Monday, 10 March 2025

Terry Brooks announces semi-retirement from writing

Fantasy author Terry Brooks has announced that he is "semi-retiring" from writing at the age of 81. His Shannara setting will continue to be explored through new books by Delilah Dawson, with him providing advice, editing and feedback. Brooks noted that his recent writing had become more difficult mentally and physically for him, and he wanted to bow out before his skills degraded further.


Terry Brooks began his career as a lawyer, and started writing as a spare-time hobby. A fan of Tolkien, he began writing his first Shannara novel in 1968 and completed it in 1974. He submitted it for publication, and Judy-Lynn Del Rey at Ballantine Books picked it up. She worked with Brooks on a thorough revision of the novel for over two years, because she had a firm belief it would be a commercial smash if handled right. Towards the end of the editing period, Ballantine gave Del Rey and her husband Lester their own imprint, Del Rey Books, and they selected Brooks' novel to be one of their first titles.

The Sword of Shannara was published in early 1977 and was an immediate smash hit, despite derisive critical reviews for its alleged similarities to Lord of the Rings. Alongside Stephen Donaldson's Lord Foul's Bane, the first book in The Chronicles of Thomas Covenant, the novel was credited for kickstarting the post-Tolkien epic fantasy boom.

Brooks took a while to capitalise on the success. His planned sequel novel did not work out well, and he eventually junked the book to start over with a new title called The Elfstones of Shannara. Finally published in 1982, the book was more warmly critically-received (and is still often cited as his best novel) for taking the series in a different direction. The Wishsong of Shannara concluded the initial Shannara Trilogy in 1985.

Brooks did not immediately plan to over-exploit the series and instead wrote a new series of comedic fantasies called the Magic Kingdom of Landover series, which saw a person from our world inherit ownership of a fantasy kingdom, with resulting hijinks. The first book was titled Magic Kingdom for Sale - SOLD! (1986) and was succeeded by five more books, published irregularly until 2009. The series never matched Shannara's profile.

He returned to the world of Shannara in with the four-volume Heritage of Shannara series (1990-93) and prequel novel First King of Shannara (1996). His apocalyptic urban fantasy series The Word & Void (1997-99) initially appeared unconnected but was later revealed to be a prequel to the Shannara series, revealing how our world becomes the one seen in the books.

After this point he wrote the Voyage of the Jerle Shannara series (2000-2002), the High Druid of Shannara trilogy (2003-05), Genesis of Shannara trilogy (2006-08), Legends of Shannara duology (2010-11), Paladins of Shannara short story trilogy (2012-13), Dark Legacy of Shannara trilogy (2012-13), Defenders of Shannara series (2014-16) and the Fall of Shannara quartet (2017-20).

Galaphile, due for publication tomorrow (!), is the first novel in the First Druids of Shannara series and will now be the last novel written by Brooks alone. Delilah Dawson will complete the series with Brooks' input.

Brooks has also written or co-written several Shannara spin-off books. The series spawned both a 1995 computer game and a TV show that ran for two seasons on MTV in 2016-17.

Brooks has written other works, including the Viridian Deep trilogy (2021-23), Street Freaks (2018), and a writing memoir, Sometimes the Magic Works (2003). He also wrote the novelisations for the films Hook (1991) and Star Wars Episode I: The Phantom Menace (1999).

Delilah Dawson is best-known for her Star Wars work, including the novels Phasma and Black Spire. She also worked on the Rick & Morty, Star Pig and Sparrowhawk comic series. Her original fiction includes the Blud series, Shadow sequence and, alongside Kevin Hearne, the Tales of Pell trilogy.

It's very unusual for an author to end their career gracefully and on their own terms. In a 48-year career, Brooks has published 45 novels in total, 33 of them in the Shannara universe, and sold over 50 million books, making him one of the biggest-selling living epic fantasy authors (possibly the biggest-selling, only behind George R.R. Martin). He was rarely a critical darling, but gained an enthusiastic fanbase by writing energetic, pulp fantasy and by being widely-regarded as one of the nicest guys in the business. Here's to an enjoyable retirement.

Wednesday, 5 March 2025

JV Jones completes ENDLORDS, the penultimate SWORD OF SHADOWS book

Fantasy author JV Jones has completed Endlords, the long, long, long-awaited fifth and penultimate book in the Sword of Shadows fantasy series.


To say the series has been gestating for a while is an understatement: the first book, A Cavern of Black Ice (1999) was published last century. It was succeeded by A Fortress of Grey Ice (2002), A Sword from Red Ice (2007) and Watcher of the Dead (2010), all very fine novels cumulatively building one of the greatest epic fantasy series of the last generation, with superb writing, characterisation and worldbuilding. But after Watcher's publication in 2010, Jones dropped off the radar and many years of radio silence followed. She finally resurfaced in late 2017 via Patreon, confirming that her writing career had been thrown off-track by a succession of personal crises (including bereavements and cross-country moves).

Since then, Jones has been working on a stand-alone urban fantasy novel called Sorry Jones to get back into the swing of things, and then Endlords, the fifth book in The Sword of Shadows. The book's writing process has been slow, due to Jones having a day job and other time commitments, but progress has been steady. Progress exploded in the last few months as she was freed up from those other time commitments and was able to work full-time on the novel to deliver it over the finish line.

The book consists of 62 chapters, which is more than any other in the series, although she notes this may come down in the edit. The full size of the book is unclear, except it is longer than Watcher of the Dead.

ETA: The book is about 250,000 words, compared to A Cavern of Black Ice's 293,000 words. This would make Endlords the second or third-longest book in the series, by a whisker either way.

When the book will be published is unclear. The previous four books were published by Tor Books in the US and Orbit in the UK, but the fifteen-year-wait for Endlords has exceeded all the timelines in her contracts. The prior books in the series have also become harder to find in recent years, and Jones' profile is lower than it was back in the late 1990s and 2000s. There'll likely be contract re-negotiations and extended publication timelines to consider. Tor may also be looking at how fast the sixth and final book in the series could come out, so they're not left hanging again for a long period of time.

