It’s Hugo Month!


For years now, we have done our best here at Escape Pod to bring you audio renditions of the Hugo-nominated short stories. Our original reason was to allow the Worldcon voters to have access to all the nominated stories, as some stories wouldn’t be easy to find (eg, it was in the January issue of a magazine you don’t read…). But now, Worldcon is putting out the Hugo pack for its members to receive the stories in ebook form.

Even though the voters now have the stories emailed to them, we still embrace the tradition of dedicating May to the best stories voted on by fandom. So get ready for Hugo month!

Note- even though we have dedicated ourselves to SF-only stories since branching off Pseudopod and Podcastle, we will run non-SF stories during the Hugo month, if they are nominated. (And this year we have three!)

Also, this year we had a new thing happen- An Escape Pod reprint AND a Podcastle reprint were nominated! We are so thrilled to have already offered these stories, but to remind you, and keep all the Hugo posts together, we will be bringing you Podcastle’s recording of “The Paper Menagerie,” and rerunning “Movement” as a mid-week special.

The nominees and the schedule:

“The Cartographer Wasps and the Anarchist Bees” by E. Lily Yu (Clarkesworld April 2011) – Running 5/3/12
“The Homecoming” by Mike Resnick (Asimov’s April/May 2011) – Running 5/10/12
“Movement” by Nancy Fulda (Asimov’s March 2011) – Running 5/14/12
“The Paper Menagerie” by Ken Liu (The Magazine of Fantasy & Science Fiction March/April 2011) – Running 5/17/12

The very funny “Shadow War of the Night Dragons: Book One: The Dead City: Prologue” by John Scalzi (Tor.com) will not be appearing on Escape Pod, but you can (and should) read it in its entirety at Tor.com. And here’s a taste:

Night had come to the city of Skalandarharia, the sort of night with such a quality of black to it that it was as if black coal had been wrapped in blackest velvet, bathed in the purple-black ink of the demon squid Drindel and flung down a black well that descended toward the deepest, blackest crevasses of Drindelthengen, the netherworld ruled by Drindel, in which the sinful were punished, the black of which was so legendarily black that when the dreaded Drindelthengenflagen, the ravenous blind black badger trolls of Drindelthengen, would feast upon the uselessly dilated eyes of damned, the abandoned would cry out in joy as the Drindelthengenflagenmorden, the feared Black Spoons of the Drindelthengenflagen, pressed against their optic nerves, giving them one last sensation of light before the most absolute blackness fell upon them, made yet even blacker by the injury sustained from a falling lump of ink-bathed, velvet-wrapped coal.

Read more at Tor.com.

This year’s stories are pretty amazing, (two of them may drive you to tears- long time EP fans will easily guess one of the culprits) and it will be tough voting. But we hope you enjoy Hugo month as much as we enjoy bringing it to you.

You can also get ALL of our Hugo-nominated stories on one feed! Subscribe here!

Film Review: “Highlander: Endgame”


The following review contains spoilers for the first three Highlander films and the television series.

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What do you do after your 1986 movie achieves cult status? Well, if you’re lucky, you get to make a sequel. When that sequel bombs, you get to make another sequel. If the third film bombs, maybe you’ll be lucky enough to get your intellectual property turned into a TV series that gets passable ratings and hangs around for six years — long enough to justify a fourth film in the series.

In other words… someone made Highlander: Endgame, the fourth movie in the series. And I watched it. More than once.

Although set in 2002*, four years after the end of Highlander: The Series, the film actually begins in 1992, when Connor MacLeod arrives at his New York shop/apartment just in time to see it blown up, taking the life of Rachel Ellenstein, the young girl he adopted during (I believe) World War II. Devastated that he’s lost everyone he loves, Connor joins up with the Watchers, a group dedicated to chronicling the lives of the immortals, and agrees to go into the Sanctuary. There, the Watchers keep several immortals out of The Game (the worldwide headhunting competition with a nebulous “prize” to go to the last survivor) so that no one can be the last.

Now, in 2002, Duncan MacLeod (Connor’s cousin and friend) is still secluded, meditating, trying to find himself after (in the series) killing his protege Richie and getting the It’s a Wonderful Life treatment from Roger Daltrey**. He has a prophetic dream and visits his friend Methos, the oldest Immortal on the planet, before heading to New York to see if he can figure out what happened to Connor ten years ago. Way to wait around, my friend.

Meanwhile, the villain of the piece, Jacob Kell, goes to the Sanctuary and kills all the immortals there with the exception of Connor — I’m still not sure how he escaped, or who let him free. Kell is powerful and ruthless, and he hates Connor for killing his mentor, while Connor hates him for killing his mother. Kell and his guys go to New York and face off against Duncan, but the only death is from Kell, who kills one of his henchmen. Shortly after, Duncan is sent to the Sanctuary, only to be rescued by Methos and his (Duncan’s) Watcher, Joe Dawson. They explain that Kell has killed 661 Immortals, more than Duncan and Connor combined.

Eventually it’s revealed that Connor is still alive. We see several adventures of Connor and Duncan in the past, including when Connor taught Duncan the “unbeatable move” — one would think he’d have used that at some point in the last three films. But anyway. Things come to a head between the MacLeods and Kell, and as we know, there can be only one.

In addition to a spectacularly-ancient-looking Christopher Lambert as the supposedly-immortal Connor MacLeod, Shelia Gish and Beatie Edney reprise their roles (however brief) as Rachel and Heather (the latter being Connor’s first wife, from the 1500s). However, top billing goes to Adrian Paul, star of the Highlander television series, now sporting short hair. Paul is as good in the film as he is in the series — a sort of cardboard boy-scout good-guy character with very little darkness in him despite everything he’s done. Kell is portrayed by Bruce Payne (great name there) and unlike the villains of the previous two films he’s not a cutout. He actually has a good reason for hating Connor. He’s also kind of nuts.

