Welcome back, Wastelanders! This week's review is one I've been looking forward to. Not only is it the first book review to join the 'Pocky-clypse Now lineup, it's a title I've been eagerly awaiting since the author announced it several months ago. I'm talking about Adam Lane Smith's heavy metal, post apocalyptic, Christian knights versus devils pulp-stravaganza, Gideon Ira: Knight of the Blood Cross. In the interest of full disclosure, I donated to Smith's Kickstarter for this project. And as a backer, I received an early copy prior to general release. Other than that, I don't know Smith. This is an honest review, with no favoritism given or expected. If you're a first time reader of this column, a word of caution before proceeding. My reviews always include a detailed summary, followed by a breakdown of the story's essential genre elements, overall critical analysis, and a numerical "Rad Score" based on my personal rating criteria. In other words, this review will be spoiler-filled. Normally, I'd follow that format here. But since Gideon Ira: Knight of the Blood Cross won't be available to the general reading public until October 4th, I'm going to change up the format for this one. I'm going to put the spoiler-free Rad Rating first, followed by the somewhat spoiler-y Vitals. I'll also put one, final spoiler warning before the summary. After that, Wastelanders, you're on your own. The rest of the review is going to be a spoilerific Thunderdome. So, what did I think of Adam Lane Smith's blood-soaked demon-slaying adventure epic? The Rad Rating: Gideon Ira: Knight of the Blood Cross has all the makings of an instant cult classic. Over-the-top violence and blisteringly paced action meld perfectly with gruesome horror imagery, nightmarish monsters, and deep theological themes. The result is something truly unique and memorable. It's a roller coaster ride from start to finish, a high-tech Crusade through the blasted wastelands. That said, it's not all blood and thunder. There are genuinely human moments in the story, moments of brotherhood, tenderness, and kindness that remind Gideon of the grace humanity is fighting for. All in all, Adam Lane Smith has crafted a vastly entertaining book, a solid first entry into what promises to be a cult hit series. Highly recommended. The Vitals: Violence - Wastelanders, of all the areas where Gideon Ira: Knight of the Blood Cross shines, this might be where it shines the brightest. Simply put, Adam Lane Smith has a fantastic gift for writing violence. His knack for pacing a fight sequence is exquisite, and the way he weaves the horrific details of the demon-infested world into the action helps to create something that feels fresh and unique with each scene. One of the best examples of this is from Chapter 12, when Gideon battles a demon in what can only be described as a Cathedral of Bones: With a huge foot, Zagoroth kicked Gideon in the chest. The knight's battered breastplate and the hit hurled Gideon through yet another bone pillar. His armor was so compromised that one of the sharp human spines stabbed into his lower back. Gideon slammed into the ground and skidded to a crashing halt with his back against another pillar. His HUD shrieked at him about a serious penetration, and when he looked down, the bloody tip of a bleached spine stuck out from his belly. Because of details like this, the battle scenes never feel repetitive. Each one is genuinely edge-of-the-seat exciting, with stakes that matter, villains you want to see dead, and heroes you want to root for. What more could an apocalyptic fiction fan ask for? Man's Civilization Cast in Ruins - Mostly simple and straightforward, with brief but effective descriptions of ruined cities, abandoned highways, and villages made from salvaged parts. Smith prefers to keep the story moving, without bogging his prose down. That said, he manages some nice, clever touches here, brining his post apocalyptic world to life in ways that reflect the characters and their outlook. For example, Gideon muses about the words UNLEADED and DIESEL, reasoning that they must have been sacred to the Ancients, since they wrote them everywhere. To the wandering knight, only something of religious significance could be so common and so widespread. No other explanation makes sense. One wonders what he'd make of the real explanation if someone gave it to him. Especially when the fuel source his Order uses to power their hovercraft is revealed later in the book. Of all the passages describing society's destruction, though, the real show stoppers are the ones describing the ruined city in in chapters 17 and 18. With its enormous pyramid of packed, piled scrap in the center, this nameless ruin is an awe-inspiring monument to death and carnage, a cultists' and demons' hive built in the