Jones does have an interesting additional carrot in any such dealing though, as the rights to her earlier (and still very fine) Book of Words trilogy, set in the same world as Sword of Shadows, has recently reverted to her. This would give any new publisher an impressive eight books with a lot of critical acclaim (and Robert Jordan cover quotes) to relaunch the series.

Hopefully the publishers will be able to confirm a publication plan soon, though I think late 2026 to early 2027 might be the earliest we could realistically expect to see the book.

Jones is also the first (albeit least-known) of four fantasy authors who have left us hanging for over a decade for their next books to actually deliver the next one. Hopefully a good sign that George, Patrick and Scott can follow up soon.

Tuesday, 4 March 2025

Final Fantasy VII Rebirth

The resistance group Avalanche has been fighting a desperate war with Shinra, the ruthless corporation that rules the city of Midgar and its surrounding regions with an iron fist. However, the return of Shinra's ex-special forces operative Sephiroth, now with his own agenda that may imperil the entire world, has caused a rethink of priorities. The Avalanche splinter cell led by Barret Wallace has joined forces with Cloud Strife, Sephiroth's former protege, and set out in pursuit of the ruthless soldier. His aims remain murky, and may extend far beyond this one world...

So here we are again. Five years ago, Square released Remake, which took the opening 5-7 hours or so of the original Final Fantasy VII and expanded it into a 35-hour long epic JRPG, complete with gorgeous (if often interminable) cutscenes, spectacular battle sequences and enhanced scenes of world and character-building. When it worked, it was brilliant, adding texture and depth to the great, but occasionally sparse, original. When it faltered, you abruptly realised you were wading waist-high through sometimes repetitive and often tedious filler which, due to the game's relentless linearity, you had no choice but to engage with.

Rebirth picks up the story immediately after the events of Remake and adapts the middle 20 hours or so of the original game into a staggering 100-odd hour odyssey. Rebirth is a lot of game, hurling so many stories, characters, quests, side-quests, minigames and cutscenes at the player that it sometimes feels genuinely overwhelming. But it also has a huge strength over Remake: this time most of the filler stuff is easily identifiable and can be avoided to focus on the main storyline.

Rebirth also opens brilliantly, with our heroes taking refuge in the town of Kalm after their flight from Midgar at the end of the first part. During this sojourn, Cloud regales his team with the story of his visit to his home town of Nibelheim with Sephiroth five years earlier, culminating in the destruction of the town and the slaughter of most of its citizens after Sephiroth discovered the secrets of his own origin, hidden from him by the merciless Shinra Corporation. This flashback sequence - fully playable as it was in 1997 - serves as a new tutorial section and reacquaints the player with the controls and combat from Remake.

From there the players can explore the town of Kalm, picking up side-quests and learning to play Queen's Blood, a popular card game. Having as much interest in digital card minigames as a capybara has in nuclear physics (New Vegas' Caravan and The Witcher III's Gwent both left me cold), I was prepared to play the required one game to advance the main quest and then forget it even existed, only instead to find the best card minigame ever put in a video game. Queen's Blood is brilliant and, to my eternal shame, I spent a nontrivial amount of Rebirth's run time enhancing my deck and defeating every player I came across. More bemusingly, Queen's Blood turns out to have an entire questline dedicated to the dark secret of its creation and the fate of its creator which brings in at least one other iconic Final Fantasy VII character and ended up being very compelling despite an abruptly anticlimactic ending, making me wonder if the final game in the trilogy will revisit it. This turns out to be a recurring theme in the game, which puts what appears to be filler candyfloss in front of you which you think you can ignore but then turns out to be unexpectedly great.

From Kalm you can venture into the first of six open world zones, each one of which replicates a distinct biome or area from the original Final Fantasy VII world map. The main difference between Remake and Rebirth is the open-world approach of the latter, with a main quest marker leading you to the next chunk of the main narrative, but a whole ton of secondary icons leading you to other objectives. Seasoned Ubiclone veterans may be surprised to see the unexpected return of that old open world standby, the Radio Tower which lights up the surrounding part of the map like it's still 2013. Each one of the zones has a distinctly similar array of side-options, including finding Mako crystal formations to scan, altars to various powerful monsters to gain the insight needed to summon them on the battlefield, and Moogle traders to convince to sell stuff to you (by collecting their wayward itinerant children; by the end of the game you really want to report the Moogle parents to some sort of safeguarding authority for cute Japanese fantasy creatures, they are really terrible parents).

None of the zones apart from Corel are truly massive and are helped by different traversal options, starting with your feet but then expanding to the chicken-like chocobos, and then later a desert buggy and an aircraft that is forcibly converted into a boat. But they are absolutely packed with stuff to see and do, which can be thoroughly enjoyable but then start leaning towards the exhausting. Final Fantasy VII Rebirth often put me in mind of Baldur's Gate III for its sheer, unrelenting assault on the player's free time and focus. Arguably Rebirth suffers a bit more from this, as its story is somewhat simpler (in the original you're basically chasing Sephiroth through these zones to a showdown at an ancient temple, with Shinra occasionally showing up to throw curveballs at you) and wholly unchangeable, without the multiple endings BG3 offered. Its side-quests are also much more of a mixed bag than BG3's mostly great side-offerings, though some of them (like Barrett and Red XIII helping a Gongaga local write a children's book based on their adventures) are very charming.

Some of these side-activities are very repetitive (scanning Mako formations or doing limited Quick-Time Events to get more Summoning intel gets boring around the third time you do them, out of forty-plus times you have to do it in the whole game) and are made worse in that they are foisted on you by disturbing boy-android Chadley, whose "man in the van" role in the first game was tolerable by a relatively limited amount of screen-time but here he is an almost constant presence, constantly yelling at you through largely unskippable cutscenes to scan things or fight things for his intel purposes. Apparently he has more dialogue in the game than any of your party members, which is ludicrous. Ignoring side-missions in favour of the main quest does mean reducing your interactions with Chadley to a bare minimum, which is a strong argument in itself for that approach.