There’s quite a supporting cast in this film, which is topped by Lisa Barbuscia, a model and musician. She plays Kate, who, in the 1700s, was Duncan’s wife. However, she was also a pre-Immortal. Now, in 2000, she is fashion designer Faith and she is wicked pissed at Duncan for making her Immortal and depriving her of children. Good motivation. Donnie Yen is the most honorable of Kell’s henchmen, Jin Ke. Peter Wingfield and Jim Byrnes reprise their roles from the series as Methos and Joe Dawson, and there’s a special appearance by Adam Copeland, better known as the WWE’s “Edge”. Interestingly, “Edge” got a “special guest star” mention in the credits, because as we all know that sort of thing will bring in all the wrestling fans.

For what it’s worth, he didn’t suck in his brief role, although one wonders why a Canadian-speaking rogue was hanging out in Kildare, Ireland.

Oh, and one other weird piece of casting — June Watson, who played Connor’s mother, looked an awful lot like Stanley Tucci’s weird cohost in The Hunger Games. It was distracting.

If you take Highlander: Endgame as a straightforward action film and don’t care about the plot, I think you’ll be satisfied. Unlike Lambert, Paul is actually capable of moving in the way martial artists have to (he’s a dancer), and he also spent six years doing martial arts and swordplay on the TV show. Plus, Donnie Yen choreographed the martial arts for the film. The fights in this movie are faster and crisper, and the cinematography is better; in this alone the film is elevated above the previous three. However, Connor still gets his moment as awesome swordsman dude by teaching Duncan the unblockable attack I mentioned earlier. Now, I’m not a swordsman by any stretch of the imagination, but I can think of at least three ways to get out of the move, not the least of which is to duck, you idiots!

But I digress.

One thing I did like about the fighting was the contrast between Connor’s and Duncan’s styles — Connor, while a good swordsman, is definitely a dirtier fighter; Duncan prefers to keep it clean. We do get the fight between the two of them that people have been waiting for since the pilot of the TV show, though.

The writing was about as good as an episode of the television show — Connor got the good quips; Duncan didn’t. Duncan never really struck me as a quippy kind of guy anyway. In what was supposed to make the viewer go “ah-ha-HA, indeed!”, Kell had 661 kills at the start of the film. Which meant he almost had 666. Given that he was trained as a seminarian, it’s supposed to be ironic. But it wasn’t.

Because this was a Highlander movie, we had to have at least one sex scene with nudity. This time, it was awarded to Paul and Barbuscia. I’m not quite sure of Faith’s motivation to sleep with him after she lays into him with a wicked tongue-lashing***.

Set design and music were again about average, although I really got tired of the Scotland Enya-style music — it always makes me think of this song from the Toys soundtrack. The original ending had a really bad composite shot of one of the heroes standing at a grave before walking off into what was supposed to be the moors of Scotland, and I wasn’t thrilled to be leaving the movie with that shot — which is why I’m glad there was a director’s cut released with a slightly better ending.

Highlander: Endgame was in development hell for a while, and it shows. It went through several cuts and rewrites, leading to a subpar finished product in pretty much everything except the fight scenes that featured Duncan, and the conclusion of the Connor/Duncan battle. Christopher Lambert was getting too old for the role, and anyway he’d passed the torch in the TV series. This was not a good movie, and if you’re not a Highlander fan, you probably won’t like it. Even if you are, make sure you see the director’s cut so you can get the better ending and a few more scenes that make the plot work better.

I remember being pretty disappointed in the movie when I finally saw it (on DVD). It felt more like a two-parter from the series, and really, that’s what it should have been. It completely ignores the second and third films**** in favor of the TV show’s mythos — which is good, but not if you’ve never seen the show. It’s written without explanation of the Watchers or how Joe and Methos are Duncan’s friends, and there’s no time in the film to give anyone a really decent character arc except Kate/Faith. At least we could all take heart that this would be the last of the…

Oh, wait? It… it wasn’t?

Looks like it’s time to dig up my digital copy of Highlander: The Source, then.

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Note to Parents: As with the other Highlander films, this movie contains violence (including decapitations), nudity, adult language, and adult situations. At least in this one the sex scenes actually flow with what little plot there is, whereas in the last one it was just indulgence on the part of the director and star. I think this could be handled by most older teens, as long as they don’t get all tittery***** about nude women on film. Of course, you should use your own best judgment when it comes to your children.

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* The first present-day scene in the film actually happens “ten years ago”. If Connor and Duncan last saw each other in the pilot of the series, which was 1992, then the earliest the film could possibly occur was 2002. Since the technology was pretty much present-day for the film’s release, I’m saying it’s in 2002. You can dispute me if you like.

** It actually makes sense on the show. Don’t try to figure it out right now.

*** No pun intended. This was the 00s; heroes in film didn’t regularly engage in oral sex at the time. That didn’t come — oh, shut up — until a few years later.

**** With the exception of some good bits from Sean Connery, everyone should ignore the second film.

***** See what I did there?

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Escape Pod 342: Certus Per Bellum


Certus per Bellum (Decided by War)

By S. Hutson Blount

“It’s quiet outside,” Nohaile said, trying to find a comfortable way to sit in his armor suit. “Are you sure it’s started?””It’ll get plenty loud,” said the girl. She was armored only in a ratty sweatshirt and a patched bib coverall. She’d entered the bunker with a vest and some sensible-looking boots, but promptly removed them. Her bare feet made her look about twelve years old. “For right now,” she continued after some rapid two-thumb typing on her hand console, “we got time to kill.”

