Reviews

 

Tad Williams' books have made the bestseller lists for both the Otherland and Memory, Sorrow, and Thorn saga. Williams deals with epic fantasy, however, which isn't to everyone's tastes. Most of his books run around 700 pages, and his plots are always complex, involving many characters. Below are some selected reviews, good and bad alike, for these two series.

 

Otherland

 

City of Golden Shadow

Kirkus Reviews
Another doorstopper fantasy from Williams (The Dragonbone Chair, 1988, etc.), book one of a projected tetralogy large enough to satisfy the most gargantuan appetite. In the near future, a conspiracy of the super-rich and super-powerful has created an exclusive and impregnable virtual reality called Otherland, where the participants adopted the appearance and attributes of Egyptian gods. This Grail Brotherhood seek a McGuffin, the key to whose location is bewildered Paul Jonas, a man plucked—apparently—from the battlefields of WW I. Even though he can't remember anything and has no idea what's going on, Jonas plunges through various weird computer realities, somehow just evading capture. But the Brotherhood's split into factions, one of which is stealing children's minds from ordinary cyberspace. Teacher Renie Sulaweyo—her brother is a victim—and her Bushman friend, !Xabbu, along with various others stumble across the conspiracy and force their way into Otherland. And who is mysterious, crippled old Mr. Sellars, now a prisoner on a military base? Well, after 782 pages of flabby confusion, readers, like most of the characters, will have only the vaguest idea of what it's all about.

If, for whatever reason, you intend to absorb the entire tetralogy, you'll need your reading spectacles, a cool hundred bucks, a prodigious memory, and unlimited patience.

Publisher's Weekly
When Renie Sulaweyo's younger brother, Stephen, returns from the Net after visiting Mister J's, a virtual reality equivalent of the Hellfire Club, she's worried about him. When his next Net trip leaves him in a coma, Renie is terrified and angry. Soon she discovers evidence that other children have lapsed into comas under similar circumstances. A professor of computer science and an adept user of the Net, Renie retraces Stephen's trail and enters Mister J's but barely escapes with her own mind intact. After her adventure, she discovers that someone has downloaded into her computer the impossibly complex image of a fantastic golden city. Then her apartment is fire-bombed, she loses her job and another professor whom she has recruited to help her decipher the mystery is murdered. It's clear that Renie has angered someone with almost unlimited power, but she remains determined to save her brother. In the first book in what is projected to be, in effect, a single, enormous four-volume novel, Williams (Memory, Sorrow and Thorn) proves himself as adept at writing science fiction as he is at writing fantasy. His 21st-century South Africa, where blacks run the government and pursue careers but where whites control most economic power, rings true. His version of the Net, although obviously indebted to Neal Stephenson's Snow Crash and other novels, is detailed and fascinating. Best of all, however, are Williams's well-drawn, sympathetic characters, including Renie and her family, her student !Xabbu, the mysterious invalid Mister Sellars and a host of other folk, all of whom hope to solve the mystery of the terrifying VR environment called Otherland. (Nov.)

VOYA - Kevin S. Beach
This futuristic fantasy tale is a true mind bender. The author acknowledges in his preface that it was "hideously complicated to write," but it is a pleasure to read. I was intrigued by the surreal first chapter that opens with a World War I doughboy, trapped in the trenches somewhere in France, who is transported into a fairytale land after an explosion. Many other stories are introduced that are so far removed from each other it seems they will never come together, but they do. The main story line follows a black South African teacher, Renie Sulaweyo, who teaches the used of virtual reality equipment in the near future. Her teenage brother explores a forbidden area of cyberspace and cannot return, his body in real time lying in a coma state. Renie's quest for her brother's safe return leads to the layered unfolding of a global plot by a secret society that is systematically peopling a virtual world with young people's minds. Renie and one of her students, a bushman named !Xabbu, are joined in the quest for answers by an unusual collection of web surfers: a fourteen-year-old boy dying from a premature aging disease who exists in cyberspace as Thargor the barbarian, an alter ego comic book guise; a deformed elderly man confined to a wheelchair on a military base; a serial killer known as Dread; and Paul, the young soldier from World War I. All begin to find their way to a city on the web and join forces to unlock the mystery of the secret society's plan. The book, part of a planned trilogy, ends just as the group escapes a deadly encounter in the city. At an imposing seven-hundred-plus pages, only the most die-hard SF/computer tech fans will stick with it, but the research, writing, and character development are all remarkably well done. VOYA Codes: 5Q 3P S (Hard to imagine it being any better written, Will appeal with pushing, Senior High-defined as grades 10 to 12).

