Little Gryphon

 

Scythe

The Arc of a Scythe series, Book 1

Simon & Schuster
Fiction, YA Sci-Fi
Themes: Artificial Intelligence, Epics, Girl Power
****+

Description

The Age of Mortality ended with the rise of Thunderhead, the world-encompassing AI that supplanted fractious national governments, offers access to all human knowledge, and ushered in an era without disease, poverty, aging, or even death. Thanks to nanobots and advanced medical technology, almost everyone can be revived (though some who "splat" from a significant height may take longer)... but that created a new problem. How can the population be kept in check when lifespans are essentially limitless - and should an AI, even a benevolent overlord like Thunderhead, be in charge of such an essentially human experience? Thus was created the Scythedom, a society of humans a step apart from the rest of the population, even separate from the all-seeing, all-knowing Thunderhead. It is only they who can "glean" others, killing them permanently. As generations pass and memories of the mortal age fade, Scythes alone are the face of true death in this deathless world. How terrible it would be should that power lose its guardrails of purpose, duty, and morality...
The first time Citra met Scythe Faraday, he stopped into her family's apartment for dinner before he gleaned their next-door neighbor; by law, a Scythe can go where they wish and demand food, drink, or whatever they desire from anyone. Rowan met him when the scythe came to his school to glean a classmate and only Rowan stayed with the boy to the end. Without realizing it, both impressed Faraday to the point where he took them on as his apprentices, training them in killcraft and Scythedom code and custom. Neither loves killing or permanent death, and they both initially want nothing at all to do with scythes, but the more they see and learn, the more they realize just what purpose the Scythedom serves and how they might actually be good fits for the robes. But a rot has formed at the heart of the society, and Citra and Rowan are soon pulled into a tangle of politics and rivalries and the struggle over who will determine the future of the Scythedom - if the old codes and restraints crafted in the last days of mortality will stand, or if a newer, darker strain of gleaning will rise to threaten the whole populace.

Review

I've heard about this one for quite some time, almost all of the talk positive. Some consider it a modern classic. Reading it, I can see why. With echoes of dystopian classics like Aldous Huxley's Brave New World (yet presented in a way more relatable to modern readers; Huxley's work loses a little relevance if one isn't familiar with the then-current movement/threat of Fordism, for instance), Scythe creates an outwardly glorious future where humanity has finally conquered its oldest enemy, Death itself, but in doing so has - seemingly unwittingly - traded away most everything that made life worth living. Even old age is a minor inconvenience; anyone can "turn a corner" to reset themselves to their twenties, complete with refreshed minds and hormones, even raising new families and finding new lovers. So what is left to fuel passion, to drive people to greatness? With Thunderhead accumulating all knowledge, granting access to everyone at any time, why push oneself or push boundaries at all? Nanobots even regulate extreme emotions and blunt pain, so love itself isn't what it used to be anymore, either. (And if you're bored with people, well, there are robot facsimiles almost indistinguishable from humans to serve as partners.) Most of the great works of human history now languish in a population that cannot relate to all-consuming emotion or existential angst or isolation or other motivators to great thought or science or art. As one scythe openly wonders, are people even truly human anymore? Only the scythes offer anything like true danger, which makes people both uncomfortable with them and fascinated by them; a celebrity cult has sprung up around particularly noteworthy scythes. The scythes themselves, so intimately entwined with true mortal death, may be the last vestige of what it means to be truly, mortally human, but even their experiences are proscribed in certain ways; they have the same emotion-regulating and pain-suppressing nanobots as everyone else, they "turn the corner" at will like anyone else, and - until and unless they self-glean, as the only scythe who can end a scythe is themselves - they can potentially live forever like anyone else.
Citra and Rowan come from different places (though not vastly different worlds as one might find in the Age of Mortality; though Thunderhead allows some minor income inequality and there's still a little cultural variance, for the most part there aren't the vast divides of experience and opportunity that there once were). Citra is a much-loved member of her family, while Rowan's friend nicknamed him "lettuce" for how he's an unappreciated and overlooked filling in the "sandwich" of his large, sprawling, many-generational clan. Citra strives, while Rowan coasts. But both, when faced with Scythe Faraday, in their own way stood up and stood apart from the others around them as he did his deadly work - and both, in their own way, have qualities that would make them truly good at the job... especially because neither rushes to embrace the robes or the power that comes with even being a scythe's apprentice. Inevitably, there's even a spark of attraction between the two, despite the somber circumstances - and then the political games and growing schisms roiling within the Scythedom of MidMerica throw a spike in the works, determining that only one of them can ever take the ring and robe of a scythe, and the winner must glean the loser. The plot, which already wasn't slow, really takes off in some satisfying directions from here, as Citra and Rowan find themselves pursuing different paths and seeing different sides of death and themselves, both tested and tempted in ways they did not anticipate (and in which they sometimes fail). Around them is a web of fellow scythes and a few civilians, precious few of whom can be trusted as allies when needed. And always, front and center, is death, and what the world has become when final and ultimate death is in the hands of an elite few rather than the birthright of every human. If you think that this being a Young Adult title means that Shusterman fades to black or skirts around the gory, messy, dark subjects of "killcraft" and death, think again. It's there, always, and characters do not (or are not allowed to) shy away or blink. Even the characters may end up "deadish" more than once ("deadish" being what most people experience when they are not ultimately gleaned; an ending, followed by waking up, woozy and sore, in a revival facility).
This is not a book that drags its heels much, or overexplains too often. There are some aspects of the future that I felt could've used a touch more fleshing out and focus, as for the most part Shusterman keeps the lens on the scythes. Everything builds to a decently cathartic climax that sets up the next book, but feels satisfying enough that I don't need to rush right out and buy the sequel. The whole is an interesting, absorbing, and thought-provoking tale, one where there aren't always easy answers or clear divisions between right and wrong, good and evil.