“Miz Bamboo, do you think we can win?” Nohaile had a matching helmet to go with his armor. He felt foolish either leaving it off or putting it on, so it worried in his hands.

The girl laughed a little. It didn’t reach her eyes. “There’s no ‘miz.’ Bamboo is my handle, not my name.”

“I’m sorry.”

“No worries. And yeah, we can win. The other guy hired cheap.”

Bamboo kept looking at the display on her console, checking through her seemingly-infinite pockets and producing unidentifiable items to inspect and disappear again. Everything she carried seemed dirty but functional.

Nohaile looked down at his shiny armor suit and was ashamed.

“So, when do I get the story?” Bamboo asked.
(Continue Reading…)

Film Review: “Highlander III: The Sorcerer”


This review contains major spoilers for Highlander and mild-to-moderate spoilers for Highlander III.

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One of the things I love about my job is that, as long as we get our work done, we can occupy the free bandwidth in our brains however we like. Some of us listen to music, some of us watch Netflix, and some of us just work. Usually I listen to music, but recently I was walking into work and whistling the theme from Snoopy, Come Home* and decided I wanted to watch it on YouTube (which I’ve done before) while I worked.

Then I decided to branch out. First I found Armageddon**. Then I found Highlander II***. That led me to Highlander III: The Sorcerer, which originally hit theaters as Highlander III: The Final Dimension.

I think we all remember the tragedy that was the second Highlander film. I certainly do. I mean, I’d just seen it two days prior. When the third film came out, I decided I liked the story enough to see H3 in theaters. Yeah, that’s right, I spent my hard-earned $6 on a ticket to the movie.

And I enjoyed it****.

For those of you living under a rock, Highlander is the story of Connor MacLeod, an immortal Scotsman who, like others of his kind, fights with a blade and can only be killed by decapitation. Otherwise, he doesn’t age and can’t be hurt. In the first film, he thought he won “The Prize” by defeating Kurgan, the man who killed his best friend Ramirez and then raped his wife, back in the 1500s. Now, eight years later, MacLeod is living in Morocco with his friend Jack and his adopted son John. He feels a disturbance in the Force and realizes that, although he won The Prize, he hasn’t killed all the immortals on the planet.

In the 1600s, after his wife’s natural death due to old age, MacLeod wandered the world, eventually ending up in Japan, the home of the legendary sorcerer and swordmaker Nakano. MacLeod trained with Nakano and earned the power of illusion (which for some reason he didn’t use in the first two films — go figure, right?), but when the evil immortal Kane and his two henchmen arrived, Nakano sacrificed himself to save MacLeod’s immortal life. Nakano used his power to trap Kane and his henchmen for 300 years, until an archaeological expedition unearthed Nakano’s cavern. Kane escaped and came after MacLeod.

As with the first (and fourth) Highlander film, MacLeod’s story is told twice — first in the present, and also in the past. This time, it’s the French Revolution, when MacLeod is introduced to Sara, a free-spirited young woman who he is sent to “tame”. Sara bears more than a passing resemblance to Dr. Alex Johnson, the archaeologist who found Nakano’s tomb. MacLeod deeply loved Sara, and in the present, he falls in love with Alex. However, Kane’s thirst for vengeance leads to death and destruction in New York City, and both Sara and John (MacLeod’s son) are placed in great peril.

I think you can figure out how the movie ends.

Christopher Lambert returns to portray MacLeod. Of French descent, Lambert’s accents are meandering at best — he’s an okay Scotsman, but otherwise he speaks in what I assume is his normal voice. He does a good job with the swordfighting and action sequences, and he delivers the requisite quips as any good 90s actor should. Plus, at the time he was still young enough to convincingly portray someone who hadn’t aged a day in eight years. Makeup probably helped. His foil, Kane, was played by Mario Van Peebles. Highlander villains tended to overact, and I get the feeling the director told Van Peebles to emulate Clancy Brown (the villain in the first film) as much as he could. Gravelly voice, leering expression, strange tongue movements, the whole bit. If that was the direction, then he pulled it off admirably. As a teenager, I bought him as a villain, but watching the film 20-ish years later, I need more from my Big Bads. For starters, they need to have better motivation than “I’ve hated you for 400 years”. Deborah Unger, who’s in Combat Hospital but otherwise I didn’t really recognize, is both Alex and Sara, and she, like Bonnie Bedelia [NB: Roxanne Hart, not Bonnie Bedelia. Sorry about that.] in the first film, does a fine job as The Girl.

I think the best adjective for this film, overall, is “passable”. The music was passable; the plot was passable, the acting was passable, the obligatory montage***** was passable, the special effects were passable (for the time)… the sets and production design were cool, and the swordfighting was as good as to be expected in the Highlander films, but nothing else really jumped out at me as being exceptional. I wasn’t terribly invested in the love story (either of them), the villain, the historical sequences (it was the bloody French Revolution; I expect they could’ve done a lot more with that part), or MacLeod’s adopted son. And, I mean, as a 16-year-old, the nudity was awesome, but these days I don’t really need it, and as a 30-something, I’ve seen it already.

But, y’know what? I think that’s all okay. Because if you go into this film expecting a great movie, you’ll be sorely disappointed. There’s a lot of overacting, some silliness with magic and illusions (humans turning into birds, anyone?), and the requisite “asshat policeman” villain. But if you liked the first Highlander film and you can put aside the fact that it was set up to be a single film with no sequels, you’ll enjoy this movie too. I got what I came for when I went to the theater, and watching it in the background while I worked gave me what I came for as well — a film I’ve seen enough times that I didn’t have to actively watch it, and something going on in the background to fill my mental bandwidth.

I know some people say there should have been only one, but if there had to be a sequel… I think this was pretty decent.