 

River of Blue Fire

Kirkus Reviews
Second chunk of Williams's vast four-part doorstopper about Otherland (City of Golden Shadow, 1996), an exclusive and impregnable virtual reality created by the evil Grail Brotherhood. Various good guys—amnesiac WWI soldier Paul Jonas, teacher Renie Sulawayo, blind researcher Martine Desroubins, the strange, crippled, mysterious old Mr. Sellars, etc.þhave banded together to try to prevent the Brotherhood from doing, well, whatever it is that they're planning to do, with the control of everything (both real-world reality and the anything-goes cyberspace of Otherland) at stake. Patience, patience. The author apologizes for not providing proper endings for each individual entry, but he's actually writing one single book, thousands of pages long, that's broken up into chunks for practicality's sake. Now you know. For the rest, even with Williams's helpful synopsis, it's a dreadful struggle to remember who, what, where, when, and especially why.

Publisher's Weekly
In his first work of SF, Otherland: City of Golden Shadow (1997), bestselling fantasist Williams (To Green Angel Tower) introduced one of the most impressive virtual-reality landscapes ever created. Otherland, a gigantic realm consisting of untold numbers of virtual universes, is the creation of the mysterious and evil Grail Brotherhood, a cabal of billionaire capitalists, ruthless gangsters and corrupt government officials. Bent on discovering the secret of eternal life, they will stop at nothing to achieve their goal, even the deaths of hundreds of children whose minds have been trapped on the Net. City of Golden Shadow told the story of a small band of virtual explorers who dared to enter Otherland without permission, some for adventure, others to save the children ensnared on the Net. In this second volume of a projected four-book series, the quest continues. As often happens with middle entries in a series, there are a few problems. Despite a six-page summary, readers unfamiliar with City of Golden Shadow may have trouble figuring out the complex backstory. Further, with little to tie the various plot threads together at either end, the book lacks an obvious structure. Still, Williams is an exciting and endlessly inventive writer whose character development is particularly strong, and his fans should roundly enjoy this volume while looking forward to the remaining installments. Editors: Betsy Wollheim and Sheila Gilbert. (July)

VOYA - Kevin Beach
Tad Williams, popular author of another fantasy series entitled Memory, Sorrow and Thorn, has his own Web site where readers exchange theories and trivia about his characters. This series is projected to fill at least four volumes. Volume two picks up where the original book (Otherland [DAW, 1996/VOYA June 1997]) left off, with the various 21st-century characters caught in a cyberspace dreamscape presumably controlled by a secret society known as the Grail Brotherhood. Unable to go off-line, the rag-tag group, each with his or her own reason for being there, follows the river that takes them from one grid to another in Otherland, each landscape more bizarre than the one before. They seek answers to why they or their relatives lie in coma states as their minds remain trapped in the virtual realm. The main character is once again a confused Paul Jonas who is relentlessly pursued through the various scenarios. The other main characters, including two Africans, a teacher, and a bushman, lead the rest of the personalities through other fantastic panoramas. Add to this plots involving a serial killer, the world's oldest human, the host of a children's TV show, an old man who secretly monitors the activities on-line, and the efforts of the various cybernauts' family members who watch over the characters' real bodies. Stories enticingly criss-cross as the plot slowly beings to thread together. The characters are interestingly drawn as they divulge their secrets. Attention to plot twists and the unexpected keeps the reading entertaining; still, the typical YA reader may not want to invest energy in a series that is already over 1,600 pages in two installments. Excellent, imaginative writing definitely make this a must for the audience of fantasy and cyber-fiction readers. VOYA Codes: 5Q 3P S (Hard to imagine it being any better written, Will appeal with pushing, Senior High-defined as grades 10 to 12).

