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 Ender's Shadow
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Ender's Shadow

Bean could have saved the world--only someone else got there first.

* Ender's Shadow
* By Orson Scott Card
* Tor Books
* $24.95/$34.95 Canada
* Hardcover, Sept. 1999
* ISBN 0-312-86860-X

Review by Nalo Hopkinson

Ender's Shadow is a parallel novel to Orson Scott Card's novel Ender's Game, which centered around Ender Wiggin, the little boy whose skills at video game warfare saved Earth from being destroyed by aliens. The boy who must live in Ender's shadow is called Bean (named for his small size). A homeless urchin in Rotterdam, Bean has developed urban survival skills well beyond his four years. On the verge of starvation, he manages to ally himself with a kid crew whose leader has one weakness--compassion.

Our Pick: A

Bean convinces the crew to try his plan for getting past the older, stronger and more vicious street kids and gaining access to Helga's soup kitchen. Helga's is a front for the Battle School, a war effort that trains quick, intelligent children on video games that prepare them to fight the Buggers, the race officially known as the Formics, which has been attacking Earth for some years now. The unnaturally precocious Bean is recruited to the space station that is the Battle School. There, he finally has enough food to eat, adults to care for him, and a purpose: to become good enough to lead an army of similarly gifted kids in mock war games. He has the highest score of any of his peers, but someone has reached the Battle School before him, another small, smart, fiercely quick boy named Ender Wiggin. And the adults have all their hopes for victory pinned on Ender.

What little boys are made of

"Jagged little breaths. An occasional gasp. And then...a sob. Crying. Some boy was crying himself to sleep."

That scene takes place in a co-ed dormitory, but Bean specifically hears a boy sobbing. Although women and girls are very much present and active in Ender's Shadow , this book is a glimpse into a boys' world of "snips and snails and puppy dogs' tails": a world of jostling for supremacy, of schoolyard taunts and dares that are deadly serious. At its core, as with much of Card's writing, it's a story of the boys who just don't fit in. Ender and Bean are the mouthy runts of the litter who always know and say more than is good for them, who can't stop themselves from showing the others up. Whatever their gender, kids like these are often harried mercilessly by their age-mates. It's a pleasure to root for Ender and Bean, knowing that in this novel, at least, the underdogs will save the day.

The pace is somewhat slowed by the amount of interiorization. Bean is a super-thinker whose survival depends on his being able to figure out complicated problems quickly. Much of the narrative therefore takes place as circuitous thought problems in Bean's head. While it's often fascinating to follow his logic, the slow buildup may irk those who have read the Ender novels and know the intense, fast-paced climactic scene toward which Ender's Shadow is heading. But once the balance of events has tipped towards more action, the novel cracks along at a fine pace to the heartbreaking battle scene where the children discover the true significance of the war games they have been playing. Ender's Shadow is a fine addition to the "Ender" saga.

I enjoyed watching Card ring the changes on his own story of a boy hero, to create the hero's sidekick. -- Nalo

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Iris

Deep within a stray planet, an ancient entity awakens.

* Iris
* By William Barton and Michael Capobianco
* Avon Eos
* $6.99/$8.99 Canada
* Paperback, Sept. 1999
* ISBN: 0-380-73038-3

Review by Curt Wohleber

In their four collaborative novels, William Barton and Michael Capobianco have established a reputation for a unique combination of hard science and psychological intensity. Following the release of their most recent book, White Light, Avon Eos has reissued the formidable duo's first collaboration, Iris, originally published in 1990.

Our Pick: B

Iris is a Saturn-like planet that wanders through the galaxy with its three icy satellites. As Iris passes through the Earth's solar system, a group of alienated Terran colonists attempt to settle on one of the moons, looking to build a new life far away from civilization.

An expedition to a neighboring satellite uncovers a 10-kilometer-long alien spaceship, incredibly ancient yet nearly intact. The craft turns out to be a shuttle from a colossal mother ship buried in the core of Iris itself. One of the colonists, computer programmer, amateur boxer and not-so-lovable rogue Brendan Sealock, establishes contact with the mother ship's computer system, called Centrum. Centrum uploads Sealock's personality, leaving behind a mindless, dying body.

Centrum had been created billions of years ago to seed life throughout the universe. Mounting errors have crippled the machine, leaving it lost, confused and deadly.

The other colonists mount an exotic rescue mission, using a virtual environment created by Sealock to interface with Centrum and search for their missing comrade. It's a data retrieval operation that's also a fantastical quest, with humans storming Centrum's castle. The virtual environment's software taps deep into the participants' minds, weaving a world drawn from their own memories and desires, so the colonists must confront not only Centrum but also their innermost selves.

Group therapy with an angry god

Iris employs the same basic scenario as Barton and Capobianco's more recent novels: take a dysfunctional team of space travelers and plunge them into a dark and wondrous cosmic mystery. The results are uneven. At times Iris reads like a beta version of their more focused and accomplished 1997 book, Alpha Centauri.

The 10 principal characters--including a "Jana" and a "Vana"--are too many to keep track of, and they are as whiny and self-pitying a group of explorers as has ever gathered in one ship. The virtual battle with Centrum functions as a form of voyeuristic group therapy, delving into each character's past. The actual confrontation with the godlike Centrum is almost an afterthought.

Though individually dislikable, the colonists as a group somehow form a bleak yet endearing microcosm of the human condition. They spend the early chapters dismantling equipment and putting it together in new configurations. An intriguing parallel emerges with the colonists themselves, their shifting alliances, desperate, often joyless sexual couplings, and finally the literal meeting--and mixing--of minds through various exotic applications of computer technology.

The hardware is much more reliable than its flawed human operators, but the humans are far more adaptable. The colonists' nominal leader brought them to Iris in hopes of creating a new, better society. That doesn't happen, but regardless of the setbacks, they gamely plow ahead, trying new combinations, forming new identities, and improvising as best they can.

This book is a real mixed bag, but Barton and Capobianco's considerable talent and imagination show on every page. -- Curt

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