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Note to Parents: This film contains violence — including decapitations — as well as adult language and sexual situations. Compared to today’s films, it’s not that graphic, and if it wasn’t for the nudity, this film would probably get a PG-13, not an R. I kind of think Lambert has it in his contract that all Highlander films have to have at least one over-long sex scene, and this film definitely has that too. The sex scene is what pushes this past the limit of “allowable content” for teens, in my opinion. Of course, you should use your own best judgment when it comes to your children.

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* You can watch the whole thing on YouTube here.

** Don’t laugh. If you go into it with low expectations for plot and high expectations for one-lines and explosions, you get exactly what you are looking for.

*** Oh, shut up.

**** Hey, I was 16, and it had nudity. Don’t judge.

***** In this case, sword-making, set to Loreena McKennitt, because that just screams Scotland, doesn’t it?

Escape Pod 341: Aphrodisia


Aphrodisia

By Lavie Tidhar

It began, in a way, with the midget hunchback tuk-tuk driver.

It was a night in the cool season…

The stars shone like cold hard semi-precious stones overhead. Shadows moved across the face of the moon. The beer place was emptying –

Ban Watnak where fat mosquitoes buzzed, lazily, across neon-lit faces. Thai pop playing too loudly, cigarette smoke rising the remnants of ghosts, straining to escape Earth’s atmosphere.

In the sky flying lanterns looked like tracer bullets, like fireflies. The midget hunchback tuk-tuk driver said, ‘Where are you going -?’ mainlining street speed and ancient wisdom.

Tone: ‘Where are you going?’

The driver sat on the elevated throne of his vehicle and contemplated the question as if his life depended on it. ‘Over there,’ he said, gesturing. Then, grudgingly – ‘Not far.’

But it was far enough for us.

Tone and Bejesus and me made three: Tone with the hafmek body, all spray-painted metal chest and arms, Victorian-style goggles hiding his eyes, a scarf in the colours of a vanished football team around his neck – it was cold. It was Earth cold, not real – there was no dial you could turn to make it go away. Bejesus not speaking, a fragile low-gravity body writhing with nervous energy despite the unaccustomed weight – Bejesus in love with this planet Earth, a long way away from his rock home in space.
(Continue Reading…)

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Escape Pod 340: Golubash (Wine-Blood-War-Story)


Golubash (Wine-Blood-War-Story)

By Catherynne M. Valente

The difficulties of transporting wine over interstellar distances are manifold. Wine is, after all, like a child. It can _bruise_. It can suffer trauma—sometimes the poor creature can recover, sometimes it must be locked up in a cellar until it learns to behave itself. Sometimes it is irredeemable. I ask that you greet the seven glasses before you tonight not as simple fermented grapes, but as the living creatures they are, well-brought up, indulged but not coddled, punished when necessary, shyly seeking your approval with clasped hands and slicked hair. After all, they have come so very far for the chance to be loved.

Welcome to the first public tasting of Domaine Zhaba. My name is Phylloxera Nanut, and it is the fruit of my family’s vines that sits before you. Please forgive our humble venue—surely we could have wished for something grander than a scorched pre-war orbital platform, but circumstances, and the constant surveillance of Chatêau Marubouzu-Debrouillard and their soldiers have driven us to extremity. Mind the loose electrical panels and pull up a reactor husk—they are inert, I assure you. Spit onto the floor—a few new stains will never be noticed. As every drop about to pass your lips is wholly, thoroughly, enthusiastically illegal, we shall not stand on ceremony. Shall we begin?

2583 Sud-Cotê-du-Golubash (New Danube)

The colonial ship _Quintessence of Dust_ first blazed across the skies of Avalokitesvara two hundred years before I was born, under the red stare of Barnard’s Star, our second solar benefactor. Her plasma sails streamed kilometers long, like sheltering wings. Simone Nanut was on that ship. She, alongside a thousand others, looked down on their new home from  that great height, the single long, unfathomably wide river that circumscribed the globe, the golden mountains prickled with cobalt alders, the deserts streaked with pink salt.

How I remember the southern coast of Golubash, I played there, and dreamed there was a girl on the invisible opposite shore, and that her family, too, made wine and cowered like us in the shadow of the Asociación.

My friends, in your university days did you not study the rolls of the first colonials, did you not memorize their weight-limited cargo, verse after verse of spinning wheels, bamboo seeds, lathes, vials of tailored bacteria, as holy writ? Then perhaps you will recall Simone Nanut and her folly, that her pitiful allotment of cargo was taken up by the clothes on her back and a tangle of ancient Maribor grapevine, its roots tenderly wrapped and watered. Mad Slovak witch they all thought her, patting those tortured, battered vines into the gritty yellow soil of the Golubash basin. Even the Hyphens were sure the poor things would fail. There were only four of them on all of Avalokitesvara, immensely tall, their watery triune faces catching the old red light of Barnard’s flares, their innumerable arms fanned out around their terribly thin torsos like peacock’s tails. Not for nothing was the planet named for a Hindu god with eleven faces and a thousand arms. The colonists called them Hyphens for their way of talking, and for the thinness of their bodies. They did not understand then what you must all know now, rolling your eyes behind your sleeves as your hostess relates ancient history, that each of the four Hyphens was a quarter of the world in a single body, that they were a mere outcropping of the vast intelligences which made up the ecology of Avalokitesvara, like one of our thumbs or a pair of lips.
(Continue Reading…)

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Escape Pod 339: “Run,” Bakri Says


“Run,” Bakri Says

By Ferrett Steinmetz

“I just want to know where my brother is,” Irena yells at the guards. The English words are thick and slow on her tongue, like honey. She holds her hands high in the air; the gun she’s tucked into the back of her pants jabs at her spine.