The game is at its best when it refocuses on the very things that made Final Fantasy VII so incredibly iconic: the central narrative, with its three-sided battle between Avalanche, Shinra and Sephiroth; and the superb cast of characters. Remake focused on Cloud, Barret, Aerith and Tifa, not to mention Yuffie in the Intergrade DLC (Rebirth integrates Yuffie into the main team, but takes its sweet time about it). Rebirth furthers their stories but also focuses on Red XIII (introduced at the end of Remake but here expanded to main character status) and Cait Sith. Cait Sith is easily Rebirth's biggest success over the original game, with the fairly flat original cartoon character here enhanced into a deeper and more interesting character with an endearing Scottish accent and far more useful combat utility.

But all the characters get their time in the sun: we visit Barret's home town and uncover more of his personal history and what happened to Marlene's biological parents; Tifa gets to relive the events in Nibelheim and later makes a special connection with the planet itself; Aerith uncovers more information about her ancestors and her role in the events to come; and Cloud himself uncovers more information about his past, and his muddled memories. These aspects, all highlights of the original game, are given much greater depth here and represents the remake project at its best, enriching the original to make something better.

Combat is another aspect that Rebirth has improved on. The combat system from Remake was broadly similar to the original but, instead of your characters standing around like lemons whilst their time gauges slowly filled up, they could launch basic attacks and block, filling up their time bars faster. When the time bars filled up, they could unleash special attacks or use magic or items. That system is still the same here, but now enhanced by synergy abilities, where your party members can cooperate in carrying out attack moves in concert. Combat is certainly more complex here, as you can reach a much higher level than in Remake with access to a much vaster array of Materia and weapons, but not overwhelmingly so, with a nice array of tactical options and the game almost urging you to find broken and overpowered builds. Combat can look insane and random in videos, but when you're in the thick of them they can be surprisingly deep and tactical. That said, some boss fights (like the final one of the game) do go massively overboard in how long and gruelling they can be.

Environments are impressive, with a nicely evolving sense of locations as the game continues. You start in the medieval throwback town of Kalm and then cross the vast Grasslands to the swamps and mountains, beyond which lies the rocky coastlands around Junon. Then it's across the ocean to the balmy seaside resort of Costa del Sol and then the Corel Region, with its mixture of desert badlands and temperate woods (plus the gleaming techno-paradise of the Gold Saucer, this world's Las Vegas but only somehow more garish, fake and tiresome). South lies the thick jungles of Gongaga, whilst the vast Cosmo Canyon lies to the west. To the north lies Nibelheim and its mountains and islands rearing out of the ocean. A final journey sees you crossing the Meridian Ocean in search of pirate treasure and the fabled Gilgamesh Island (site of the game's most insane, but fortunately ignorable, battle challenges). These environments are all well-realised, and the best thing about Remake - taking those grainy 2D backgrounds from the original game and turning them into amazing 4K locations, fully explorable - is turned up to eleven here. Iconic locations like Junon Harbour, the Gold Saucer and the Temple of the Ancients are realised here on a scale and in a fidelity utterly unthinkable in 1997.

Graphically, though, the game can be a little of a mixed bag. The character models, especially of the main cast, are all incredible, with amazing detail, skin textures and hair. But the environments can sometimes feel a bit undercooked, with weirdly low-res textures on mountains, rockfaces and roads even with everything turned up to eleven. The game's graphical options are also limited (particularly annoyingly trying to turn frame generation on even if your hardware is good enough not to need it). The PC version of the game still does look amazingly beautiful at times, but Final Fantasy VII Rebirth definitely isn't quite challenging recent games like S.T.A.L.K.E.R. 2, Alan Wake 2 or Baldur's Gate III in terms of consistent visual quality.

Like Remake before it, though, the soundtrack cannot be faulted. OG Final Fantasy VII has one of the best soundtracks of all time and both Remake and Rebirth faithfully recreate the original soundtrack and then enhance it with stunning and far more epic new arrangements of the classic songs, as well as wholly new tracks. The amount of music in the game will cause your brain to start melting at a certain point, especially when you realise Rebirth's most random new mission type - escort missions for certain types of cats and dogs (!) - has its own dedicated set of songs.

Rebirth does eventually come to an end, and like Remake before it, the ending is a bit too smart-arse for its own good. The remake trilogy is not just retelling the original Final Fantasy VII story but expanding it with some kind of parallel universe/alternate timeline gubbins. Some of this new material is great - a chance to play as perennial FF7 also-ran character Zack in an alternate version of Midgar in brief interstitial storyline moments is surprisingly enjoyable - but it's a ton of complicated new material on top of a game that already famously has a dense, complex storyline complete with fake memories, plot twists and intricate politics. Rebirth's endgame is even more interminable than Remake's and the crowning emotional moment of the entire FF7 narrative (you know the bit if you know) is left a bit swamped by vagueness in its retelling here.

Final Fantasy VII Rebirth (****½) is a vast amount of video game, with a colossal amount of story, characters and gameplay. Fans of the original game with its much tighter focus and story may find the constant interruptions from new side-activities in this remake extremely frustrating, but at least this time around you can mostly ignore that material. But some of that stuff is great, and genuinely worth a look for how it enhances the original story and character arcs. There is so much in this game that I've barely scratched the surface here. I haven't even mentioned the Gold Saucer opera that you get to take part in, or the full-blown J-pop number that greets you on your arrival there, or Cloud's potential new careers as a professional photographer or Segway advertiser, or the stuff related to late-arriving party members Cid and Vincent or...you get the idea.

The game is overstuffed, sometimes too silly, sometimes too grimdark and sometimes too disrespectful of your time, but it's also heartfelt, funny, touching, action-packed and epic in a way too few video games genuinely are. It's also a major improvement over Remake, and leaves the decks clear for the third and final game in the trilogy to end things (hopefully) in style.

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Sunday, 2 March 2025

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Wednesday, 26 February 2025

RIP Michelle Trachtenberg

The surprising news has broken of the passing of Buffy the Vampire Slayer actress Michelle Trachtenberg, at the far-too-young age of 39.


Born in New York City in 1985, Trachtenberg started her acting career at just the age of three, appearing in commercials. She played Nona Mecklenberg on the Nickelodeon series The Adventures of Pete & Pete in 1994-96, and Lily Montgomery on the soap opera All My Children. She made her breakthrough in the successful movies Harriet the Spy (1996) and Inspector Gadget (1999). She picked up additional notable roles in the film EuroTrip (2004) and Mysterious Skin (2004) as well as recurring roles on Six Feet Under and Gossip Girl.

