Reviews
This page collects Hugin & Munin reviews of books, films, television, and games. It is organized for browsing rather than as a raw archive: books are grouped by broad type and, where possible, listed alphabetically by author.
Some entries are strict reviews; others are rereads, adaptation notes, or review-adjacent essays built around a specific work or series.
Book Reviews
Fiction, Fantasy, and Science Fiction
- Joe Abercrombie — Best Served Cold — Grimdark revenge, moral exhaustion, and Abercrombie’s brutal variation on The Count of Monte Cristo.
- Dan Abnett — Eisenhorn — A return to Abnett’s Warhammer 40,000 inquisitor novels and their mix of faith, corruption, investigation, and imperial decay.
- Dan Abnett — The Magos — A look at how The Magos extends the long shadow of Eisenhorn and the appeal of Abnett’s grim investigative SF.
- Lois McMaster Bujold — The Assassins of Thasalon — A Penric and Desdemona review about small stories, accumulated meaning, and Bujold’s late-series craftsmanship.
- Patricia Briggs — Blood Bound — Mercy Thompson, vampires, violence, and the theological problem of evil inside urban fantasy.
- Patricia Briggs — Moon Called — The first Mercy Thompson novel as crime story, relationship web, and early-2000s urban fantasy template.
- Pierce Brown — Golden Son — The Red Rising sequel as acceleration, escalation, and the point where revolutionary momentum turns dangerous.
- Pierce Brown — Red Rising — Revenge, empire, violence, and the making of a revolutionary monster.
- Steven Brust — Agyar — A vampire novel built around voice, seduction, and the slow recognition of what kind of story is being told.
- Steven Brust — Vlad Taltos / Dragaera — A return to Brust’s Dragaera books and the pleasures of old fictional universes that still have room to move.
- Jim Butcher — Blood Rites — The Dresden Files in transition, balancing noir, monsters, family revelations, and long-series momentum.
- Jim Butcher — Harry Dresden reread — A broader reread check-in on The Dresden Files: what still works, what has aged, and why the peak may still lie ahead.
- Seth Dickinson — The Traitor Baru Cormorant — Empire, complicity, economics, and the poisonous logic of trying to defeat a system from inside it.
- William Gibson — Neuromancer — A return to the origin point of cyberpunk and the strange afterlife of a future that partly came true.
- R.F. Kuang — Babel — Dark academia, translation, empire, and the ethics of knowledge.
- Seanan McGuire — A Local Habitation — October Daye as locked-room mystery, fae politics, and the limits of urban fantasy investigation.
- Seanan McGuire — An Artificial Night — October Daye turns toward dark fairy tale, childhood terror, and mythic confrontation.
- Seanan McGuire — Rosemary and Rue — A reread of the first October Daye novel and the foundations of McGuire’s faerie-noir series.
- Brandon Sanderson — Legion: Skin Deep — Identity, dialogue, mental architecture, and Sanderson’s compact speculative thriller mode.
- John Scalzi — The Dispatcher — A murder mystery built around one altered rule of death, and the social logic that follows from it.
- Martha Wells — The Rising World / The Witch King — Martha Wells’s recent fantasy as worldbuilding, power, memory, and the difficulty of entering a dense imagined world.
Nonfiction
- Sean Carroll — Something Deeply Hidden — Many-worlds quantum mechanics, explanation, and the limits of intuitive understanding.
- Richard Dawkins — River Out of Eden — A compact review of Dawkins’s gene-centered account of evolution and the larger territory it points toward.
- Harry G. Frankfurt — On Bullshit — Frankfurt’s short philosophical essay on truth, indifference, and the difference between lying and bullshit.
- Robin Hanson — The Age of Em — A review-adjacent essay on copied minds, emulated workers, and one of the stranger possible futures of intelligence.
- Sam Kean — The Icepick Surgeon — Science, ethics, ambition, and the darker incentives behind discovery.
- Marc Levinson — The Box — Containerization, logistics, globalization, labour disruption, and the hidden machinery of modern trade.