She doesn’t want to kill the soldiers on this iteration; she’s never killed anyone before, and doesn’t want to start. But unless she can get poor, weak Sammi out of that prison in the next fifty/infinity minutes, they’ll start in on him with the rubber hoses and he’ll tell them what he’s done. And though she loves her brother with all her heart, it would be a blessing then if the Americans beat him to death.

The guards are still at the far end of the street, just before the tangle of barbed wire that bars the prison entrance. Irena stands still, lets them approach her, guns out. One is a black man, the skin around his eyes creased with a habitual expression of distrust; a fringe of white hair and an unwavering aim marks him as a career man. The other is a younger man, squinting nervously, his babyfat face the picture of every new American soldier. Above them, a third soldier looks down from his wooden tower, reaching for the radio at his belt.

She hopes she won’t get to know them. This will be easier if all they do is point guns and yell. It’ll be just like Sammi’s stupid videogames.

“My brother,” she repeats, her mouth dry; it hurts to raise her arms after the rough surgery Bakri’s done with an X-acto knife and some fishing line.

“His name is Sammi Daraghmeh. You rounded him up last night, with many other men. He is – ”

Their gazes catch on the rough iron manacle dangling from her left wrist. She looks up, remembers that Bakri installed a button on the tether so she could rewind, realizes the front of her cornflower-blue abayah is splotched with blood from her oozing stitches.

“Wait.” She backs away. “I’m not – ”

The younger soldier yells, “She’s got something!” They open fire. Something tugs at her neck, parting flesh; another crack, and she swallows her own teeth. She tries to talk but her windpipe whistles; her body betrays her, refusing to move as she crumples to the ground, willing herself to keep going. Nothing listens.

This is death, she thinks. This is what it’s like to die.


“Run,” Bakri says, and Irena is standing in an alleyway instead of dying on the street – gravity’s all wrong and her muscles follow her orders again.

Her arms and legs flail and she topples face-first into a pile of rotting lettuce. The gun Bakri has just pressed into her hands falls to the ground.

Dying was worse than she’d thought. Her mind’s still jangled with the shock, from feeling all her nerves shrieking in panic as she died. She shudders in the garbage, trying to regain strength.

Bakri picks her up. “What is your goal?” he barks, keeping his voice low so the shoppers at the other end of the grocery store’s alleyway don’t hear.

Why is he asking me that? she thinks, then remembers: all the others went insane. She wouldn’t even be here if Farhouz hadn’t slaughtered seventeen soldiers inside the Green Zone.

It takes an effort to speak. “To – to rescue Sammi.”

“Good.” The tension drains from his face. He looks so relieved that Irena thinks he might burst into tears. “What iteration? You did iterate, right?”

“Two,” she says numbly, understanding what his relief means: he didn’t know. He’d sent her off to be shot, unsure whether he’d linked her brother’s technology to the heart monitor he’d stuck in the gash in her chest. It was supposed to trigger a rewind when her heart stopped. If he’d misconfigured it, Irena’s consciousness would have died in an immutable present.

Irena looks back at The Save Point, stashed underneath a pile of crates, a contraption that’s totally Sammi; it’s several old X-Boxes wired together with rusted antenna and whirligig copper cups, the humming circuitry glowing green. It looks like trash, except for the bright red “<<” arrows Sammi spray painted onto the side. That, and the fact that it just hauled her consciousness back through time.

Bakri gives her an unapologetic nod: yes, I sent you off to die. “We can’t let the Americans get it.”

“No,” she agrees, then runs out to the street, headed four blocks down to where the prison is. She closes her hands into fists so her fingers don’t tremble.

She’s been shot. She will be shot again, and again, until she rescues Sammi.


“Run,” Bakri says, and this time she pushes the tether up around her arm – it’s wide enough to slide up over her bicep, underneath her abayah’s billowing sleeves – but the guards are panicky. They shoot her when she crosses the chain they’ve strung across the road to the prison entrance.

God damn you, she thinks. I’m not like Sammi. I don’t want to kill you. But they’re terrified of what Fahrouz did. He cut the throats of seventeen men before anyone heard him; it’s why the Americans rounded up anyone who had any connection to the resistance last night, including her brother.

They think Fahrouz was a new breed of super-soldier; they believe any brown face is capable of killing them. But she’s just a girl who’s never fired a gun, not even in Sammi’s stupid videogames.

“Run,” Bakri says.

She tries climbing the high fence around the prison, but the barbed wire rips at her hands and the guard on the wooden sniper platform scans the prison every sixty seconds. He is inhuman, never tiring (at least in the fifty minutes she has before The Save Point’s power fades and she’s pulled back to the alleyway) – and his aim is infallible. He introduces her to the horror of her first headshot; when she reappears in the alleyway, her brain patterns are so scrambled she has a seizure.

“Run,” Bakri says.

She tries different approaches; she smears her face with blood, yelling there’s a shooter in the marketplace. She weeps, approaching as a mourner.

She sneaks from the shadows. Anything to avoid killing them. They yell that they have orders to open fire on anyone crossing the line. Though they wince when they pull the trigger, open fire they do.

“Run,” Bakri says.

She tries prostrating herself upon the ground. As she kneels to place her hands on the concrete, the tether slides down her arm. The sudden movement causes them to fire.

“Run,” Bakri says.

She’s getting good at dying, now. The trick is to go slack, so you don’t flail upon waking when you rewind. Yet surrendering to her body’s shutdown is like dying before she’s dead. And every time she returns, Bakri’s grabbing her with his sweaty palms, demanding to know her goal.

“Stop it.” She slaps his hands away. She shakes the iron bracelet at him; things inside it rattle. “You gave me a tether that looks like a damn bomb.