hollow corpse of the ravaged world. Dystopian Survivor Society - For a bunch of demon-worshiping cultists, the Ba'al cult displays a surprising level of sophistication. There's a clear hierarchy among the demons, the fallen angels, and their human followers, including lines of succession and chains of command. During a pre-mission briefing near the book's climax, mention is made of the vast amount of territory they control to the north. In other words, this isn't some unruly rabble. This is a thriving civilization, one that's coming dangerously close to ruling the mortal realm. That said, the legions of hell are prone to jealousy, backstabbing, and infighting, and the power vacuums created by the knights' Crusading can lead to bloody power struggles. Futuristic Bloodsports - None in evidence yet, although the series is just getting started. I wouldn't be surprised to see depraved gladiator games and contests to the death between the cultists in future installments. I also wouldn't be surprised to see something a bit more civilized, like some kind of futuristic jousting or tournaments taking place among the knights. Barbarian Hordes - The highway bandits from Chapter 6 represent the only truly lawless faction in this world, the only reavers and raiders that owe no allegiance to anyone but themselves. That said, their quick and brutal end shows what a stupid choice that is. Smith's post apocalypse is one where demons and fallen angels walk the ravaged Earth. Powerful necromancers and witches stalk the ruins, along with legions of demon cultists. Opposed to them are the anointed warriors of God, using salvaged weapons of the Ancestors to hold the darkness at bay. In other words, this is a world built on faith in—and faith to—something greater than oneself, be it God or devils. Red Hat and company are the only ones foolish enough to try holding themselves apart from that. In doing so, they've tacitly declared themselves as powerful as those major players, as the demons and devils stalking the world. Of course, Gideon Ira makes laughably short work of them, and in doing so, reinforces to the reader that this is not a world of human conflicts. Rather, this is a world of supernatural and metaphysical conflicts. And men like Gideon are merely its foot soldiers. Badass Warrior Women - Sister Heather, of the The Iron Doves. She's a stealthy, brutally efficient killing machine, and the Chapter 17 infiltration showing off her skills is one of the book's absolute highlights. In the interest of keeping this section relatively spoiler-lite, I will say no more. Watch Thou For the Mutant - Swap out "demons" for "mutants" in this case. I'm not going to make any semantic quibbles. Bottom line, the monsters in this book are memorable and awesome. As with violence, Smith has a gift for creating unique and vile creatures. From the feathered Pride demon in the opening chapter—described as hulking and ape-like, with reptilian jaws and insect-like chitin covering its body—to the fallen Angels with their profane, stained glass wings and molten silver eyes. What's more, Smith doesn't shy away from showing us these demons are evil. Casual atrocities like the slaughter of a village's adult population are just the prelude to the organized, large-scale sacrifice of that same village's children. Screaming girls have their entrails ripped out on altars. Temple floors are gore-soaked charnel houses, with the demons promising momentary power and respite to those that would serve them. These aren't a bunch of misunderstood muties, Wastelanders. These are unholy abominations in need of a good purging. And Gideon Ira is just the man for the job. FINAL WARNING: DETAILED SPOILERS AHEAD! The Story: The book opens in a warren deep below the earth, where power armored knight Gideon Ira is locked in a death struggle against a feathered demon. Ira battles the creature tooth and nail, and the reader gets a glimpse of the power-armor's capabilities. Ira deploys revolver, sword, and enhanced strength to little effect, but the creature does not fall. It's only when Ira wraps his rosary beads around his fist, literally beating the demon monster down with his own faith, that the creature begins to show signs of defeat. Now, with the creature weakened, Ira is able to activate his sword's hidden plasma cutting edge. He finishes the monster, removes its head, and rides back to the nearby town of Blackbriar. And with that, Wastelanders, Adam Lane Smith earns my implicit trust as a reader. He isn't here to waste my time. He's here to deliver on the promise he made when he announced this project months ago: Knights in power armor battling demons across an atomic wasteland. And deliver he damned well does. In Blackbriar, Gideon stops at the church to deliver the demon's severed head, and to give his