A MAN NAMED BASKERVILLE reviewed at Steve’s Book Stuff

Today’s stop of the virtual book tour is at Steve’s Book Stuff, which offers a four-star review of A Man Named Baskerville:

It is not a straightforward journey, but an adventure of the wrongs done to young Roger and the criminal path they set him on. From Brazil the story continues on into Costa Rica, then to Yorkshire in England, and finally to Dartmoor and Baskerville Hall, where the events of Conan Doyle’s Hound unfold.

As the story progresses, Nelson makes sure to incorporate pieces from the Stapleton life story that Sherlock Holmes relays in the final chapter of The Hound of the Baskervilles. But Nelson also fills in many of the blanks. The result is some adventurous storytelling.

Thanks, Steve! The full review is here. Pick up your copy of A Man Named Baskerville at Amazon.

A MAN NAMED BASKERVILLE book tour starts now

The A Man Named Baskerville book tour is underway! As the above graphic shows, the tour is making stops at several spots around the book-reading web. I’m working with Escapist Tours, who have been an able hand in putting together all the finishing touches.

Throughout the week, several well-known book reviewers and bloggers will be discussing Baskerville. I’ll post here as the tour stops along the way, and what these great and generous readers have to say.

If you’re curious, learn more about A Man Named Baskerville here. It’s my take on the classic Sherlock Holmes novel retold from a brand-new perspective. As I like to say, I peered into the Arthur Conan Doyle book and realized there was another book within the book—another story waiting to be told.

And if you’d like to read A Man Named Baskerville, consider signing up for the giveaway: I’m raffling off one digital edition of the book at the conclusion of the tour. To sign up, just follow this link.

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Interview at Queen’s Book Asylum

In My Memory Locked by Jim Nelson

Over at Queen’s Book Asylum is a new interview discussing my cyber-noir thriller In My Memory Locked.

A sampling of the discussion:

What draws you to science fiction?
I’m drawn to the “what-if” element of science fiction. Storytelling is a kind of controlled experiment, a chance to live another life or in another time without the use of exotic technologies. Novels are rather like the Myst linking books transporting you to another age. J. Hillis Miller calls books “portable dreamweavers,” and speculative fiction is perhaps the purest distillation of that idea. That’s why I turn to science fiction time and again.

And:

While taking inspiration from those giants of the genre, how does your book both honor and freshen up cyber-noir?

In most mystery novels, the detective is not deeply involved in the mystery he’s solving. For In My Memory Locked, Naroy is absolutely at the center of the crime—and he’s not sure why. He’s even uncertain he’s not the perpetrator. I couldn’t tell the kind of detective story I wanted to tell without science fiction.

The discussion also touches on my Bridge Daughter series, the differences between San Francisco and Tokyo, and how we’re already living in a cyberpunk world, even if we don’t have quarter-inch stereo jacks in our heads.

Read the full interview here. Thanks to Arina at Queen’s Book Asylum for having me!

IF Comp 2021 Winner: And Then You Come to a House Not Unlike the Previous One

The IF Competition 2021 award ceremonies were held yesterday, and the winner announced: And Then You Come to a House Not Unlike the Previous One, which I reviewed earlier:

The execution is excellent. The prose and dialogue are spot-on, and the story develops organically. The shifting and blending between the “real world” and the computer world never left me confused. NPC interactions come off seamlessly.

House also took first place in the Miss Congeniality context (highest rating by other IF Comp entrants).

The superb Western The Song of the Mockingbird placed third (and second in the Miss Congeniality), and the impactful What Heart Heard Of, Ghost Guessed took fourth.

(As an aside, Mockingbird was so enjoyable, it got me to pick up Louis L’Amour’s Hondo, a book I’ve been meaning to read for years now. Although I’ve watched plenty of Western films, I’ve never read one, and Mike Carletta’s Texas romp encouraged me to start.)

Any surprises? I thought Ghosts Within would have cracked the top 20, with its expansive map and many layers of exploration offering an old-school interactive fiction experience. And I hoped for the same with Closure, a game which unexpectedly captured my attention with its immediacy and a novel use of the IF parser. They nearly reached that ranking, placing 28th and 27th respectively.

The full IF Comp 2021 rankings can be perused here.

Congratulations to everyone who competed! All these entries represent a tremendous amount of work and dedication.

SPSFC: New Worlds Await

I’ve teamed up with my fellow writers in the Self-Published Science Fiction Competition (SPSFC) to put together a special deal. We’re offering for a limited time downloading our books or selections from them. Here’s your chance to download over twenty books from work under consideration in the competition.

Included is my cyber-noir thriller In My Memory Locked, as well as plenty of other selections from all over the sci-fi gamut.

IFComp 2021: Closure

See here for my IFComp 2021 scoring and reviewing rubrics.

The headline for Closure by Sarah Willson is “An ill-advised sad teen heist.” That truly is an appropriate summation for this quick and tidy parser game.