Trachtenberg's most notable genre role was playing Dawn Summers on Buffy the Vampire Slayer. She joined the show in the first episode of its fifth season in 2000 and remained on the show until its conclusion in 2003. Dawn is introduced as the sister of protagonist Buffy Summers, which is interesting because Buffy is repeatedly noted to be an only child in the first four seasons and Dawn is not mentioned, nor appears. The mystery of where Dawn came from, and why Buffy and her friends act as if she's been around all along, becomes a major plot point for the series. Trachtenberg's arrival on the show was controversial with fans, but after the storyline played out, she had a warmer reception from the fanbase. Trachtenberg noted making the show was hard work and she clashed with showrunner Joss Whedon; according to several actors' claims, his bullying behaviour meant he was not allowed to be alone with Trachtenberg on set, something he later disputed. Trachtenberg credited other actors with having her back, especially Sarah Michelle Gellar (Buffy).

Tragically, Trachtenberg's passing comes a few weeks after it was confirmed a new iteration of Buffy was in development with Gellar attached, leading to speculation that Trachtenberg might be able to reprise her role as Dawn.

During her later years, Trachtenberg mostly switched to guest roles on TV shows, as well as appearing in the Gossip Girl revival in 2022-23. Trachtenberg also experienced health complications, undergoing a liver transplant in 2024.

Co-stars including Ed Westwick, Rosie O'Donnell, Kim Cattrall, James Marsters, David Boreanaz, Kenan Thompson, Shawn Ashmore and Melissa Gilbert have paid tribute to her. Likely more tributes will be made in the coming days.

Trachtenberg was a gifted actress at a young age, and made her role on Buffy the Vampire Slayer work under difficult circumstances. She passed away at far too young an age, and will be missed.

Tuesday, 25 February 2025

SKYBLIVION developers re-commit to 2025 release

The developers of fan mega-mod Skyblivion, which seeks to update venerable fantasy RPG The Elder Scrolls IV: Oblivion (2006) to modern-ish standards, have re-committed to releasing the game in 2025, as they originally promised two years ago. The project is almost feature-complete, with developers and testers now able to run through entire quests, as they have demonstrated in a new video.


The original idea behind the project was to remake Oblivion in the upgraded Creation Engine of its successor, Skyrim (2011). However, the project stalled after several years and was relaunched before the pandemic under new management. The title is somewhat misleading, as the game now features improvements from later versions of the engine and features from other modders, including better 4K textures and enhanced lighting. The mod is also not a straightforward remake, as it redesigns and enhances some areas of the games, for example replacing the identikit caves with different designs based on their descriptions (i.e. mines and random caverns no longer look identical) and making the infamously tiny forts larger and more imposing. The city of Leyawiin, which was massively scaled back in development, has been returned to its original, imposing design straddling a major river with a drawbridge to allow ships to pass.

The creators have kept in touch with Bethesda during development to confirm what they can and can't do: they've kept the original soundtrack and even added to it with new material, but have had to re-record all dialogue for legal reasons (presumably the need not to pay Sean Bean and Patrick Stewart lots of money again). This will probably be a boon, as Oblivion infamously had a tiny voice cast, and it wasn't uncommon to stumble across three people with the exact same voice talking to one another, which was weird.

Playing the mod will require the player owns copies of both Oblivion and Skyrim. As noted before, the plan is to release the mod before the end of 2025 via Steam, GoG and Nexus Mods. A console version is currently impossible due to the massive size of the new files (which outsizes the limits Bethesda put in place for console modding).

In 2023 it was rumoured that Bethesda were considering their own remaster of Oblivion, which sounds like an exercise in futility compared to the scale of Skyblivion. It'll be interesting to see if that project is actually something that's happening.

Warner Brothers shuts down iconic studio Monolith Productions

Iconic American video game development studio Monolith Productions is shutting down after thirty-one years in the business, producing classic video games including SHOGO: Mobile Armor Division, No One Lives Forever, F.E.A.R. and Middle-earth: Shadow of Mordor. Parent company Warner Brothers made the decision to shutter the company due to financial uncertainty and a series of recent misfires from other studios.


Monolith was founded in October 1994 with a view to making first-person and third-person action games using a propriety 3D engine, LithTech (which, remarkably, powered all of their games from first to last, with heavy development and iteration). The engine had been developed for use by Microsoft as a possible inhouse 3D engine, but Microsoft eventually rejected it.

Monolith made a splash with their first game, Blood (1997), a very solid first-person shooter. They followed that up with a direct sequel, but also a different game called Shogo: Mobile Armor Division (both 1998). This game featured the player as the pilot of a large-sized mech, with different-scaled levels depending on if you were piloting the mech or engaging in direct combat inside buildings as the pilot. It was basically Titanfall long before Titanfall was actually a thing.

Monolith launched their third major game series with The Operative: No One Lives Forever (2000), a first-person shooter with a female protagonist, a spy setting and a colourful, comedic tone, all of which were very unusual for a time. The game warranted a sequel, No One Lives Forever 2: A Spy in H.A.R.M.'s War (2002), but repeated attempts to launch a third game were thwarted, although a spin-off, Contract J.A.C.K., was released in 2003.

Monolith also developed tie-in works for other IP, including Aliens versus Predator 2 (2001), Tron 2.0 (2003) and The Matrix Online (2005), a co-production with Sony.

In 2004 the company was acquired by Warner Brothers Interactive Entertainment (later Warner Brothers Games), giving them access to the various Warner Brothers-owned IP. Despite this, their first two games out of the game under the new owners were actually new IP: F.E.A.R. and Condemned: Criminal Origins (both 2005), both quite successful and resulting in sequels, with Condemned 2 launching in 2008 and F.E.A.R. 2 in 2009 (other developers worked on expansions and F.E.A.R. 3, released in 2011). F.E.A.R. was particularly feted for its graphical developments, physics, real-world locations and its mix of first-person action and South Korean-influenced horror.