report to the village priest, Father Harris. The priest then takes Gideon's confession, and just as the knight is preparing to leave the church, a blinding light and a booming voice from the heavens stops him in his tracks. The radiant being has eyes of molten silver, and wings like stained glass windows, depicting the Lord Jesus Christ. Far from being overawed, though, Gideon is unimpressed. The being is Azaria, an angel who's been standing by his side through his many battles, and who has appeared and spoken to him dozens of times in the past. After his initial, dramatic entrance, Azaria takes a more human aspect, and the angel and the knight settle onto one of the pews to talk like old friends. Azaria wants to know why Gideon appears so sullen and upset. The battle against the demon was far from the worst he'd faced. Gideon admits that he's frustrated at how long it took to track the monster. Months of battling through underlings, slaying cultists, and hunting for clues, when Azaria simply could have revealed the demon's location to him. The angel reassures him that there was a purpose to the seemingly aimless running around. Many evils were removed from the world as he fought his way to the demon, including a powerful necromancer. But the angel promises that his next task will be simpler, and more straightforward. All he must do is go to the tavern, and the location of the next target will reveal itself. Gideon, still frustrated, asks if Azaria will just tell him directly. The angel's response isn't exactly what he wants to hear. Another roundabout purpose, I'm afraid. Giving you a list of exact tasks does nothing to build your faith. My job is not to interfere in your life. I'm to guide you on your path, help you make sense of your experiences, and assist you with the choices you make. I cannot make your choices for you, and I will not rob you of your chance to experience a life of discovery which builds your faith. With no path open to him except the angel's vague hints, Gideon heads next door to the tavern. After a short meal from the grateful proprietor, Gideon overhears news that cultists have massacred the adults in the village of Juniper, about a week northwest of Blackbriar, and taken the children away to use as human sacrifices. Without saying a word, Gideon leaves the tavern and heads for the road. His first few days' travel are uneventful, but he eventually has a run in with a pack of bandits, led by one he mentally tags as Red Hat. He warns them off, seeking to avoid a fight and urging them to go to Blackbriar and confess their crimes. He says that they are not yet beyond redemption. The bandits leap to attack, and Gideon makes short work of them. In the end, the only bandit left standing is Red Hat. The knight urges him to surrender, offering to take him along on his quest, to give him a chance to atone for what he's done. But when Red hat learns that Gideon is bound for the territory of the Ba'al cultists, he takes a desperate last shot at the knight. But Gideon's power-armor enhanced reflexes are quicker, and he kills the bandit leader with a single, well placed shot. Before Red Hat expires, Gideon again attempts to get him to repent, pleading with him to accept Christ in his final moments and be saved. But the bandit leader dies without uttering another word. Another day's travel brings him to the corpse-strewn ruins of Juniper. True to the rumors, he finds no children among the bodies, and signs of a caravan headed northward. Before he can begin his pursuit, though, he encounters another knight in power-armor. A quick ID between them reveals the man beneath the helmet is his old friend and academy classmate, Sir Caleb Davis. Caleb has been on the trail of the same cultists that kidnapped the children, and he is visibly shaken by the carnage. He admits that the evil in this world sometimes makes him feel like giving up hope. The things he has seen battling against the demons and their human servants haunt him, and he sometimes believes that the darkness is winning. Gideon does his best to reassure his friend, and urges him to give confession and ease his spirit. Caleb refuses, saying they must press on and finish the job first. Gideon and Caleb follow the wagon tracks into the ruins of a nearby city, one from before the apocalypse that destroyed the civilization of the Ancients. The sign near the outskirts identifies it as Minneapolis. They silently make their way through the ruins, eliminating sentries with brutal efficiency until Gideon gets spotted. The sentry manages to squeeze off a burst of machine gun fire just as Gideon impales him, and the rest of the infiltration into the cultists' hideout is a running firefight through the streets. In the middle of the chaos, Gideon notices Caleb executing wounded enemies. He