Gun Machine, by Warren Ellis
Warren Ellis is a writer of a particular style, which can be polarizing. When it's good--as in Transmetropolitan, his frighteningly amusing riff on Hunter-Thompson-meets-Futurama political journalism--it's very good, but there are other times when it comes across as bluster. His first novel, Crooked Little Vein, was a good example: over its 200-odd pages the schtick wore thin, and the catalog of American fetish weirdness that was left (while funny) wasn't enough to carry it.
His second book, Gun Machine surprises on two levels. The first is that it pulls back substantially from Ellis' usual over-the-top dialog style. It still surfaces for comedic effect (Ellis gets a lot of mileage out of two manic CSI technicians), but most of the prose is written more restrained, or in another, Ludlum-like style entirely. This gives the book something Crooked Little Vein never really had: dynamics. The characters have room to breathe, and become a lot more sympathetic, when they're not all shouting in the same voice.
The other surprise is that the book actually works as the mystery-thriller it appears to be, since I was expecting something less traditional. It follows John Tallow, a New York City cop who is coasting along on his partner's graces when said partner is shot, simultaneously revealing a room full of purloined firearms arranged in complicated patterns--the "gun machine" of the title. Alternating chapters follow the room's owner, a schizophrenic killer for hire who's been working for influential New Yorkers over several decades.
It's not like Ellis is a stranger to mystery stories, or to conspiracy theories, but his usual M.O. tends to be more scattershot in scope, sprinkled liberally with Internet-age trivia. Gun Machine eschews this in favor of a lot of Manhattan history, and its relatively subdued narrative voice gives Ellis a chance to explore Tallow's gradual re-engagement with the world as he becomes more caught up in the case. It's a more thoughtful, sympathetic approach than I expected, in the best possible way.
Gun Machine has a few sections where it bogs down, and where it stretches across the line of plausibility, although it tends to skip past these deftly enough that they don't stand out until you stop and think about them later. But overall, it's a crackling little piece of genre fiction, paired with just enough in the way of characterization and unexpected turns to keep you turning pages without actually feeling guilty about it.
Rise of the Videogame Zinesters, by Anna Anthropy
Someone had to write this book. It was really just a question of who would get there first: someone from the maker/craft culture, or someone like Anthropy, a cranky member of the independent game design community. Zinesters is a book about democratizing gaming: the idea that anyone should be able to write a video game, the same way that anyone can paint a picture or write a story.
If video games can be art, what does "outsider art" in that medium look like? Where are the subversive messages? And how do we give a canvas to more people--people who aren't young, white men? As the creator of several adamantly non-mainstream works, like Dys4ia and Mighty Jill Off, these are not idle questions for Anthropy. So her goals are two-fold: to explain the ways that games can be more accessibly, and (more importantly) to convince readers that making them is something they should want to do.
I'm not sure it succeeds at the latter (to avoid tying her book too closely to any given tool, Anthropy basically lists a number of entry-level game engines and then gives readers a pep-talk), but the former is extremely well done. Starting from the definition of a game as "an experience created by rules," she uses that as a jumping off point to examine game design, its relationship to society, and "folk games."
Rise of the Videogame Zinesters is a very, very short book, and it often reads as a collection of blog posts instead of a single work, but it's an impressive tour of gaming at the margins of culture. If her argument has a weakness, it's contained in the title: considering the fade of zines (eclipsed by Internet blogging, now also on its decline), are there other models for DIY game creation that might need to be examined? How do independent games compare with indie films, or hackerspaces, or crafting?
It's not that Anthropy is wrong to pick zines as a starting point--given her emphasis on LGBT culture and fast/cheap creation, it's appropriate--but there's a lot of other creative philosophies that would be interesting to consider, and might result in very different interactive experiences. It may not be Anthropy's responsibility (or interest--it's a very personal series of essays) to present those, but in a book this brief, it couldn't hurt. As it is, we catch only a glimpse in her impressive citations, from the open-ended (ZZT) to the surrealist (La La Land 2) to the meta (Execution). The introduction to this diversity of gaming is intriguing, and it's a little disappointing when the corresponding analysis is relatively thin.