2011 contemporary fantasy, a "re-imagining" of the Twilight series.
Five years after Luminosity, Elspeth Cullen, daughter of Bella and
Edward, tries to stay alive.
The narrator this time is Elspeth, though Bella and other
characters from the first series (and from the original books) appear:
many characters, in fact, most of them with unique powers, to the
point where keeping track of them can be distinctly hard work.
(There's a crib on the web site.)
The preaching is sometimes a bit more obvious this time round: what if
simply explaining the truth to people really were enough to convince
them of it? It's a classic fantasy of the thinker, and for Elspeth
it's literally true. What's rather more annoying is that for a large
chunk of the book Elspeth is under the influence of mental controls,
with one character who can make herself seem so unimportant as not to
be worth thinking about or noticing ("X said something irrelevant" is
wearyingly often repeated), and another who can remove or build up
interpersonal relationships.
Eventually this section comes to an end, various good guys get
together, and there's a hugely long period of planning: if people X
and Y go to place Z and use their powers on A, then B can be persuaded
to do C, and… it reminds me of the sort of planning session one can
get in role-playing games, but without the fun that interactivity
brings. There's a reason why static fiction doesn't spend six chapters
on the plan and one chapter on the actual operation: it's more
interesting to show the operation and describe the plan as it plays
out. Lots of people get copies of many people's memories over many
years, and apparently don't have much trouble searching through them
for the information they want, or care even slightly about privacy.
Finally the good guys have won, and spend a certain amount of time
setting up a permanent vampire dictatorship to try to stop the
oppression and nastiness from happening again. Some of the
world-building here is quite interesting, but again it would be more
fun in a role-playing game where one could have an influence on it. In
fact, all of this latter section feels at times like a transcription
of a role-playing session, except that everyone speaks with very much
the same voice.
It's still enjoyable, but I didn't find it as compelling as the first
book, possibly because it's got so far from the source material (or at
least what I know of the source material) that I'm no longer drawing
contrasts. It's a workable technical story of juggling superpowers
into the right order, but characterisation is largely lacking here.
Freely available online, and followed
by a short-story collection Flashes.
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