confronts his brother knight, saying it is not their way. Caleb counters that killing the enemies of the faith, and making sure they can't return to prey on the innocent, is the only way, and believing otherwise is naive. Before they can settle the argument, the firefight resumes, and they're forced to fight and maneuver their way to the massive, bored out tunnel that serves as the cult's lair. Gideon, having seen this before, surmises that the cult is led by a demon. Clearing the entrance, Gideon and Caleb work their way inside. They manage to locate and free the children of Juniper, but they cannot risk letting the cult leaders escape. Placing the oldest child in charge—a thirteen year old girl named Mary O'Rourke—the two knights work their way deeper into the tunnel. At last, they find the grand central chamber, where they interrupt the end of a sacrificial ritual in progress. Gideon and Caleb make short, bloody work of the cultists, before they enter the final corridor and the heaped earthen throne room of the demon Zagoroth. Zagoroth taunts the knights, saying their quests and their suffering have been meaningless, and offering them a chance at true power. Gideon resists, but Caleb, whose faith has already been shaken, succumbs to the temptation. Demonic power flows into and transforms Caleb, and Gideon is forced to fight his old friend while the demon watches. It's an emotionally powerful, gut wrenching duel, and Gideon narrowly prevails, striking a death blow with his plasma sword. Zagorath then traps Gideon in the plane of demons, and the already weakened knight is forced to fight for his life and soul against the demon in a cathedral made entirely of human bones. The demon spends most of the battle toying with the knight, as Gideon's armor gets weaker and weaker. At last, Gideon defeats the demon, but not before he is gravely injured. Barely clinging to consciousness, and with only the thoughts of the freed children and prayers to the Lord for the strength to see them to safety driving him onward, Gideon crawls his way out of the tunnel and activates his distress beacon before darkness finally overtakes him. When Gideon finally regains consciousness, he's on an air transport back to Belltower, the human stronghold and headquarters of the knightly Orders. Seated across from him is Sir Andrew Stone, another old friend and companion from his academy days. Andrew tells him they found the children, and all of them are safe and accounted for. They also found the remains of Caleb. Gideon spends a day in recovery at Belltower, while his power-armor is undergoing repairs. He enjoys a day of quiet reflection and an evening Mass. Then Andrew picks him up for a major operations briefing. Something big is happening up north. High Paladin Tharson, the regional commander of the knights, announces that they've identified an advisor to the Ba'al cult's regional high priest. If they capture the advisor, they can learn the identity and location of the high priest. And if they can kill the high priest, they can break the hold of the Ba'al cult in the region, potentially freeing hundreds of square miles of territory from their demonic influence. The operation is going to be a small, surgical strike, with a team of just three knights. The priority is to get the target out alive without being noticed. Andrew is named team leader, with Gideon selected as his number two. Also attached to the mission is Sister Heather of the Iron Doves, an order of covert intelligence specialists. What follows is the single most thrilling action sequence in the book, an extended and harrowing infiltration and exfiltration filled with grotesque horror imagery, edge-of-the-seat action, and Smith's trademark, over-the-top violence. These two chapters are worth the price of admission alone, Wastelanders. By the end of it, the advisor is in the custody of the Belltower's interrogators, and Sister Heather predicts he'll reveal the identity of the High Priest in a matter of hours. The knights get a little downtime, but not much. It turns out Heather's prediction is right. The prisoner talks early, and soon the High Paladin is calling for another mission briefing. Tharson identifies the target city, another Ancestor ruin to the north, and instructs the knights that they'll be riding out at first light. This is a search and destroy mission. The goal is to hit the city, and to slaughter every cultist they find, with the high priest being the raid's primary target. The knight's have one last evening of quiet reflection and camaraderie, and Gideon and Andrew choose to spend it sharing a beer and reminiscing about old, departed comrades. The war against the demons has caught up with too many of them, it seems. The knights depart the next day, and from here on out the book is non-stop action. The