 

Mountain of Black Glass

Kirkus Reviews
Third chunk of Williams's enormous four-part doorstopper (City of Golden Shadow, 1996; River of Blue Fire, 1998) about the eponymous virtual reality. Otherland was created by the rich, powerful, and ruthless Brotherhood, who have plans to rule the real world too. After various children enter VR, only to become ensnared, assorted good guys—a WWI soldier, a teacher, a blind researcher, a mysterious renegade, etc.—have hacked into the supposedly impregnable Otherworld in search of the children. But they too end up trapped. Worse, they're being stalked by the Brotherhood's assassin, Dread, not to mention another mysterious entity known as the Other, possibly Otherland's sentient operating system. Williams's synopses are as abstruse and overcomplicated as the yarn itself. So if by this point you have even the vaguest idea of what's happening, why, and who's involved, then keep reading and good luck. Newcomers: try something—anything—less absurdly overblown, labyrinthine and inconsequential. (Author tour)

Publisher's Weekly
Epic in scope and size, this near-future cyberspace adventure has likable characters, heinous villains, a plethora of classical references and a slew of powerful action sequences that propel its many-tiered plot forward. Paul Jonas, a mysterious man with no clear memory of his past, is trapped and hunted inside the Grail Project, an artificial intelligence network run by the ultra-wealthy Grail Brotherhood. This third installment of the Otherland series (City of Golden Shadow; River of Blue Fire) reveals that the Project has been designed to provide cyber-immortality to its rich owners: it does this, at least in part, by stealing essential elements from children's psyches and leaving them comatose. Renie Sulaweyo has lost a sibling to the Grail Brotherhood's machinations. While Renie's body is watched over in the real world, her consciousness has been transferred inside the network, where she works with a motley band of reluctant adventurers trying to save the children and themselves. Stalking them is the brilliant psychopath Johnny Dark, who knows secrets about the Project and has his own evil mental twist that can hurt it. While Williams has a rather conventional take on power and prejudice in his "real" world, he lets rip inside the network, working with environments that include Homer's Odyssey, an ancient Egypt where the gods are somewhat less than omnipotent and a gigantic House in which Linen Closet Sisters are kidnapped by boys from Cutlery. As his "real" characters encounter computer-generated simulacrums who express compassion and have their own dreams and desires, the line between reality and fantasy blurs. Though the sheer weight of the series is daunting, Williams fills his pages with the sort of stories and characters that readers of epic fantasy are sure to love. (Sept.) Copyright 1999 Cahners Business Information.

Library Journal
Trapped in the exotic virtual simulation known as Otherland, Paul Jonas, Orlando Gardner, and Renie Sulaweyo continue their separate explorations into the heart of the reality that surrounds them. As they confront puzzles and obstacles in re-creations of ancient Egypt and Homeric Greece, they come closer to the black glass mountain that may offer them the key to the mysterious Grail Brotherhood that controls the passages to and from Otherland. Synopses of the previous volumes (City of Golden Shadow; River of Blue Fire) of Williams's ambitious epic provide enough information for newcomers to the series, but the entire story is best read in sequence. Filled with complex plot threads, a wide variety of virtual and "real" characters and vivid descriptions of numerous worlds, this series belongs in most sf collections. Copyright 1999 Cahners Business Information.

