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As a former soldier, Gordon Reeve knows something about killing. So despite the fact that the death of his brother Jim has been ruled a suicide, Gordon can't shake the feeling that someone is responsible. Traveling alone across an ocean, he arrives in California determined to get answers: Why was the car Jim's body was found in locked from the outside? Who would want Jim dead? And now why do the local cops seem bent on thwarting Gordon's efforts to uncover the truth? With all the verve and taut pacing that have made Ian Rankin an internationally renowned suspense writer, Blood Hunt is a gripping story of one man's dogged pursuit of justice.
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Police Officer Garreth Mikaelian investigates a very peculiar murder which brings him face to face with Lane Barber, a vampire. Now a vampire too, How can he keep is humanity and bring Barber to justice?
It looks like straightforward suicide to Detective Janna Brill. Starship outfitter Andy Kellener locked himself in his office after hours and took a fatal drug dose. But Brill’s exasperating new partner Mama Maxwell thinks it’s murder, and his chief suspect is Kellener’s partner Jorge Hazlett. The trouble is, Hazlett has an airtight alibi. In 2091's cashless society, every purchase is made with a data chip implanted in the individual’s wrist...and Hazlett’s bank records put him in a shopping mall clear across town at the time of his partner’s death. To get their man, Brill and Maxwell have to prove Hazlett faked his shopping spree...and possibly destroy law enforcement’s best tool since DNA for tracking suspects!
Stories tell the strange adventures that happen to the rich guests at a secluded outer space luxury resort
Bringing together academics from Romania, the USA, Spain and Turkey, this volume follows the evolution of detective fiction, from its early forms during the late eighteenth century until its contemporary multi-media expressions. Tackling the best-known authors in the genre, as well as marginal, forgotten or eccentric names, and discussing prose which fits perfectly in the pattern of the genre or texts which have been conventionally associated with other genres, as well as films, the book explores the impact of whodunits in both highbrow and popular culture.
A survey of the last 100 years of science fiction, with representative stories and illuminating essays by the top writers, poets, and scholars, from Edgar Rice Burroughs and Samuel Butler to Robert A. Heinlein and and Jack Vance, from E.E. "Doc" Smith and Clifford D. Simak to Ted Chiang and Charles Stross-- and everyone in between. More than one million words of classic fiction and essays!
In a bitter 2092 winter, the mystery of why someone would hijack a hearse in a snowstorm leads detectives Janna Brill and Mama Maxwell first to evidence of smuggling and then to a space station with secrets. Hundreds of miles from Earth, minus weapons or communication with Earth, they face a killer who could be the very person inviting them there
One thousand years after a devastating and chaotic series of nuclear exchanges, all that is left of the United States of America are scattered, warring tribes and small city-states. One of the latter is Pelbar?proud, civilized, and intolerant of change and new ideas. Rebels and troublemakers are sentenced to a year of exile at the massive midwestern fortress of Northwall, defending Pelbar against the fierce Shumai and Sentani tribes. Restless and brilliant Jestak is a visionary who has seen and learned too much in his distant travels to be content with life in Pelbarigan. During his exile at Northwall, he makes contact with Pelbar?s age-old enemies and risks all to rescue his beloved Tia from nomads armed with long-lost weapons from before the atomic holocaust. Jestak?s daring quest for love brings profound changes to his world. ø The Breaking of Northwall is the first in a series of seven classic postapocalyptic novels about the Pelbar people. Williams?s fascinating and uniquely optimistic vision of an America long after a nuclear war has enthralled readers for decades.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, a...