After these, the company switched to working on WB IP, first on the downloadable-only multiplayer games Gotham City and Guardians of Middle-earth (both 2012), and then the Lord of the Rings licence. This resulted in the incredibly well-received and well-reviewed Middle-earth: Shadow of Mordor (2014), which was famed for its Nemesis System, where enemies would remember you for defeating them and develop grudges, becoming more powerful and returning for revenge. Warner Brothers were so impressed by this system they copyrighted it, but only used it again in the sequel, Middle-earth: Shadow of War (2017).

With the second game concluding the story, Warner Brothers decided to move the developers onto working on a Wonder Woman game, which was announced in 2021. Bloomberg had recently reported that the Wonder Woman game's development had been held up by unspecified development issues, spooking Warner Brothers who had been battered by a series of indifferent or poorly-performing video games based on their DC IP, with both Gotham Knights (2022) and Suicide Squad: Kill the Justice League (2024) underperforming.

Monolith being shuttered is a massive shame. An inventive, interesting developer, their hit ratio was frankly ridiculous, with the Blood, No One Lives Forever, F.E.A.R. and Middle-earth: Shadow franchises all being extremely well-regarded. But under Warner Brothers' recent management, its questionable if they could have reached those creative heights again.

Akiva Goldsman developing three Irwin Allen reboots for television

Akiva Goldsman (Fringe, Star Trek) is developing a new TV project based on three classic Irwin Allen TV shows. New iterations of Voyage to the Bottom of the Sea, The Time Tunnel and Land of the Giants are being worked on.

Goldsman and producers Jon Jashni and Derek Thielges are developing the three shows for Legendary Television, with a view to creating an Allen-based "expanded universe," with the three shows either co-existing in the same universe or being merged into one project (somehow).

Irwin Allen (1916-91) was a prolific writer and producer in both film and television. He is best-known to the general audience for producing the hit disaster movies The Poseidon Adventure (1972) and The Towering Inferno (1974), and creating and running the hit TV show Lost in Space (1965-68). Lost in Space is not part of the current deal as it was remade by Netflix in 2018-21, who retain certain rights.

Voyage to the Bottom of the Sea (1964-68, 110 episodes) was a development of a stand-alone movie, released in 1961; the film's sets and VFX models were retained for use in the film. The TV show is set on board the advanced submarine Seaview as it explores the oceans, undertaking scientific research, rescue operations and, occasionally, military missions. As was often the case with Allen's projects, the show started off grounded and (relatively) realistic, but became more unhinged as it proceeded, bringing in aliens and time travel. seaQuest DSV (1993-96) was something of a spiritual successor to this show.

The Time Tunnel (1966-67, 30 episodes) saw two scientists build an experimental "time tunnel" and then become lost in time after its inadvertent activation. The two scientists took part in many of the major events of history, guided by a team back at base who served as their "man in the van" group. The show only lasted one season. Intriguingly, Allen planned something of an evolution in the premise, with the scientists eventually being rescued, followed by the show deliberately sending them on missions into the past and future for different purposes. The later Quantum Leap seems to have taken some moderate inspiration from this earlier show.

Land of the Giants (1968-70, 51 episodes) was arguably Allen's most outlandish premise, with a passenger aircraft being dragged through a "dimension lock" and crashing. The crew find themselves at the mercy of "Giants," humanoids who are twelve times larger than themselves. Rather than having been shrunk through some mechanism, they quickly confirm they are on another planet and the Giants are aliens. The show saw the humans trying to return home without allowing the Giants to follow them and invade Earth, sometimes helped by sympathetic Giants. The show had no resolution, as it was cancelled at the end of the second season with little warning. Notably, the show did introduce a time travel element towards its end, creating the intriguing notion of the entire show being a time loop.

It'll be interesting to see what ideas they have in mind for these projects. The Irwin Allen shows were very entertaining, in a cheesy and somewhat repetitive way (understandable given the lack of time and budget), but had a lot of potential.

Amazon resurrects CULTURE TV project, based on the Iain M. Banks novels

Amazon have decided to have a second go at adapting the Culture series of science fiction novels by the late Scottish author Iain M. Banks.


Amazon previously put an adaptation into development in 2018, with Jeff Bezos himself - a huge fan of the series - ordering work to begin. Dennis Kelly (Utopia) was in charge, with a guaranteed season order apparently in the works if the scripts were good. However, the project appeared to stall and was then cancelled in 2020, after the Banks Estate themselves withdrew from negotiations. Speculation at the time was that Banks, an avowed socialist, may have not been keen on working with the ultimate capitalist enterprise, and perhaps the Estate belatedly realised that. However, other reports suggested a more obvious explanation: Amazon was adapting The Expanse at the time and may have not had the appetite for airing two space opera shows simultaneously, even if they are remarkably different in tone and setting.

Apparently, with The Expanse concluded for now, the earlier project may be back on. This time Amazon has teamed with Charles Yu (Interior Chinatown) and Chloé Zhao (Nomadland, Eternals) to develop a new take on the idea. Yu will showrun whilst Zhao will executive produce and may direct; Zhao is also developing the Buffy the Vampire Slayer legacy sequel show with Sarah Michelle Gellar.

As with the previous project, this adaptation will begin by adapting Consider Phlebas (1987), the first-published novel in the series. The other books may follow. Consider Phlebas sees the Culture, a post-scarcity utopian society, and the expansionist Idiran Empire clashing for control of a Culture Mind, an ultra-advanced AI, that has taken refuge on a forbidden planet. The protagonist is Horza, a shapeshifting mercenary working for the Idirans. In a 1995 magazine interview, Banks said (possibly joking) that he'd have cast Arnold Schwarzenegger in the role himself.

The Culture is something of an anthology project, with each novel and story having its own setting, cast of characters and storyline, with only passing references to the other stories, with sometimes centuries and thousands of light-years separating the different stories. Banks published ten Culture books in total, each with a very different tone: Consider Phlebas, The Player of Games, Use of Weapons, The State of the Art, Excession, Inversions, Look to Windward, Matter, Surface Detail and The Hydrogen Sonata. This means that Amazon would not necessarily have to adapt each book in rapid turn, and could choose what order to approach the project in.

Banks wrote mainstream fiction under the name "Iain Banks" and science fiction under the name "Iain M. Banks" (a conceit which became a running gag in the Simon Pegg and Edgar wright movie Hot Fuzz), publishing twenty-eight books in total between 1984 and his untimely death from cancer in 2013.

