| Shadowrun: Crossroads | |||||||||
| Stephen Kenson | |||||||||
| Roc Books, 273 pages | |||||||||
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A review by Don Bassingthwaite
The prologue sets the feel for Crossroads: something nasty and ambitious is lurking under Boston's
mean streets and it has a minion who's almost as nasty and ambitious as it is. The nasty something is
Gallow, a corpse that's not quite dead, hanging in an abandoned subway tunnel. The minion is Garnoff,
another mage, though way more corporate than Talon and -- as is clear as the story proceeds -- a lot
less nice. Garnoff is on a serious power trip, his magic and ambitions fed by Gallow. Gallow... well,
it's not exactly clear what Gallow wants. At least not right away.
Stephen Kenson has a fine sense for both tension and conspiracy. We know that Gallow and Garnoff are up
to something very, very bad, and we quickly come to realize that whatever that is, it involves Talon. No,
that's not a spoiler, because even though we have the pieces (or some of them), the whole puzzle only
forms up very slowly. Even when we know what's happening, Kenson manages to keep the tension on by not
revealing quite everything or by answering each question with a new puzzle. Talon is attacked and learns
that Garnoff is behind it. But why? He doesn't know Garnoff. I don't think it's accidental that there's
a strong mystery element to Crossroads. In many ways the book reads like an American detective
thriller mystery (no locked rooms with arsenic in the tea pot here).
Crossroads also deals well with two of the recurring themes in Shadowrun: the
corporate and the magical (heavy duty fans of the cybernetic won't find a huge dose of it here). Too
often they tend to butt heads because the styles an author is trying to portray just don't mesh. Kenson
pulls it off though, making the magical modern where appropriate and the corporate rough and
vicious.
This comes through very strongly in the characters he chooses: Boom, the troll with
connections, for example, or Garnoff, the mage with more slippery angles than a greased polygon. The
characters are strong, with unique ways of looking at things that makes them and their magical,
corporate, future-fantastic world very believable.
Talon, of course, is the strongest of the
lot -- something of a natural, since this is his story and the danger comes out of his past. But that past
doesn't feel like something that was just spliced together. It feels real and complete, something
that Talon actually experienced and grew from over the years. In fact, if it feels like Talon has been
around for a while, he has: Kenson created the character and used him in two Shadowrun
gamebooks (the Underworld sourcebook and Portfolio of a Dragon) before Talon saw his
fiction debut in another Shadowrun novel, Beyond the Pale by Jak Koke.
Crossroads adds new details that round Talon out and fill him in. Actually, there are so many details
added -- about Talon, about his friends, and about Boston in general -- that I hope there's a sequel
coming! Not to worry though: all of the main threads spun in Crossroads are very satisfyingly
resolved. Any sequel would be gravy.
The downside to the tension and details of Crossroads is that there is a tendency to repeat
information, something can get a little tedious after a while ("Didn't I read that already?"). But it's not too
distracting and it does make it easy to keep track of what's going on.
There's also a blessed lack of intrusive game exposition. Kenson doesn't attempt to compress an explanation for the
entire Shadowrun setting into a single page: a few comments here and there give novice
Shadowrun readers all the information they need to know without boring the hardcore
fans. For the fans, there are nifty little nuggets like the make of car that Talon drives or the kind
of gun that Trouble, the female lead, uses -- hey, brand name is everything in the corporate world.
So Crossroads has tension. It has conspiracy. It has details. It has characters. So what's it
all about? Well, unfortunately, that I can't tell you. Remember those puzzle pieces? Half the fun is
figuring them out for yourself. You don't get a direction sign in the middle of a maze, telling you
"this way to the exit." If you know what the pieces are, or what paths through the maze don't go
anywhere, they're not as interesting anymore. And I wouldn't want to do that to you.
Maybe that's why the cover artist put that ant from the beginning of the book on the cover -- anything
else would give away too much from the middle.
Don Bassingthwaite is the author of Such Pain (HarperPrism), Breathe Deeply (White Wolf), and Pomegranates Full and Fine (White Wolf), tie-in novels to White Wolf's World of Darkness role-playing games. He can't remember when he started reading science fiction, but has been gaming since high school (and, boy, is his dice arm tired!). | ||||||||
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