a perfect grounding, however, as he’s a plain-speaking, no-nonsense kind of chap, with the ability to see through all the nonsense thrown at him to the heart of the matter.

If you’re in need of a seriously good laugh, Zoomers is for you.


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REVIEW: 'Korian: The Manian's Spear' By Giorgio Garofalo

Publisher: Self Published

Written By: Giorgio Garofalo

RRP: £12.66 / $17.50 (Paperback) | £2.25 / $3.09 (Kindle)

Reviewed by: Nathan Jones

Giorgio Garofalo’s Korian: The Manian’s Spear - the first book in his Korian Epic Fantasy Adventure Series - is nothing short of a truly epic fantasy tale. 

An evil force approaches, casting darkness over the humans and ruids of Endura, thereby bringing an end to centuries of peace and stability. Although he remains entrapped in solitude, Adam Hades still wields considerable power. Through his envoy, Aaron, a hulking, deadly creature with burning eyes, and his army of stragoy (for want of a better word, zombies) and skines, Hades once again intends to take control of the planet Endura, and he seems intent on burning everything to the ground on his journey towards dominance.

In the face of such evil, humans and ruids are forced to retreat and hide into remote and isolated communities, their only real hope for salvation the legendary Azura, a saviour foretold to restore balance to the world. Otherwise, all will be lost, as Hades’ armies are sure to overwhelm the remaining pockets of humans and ruids eventually.

So, who might this Azura be? Three young boys named Doric, Will, and Korian are the most likely candidates. We follow these three boys on their decades-long, challenging, often tortuous journeys to adulthood. One of them, we hope, will pass through the mystical portal constructed by Crogan, a magical warrior or “manian”, to retrieve the legendary manian’s spear. 

Korian: The Mainan’s Spear is truly Homeric in its scope. Garofalo clearly worked hard to build a rich, convincing environment, full of detail, history, and complex, distinct characters. Readers are taken on a brief journey through time, from the days of Endura’s greatest leader, Zoren Ro (who defeated Adam Hades the first time), to “modern times” and even hints towards technology and civilised planets beyond “medieval” Endura. The story will keep you on your feet with unexpected plot twists, and some very dark, emotional moments sure to keep you invested in the complex story.

This is not just another standard, formulaic fantasy tale but an intense, intelligent, quite individual saga that sets the scene for a thrilling series. It’s a real page-turner, full of heartless villains, legendary battles, inventive flora and fauna, impressive scenery, and heroes that must undergo challenges so cruel and arduous they will make you wince in sympathy. Garofalo’s fluid, descriptive writing, entertaining from the first to last page, will transport you to a world you’ll swear you’ve walked on yourself.  

+  Korian: The Manian's Spear is Out Now!
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REVIEW: 'United Vidden' By Fern Brady

Publisher: Inklings Publishing

Written By: Fern Brady

RRP: £12.04 / $14.95 (Paperback) | £3.92 / $5.43 (Kindle)

Reviewed by: Nathan Jones

Fern Brady's United Vidden - the first book in her Thyreins’s Galactic Wall series - is a highly creative, compelling Science Fantasy / Space Opera story set in an imagined future of our universe, with a unique romance theme at its core.

The story revolves around Princess Verena, daughter of the widowed King Dekkyle, ruler of Dravidia—the northern half of the Vidden continent on planet Jorn, one of fifty-one major populated planets in Thyrien’s Galactic Wall (wall, we believe, meaning galaxy). The second major player is Prince Amiel, ruler of the southern half of the Vidden continent—Aulden. Amiel seems set on ruling over the whole continent and winning the heart of the fair and courageous Princess Verena. His motivations, however, are questionable.

Across the eastern Black Ocean, or western Green Ocean, the Gortive people of the Parthia continent seem to be preparing for war, so perhaps a United Vidden would be in favour its people, who usurped the aboriginal Gortive from “their” lands eons earlier.

More than anything else, United Vidden is a wonderful combination of royal court drama (reminiscent of Elizabethan times) and adventure. The changing allegiances of the aristocracy as the story progresses are captivating and led by the intriguing twists and turns of the masterful plot. The main characters are truly unforgettable and far from static, changing and developing as the gripping story unfolds. Their tempestuous journeys make this a real page-turner.

The machinations of the Wall’s magical religious sects (Rajin, Nijar, The Elamin Order, and more) overlay the plotting and romances of the book’s “ordinary” folk. And on a higher level than this, we get hints at The Wall’s interplanetary politics, between members of the Intergalactic Council such as planets Schol, Drulin, Fratern, and Fridgia. The various levels of power and influence give the read a true sense of being a space opera, along the lines of Frank Herbert’s Dune.

This book would make an amazing movie, it very much plays out like a blockbuster in the reader’s head. One that would appeal to both Sci-fi and Fantasy fans. Understandably, as this is the first book in a series, many of the plot lines remain open at the climax, but the ending of the novel is very satisfying regardless.

As this was released in June, 2020, we’re very much hoping the sequel will be released sometime soon.

+  United Vidden is Out Now!
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