No wonder they’re shooting me! You have to restart it – Sammi made a tether you could bite down on, so no one could see – ”

“That one broke when they shot Fahrouz in the head,” Bakri snaps back. “You’re lucky I could build any tether at all. You’re lucky I’m here.

Everyone else thinks this machine just drives men mad. They want Sammi to die.”

The stitches from where Bakri implanted the heart monitor never stop hurting, her gashes always bleeding in the same way. She’s always thirsty; her body can never relieve itself as she loops through the same time again and again. She gorges herself on stolen drinks from the marketplace between the alleyway and the prison – but then she’s back with Bakri, dryness tickling the back of her throat. Why didn’t she drink before Bakri started this? Why didn’t anyone tell her to start the Save Point when she was lying down, so she wouldn’t keep falling over?

“Run,” Bakri says. She wishes she could tell Sammi about her improvements. All this hard-earned knowledge, lost.

It becomes a game of inches. The babyfaced soldier is hair-trigger, ripping her body to shreds the moment anything unexpected happens – oh, Fahrouz, you put the fear of God into these Americans, you were only supposed to steal a laptop – but he’s also a softie, arguing with his older compatriot if she’s crying. The older black man is hard-edged, by the book; he yells that he will shoot if she comes two steps closer, and he always does.

Sometimes the babyfaced one vomits as she’s dying. The soldier on the wooden sniper platform always looks down like a distant God, crossing himself as she bleeds out. Then Bakri, asking her what her goal is.

“Run,” Bakri says.

She doesn’t always die. She can usually get to the button on her wrist. But dying never gets easier. Her mind understands what will happen; her body cannot. No matter how she steels herself for the bullet, her body overwhelms conscious thought with dumb animal terror.

“Run,” Bakri says.

She learns to optimize. If she’s crying this way to tug on the younger one’s emotions, and creeps that way when the older soldier’s busy bickering with the young one that they can’t help, then how far can she get before they fire? There’s a wet newspaper flattened against the street, then a tire track a little further, then a rusty coil of barbed wire next to the entrance. She can get past the newspaper consistently, nearly getting to the tire track before they blow her apart; what can she say that will get her to the barbed wire?

“Run,” Bakri says.

Their conversations become monotonous variants: Sir, she needs help. We have orders, soldier. Nothing she can do will make them discuss the weather, or tell her what cell her brother’s in, or even smile. Just the same recycled topics, chopped into different words. It reminds her of home, listening to Sammi outwit AI guards and their recycled vocabulary, back when Sammi built bombs and played videogames.

“Run,” Bakri says. Now she can always hit the tire track.

Sammi always played videogames. He hated going outside. He got political at thirteen after Mother was blown apart by a smart missile programmed with the wrong coordinates. Even then, Sammi never placed the bombs. He just handed people boxes of death, with instructions where to place them. Irena remembers how he’d tinker with his explosives and then play first-person shooters to relax, as though they were aspects of the same thing.

“Run,” Bakri says.

Sammi was a genius with wires. When the Americans jammed the cell phones he used to activate his bombs, Sammi set the bombs to go off fifteen minutes after the cell phone signal cut out. And when the Americans got a jamming device that fuzzed the signal but didn’t kill it, he switched to proximity sensors. Then he started working on other sensors – sensors that predicted when people would walk by, sensors that sent signals back to twenty seconds before they were disconnected.

By the time he was seventeen, bombs bored him. He started other experiments.

“Run,” Bakri says. Now she’s consistently past the tire track, her fingers halfway to the barbed wire.

She’d gotten janitorial jobs for Sammi’s volunteers, after they’d finished their trial runs with The Save Point. They made lousy employees. They knocked over cups of coffee and stared at the spill for minutes, then sobbed in relief.

Irena understands why, now. They were grateful the spill stayed. Something remained changed – unlike her thirst, unlike the gash in her side, unlike the endlessly soft-hearted boy soldier and his hard-assed sergeant.

“Run,” Bakri says. Now her fingers always touch the barbed wire. Now she knows how to die.

Now she fires the gun when they’re perfectly distracted. She aims for the young one first because he shot her first, it’s only fair; the gun’s kick almost knocks it from her hands. She fires three more times, gets lucky, the third shot catches him in that babyface, a wet red fountain, and as he tumbles to the ground she laughs because she’s no longer scared.

She knows why Fahrouz killed seventeen soldiers. He was just supposed to get a laptop and get out, but how many times was he beaten before he slipped past the spotlights? How long did he endure the fear of being shot before he realized the Save Point erased all consequences? The guards’ dumbstruck surprise as she kills them is the repayment for a thousand torments they can never remember.

“Run,” Bakri says. She does, now, eagerly. She’s going to kill them as many times as they killed her.


Irena realizes she’s drifting off-mission when she starts shooting Bakri in the face.

She didn’t mean to shoot him; it’s just that Irena had gone down in a particularly bad firefight with the soldiers, one where they’d shot her left arm before tackling her to the ground, and she’d barely jammed the tether-button against the pavement before they hauled her off to prison.

And she’d fallen over again once she’d rewound, and Bakri’d grabbed her and yelled “What is your goal?” and she yelled that her goal was to shut him up and she shot him.

It was a good idea, as it turns out. She needs to shoot well, and firefights aren’t a good time for lessons. So when Bakri says “Run,” now she walks down the alley, takes aim, and shoots Bakri in the head. The marketplace shrieks when they hear the gun, but she just empties the clip at a garbage can and presses the tether-button.

“Run,” Bakri says.

Bakri should be the one running, but he doesn’t know. He’s always surprised. If her first shot doesn’t kill him, he weeps apologies.

“Run,” Bakri says. Then, once she jams the gun into his belly, he blubbers: “I know I should have told you the heartbeat monitor might not work. But you might not have done it then – we can’t let Sammi’s ideas fall into their hands!”