 

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Full Tilt


Simon & Schuster
Fiction, YA Horror
Themes: Cutthroat Competitions, Games, Sideshows
****

Description

Sixteen-year-old Blake is a level-headed young man, focused and dedicated, the polar opposite of his reckless younger brother Quinn. But for Quinn, he might not have been at the amusement park with friends Russ and Maggie. He certainly never would've ridden the Kamikaze roller coaster... and he wouldn't have ended up at the carnival game booth with the strangely alluring redheaded lady, Cassandra. She offers him an invitation to another park, an exclusive park that only opens from midnight to dawn. Blake never would've considered going, except - once again - Quinn has gotten himself in trouble. Somehow he stole Blake's invitation... only he left his comatose body behind.
When Blake, Russ, and Maggie head out to rescue the boy, they find a theme park like nothing they could ever have dreamed, save perhaps in their wildest nightmares. Cassandra's park is filled with strange attractions and stranger staff - and if they can't finish seven rides before the park closes at dawn, they'll be trapped, the same as countless other lost souls. It seems simple enough, but none of the rides are what they seem, each insidiously crafted to exploit their greatest desires and fears and turn them against the teens. To rescue Quinn and save himself and his friends, Blake may finally have to confront secrets that have haunted him for nearly a decade - secrets he may not be strong enough to face, not even for the sake of his brother.

Review

It's a straightforward setup, the evil carnival preying on human weaknesses, and Shusterman executes it competently in a tale exposing the terrors that underlie the thrills and the secret truths just beneath the surface of reality, secrets that could shatter the thin veneer of normalcy and happiness of so many people's lives.
Blake is the serious student, responsible and driven, who has already landed early admission at an Ivy League school; this trip to the theme park with wannabe-jock Russ and Russ's girlfriend Maggie is something like a last hurrah of childhood before he becomes - at sixteen - a college student living on his own in distant New York City. Blake should be excited, or terrified, or something, but he has built calluses over his extreme emotions, stemming from past traumas that come back to haunt him in the impossible theme park. Quinn is everything Blake isn't, and would never let himself be, wearing rude hats and face piercings and often lacking a shred of personal preservation instincts once he focuses on something he wants (or is told he can't have). Both boys also have the added burden of being in a single parent home after their dad walked out, followed by a string of unpleasant men in their mother's life - more incentive for Blake to dig into his self-appointed position as the family rock and leveler, and for Quinn to get more piercings and more attitude. Even the promise of a possible light at the end of their personal tunnels, with Blake's college prospects and Mom finally landing a decent boyfriend, only makes things worse, to the point where Quinn runs off to Cassandra's hidden theme park and Blake has to go after... each carrying all that extra baggage for the park's rides to prey upon and entrap them with. Russ and Maggie have their own baggage, too, if with less backstory (they are, after all, just the sidekicks), which further complicates Blake's rescue attempts. Everyone who passes through the park's gates must confront their inner demons and the lies they've been telling themselves about what kind of person they truly are, and the three friends are no exception, forced to see truths that they may not be able to handle. The horror becomes more personal for Blake not just because of his own past trauma and the danger to his brother, but because Cassandra has taken a peculiar personal interest in his progress.
Some of the rides seem a bit too on the nose - a maze of mirrors presenting distorted images and self-doubts, for instance - but the surreal terror comes through decently for all that. The climax felt a trifle rushed, and the aftermath had one revelation that cheapened some aspects of one character in a way that nearly knocked the rating down a half-star. Other than that, despite the "evil carnival" thing not exactly being original, Full Tilt makes for a decently creepy thrill ride through one young man's darkest self.

 

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