 

Sea of Silver Light

 Publisher's Weekly
This stunning finale to the gigantic Otherland tetralogy (City of Golden Shadow, etc.), a brilliant fusion of quest fantasy and technological SF, is sure to please Williams's many fans. Otherland, a complete universe co-existent with the real world, incorporates elements of the Arabian Nights, the Alice and Oz books, the Neanderthal Age, the Trojan War, rewritten Roman history (Hannibal returns three centuries after his death to crush Rome, without elephants), as well as numerous nursery rhymes and fables. An enormous cast of courageous humans confronts monstrous insects, unimaginable dangers and all the appurtenances of fantastic adventure. At nearly 700 pages this is a mighty mouthful to swallow, but a well-crafted if convoluted plot sustains interest through the lengthy climax, which explains the inexplicable. Those scenes grounded in a recognizable world are the most compelling. Individuals may live in both worlds, despite Otherland being only made of "light and numbers." Characters dead in real life can still be alive in the virtual world, as in the poignant plight of a young woman, whose dress and manners are 18th century, who's in love with a young man snatched, apparently, from the trenches of WWI. Are they real or "sims" (simulations)? Generously, the author supplies two master villains: one for whom we may begrudge some respect; for the other, no mercy. The Otherland books are a major accomplishment. Agent, Matt Bialer. (Apr. 10) Forecast: Williams should enjoy another run up the genre bestseller lists with this strong concluding volume. Copyright 2001 Cahners Business Information.

 

Memory, Sorrow, and Thorn

 

Dragonbone Chair

Library Journal
As war threatens to rip apart a once peaceful land, a young kitchen boy turned magician's apprentice embarks on a journey that could save his world from the dark machinations of a king gone mad. The author of Tailchaser's Song draws on many mythologies for the background of his fantasy epic, creating a solid story spiced with political intrigue and strong, appealing heroes. Highly recommended. JC

School Library Journal
YA-- Williams, author of Tailchaser's Song (NAL, 1986), scores with the first book in another fantasy trilogy. Simon is an ordinary kitchen helper who is taken under the tutelage of the magician Morgenes. When King John Presbyter dies and his son Elias ascends the throne, the way opens for a long-dormant evil to enter the realm. Elias, a pawn of the black magician Pyrates, moves to eliminate his brother Josua, and the brother-against-brother, good-versus-evil clash begins. Simon is thrown in with Josua and muddles through adventure and peril, maturing into a hero by book's end. Williams weaves all of the classic ingredients of fantasy into his tale--trolls, giants, elf-like sithi, and dragons. Simon must travel from drought-stricken lands to ice-bound peaks as he follows his far-seeing dreams. The land of Osten Ard is well created, and readers quickly become immersed in the story. Unfortunately, despite the high adventure and excitement, The Dragonbone Chair leaves many loose ends, so readers, like Simon, are left waiting--for book two.-- Margaret Sloan, Willowridge High School, Sugar Land, Tex.

 

Stone of Farewell

Publisher's Weekly
In this panoramic, vigorous, often moving sequel to The Dragonbone Chair , the scattered allies opposing the pirate Elias, high king of Osten Ard, and Ineluki, the Storm King, struggle toward a meeting at the Stone of Farewell in the ancient, deserted city of Enki-e-Shao'saye. The boy Simon, the troll Binabek and their companions carry Thorn, one of three swords critical to the defeat of the forces of evil. After surviving many perils, Simon becomes the only mortal to enter Jao e-Tinukai'i, last refuge of the elven Sithi, seeking their support. A small band follows Prince Josua, leader of the resistance against his brother Elias; they are betrayed by the chieftain of the nomadic Thrithings-folk. As Elias consolidates his power with the aid of the Norns, the Storm King brings permanent winter to a stricken land. Williams adroitly weaves together the tales of these journeys, heralding a suitably epic and glorious conclusion. (Aug.)