Monday, 17 February 2025

RIP Viktor Antonov

News has sadly broken that Viktor Antonov, the artist and visual designer on video games such as Half-Life 2 and Dishonored, has passed away at the far-too-young age of 52.


Born in Sofia, Bulgaria in 1972, Antonov got his start in the video game business as an artist. He worked on Redneck Rampage (1997) and its various mission packs, followed by a Quake II expansion and Kingpin: Life of Crime (1999), with its gritty, crumbling tenement locations. He started working with Valve whilst Half-Life 2 (2004) was in development and quickly became the game's art director. He spent a lot of time looking at locations in his native Bulgaria, as well as other Eastern European countries, to serve as reference points for the game's sprawling City 17, the neighbouring settlement of Ravenholm and more. Half-Life 2's recent 20th anniversary saw Antonov interviewed about his work on the game.

Antonov was feted for the incredible world design of Half-Life 2 and was hired by Arkane Studios to work on the city of Dunwall for Dishonored (2012). Antonov again knocked it out of the park, creating a realistic, immersive steampunk city of crumbling buildings and diesel-punk-ish brutalism. Antonov then moved into consultancy work, advising on the visual design of Fallout 4 (2015), Dishonored 2 (2016), DOOM (2016) and Prey (2017). He returned to full-time art direction with "Project DG," a game for Eschatology Entertainment, a company he himself had co-founded in 2022.

Visual and graphic design is a key component of video games, but most games are made by art teams and committees. Antonov was unusual in putting his unique touch on a game's environments that was immediately recognisable as his own. Anyone playing Half-Life 2 or its expansions, or Dishonored or its sequel, knows immediately they are in an "Antonovian" landscape. Hopefully he did enough work on "Project DG" that we'll be able to spend at least some more time with one of his worlds.

A great artist who specialised in creating worlds that fused the fantastical and the realistic, he will be missed.

Thursday, 13 February 2025

Netflix and Wizards of the Coast put FORGOTTEN REALMS live-action show into development

Netflix and Wizards of the Coast have joined forces to put a Dungeons & Dragons TV project into development, tentatively called The Forgotten Realms. The show will be set in the D&D game's most popular world, the recent setting for hit video game Baldur's Gate III and the well-received movie Honor Among Thieves.


Shawn Levy, the producer of Stranger Things and director of movies including Date Night, Night at the Museum and Deadpool & Wolverine, will executive produce the show via his existing deal with Netflix, and will likely direct several episodes. Drew Crevello will write and showrun. Crevello previously worked at Fox on the X-Men franchise and the first two Deadpool movies, and co-wrote and produced the mini-series WeCrashed.

There have been multiple attempts to get a Dungeons & Dragons multimedia franchise off the ground in recent years. Baldur's Gate III has been the biggest success, selling over 20 million copies since its August 2023 release and becoming one of the highest-rated video games of the last decade, if not more (PC Gamer US gave the game its highest rating in over twenty years). Honor Among Thieves landed with impressive critical scores and rave audience reviews, but moderate box office; the film failed to recoup its costs at the box office, but a long tail on physical media and streaming has helped in the longer term. At various times, Hasbro and Wizards have looked at developing projects in both the Forgotten Realms and Dragonlance worlds. Paramount+ was the logical destination for the project after the studio's collaboration on Honor Among Thieves, but the service's increasingly shaky performance led Hasbro to reconsider and start putting out feelers with Netflix.

Discussions with Netflix have been underway for some time, and at one point it was rumoured they were considering an adaptation of the Baldur's Gate video game trilogy. However, that idea seems to have cooled. The current proposal seems to be for an original story following new characters, with the door left open for popular franchise characters from the roleplaying source material, video games and novels to make an appearance.

The Forgotten Realms world was created by Canadian writer Ed Greenwood in the late 1960s as a setting for his own stories (the city of Baldur's Gate first appeared in a tale written to amuse his father in 1967). In 1978 he started playing Dungeons & Dragons and adapted the world for his home campaign. He started contributing articles to Dragon Magazine and quickly started referencing the world, its heroes, villains and iconic locations. In 1986 TSR decided to adopt a new "standard" fantasy setting to replace Greyhawk and Dragonlance, and agreed to purchase the Forgotten Realms from Greenwood.

The Forgotten Realms Campaign Setting appeared in print for the first time as a boxed set in 1987. New editions of the campaign setting core product appeared in 1993, 2001, 2008 and 2015, with two new campaign books planned for later this year. More than 250 other sourcebooks, adventures, board games, boxed sets and gaming materials have also been released. Forgotten Realms is notable as the only D&D campaign setting to remain continuously in print since its first launch, and to have new products for it launched almost every year since its first release.

A range of novels simultaneously launched, with R.A. Salvatore's The Crystal Shard (1988) rapidly attracting huge sales for his iconic hero, the renegade dark elf Drizzt Do'Urden. More than 35 million Drizzt books have since been sold, and the Forgotten Realms novel line has reportedly sold almost 100 million copies. Greenwood himself became a bestselling author with his novels about the iconic wizard Elminster the Sage, with other bestselling authors in the setting including Troy Denning, Doug Niles, Jeff Grubb & Kate Novak, Paul Kemp, James Lowder, Elaine Cunningham and Erin Evans.

The first Forgotten Realms video games were released in 1988 from Strategic Simulations Inc., and were followed by a large number of successful titles. The most notable early success was the Eye of the Beholder trilogy from Westwood Games. In 1998 the Canadian company BioWare teamed up with Black Isle and Interplay to release Baldur's Gate. The game was an immediate smash hit, and was followed by Baldur's Gate II: Shadows of Amn in 2000 and Neverwinter Nights in 2002. Black Isle themselves developed Icewind Dale (2000) and Icewind Dale II (2002), also set in the Realms and using the same engine as Baldur's Gate. After Interplay's collapse, Obsidian Entertainment (made up of Black Isle veterans) released Neverwinter Nights II in 2006. The online roleplaying game Neverwinter was released in 2013, followed by Sword Coast Legends in 2015. Baldur's Gate III, developed by Larian Studios and released in August 2023, is easily the biggest and most successful video game in the setting to date.