Closure opens with a Mad Libs series of questions (“What’s an activity you like doing around the house on a day off?” and so forth) before launching straight into the situation at hand. You receive a text message from your friend Kira:

i did something totally cool and normal that you will definitely not disapprove of

i'm in TJ's dorm room right now

TJ being Kira’s ex-boyfriend, naturally, who is away for the afternoon. Kira is Watergating his room to reclaim an old photo from when they were a couple. Kira texted you because she needs your help searching for said memento.

The innovation here is to use an interactive fiction parser as an SMS interface, where your commands are not actually instructions for the story’s “you,” but rather for Kira as she frantically ransacks TJ’s dorm room. All of my commands received character-appropriate responses from Kira rather than the flat, characterless responses typical for text adventures (although I didn’t try anything too wacky). Even when I got a touch stuck, the hint system remained in character:

>hint
you're asking me? that's why i texted you in the first place!

ok, let's see

if it were me, i'd probably…

Another nice interface touch: When Kira sends multiple messages to you in succession, you have to press a key to receive each one. It’s a clever way of emulating the natural pauses when texting.

There’s a Rorschach test within Closure: My first command to Kira was LEAVE, which she promptly refused. I betrayed my principles and began assisting her in her search. The game’s setup makes you complicit. I felt a bit guilty throughout my session.

Most everyone has been in this situation, or at least knows someone who was—well, maybe not texting while breaking-and-entering, but madly jealous and forlorn, along with the concomitant regrettable decision-making. There’s not a lot of time for character development or nuance in Closure; it’s Kira’s hyper-focused mindset and the frisson of her situation which sustains interest.

Is there room for improvement? I suppose so, but I admire the minimalism of the project: You’re dropped into the situation, you navigate Kira through it, and you witness a transformation. It’s not deep, nuanced stuff, but it doesn’t purport to be. Closure is more like a breezy short story, a slice-of-life, than a full-bodied, novella-like game. It can be finished over a short lunch.

I confess: Within twenty seconds of opening Closure, I thought, “This isn’t my kinda game.” The pleasant surprise was its constrained scope and smart design choices drawing me into Kira’s little adventure.

IFComp 2021: What Heart Heard Of, Ghost Guessed

See here for my IFComp 2021 scoring and reviewing rubrics.

Amanda Walker’s What Heart Heard Of, Ghost Guessed opens with a scene that could have been cut-and-pasted out of any number of text adventures from the days of yore: A bare room, a closed door, and a locked wooden chest. However, before this comes an introduction suggesting all is not as it seems:

…as you try to bring your hand to your eyes, you have no sense of your hand. No sense of your eyes. It is a strange sort of seeing. Looking down at where you– your body– should be, you see nothing. You try to open your mouth, to call out, but you have no sense of your mouth. No sound comes from you.

This disembodied sensation is not fleeting. This is your state of being throughout the game. Ghost Guessed takes one of the core assumptions of interactive fiction—the player’s ability to interact with the game world—and turns it on its head. You can LOOK and EXAMINE and glide from room to room, but otherwise, you appear unable to interact with the world around you.

Soon, some shattered glass and an opened piece of jewelry reveal you are capable of manipulating the world by your emotions. And your emotions are strongly felt: Doors don’t open, they slam open. Boxes fly across rooms to you, but rather than being caught, they soar through your incorporeal form and crash to the floor. This linkage between strong emotions and violent results is the game’s strongest element. I’m not encyclopedic when it comes to the taxonomy of the spirit world, but I believe this is known as a poltergeist, a “noisy ghost.”

While this concept of emotions-instead-of-actions may sound like a device, it’s handled rather well. Not only is the technique discovered organically, each emotion is tied to the character’s past. Learning how to manipulate the world reveals and defines your character and her history. The other story elements are gleaned through a steady accretion of detail within the house.

The title comes from Gerard Manley Hopkins’ “Spring and Fall” (“to a young child”):

Now no matter, child, the name:
Sórrow’s spríngs áre the same.
Nor mouth had, no nor mind, expressed
What heart heard of, ghost guessed:

Ghost Guessed is as doleful as its nineteenth-century namesake. It reminds me of other Gothic literature from that time period. As you float through the house, a picture develops of a quiet country estate occupied by a moneyed family, where the secrets are locked away upstairs whilst whispers downstairs are exchanged over tea and cakes. The bulk of the dramatic arc has already occurred when the game begins, but there’s plenty of empty space within this hushed, reserved home for the main character to realize the totality of what’s happened, and to grow from it.

Side note: The content warning indicates the game contains violence and child abuse. This turned me off at first, but I came to see it’s all handled tactfully and without sensationalism. Kudos.

None of the puzzles were difficult, but I would recommend anyone starting the game to examine everything. I don’t think of this as a “puzzle” game, however.

What Heart Heard Of, Ghost Guessed is an elegiac game, a story of tones and grays within an interactive fiction, solemn without becoming moody—good for a rainy day.