Editorial
Editorial, August 2013
Welcome to issue thirty-nine of Lightspeed! We’ve got another great issue for you this month; read the editorial to see what we have on tap.
Welcome to issue thirty-nine of Lightspeed! We’ve got another great issue for you this month; read the editorial to see what we have on tap.
[I] said to myself, “But what if you could just mine games?” Then I decided that war was a game made incarnate, and there was a woman strategist who was out to completely outsmart him. It grew from there.
I think the repetitive quality of the story is similar to certain fables or folk stories, which often feature an element that repeats and gets worse every time.
Hugh Howey is a self-described “bum,” who for the past twenty years has bounced from job to job—computer repair, roofing, yacht captain, bookstore clerk. In his spare time he wrote science fiction, and after growing impatient with the long waits and uncertain rewards of traditional publishing, he began self-publishing his work on Amazon.com. Just a few years later, his post-apocalyptic novel Wool, typed out in a storage room during his lunch breaks at the bookstore, was earning him over $100,000 a month on Amazon, had secured him a six-figure book deal from Simon & Schuster, and had been optioned for film by Ridley Scott, director of Blade Runner and Alien.
My child, your Elder will now tell you of a time long, long before you were born, an age of darkness, in which our People of the Sci-fi had no women. Among the People were only men. The men did all things well and bravely. They went where no man had gone before. But women they knew not, except as depicted upon the covers of their magazines, having large breasts and screaming.
Years ago, in one of my creative writing classes, another student asked what the plural of “nemesis” was, and it sparked this big debate, not just about the correct word, but if you could ever have more than one nemesis and if a word like nemesis should even have a plural form. So I start thinking about superheroes, naturally, because I’m a geek, and that’s kind of what I do, and I start wondering if a superhero could just decide to replace his nemesis if he ever actually succeeded in killing him.
Austin Grossman’s first novel, Soon I Will Be Invincible, was nominated for the John Sargent Sr. First Novel Prize, and his writing has appeared in Granta, The Wall Street Journal, and The New York Times. He is a video game design consultant for Arkane Studios, and he has written and designed for a number of critically acclaimed games, including Dishonored, Ultima Underworld II, System Shock, Trespasser, and Deus Ex. His second novel, You, came out from Mulholland Books earlier this year, and his short fiction has also appeared in John Joseph Adams’s anthologies Under the Moons of Mars and The Mad Scientist’s Guide to World Domination.
The story was inspired by a picture of a ship I found and carried around with me for ages. I often use pictures for prompts, and I always knew I wanted to write about this ship because it just looked so alive and spectacular in the picture, with its sails and flags blowing in the wind and people rushing about on deck.
The theme of knowing your own death isn’t one I’d explored before […] but I find it fascinating. Knowing how but not when, and knowing that “how” could easily only make sense after you’ve died (yay, ironic interpretations of words): that’s awesome. What’s most interesting about the book [This is How You Die] is, unexpectedly, how the stories aren’t mostly morbid and sad. “Cancer” is (hopefully) a funny story, and there’re lots more that approach it in the same way.
Jarreau Wimberly is a freelance artist who studied Illustration at the University of the Arts in Philadelphia. He started his career working for game companies such as Fantasy Flight Games, Wizards of the Coast, and Blizzard, focusing on role-playing, board, and collectable card games. The majority of this work is in the fantasy and science fiction genres (A Game of Thrones, Magic: The Gathering, World of Warcraft). Some of his other notable projects include producing the package art for the 25th anniversary G.I. Joe toys, and illustration work used in the promotion of the second Hulk film.