column of knights is attacked by flying demons en-route, forcing them to push on instead of resting. After a hard ride, they finally come to a ruin dominated by a huge, obsidian dome. Arrayed before it is an army of demons, necromancers, risen corpses. With a battle cry, the knights charge the host. The fighting is fierce, bloody, and chaotic, and the knights gradually begin losing ground. Then last-minute salvation arrives, in the form of a Belltower gunship. The gunship manages to clear a path through the demonic host, and Gideon, Andrew, and three other knights manage to make it as far as the Obsidian Dome. High Paladin Tharson orders them to locate and kill the high priest. Gideon and the others find him, but killing him turns out to be difficult. The priest—a demonic sorcerer called Snapdragon—has the ability to command a sort of living fog, whirling and shaping it into the shape of a vicious dragon. The priest more than holds his own against the gathered knights, and he even manages to kill one of them. It's only through some impressive teamwork, tactics, and faith that the other knights pull off their final victory. The rest of the knights finally breach the dome, gathering their wounded and their dead, and planting a nuclear warhead to ensure the Ba'al cult will never use the site again. And as the transport ships speed back towards Belltower, Gideon Ira, Knight of the Blood Cross, watches the mushroom cloud form on the horizon. The Commentary: I'll put this as bluntly as possible. Gideon Ira: Knight of the Blood Cross fucking rocks. It's a rollicking roller-coaster ride of righteous violence from start to finish. Fans of post apocalyptic action and military SF will find lots to love here. For some reason, the hive-like pyramid of the Ba'al cultists, in Chapters 17 and 18, reminded me of the Ant Nests in John Steakley's Armor. That said, I think it's the quieter moments that truly define this book. Gideon's sense of brotherhood with his fellow knights, his tenderness towards the rescued orphans, and his simple, quiet faith when he's alone in the church are what make him a compelling character. Sure, I may be following Gideon's adventures because he's a futuristic knight in badass power armor. But I want him to win because of the gentle kindness he shows to Sister Mary Brigid, and the easygoing humor he shares with William the armor smith. Speaking of relationships, a special mention needs to be made of Gideon's relationship with the angel Azaria. It feels organic and real, with all the one-sided gravity a relationship between a mortal and an immortal should have. Azaria genuinely loves Gideon, and he's doing his best to guide him and nurture his faith. And we get the sense he finds it painful to see his friend go through these tribulations. But like Gideon, he's just a servant. He has a role to play in this grand design, whether he understands it or not. This being the first book in the series, Adam Lane Smith lays plenty of groundwork for future installments. There are mysteries hinted at in Gideon's past, as well as a startling reveal involving Sister Heather of the Iron Doves. We're also introduced to a fallen angel who makes some menacing appearances, but otherwise doesn't do much in the course of the narrative. I'm expecting that all these strands will be developed in the next books. Honestly, if there's any criticism to be had here, it's that Smith places the most emotionally powerful and complex fight scene too early in the story. The battle against Caleb is the fight where the personal stakes are at their absolute highest for Gideon. A lifelong friend and brother has just succumbed to darkness. Gideon has no choice but to fight him, not just out of self defense or self preservation, but to honor everything Caleb once stood for and believed in. Only by standing true and refusing to give quarter can Gideon honor himself, his God, and the lost soul of his one-time brother. The problem is, none of the battles that come after it have quite the same sense of gravity. After we've seen him forced to kill a comrade in arms, the personal stakes just don't feel as high when Gideon is battling the cultists and the demons. This is an admittedly minor quibble, one born more of my writer brain speaking up when my reader brain just wanted it to shut the hell up and enjoy the damn story. The simple fact is, Gideon Ira: Knight of the Blood Cross kept me glued to my seat from start to finish. It's a wildly fun and entertaining story with a compelling hero, a vividly imagined world, and kick-ass action. And when I reached the last page, I sure as hell wasn't second guessing Smith's placement of that one fight scene. I was far too busy thinking about Gideon Ira and his next adventure. Wastelanders, I suspect you will be, too. Until next time.
