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Games   By: (1925-)

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Games by Katherine MacLean is a collection of twelve science fiction short stories that takes readers on an exhilarating journey through the realms of speculative fiction. MacLean expertly blends thought-provoking ideas with captivating storytelling, resulting in a collection that is both intellectually stimulating and emotionally engaging.

One of the standout stories in this collection is "Games," which not only lends its name to the book but also acts as a perfect representation of MacLean's mastery of the genre. In this story, MacLean delves into the concept of alternate realities and the consequences of meddling with time. The narrative unfolds with precision, building suspense and tension until its stunning climax. The author's ability to create complex characters with relatable motivations is noteworthy, making readers ponder the ethical ramifications of choices made by the protagonists.

Another striking tale is "Pictures Don't Lie," which explores the theme of media manipulation. MacLean's uncanny ability to dissect societal issues and project them into a futuristic setting is truly commendable. Through the eyes of a photojournalist who stumbles upon a disturbing secret, the author raises questions about the credibility of visual evidence and the power of propaganda. This story not only showcases MacLean's gift for weaving compelling narratives but also serves as a cautionary tale about the potential dangers of manipulating information.

Throughout the collection, MacLean consistently displays her talent for creating vivid, immersive worlds. Whether it's in the desolate terraformed landscapes of "Incommunicado" or the claustrophobic confines of a spaceship in "Genesis," the author's attention to detail and evocative prose transport readers to these fictional realms with remarkable ease. Her ability to anchor science fiction concepts in realistic settings allows readers to suspend disbelief and become fully invested in the stories.

What sets Games apart from other science fiction collections is MacLean's emphasis on human relationships and emotions. Rather than focusing solely on technological advancements and futuristic scenarios, the author delves into the inner lives of her characters, exploring their hopes, fears, and triumphs. This emotional depth adds a layer of richness to the narratives, making them more satisfying and memorable.

Although some of the stories in Games may feel slightly dated due to their mid-twentieth-century origins, the core themes and ideas remain as relevant today as when they were first published. MacLean's keen insight into the human condition and her ability to extrapolate future developments from contemporary society make this collection a timeless gem in the science fiction genre.

In conclusion, Games is an exceptional collection of science fiction short stories that showcases Katherine MacLean's formidable talents as a writer. With its blend of intellectual depth, engaging storytelling, and thought-provoking themes, this collection is a must-read for fans of the genre. MacLean emerges as a true master of science fiction, leaving readers eagerly anticipating her future works.

First Page:

Transcriber's Note:

This etext was produced from the March 1953 issue of Galaxy. Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed.

games

By KATHERINE MacLEAN

It is a tough assignment for a child to know where a daydream ends and impossibility begins!

Illustrated by ASHMAN

Ronny was playing by himself, which meant he was two tribes of Indians having a war.

"Bang," he muttered, firing an imaginary rifle. He decided that it was a time in history before the white people had sold the Indians any guns, and changed the rifle into a bow. "Wizz thunk ," he substituted, mimicking from an Indian film on TV the graphic sound of an arrow striking flesh.

"Oof." He folded down onto the grass, moaning, "Uhhhooh ..." and relaxing into defeat and death.

"Want some chocolate milk, Ronny?" asked his mother's voice from the kitchen.

"No, thanks," he called back, climbing to his feet to be another man. "Wizzthunk, wizzthunk," he added to the flights of arrows as the best archer in the tribe. "Last arrow. Wizzzz," he said, missing one enemy for realism. He addressed another battling brave... Continue reading book >>




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