Library Journal
The advancing might of Ineluki the Storm King and his undead minions threatens to lock the world in eternal winter unless the tattered forces ranged against him can discover the secrets of the League of the Scroll and unite humans, Sithi elves, and Qanuc trolls. Continuing the story begun in The Dra gonbone Chair (LJ 9/15/88), Williams fleshes out the familiar themes of epic fantasy with vivid, likable characters and exotic cultures. Recommended.

 

To Green Angel Tower

Publisher's Weekly
This sprawling, spellbinding conclusion to the trilogy that began with The Dragonbone Chair weaves together a multitude of intricate strands, building to a suitably apocalyptic confrontation between good and evil. Prince Josua wins a first victory against the forces of his brother, Elias, who rules as High King in Osten Ard. Elias has the help of the dark priest Pryrates and of Ineluki the Storm King, onetime ruler of the immortal Sithi (the race that preceded humans). But others defy him, including Elias's own daughter, Princess Miriamele, the scullion turned knight Simon, and Camaris, once one of the greatest knights of Osten Ard and wielder of the sword Thorn, one of the three weapons that may effect a victory over Elias's hordes. As Josua's forces-- augmented by those Elias has wronged and by friendly Sithi--approach the king's stronghold, a secret battle takes place in the underlying caverns. It will affect not only the conflict's outcome, but also the futures of many races. The main caveat to Williams's engrossing epic is its length. A tetralogy might have been more easily digested, although that format might have drained some of the extraordinary tension built up in the book's closing pages. (Mar.)

Library Journal
As Ineluki the Storm King and his undead minions gather strength for their war of conquest, Simon and his companions race against time to puzzle out a prophecy that can save their world. Multiple plot lines converge in a surprising final confrontation as Williams concludes his panoramic trilogy in grand style. Fans of The Dragonbone Chair ( LJ 9/15/88) and The Stone of Farewell ( LJ 6/15/90) will not be disappointed in this well-written extravaganza.

School Library Journal
YA-This culmination of the trilogy is incredibly long and carries, besides the story, a dictionary of names, places, and other necessary information. It tells of the final battle between the forces of good and evil in the land of Osten Ard, a mythical place not unlike medieval Europe. Clearly, the author has been influenced not only by Tolkien, but also by Wagner's ``Ring'' story. Everything in Williams's narrative is larger than life-the individuals, the battles, the mysticism and magic. Yet his painstaking detail ensures that the world he creates is as believable and immediate as readers' everyday lives. The main character, Simon, is a reluctant hero. He is a superior warrior, yet he hates violence. He has been chosen as a seer by mystical beings who wish to aid his human counterparts, but he is never sure of his own worth. He understands cosmic truths, but considers himself ignorant. All action spins around Simon, but the book is replete with many other interesting characters, all fully developed. Enjoying the story's wealth of entertainment can literally take months, but for the author's fans it will be a treasure. It can also stand on its own.-Jessica Lahr, Edison High School, Fairfax County, VA

BookList - Sally Estes
If you thought "The Dragonbone Chair" (1988) and "Stone of Farewell" (1990) were sprawling, wait till you see this concluding volume of Williams' epic Memory, Sorrow and Thorn trilogy; it's only 141 pages short of equalling the first two together. Not only heavy to hold, but also heavy to read by dint of the continuing convoluted plot with its multitude of characters, human and nonhuman. Some of the scenes in the maze of tunnels and the castle's foundry below the Green Angel Tower and in the skirmish with abhorrent chitinous swamp creatures are reminiscent of the Dante-like scenes in Williams' "Tailchaser's Song". Other scenes drag on way too long, filled with more soul searching or detail than needed. However, readers caught up in the story of Simon, the scullery boy turned knight, will, by this time, have the important people sorted out and will eagerly follow the further exploits of the brave young man as well as the adventures of other of his stalwart companions. And there are adventures aplenty as the various factions opposing the evil legions of Ineluki the Storm King converge, along with the legendary three swords, at the Green Angel Tower for the final awesome battle.

 

 

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