1 Comment
We're coming up on three weeks since I've written anything, and I wanted to put up a brief post explaining why. Personal reasons, mostly. The majority of them health related. But I've also been hard at work on an upcoming fiction project, and I wanted to share a little news about that, as well.
Incidentally, if that upcoming release is all you want to know about, skip to the bottom, below the boldface header. I promise I won't be offended. First off, the good personal stuff: I got to take a road trip two weeks ago to visit an old buddy from my Marine Corps days. He finally fulfilled his lifelong dream of becoming a municipal police officer, after years of slaving away in private security and DoD Police jobs. He's more cut out to be a cop than anyone I know, and it was a privilege to be there celebrating his academy graduation. I'm keeping his name out of print by request, because he's always been a humble guy who doesn't seek attention. That said, this is my digital space, and I get use it to tell the world how fucking proud I am of my blood brother. And to that brother, I just want to say this: Semper Fi, man. It's been a long time coming. Wear that badge as proudly as you wore the Eagle, Globe, and Anchor. Of course, I managed to pick up some new and interesting germs on said road trip, and I've been sick as a bastard since getting back. I'm mostly over it now, but I spent a solid week hacking up phlegm and alternating between medicine hangovers and NyQuil-induced comas. Incidentally, my mother-in-law is a saint for making me her famous, fresh chicken soup while I felt like crap. I tell you, that stuff is the nectar of the gods. I've also been having my usual round-and-round with the Department of Veterans Affairs, which has been about as much fun as an enema of live fire ants. Bottom line, I've been running on fumes when it comes to mental energy these days. And what little I have been able to muster has been going into the new fiction project. New Fiction Project In recent weeks, I mentioned D&D's fiction line and Pink Slime fantasy. The latter was one of the two most popular posts this blog has ever had, with something in the neighborhood of four thousand unique hits. Those two subjects aren't entirely unrelated in my mind. The rise of D&D's fiction publishing arm was one of the major driving forces in the overall homogenization of the fantasy genre, and the defining of what "vanilla" or "typical" fantasy looked like. By contrast, the D&D game itself looked markedly different in the earliest days, when it was cobbled together from such odd literary influences as Jack Vance's The Dying Earth and Margaret St. Clair's The Shadow People. As a result, I've lately found myself wondering what D&D fiction would have looked like if it actually drew from those Appendix N sources, instead of leading that homogenization trend. What if—instead of generating more vanilla fantasy "lore" for TSR's branded settings—it was allowed to get as weird and pulpy as the suggested setting in the AD&D Player's Handbook and Dungeon Master's Guide? In that spirit, I'm currently working on a post apocalyptic, science fantasy dungeon crawler; something equal parts Sign of the Labrys and Swords Against Death, with some hefty helpings of Poul Anderson and Jack Vance in the mix. Call it OSR fiction, for lack of a better term. Watch this space for more updates. Or, if you want to be notified as soon as it's available for pre-order, you can click here to sign up for my mailing list. As for the immediate future of the blog, I'm planning to put up some more gaming related content, including some more deep-dive stuff into the old AD&D rules. I also plan to continue my ongoing series of post apocalyptic reviews, which has earned itself at least a few die hard readers. And I'm finally adding books to the review series, starting with Adam Lane Smith's upcoming release Gideon Ira: Knight of the Blood Cross. So stick around, folks. There's plenty more to come. |
AboutI'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies. Archives
December 2020
Categories
All
|