She doesn’t care about that. That was weeks ago.

“You drove him insane, didn’t you?” she asks. “He wanted to stop, didn’t he?”

“Him who?” Bakri is dumbfounded. Fahrouz was just yesterday for him, and already he’s forgotten. She shoots him.

“Run,” Bakri says.

She feels a pang of guilt once she realizes that Bakri might not even know what he did. Yet she knows what happened all the same: they told Fahrouz he had to get the laptop, and condemned him to God knows how many cycles of breaking into the Green Zone until he returned with one. Bakri and Sammi would never have turned it off until Fahrouz brought them results.

The machine doesn’t drive people mad. Its controllers do.

“Run,” Bakri says.

She tortures Bakri for a while, trying to get him to turn off The Save Point. He won’t, and she can’t break him in fifty minutes. Bakri knows Sammi will reveal The Save Point’s mechanisms once they start in with the serious interrogations. He tells her he’d die a thousand times before he let the Americans have this technology.

“Run,” Bakri says.

“Run,” Bakri says.

“Run,” Bakri says.

Irena gets up to three hundred and seven deaths before she takes Bakri at his word.

She thinks about shooting The Save Point to end it all. But Bakri barely got it working, and Sammi’s told her there’s a shutdown sequence. What if she unplugs it and everything freezes but her? Her brother’s technology is as vicious and unpredictable as Sammi himself. She doesn’t dare.

Her aim’s improved, though. She stops shooting Bakri and goes off to start in on the soldiers again. She’s getting closer; she can catch the sniper on his wooden tower one time out of three now, and she almost always kills hard-ass or babyface. Though she’s shot them enough that she thinks it’s no longer their fault.

It’s the damn machine. It puts them into position like chess pieces. If it wasn’t for the machine, they could see the sunset, quench their thirst with lemonade, do something other than be railroaded into a shootout. The machine reduces them to inputs and outputs.

Was Sammi ever angry?

She doesn’t think so. That thought slides under her skin like a splinter as she re-runs the four blocks to the prison. When her mother died, Irena didn’t have time for anger. She had to feed her family. She hustled pirated DVDs, worked tables, whatever it took. But she cried when no one was looking.

Sammi never cried. He just played videogames and built bombs. She’d yelled at him for playing the Americans’ videogames, but he went on about how well-designed they were.

“Run,” Bakri says.

As she runs, she remembers a conversation: “Does it ever bother you that your bombs kill people?” she’d asked Sammi one night, as he harvested yet another X-Box for parts.

“That’s the goal,” he agreed, not looking up.

“No, but. what if it kills the wrong people?”

“Bound to happen.” He plucked a chip out, held it to the light. “Sometimes, people are in the wrong place.”

Irena flushed with anger. “Mother was in the wrong place.”

He frowned, seemed to notice her for the first time. “Well, yes.” He cocked his head and squinted at her, confused. “She was.”

“Run,” Bakri says. Those four blocks are getting longer.

She’d told herself she couldn’t judge Sammi’s genius by the standards of other people. Besides, the bombs paid for their apartment. But now, running, she wonders: did Sammi make bombs to avenge his dead mother? Or was it a convenient excuse to make things that interested him?

“Run,” Bakri says. She’s always running for Sammi.

And by luck more than skill, she finally shoots all three. Clean headshots. They fall to the ground, the sniper toppling from his roost.

Irena stands over their bodies, dumbfounded. I’m just a girl, she thinks. How did I kill three wary soldiers? Then she remembers how long she’s been doing this. Months. Maybe years.

She’s almost forgotten what she’s supposed to do now. She searches the older soldier’s body for the key, praising God that this is just a holding location – a real prison would have thumbprint scanners and cameras – and she wonders why reinforcements aren’t charging out of the gates. Then she realizes: this has all taken perhaps ninety seconds in their time. Nobody knows yet.

She flings open the door to see a dank prison lobby in dreary bureaucrat beige, plastic bucket seats and buzzing fluorescent lights and a battered front desk. A receptionist sits at the desk – not a soldier, a local boy in an American uniform, looking strangely out of place. He glances up, surprised, from a phone call.

“Where is Sammi?” She smiles. It’s been so long since she had a new conversation.

She aims the gun at him. He puts down the phone.

“S-Sammi?” he stammers. She’s surprised he doesn’t know already, then remembers this is all new to him. It’s a pleasant reminder that the whole world hasn’t been reduced to Sammi’s Save Point.

“Samuel Daraghmeh.”

“He’s.” He looks it up. “In cell #8.”

“And that is where?”

He points down a hallway with trembling fingers. She presses the gun barrel to his temple, whispers in his ear:

“If you alert anyone, I will kill you every time from now on, and you will never know why.” She removes the gun from his holster, shoots the phone. She hears a wet dribble on the tile as he pees himself.

The prisoners see the young girl with the gun walking through the halls. They rise, bruised and bleeding, begging her to save them. Their words are canned. They will say the exact same thing whenever she returns. She ignores them.

The guards inside don’t wear bulletproof vests, making this easy. The prisoners cheer as she fires.

And there, bunched in with ten other sweaty, beaten men, is Sammi. He looks miserable; the other men have crowded him out until he’s perched on the dog-end of a cot. His lower lip sticks out as he stares at a urine stain in the corner, so concerned with his own fate that he hasn’t even noticed the other men cheering. No wonder she has to rescue him. He’s supposed to be reclined in a La-Z-Boy, a game controller in hand, not in a place where people actually get hurt.

She motions the other prisoners aside, presses her face against the rusted bars. “Have you ever seen one of your bombs go off?”

He registers the voice, not the words, jumping up with the same boyish thrill he gets whenever he beats a final boss. “Irena!” he shouts, running to the bars. His eyes well with tears of relief.

