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40 result(s) for "FICTION - Science Fiction - Steampunk."
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Steampunk
What is steampunk? Fashion craze, literary genre, lifestyle - or all of the above? Playing with the scientific innovations and aesthetics of the Victorian era, steampunk creatively warps history and presents an alternative future, imagined from a nineteenth-century perspective. In her interdisciplinary book, Claire Nally delves into this contemporary subculture, explaining how the fashion, music, visual culture, literature and politics of steampunk intersect with theories of gender and sexuality. Exploring and occasionally critiquing the ways in which gender functions in the movement, she addresses a range of different issues, including the controversial trope of the Victorian asylum; gender and the graphic novel; the legacies of colonialism; science and the role of Ada Lovelace as a feminist steampunk icon. Drawing upon interviews, theoretical readings and textual analysis, Nally asks: why are steampunks fascinated by our Victorian heritage, and what strategies do they use to reinvent history in the present?
The Zephyr conspiracy
In a virtual reality video game, a gamer named Gadget learns she is part of a steampunk pirate crew searching for their captain's lost treasure, but when she prefers to solve puzzles on her own, can she trust other characters she meets in this multiplayer game?
Their Own Devices: Steampunk Airships as Heterotopias of Crisis and Deviance
Michel Foucault uses a sailing vessel as the exemplar of his theory of heterotopia because of its mobility. The lateral and vertical mobility of the steampunk airship indicates the potential for an even greater exemplar of heterotopia, particularly of Foucault’s defining principles of heterotopic crisis and deviance. These principles are explored onboard the steampunk airships of Scott Westerfeld’s Leviathan trilogy and Gail Carriger’s Finishing School series, resulting in travel towards progressive social frontiers of gender and race. The protagonists of the Leviathan trilogy move from a position of crisis to deviance, as mediated through the friendship and romance of two representatives of warring factions. In contrast, the heroine of the Finishing School series moves from deviance to crisis as she navigates the vagaries of gender and racial identity. These airship heterotopias of young adult fiction, which not only descend geographically but also socially, cross liminal crisis spaces of class, race, gender, and identity to craft literary cartographies for these social frontiers, providing readers with literary maps for their uncertain real worlds of crisis.
The haunting of tram car 015
Cairo, 1912. The case started simply enough for the Ministry of Alchemy, Enchantments, and Supernatural Entities: handle a possessed tram car. Soon, however, Agent Hamed Nasr and his new partner, Agent Onsi Youssef, are exposed to another side of Cairo stirring with suffragettes, secret societies, and sentient automatons. It's a race against time to protect the city from an encroaching danger that crosses the line between the magical and mundane.
Re-Calibrating Steampunk London: Heterotopia and Spatial Imaginaries in Assassins Creed: Syndicate and The Order 1886
Video games have become important but understudied narrative media, which link into as well as perpetuate popular forms of cultural memory. They evoke and mediate space (or the illusion thereof) in unique ways, literally putting into play Doreen Massey’s theory of space as being produced through a multiplicity of trajectories. I examine how Assassins Creed: Syndicate and The Order 1886 (both 2015) configure a neo-Victorian London as a simulated, spatio-temporal imaginary in which urban texture becomes a readable storytelling device in and of itself, and interrogate how their neo-Victorian heterotopias are mediated through a spatial experience. Both games conjure up imaginaries of steampunk London as a counter-site sourced from and commenting on the Victorian city of memory. Through retro-speculation, they re-calibrate neo-Victorian London as a playground offering alternative forms of agency and adventure or as cyberpunk-infused hyper-city. In so doing, they invite the player to re-evaluate, through their spatial experience in such a heterotopic steampunk London, shared imaginaries of ‘the city’ and ‘the Victorian’.
Clockwork destiny
\"The final volume in the New York Times-bestselling, award-winning steampunk trilogy by Kevin J. Anderson and legendary Rush drummer Neil Peart. In Kevin J. Clockwork Angels and Clockwork Lives, readers met the optimistic young hero Owen Hardy, as well as the more reluctant adventurer Marinda Peake, in an amazing world of airships and alchemy, fantastic carnivals and lost cities. Now Owen Hardy, retired and content in his quiet, perfect life with the beautiful Francesca, is pulled into one last adventure with his eager grandson Alain. This final mission for the Watchmaker will take them up to the frozen lands of Ultima Thule and the ends of the Earth. Marinda Peake must undertake a mission of her own, not only to compile the true life story of the mysterious Watchmaker, but also to stop a deadly new group of anarchists. The Clockwork trilogy is based on the story and lyrics from the last album of musical titans Rush, with Anderson and Peart expanding the world, stories, and characters. The two developed the final novel in the trilogy in the last years of Peart's life, and more than a year after his passing, Anderson returned to that unfinished project, with the full support of Peart's wife, bringing Owen and Marinda's stories to a satisfying and stirring conclusion\"-- Provided by publisher.
Five Weeks in a Balloon
One of the great “first novels” in world literature is now available in a complete, accurate English translation. Prepared by two of America’s leading Verne scholars, Frederick Paul Walter and Arthur B. Evans, this edition honors not only Verne’s farseeing science, but also his zest, style, and storytelling brilliance. Initially published in 1863, Five Weeks in a Balloon was the first novel in what would become the author’s Extraordinary Voyages series. It tells the tale of a 4,000-mile balloon trip over the mysterious continent of Africa, a trip that wouldn’t actually take place until well into the next century. Fusing adventure, comedy, and science fiction, Five Weeks has all the key ingredients of classic Verne: sly humor and cheeky characters, an innovative scientific invention, a tangled plot that’s full of suspense and surprise, and visions of an unknown realm. As part of the Early Classics of Science Fiction series, this critical edition features extensive notes, all the illustrations from the original French edition, and a complete Verne biography and bibliography. Five Weeks in a Balloon will be a prized addition to libraries and science fiction reading lists, and a must-read for Verne fans and steampunk connoisseurs.
Call of fire
\"When an earthquake devastates San Francisco in an alternate 1906, the influx of geomantic energy nearly consumes Ingrid Carmichael. Bruised but alive, the young geomancer flees the city with her friends, Cy, Lee, and Fenris. She is desperate to escape Ambassador Blum, the cunning and dangerous bureaucrat who wants to use Ingrid's formidable powers to help the Unified Pacific--the confederation of the United States and Japan--achieve world domination. To stop them, Ingrid must learn more about the god-like magic she inherited from her estranged father--the man who set off the quake that obliterated San Francisco\"--Provided by publisher.
Retruthing Steampunk
Steampunk is the subject of increasing scholarly scrutiny. Some scholars argue steampunk provides a progressive analysis of past, present, and future social conditions. But it is also nostalgic for empire, ignores the historic reality of the Victorian era, and fetishizes technology. This article analyzes five short stories by Caitlín R. Kiernan, who creates a steampunk world centered in the fictional city of Cherry Creek (Denver), Colorado, in the 1890s and early 1900s. In these stories Kiernan works against the typical way four signature steampunk themes (status of women, industrialization, technology, and colonization) are portrayed in steampunk, especially American West steampunk.