bloodygranuaile (
bloodygranuaile) wrote2016-11-26 09:40 am
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Four spies and some poker terms walk into a bar
I started reading Elizabeth Bear's One-Eyed Jack: A Novel of the Promethean Age a little over a year ago, in the bathtub at Mohegan Sun.
It has taken me so long to finish the book not because it wasn't good, but because I have only read it in the bath — sometimes at casinos but also sometimes not, otherwise it would have taken me even longer, especially considering the last casino I stayed at only had a shower. My copy is now very water damaged.
Anyway. I had picked One-Eyed Jack for my casino bath reading because it's about the spirit of Las Vegas fighting to keep his city from being annexed by the spirit of Los Angeles, so it seemed topical.
There are actually two spirits (or genii) of Las Vegas: the One-Eyed Jack, who has one normal eye and one magical eye he keeps hidden under an eyepatch; and the Suicide King, otherwise known as Stewart, who seems to have a magical ability to kill himself and then resurrect again. Jackie and Stewart are boyfriends in addition to sharing the job of genius of Las Vegas. This seems like it would break a lot of workplace regulations but it looks like being a magical symbol isn’t a very well-regulated field considering all the other stuff that goes down in this book.
Jackie and Stewart eventually form a coalition with several interesting characters, including two ghosts of different John Henrys, some "media ghosts" of unnamed TV spies, and vampire Elvis (though this vampire Elvis is very different from the vampire Elvis of the Sookie Stackhouse books). The antagonists include Angel (the genius of Los Angeles, in the form of a young ingénue), a character known only as “the assassin,” a Promethean Mage, and the ghost of Bugsy Siegel.
I was a bit confused about who precisely all these people were, since I am not much up on my ‘60s TV spies — nor on my Las Vegas history, really, although I do at least know who Bugsy Siegel is. But once I got used to identifying the spies by their descriptors instead of names, it was all easy enough to follow.
The book takes place mostly in 2002, and as is usually the case, I still find it a bit jarring to realize how long ago the mid-2000s were and how much it really was a different era — it makes me feel old — but it’s impossible to miss because stuff in Vegas changes so fast that, even without ever having been there, I know a bunch of the properties mentioned in the book have since shut down and new ones opened; also, Jackie wears black leather cargo pants because he is terribly cool, and it’s become hard to remember that there was a time when cargo pants really were cool and not just a shorthand for sartorial laziness. Other bits of the book take place in 1964, because that’s when all the media ghosts come from. The time travel isn’t flashy; it just sort of happens—there’s enough ghosts in the story already that visiting the ghost of 1964 isn’t that big a deal.
Since this is a spy story I don’t want to talk too much about the plot but suffice to say that, in keeping with the general theme, it, like a game of poker, features long stretches of quietly waiting and thinking about things (I don’t believe poker is ever boring) interspersed with moments of high drama that vastly change the dynamics at the table. (Poor Angel spends the first three-quarters of the book chipping up relentlessly only to spew off her entire stack in one dumb play. Been there done that; it’s awful.) All the disparate threads and meticulously solved riddles finally come together near the end to put a fast-paced and deceptively simple end to the conspiracy.
One of the unifying principles of how magic works in this book is that it relies very heavily on symbolism and stories and beliefs, reminding me a lot of Discworld if the Discworld books were about twelve thousand percent more serious. Genre savviness is important for our heroes to figure out what is going on. Gaming-related symbolism abounds, which is fitting, because gaming-related symbolism abounds in English writing anyway, only this time it’s all looked at a lot more closely than usual.
Like the other Elizabeth Bear books I’ve read, this was pretty weird and I think I’d have to read it again to figure out some of the weird stuff I didn’t get the first time around, but I’m probably not going to because I have at least three unread Elizabeth Bear books on my shelf at the moment. I always like her stuff but it tends to end up taking me a lot longer to get through than I think it’s going to.