She unlocks the cell door. “The rest of you run,” she tells them. “I need to talk to my brother.”

“Irena.” Sammi’s chest heaves. “I knew you’d come for me.”

“Always. But listen. Bakri is dead.” That much, she thought, was true; she’d taken to strangling Bakri and burying his body under the garbage as a matter of routine. “How do you shut down the machine?”

“Oh, it’s better than I’d thought,” he says, eyes shining. “You’re a part of my project! How many iterations did it take to get in? A thousand? Two thousand? You must have improvements.”

“I do,” she agrees. “I want to understand how it works. Tell me how to exit the loop.” He does. It’s simpler than she’d thought.

She hugs Sammi.

“You did it,” she whispers. “Your machine is perfect. It makes an untrained girl into an unstoppable killer.”

He squeezes her in triumph. She lets him ride his moment of absolute perfection, judging when her brother is happiest. Then she jams the gun against the base of his neck and pulls the trigger.

His face explodes. She clutches his body until it ceases quivering. Then she drops him.

Should she be sorrier? She probes her numbness and feels nothing. She shrugs, starts the walk back to The Save Point to shut it down and dismantle it.

It’s not until she gets to the lobby that the tears come. It takes her a moment to understand what’s triggering them. From under the desk she can hear the muffled sobbing of the receptionist. He must have hid when the prisoners escaped. She stops long enough to tug him out, struggling, from the desk, then embraces him tightly. He shivers, a frightened bird, as she nuzzles him, wetting his shoulder with tears.

“I don’t have to kill you,” she says, smelling his hair, feeling his clothes, loving him more than anyone she’s ever loved before.

Film Review: “The Hunger Games”


The following review contains moderate spoilers for both the novel and film versions of The Hunger Games.

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As of this writing, Suzanne Collins’s Hunger Games series has made her the best-selling Kindle author of all time. That’s quite an accomplishment. But even before that happened, it was inevitable that the Hunger Games phenomenon would become a film. After all, with the end of both Harry Potter and Twilight on the horizon, studios were looking for their next big book-to-movie hit.

Well, they found it, and on March 23, The Hunger Games was released to American audiences.

(Continue Reading…)

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Escape Pod 338: The Trojan Girl


The Trojan Girl

By N. K. Jemisin

The girl was perfect. Her framing, the engine at her core, the intricate web of connections holding her objects together, built-in redundancies… Meroe had never seen such efficiency. The girl’s structure was simple because she didn’t need any of the shortcuts and workarounds that most of their kind required to function. There was no bloat to her, no junk code slowing her down, no patchy sores that left her vulnerable to infection.

“She’s a thing of beauty, isn’t she?” Faster said.

Meroe returned to interface view. He glanced at Zo and saw the same suspicion lurking in her beatific expression.

“I’ve never seen anything like this,” Meroe said, watching Zo, speaking to Faster. “We don’t grow that way.”

“I know!” Faster was pacing, gesticulating, caught up in his own excitement. He didn’t notice Meroe’s look. “She must have evolved from something professionally-coded. Maybe even Government Standard. I didn’t think we could be born from that!”

They couldn’t. Meroe stared at the girl, not liking what he was seeing. The avatar was just too well-designed, too detailed. Her features and coloring matched that of some variety of Latina; probably Central or South American given the noticeable indigenous traits. Most of their kind created Caucasian avatars to start — a human minority who for some reason comprised the majority of images available for sampling in the Amorph. And most first avatars had bland, nondescript faces. This girl had clear features, right down to her distinctively-formed lips and chin — and hands. It had taken five versionings for Meroe to get his own hands right.

“Did you check out her feature-objects?” Faster asked, oblivious to Meroe’s unease.

“Why?”

Zo answered. “Two of them are standard add-ons — an aggressive defender and a diagnostic tool. The other two we can’t identify. Something new.” Her lips curved in a smile; she knew how he would react.

(Note: We secured only audio rights to this story, so there will be no website version.)

Escape Pod 337: Counting Cracks


Counting Cracks

By George R. Galuschak

Four of us, jammed into my sister’s Ford Festiva, going to kill the monster. Sylvia drives. The Hum has left her untouched, so she’s the only one left in town who can drive. My sister licks the palm of her hand, touches it to her nose and bumps her forehead against the steering wheel. Then she does it again.

“Today would be nice, sis.” I say. I’m in the back seat with June, a twelve-year old girl clutching a teddy bear to her chest.

“I’m going as fast as I can,” she tells me. “It’s bad today.”

“The Shop-Rite has three hundred and fifty-seven ceiling tiles,” Michael tells me. He’s a little kid, nine years old, sitting up front with Sylvia. “I counted them.”

“Inpatient oranges creep handsome banisters,” June says, rolling her eyes.

“Good for you,” I say. My left leg hurts, which I guess is a good sign. My left arm feels like dead weight except for the tips of my fingers, which are tingly.

“Do you count tiles, Mr. Bruschi?” Michael asks.

“No. I counted cracks on the sidewalk. When I was a kid.”

A sparrow collides with the windshield. It bounces off and skitters to the pavement, where it thrashes. I haven’t seen a living bird in days. It must have flown into the Hum.

“Swill,” June says, pointing at the bird. “Maraschino cherries. Skittles. Cocktail weenies.”

“All right. I’m ready.” Sylvia twists the key, and the car starts. We back out of the driveway.

“The streets are so empty,” she says.

“That’s because everyone is dead,” Michael tells her. “They listened to the Hum and went into their houses and pulled the covers over their heads and died. I had a hamster that died, once. It got real old, so it made a little nest, and then it laid down in it and died.”

“We’re not dead,” I say.

“Not yet,” Michael corrects me. “Give it time.”
(Continue Reading…)