This new project is only in development for the time being, with a pilot written. It remains to be seen if Netflix chooses to move forward with a series order.

Monday, 10 February 2025

RIP Chris Moore

Esteemed British science fiction artist Chris Moore has sadly passed away at the age of 77. Moore is best-known for his memorable covers for Gollancz books, including for their SF Masterworks line, and his frequent art for the likes of Alastair Reynolds and William Gibson.

Picking a single representative piece of art for Chris Moore is impossible, but his cover for Steven Erikson's debut novel Gardens of the Moon was very striking.

Moore was born in Rotherham, South Yorkshire in 1947. He was educated at Mexborough Grammar School and Doncaster Art School. In 1972 he joined forces with Michael Morris to form Moore Morris Ltd., and worked on graphic design and cover art for book, magazine and record covers, operating out of Covent Garden in London. The partnership dissolved in 1980, when Moore moved out of the capital. During his time there he'd created cover art for artists including Rod Stewart, Journey, Fleetwood Mac, Status Quo, Pentangle and Rick Wakeman.

In 1974, art director Peter Bennet suggested that Moore start creating covers for science fiction novels, a genre Moore had little interest in or knowledge of (outside of seeing 2001: A Space Odyssey). But Moore agreed and was soon producing art for new books and reprints alike of Isaac Asimov, Larry Niven, Anne McCaffrey, Clifford D. Simak and Arthur C. Clarke. Heading into the 1980s, he also become a preferred cover artist for mainstream authors including Jeffrey Archer, Jackie Collins and Wilbur Smith.

Moore's minimalist cover for Alastair Reynolds' debut novel Revelation Space helped make the novel a huge success.

In 1989 Moore was sought out to produce concept art for Stanley Kubrick's A.I., but Kubrick took against Moore's agent and tried to go around him to employ Moore directly, which Moore felt was unethical so passed on the opportunity.


A full list of Moore's iconic artwork is impossible to write with any kind of conciseness, but his 1980s and 1990s artwork for Philip K. Dick reprints and Arthur C. Clarke were particularly memorable, along with his work on the SF Masterworks series in the 2000s. He was particularly closely linked with Alastair Reynolds, with his moody, minimalist designs of spaceships and asteroids backdropped against planets giving the Reynolds books an immediately recognisable design.

Chris Moore passed away at home on 7 February. A very fine artist with a great eye for SF visions, he will be missed.

Saturday, 8 February 2025

The Galaxy, and the Ground Within by Becky Chambers

The planet Gora has no reason to exist other than just having the fortune to exist in close proximity to five wormhole terminuses. The planet has become a place for travellers to rest briefly before moving on. But a freak satellite cascade crisis stops all ship departures. The crews of three ships are forced to take refuge in one another's company, for good and ill.


The Galaxy, and the Ground Within is the fourth and apparently concluding book in Becky Chambers' Hugo Award-winning Wayfarers series, following on from The Long Way to a Small Angry Planet, A Closed and Common Orbit and Record of a Spaceborn Few (Chambers has a superb facility with book names, it has to be said). This isn't a series in the traditional sense with continuing characters and narrative elements, more something like Iain Banks' The Culture with a shared setting and occasional references to the events of other books but each volume can be enjoyed fully as a stand-alone.

Like the other books in the series, The Galaxy, and the Ground Within is a very relaxed novel. There is personal jeopardy but it is brief and limited. The book's primary interest is more about how people - in this case examples of multiple different alien species - interact and work together in the face of adversity. It's something of a space disaster novel, where the disaster is very brief and isn't going to kill anyone after a short period, but its consequences take days to play out during which our protagonists have to figure out how to endure.

Basically, this is science fiction mashed with the structure of John Hughes' The Breakfast Club, and it works really well. We get to know the three alien visitors, the owner of the space hotel they have to stay in and her son, and none of the characters are human, which is surprisingly rare in science fiction. Each one of the four species the characters belong to gets a lot of development in terms of their personal characterisation and also worldbuilding related to their different species, and how this limits their interactions. One of the species relies on colour cues to determine the other person's mood and intents, whilst another can only leave their ship in an environment suit. Being space travellers - wayfarers - means they have some natural curiosity about other species, but sometimes find it hard to deal with those with a very different worldview to their own, informed by a totally different biology and history.

If the book has a theme, it's probably the rotest of the Star Trek rote: to understand one another's differences and find ways of getting along. It feels like a well-explored idea, but also a universal and constant one, and one it never hurts to revisit. Especially here with the circumstances well set-up to facilitate that story.

Chambers always walks a tightrope between her books being chill and enjoyable, and boring, and Record of a Spaceborn Few started tilting alarmingly towards the latter. The Galaxy, and the Ground Within (****) tilts back towards the former. For those who need action, intrigue and lasers in their space opera, steer clear. For those who are more interested in worldbuilding and character dynamics, this is a fine and enjoyable slice of lived-in science fiction. The novel is available now.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Tuesday, 4 February 2025

BUFFY THE VAMPIRE SLAYER legacy sequel series in development

A new Buffy the Vampire Slayer project is in development at Hulu. This is not really surprising, with multiple attempts to resurrect the franchise having been discussed since not long after it concluded the first time around in 2003. However, this attempt appears to be closer to a pilot deal than any of the others, and is the first to have Buffy herself, Sarah Michelle Gellar, attached in an official capacity.


Buffy the Vampire Slayer started as a movie script written by Joss Whedon. The resulting film, released in 1992 and starring Kristy Swanson and Donald Sutherland, did poorly at the box office but found a dedicated cult fanbase on home video. This led to a TV show being picked up by Fox in 1996, for airing on The WB starting the following year, with Whedon as showrunner and Gellar in the starring role. Buffy the Vampire Slayer ran for seven seasons (ending in 2003) and 144 episodes, winning both critical and commercial acclaim for its canny mixture of supernatural fantasy, horror, drama and light comedy. Its spin-off show, Angel, ran for five seasons and 110 episodes from 1999 to 2004.