I recommend it to anyone who likes metafictional genre-savvy stuff. Pairs well with a Lush bath bomb, a nice hotel room, and an adult beverage.
It has taken me so long to finish the book not because it wasn't good, but because I have only read it in the bath — sometimes at casinos but also sometimes not, otherwise it would have taken me even longer, especially considering the last casino I stayed at only had a shower. My copy is now very water damaged.
Anyway. I had picked One-Eyed Jack for my casino bath reading because it's about the spirit of Las Vegas fighting to keep his city from being annexed by the spirit of Los Angeles, so it seemed topical.
There are actually two spirits (or genii) of Las Vegas: the One-Eyed Jack, who has one normal eye and one magical eye he keeps hidden under an eyepatch; and the Suicide King, otherwise known as Stewart, who seems to have a magical ability to kill himself and then resurrect again. Jackie and Stewart are boyfriends in addition to sharing the job of genius of Las Vegas. This seems like it would break a lot of workplace regulations but it looks like being a magical symbol isn’t a very well-regulated field considering all the other stuff that goes down in this book.
Jackie and Stewart eventually form a coalition with several interesting characters, including two ghosts of different John Henrys, some "media ghosts" of unnamed TV spies, and vampire Elvis (though this vampire Elvis is very different from the vampire Elvis of the Sookie Stackhouse books). The antagonists include Angel (the genius of Los Angeles, in the form of a young ingénue), a character known only as “the assassin,” a Promethean Mage, and the ghost of Bugsy Siegel.
I was a bit confused about who precisely all these people were, since I am not much up on my ‘60s TV spies — nor on my Las Vegas history, really, although I do at least know who Bugsy Siegel is. But once I got used to identifying the spies by their descriptors instead of names, it was all easy enough to follow.
The book takes place mostly in 2002, and as is usually the case, I still find it a bit jarring to realize how long ago the mid-2000s were and how much it really was a different era — it makes me feel old — but it’s impossible to miss because stuff in Vegas changes so fast that, even without ever having been there, I know a bunch of the properties mentioned in the book have since shut down and new ones opened; also, Jackie wears black leather cargo pants because he is terribly cool, and it’s become hard to remember that there was a time when cargo pants really were cool and not just a shorthand for sartorial laziness. Other bits of the book take place in 1964, because that’s when all the media ghosts come from. The time travel isn’t flashy; it just sort of happens—there’s enough ghosts in the story already that visiting the ghost of 1964 isn’t that big a deal.
Since this is a spy story I don’t want to talk too much about the plot but suffice to say that, in keeping with the general theme, it, like a game of poker, features long stretches of quietly waiting and thinking about things (I don’t believe poker is ever boring) interspersed with moments of high drama that vastly change the dynamics at the table. (Poor Angel spends the first three-quarters of the book chipping up relentlessly only to spew off her entire stack in one dumb play. Been there done that; it’s awful.) All the disparate threads and meticulously solved riddles finally come together near the end to put a fast-paced and deceptively simple end to the conspiracy.
One of the unifying principles of how magic works in this book is that it relies very heavily on symbolism and stories and beliefs, reminding me a lot of Discworld if the Discworld books were about twelve thousand percent more serious. Genre savviness is important for our heroes to figure out what is going on. Gaming-related symbolism abounds, which is fitting, because gaming-related symbolism abounds in English writing anyway, only this time it’s all looked at a lot more closely than usual.
Like the other Elizabeth Bear books I’ve read, this was pretty weird and I think I’d have to read it again to figure out some of the weird stuff I didn’t get the first time around, but I’m probably not going to because I have at least three unread Elizabeth Bear books on my shelf at the moment. I always like her stuff but it tends to end up taking me a lot longer to get through than I think it’s going to.
I recommend it to anyone who likes metafictional genre-savvy stuff. Pairs well with a Lush bath bomb, a nice hotel room, and an adult beverage.