- Michael Lewis — Liar’s Poker — Wall Street culture, incentives, risk, and the prehistory of modern finance.
- Eric Berger — Liftoff — SpaceX’s early engineering risks, organizational pressure, and the fragile path to private spaceflight.
- Marc Milstein — The Age-Proof Brain — A practical reading of brain health research and what is worth taking from it.
- Thomas Nagel — What Is It Like to Be a Bat? — Consciousness, subjectivity, and the limits of explaining experience from the outside.
- Steven Pinker — Rationality — Reason, bias, institutions, and the difficulty of being rational in practice.
- Ray Kurzweil — The Singularity Is Nearer — Acceleration, technological optimism, AI futures, and the unease beneath grand predictions.
- William B. Irvine — A Guide to the Good Life — Stoicism as a usable philosophy rather than a perfect answer to modern life.
- Zach and Kelly Weinersmith — A City on Mars — Notes from current reading, including space settlement, practical constraints, and nonfiction curiosity.
- The Wrong Stuff — The space race seen from the Soviet side, with failure, secrecy, and technical ambition in view.
Rereads, Series, and Review Essays
- Urban Fantasy Reread — A gateway post connecting Anita Blake, Dresden Files, Mercy Thompson, and October Daye rereads.
- Anita Blake reread — Early urban fantasy, crime structure, erotic power, and why the magic of the series changed over time.
- Urban fantasy, Wicca, and crime fiction — A first look at Harm None and the overlap between witchcraft, crime fiction, and urban fantasy conventions.
- When Urban Fantasy Was About Monsters — A genre essay on monsters, desire, danger, and the early shape of urban fantasy.
- Urban Fantasy in the Age of Smartphones — How modern technology changes secrecy, investigation, and plausibility in urban fantasy.
- Rediscovering hard science fiction — Why hard SF offers a different pleasure from fantasy in space, with Greg Egan as a reference point.
- Rereading The Wheel of Time alongside the adaptation — A reread framed by the television adaptation and the question of what survives translation to screen.
Film and Television
- Alien: Earth — Style, atmosphere, franchise inheritance, and the problem of structure.
- Dark — Time travel handled with rigor, recursion, and narrative difficulty.
- The Mummy (1999) — Adventure cinema, charm, pulp energy, and the absence of modern superhero machinery.
- The Night Agent, Season 3 — Thriller plotting, twists, and the limits of escalation.
- Scarpetta — A restless crime adaptation caught between forensic procedure, prestige drama, and franchise expectations.
- Shōgun — Memory, adaptation, and a long fascination with fictionalized historical Asia.
- Stranger Things — A look back before returning to the Upside Down.
- True Detective, Season One — A revisit of the first season as atmosphere, philosophy, crime story, and modern television landmark.
- True Detective, Season Two — Expectations, disappointment, ambition, and the burden of following a modern classic.
- The Wheel of Time, Season One — A retrospective on the first season after the adaptation’s larger trajectory became clearer.
- Young Sherlock — Holmes and Moriarty as friends, prequel logic, and the temptation to explain icons.
Games and Interactive Worlds
- Across the Obelisk — A roguelite deckbuilder that rewards planning, party composition, and controlled risk.
- Baldur’s Gate TV Series — Adaptation prospects for Baldur’s Gate and the difficulty of translating interactive choice to television.
- Darkest Dungeon — Stress, attrition, madness, and the cost of survival as game systems.
- Sid Meier’s Alpha Centauri — A 4X classic remembered for ideology, atmosphere, faction design, and strategic storytelling.
- Slay the Spire — Deckbuilding, roguelike structure, and the game that defined a genre.
- Solium Infernum — Strategy, diplomacy, betrayal, and the pleasure of ruling badly in Hell.
- Stellaris — Grand strategy, accumulated DLC, and the tension between expansion and coherence.
- Torment: Tides of Numenera — Choices, companions, identity, and the burden of following Planescape: Torment.
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