Although the story continued in comics, attempts to resurrect the franchise in other formats failed. Spin-offs focusing around the characters of Spike (James Marsters), Giles (Tony Head) and Faith (Eliza Dushku) were in development at one time or another, but none made it off the ground.

In 2010 an attempt to reboot the franchise as a new movie series foundered, whilst a 2018 attempt at a total reboot with Whedon producing and Monica Owusu-Breen showrunning also failed to gain traction. Whedon's subsequent fall from grace for alleged toxic behaviour on the sets of his various projects seemed to stall any further development on projects closely associated with his name.

Sarah Michelle Gellar distanced herself from the show after its conclusion, not attending conventions and gently discouraging speculation over a reboot or sequel with herself involved. She starred in two Scooby Doo movies with husband Freddie Prinze Jr., as well as Cruel Intentions and The Grudge, and occasional TV work, most recently Paramount+'s Wolf Pack. She has mainly focused on business interests outside of television and film. However, she recently spoke of Buffy more warmly having sat down to watch the show with her own children for the first time, and found the experience rewarding.


The new iteration of the show being discussed is a successor series which will focus on a new regular cast, with Gellar's Buffy and possibly other actors from the original series appearing in recurring roles. Oscar-winner Chloé Zhao (EternalsNomadland) is being touted as a producer, writer and possibly director for some episodes. Nora Zuckerman and Lila Zuckerman (Poker Face, Prodigal SonsAgents of SHIELD, Fringe) will produce and showrun. Rights-holders Fran Kuzui and Kaz Kuzui (who produced the 1992 film) will produce alongside Dolly Parton, whose production company worked on the original series. Whedon is not involved at this time.

The original Buffy the Vampire Slayer ended with Buffy finding a way of creating more Slayers, allowing others to take over the burden of saving the world and allowing her to have a vacation. Some of the spin-off media posited that Buffy would effectively become a mentor to a whole new generation of Slayers, and working more in the capacity of a general directing her forces against larger threats. Whether this project would go in a similar direction, or return to the status quo of a single Slayer, remains to be seen.

Saturday, 1 February 2025

Netflix's THE SANDMAN to end with Season 2

Netflix has confirmed what has been strongly rumoured for a good two years now, that the upcoming second season of The Sandman will the final one.


Despite early reports that Netflix were eyeing three to four seasons for the show, the first season's just-good-enough performance (which saw an unusually long delay before the second season was commissioned) and the impending problem that main character Dream plays a smaller role in many of the storylines in the middle and latter part of the graphic novel series, barely appearing in some issues, saw Netflix move to make the second season the final one. The series will continue to adapt the primary story arc of the comics, but in an abridged format, with some of the middle-series storylines and episodes likely to fall by the wayside.

Extremely fortuitously for Netflix, they made this decision before filming and a long time before accusations of sexual misconduct were made against Sandman creator/author Neil Gaiman by eight women. These accusations, which Gaiman has strenuously denied, has seen both publishers and another production company, Amazon Studios, cutting ties with the author.

Netflix has not yet confirmed a broadcast date for Season 2 of The Sandman beyond "2025."

Rebecca Yarros sells 12 million copies of her EMPYREAN series in under two years

Rebecca Yarros' Empyrean fantasy series has sold (non-paywalled reference) a startling 12 million copies in less than two years, marking it as one of the fastest-selling fantasy series of the 21st Century. The first book in the series, Fourth Wing, was published in May 2023 and was followed by Iron Flame in November 2023 and Onyx Storm in January 2025. Two more books are projected to bring the series to a conclusion.

Onyx Storm itself is the fastest-selling adult novel published in the last twenty years, shifting 2.7 million copies in its first week on sale. Onyx Storm saw bookshop midnight openings, launch parties and other events that haven't been seen since the release of the final Harry Potter novel in 2007, without the dual adult/child appeal of that book.

For comparison, Yarros' sales in two years are approaching half those of Brandon Sanderson's non-Wheel of Time books in twenty (Sanderson has sold 40 million books, with over 12 million of those being his three Wheel of Time novels, for approximately 28 million sales of his solo work). Yarros has sold approximately a quarter of the total sales of her colleague Sarah J. Maas, who has sold just over 40 million books in thirteen years. 12 million is also approximately the same number of books that George R.R. Martin sold of his Song of Ice and Fire series before the TV adaptation began.

The only author who can be said to had a more impressive debut was Patrick Rothfuss, who shifted over 10 million copies of his debut novel The Name of the Wind alone (though nowhere near as fast).

With two more books to come and an adaptation of the books underway at Amazon MGM Studios, it's clear that these figures are only going to continue rising in the future.

What will be interesting to see is if this influx of new readers benefits the rest of the fantasy genre, but it does confirm that Romantasy's current sales dominance is no danger of ending soon. 

Monday, 27 January 2025

New MURDERBOT editions criticised for poor quality

As I noticed previously, readers have been calling for omnibus editions of the critically-acclaimed Murderbot Diaries science fiction series for some years. The series, by Martha Wells, consists of five novellas and two short novels which has been positively festooned with awards, praise and strong sales, but their high prices for a short page count have put them out of the reach of more frugal SFF fans.


The books have been reissued in the last few weeks in new omnibus editions to hopefully address the issue. Whilst the format is still not generous - with only two books per edition rather than a more appropriate three (the first three novellas combined only come to 450 pages) - it was still a marked improvement over prior editions in terms of value for money. Unfortunately, the new editions have been called out for terrible proofing and formatting.

The problem appears to be that the books have been released in a print-on-demand format, with all the hallmarks of shoddy formatting and/or corrupted files being used. Given the publisher is Tor Books, the largest and most popular SFF publisher in the United States, and its UK off-shoot, the poor quality of the books is most surprising, especially given they are charging the price of a full, properly-formatted and edited paperback edition.


The three omnibus volumes are each a different height and size to the others, with the cover images not aligned correctly, and in the interior there is an inefficient use of space.

Multiple reviewers have pointed out the problem on the Amazon review pages, and via BlueSky, noting they have returned the books for a full refund.

Hopefully this problem can be fixed quickly; as one of the highest-profile science fiction book series of recent years, and with an imminent TV adaptation on Apple TV+, it would be a shame for new readers to be put off by poor quality books. The series, and readers, deserve better.