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Paintwork
 
 

Paintwork [Kindle Edition]

Tim Maughan
4.5 out of 5 stars  See all reviews (12 customer reviews)

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Editorial Reviews

Product Description

“In an era of “post-cyberpunk” science fiction, Maughan is firmly cyberpunk — or maybe “cyberpunk++,” a genre that captures all the grit and glory of technology with a higher degree of plausibility and respect for real computers and networks than the genre had in its glory days…Maughan has a keen eye for the fictional possibilities of technology, a good hand with the what if/ten seconds in the future mode of storytelling, and he’s quite adept at filling his work with hyper-cool eyeball kicks. These stories are fun and thought-provoking, a great combination.”
- Cory Doctorow, author of Down and Out in the Magic Kingdom and Little Brother

“In our hothouse present, where technology is little more than vapour, Tim Maughan catches those fleeting moments of possibility in stories that ought to have no shelf-life whatsoever – and which, regardless, linger in the mind. I don’t know how he does this. I don’t know whether he is very naive, or very clever. One thing I do know: these stories are very, very good.” – Simon Ings, author of Hot Head, The Weight of Numbers and Dead Water.

“They used to say that Science Fiction was hard to define, but that you’d know it when you saw it. How then to best recommend a collection like Paintwork? A book of augmented realties, icy conceptual surfaces and a healthy dose of contemporary corporate paranoia. Is even a simple book blurb as innocent as it first appears? The best Science Fiction isn’t a road map, it’s a toolkit, and Paintwork is a virtual users guide to a new kind of fictional future. A place where it’s fine to pretend life’s all a game, just so long as you stay on the winning team. If Science Fiction is a toolkit, Paintwork is the missing users manual.” - Tom Hunter, Director, the Arthur C. Clarke Award

“Havana Augmented is the third short story in Tim Maughan’s excellent Paintwork (2011), a collection that focuses on the meaning of artistry in a near-future cyberpunk landscape…(it) follows two streams of conflict. Paul and Kim battle with enormous robots which is, frankly, awesome. Mr. Maughan knows how to write an action sequence without letting it take over. The battles are short, streamlined, vicious and very, very fun…this is the crown jewel of an excellent collection. I’m a sucker for sports movies, especially when the game or match has some sort of Great Significance. Mr. Maughan tugs at my heartstrings with Havana Augmented – a giant robot smackdown with a country’s future on the line.” – Pornokitsch.com

“Hip, cutting-edge cyberpunk with a techno rave attitude. Tim Maughan is definitely a writer to watch.” – Gareth L. Powell, author of The Recollection.

"I loved Paintwork. All three stories show a writer with a real gift for accelerating the world we know into a believable future, with a deft local touch that adds an extra something for us Bristol folk…(it’s) a great read, that pinches a few ingredients from the SF greats and blends them with a unique flavour all of its own.” - Guide2Bristol

Augmented reality street artist 3Cube wants to break into the mainstream, and as one of the best in the graffiti mecca of Bristol he stands a real chance. Except that someone, some unseen rival, seems set on using even the most old-fashioned of methods to stop him from succeeding.

John Smith was successful once, if only for a fleeting moment. Now the documentary film maker is broke and jobless, and finds himself putting his life on the line as one of the new-breed of paparazzi - snapping celebrity video gamers in virtual worlds.

And on the sun-bleached streets of Havana two young Cubans find themselves locked in a fierce struggle with one of the world’s most powerful organisations, as a seemingly innocent video game tournament becomes a fight for both personal and national pride.

Paintwork is a collection of three stories from our imminent future by British science fiction author Tim Maughan, including the 2010 BSFA Short Fiction Award nominated ‘Havana Augmented’.

About the Author

Tim Maughan lives in Bristol in the South West of England, and when he’s not writing science fiction he writes about Japanese animation and comics for websites like Anime News Network and Tor. He also daydreams about being a globetrotting DJ and spends far too much time on Twitter.

Product Details

  • Format: Kindle Edition
  • File Size: 135 KB
  • Sold by: Amazon Digital Services
  • Language: English
  • ASIN: B0058IY35M
  • Text-to-Speech: Enabled
  • Lending: Enabled
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #70,888 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Average Customer Review
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3 of 3 people found the following review helpful:
5.0 out of 5 stars Future Augmented, June 29, 2011
This review is from: Paintwork (Kindle Edition)
In a Wired article last year, Warren Ellis writes "the future isn't dead, we simply overtook it". In the article he speaks about how "science fiction is no longer ahead on the trail, throwing clues to the future back at us". He talks of how William Gibson, one of the pioneers of cyberpunk, in his latest trilogy of books, writes of the present, not of console cowboys in cyberspace. He points out that his new novels, while contemporary still seem just a bit out of sync. It is like we are getting a glimpse of a future only minutes away. In reading "Paintwork", from up and coming Bristol author Tim Maughan, this article and the novels of William Gibson are quick to come to mind.

Paintwork is made up of three stories that share a common vision of a near future with augmented graffiti artists, hackers, nanobot beetles, virtual reality video game celebrities and augmented reality robot battles waged across the streets of Havana.

First of all there is the story Paintwork. 3Cube is an augmented reality street artists that 'writes' over Coca-Cola billboards with help from hacker friend Tera but almost immediately after he has finished his work somebody has written over his work in an decidedly old-fashioned way. While continuing to work on augmented reality street art pieces, he tries to solve the mystery of who is sabotaging his work through his hacker friend, a former rival, and through a homeless vendor of "beetle juice". The description of nanobot beetles, producers of the unique ink used on the billboards, kept in cages, force fed and rumoured to have the brains of real insects is delightfully disturbing. It is towards the end of the story, when Maughan seems to really get a good handle on his prose. There are some definite poetic moments towards the end of the story. After spending 24 hours wracked with doubt , 3Cube admires "his final statement about how he feels his city - his home - can unleash its vibrancy through defiance of those that would attempt to control and regulate space. The city's space. His space." He finds a perfect view point and settles in to watch and guard his creation, falls asleep and dreams: "Bristol was drowning. The drizzle had turned into torrential rain, alternating black and white droplets falling from the heavens. As they hit the forest of decaying architecture they splattered it with toxic paint; acid burning into concrete as clouds of suffocating fumes filled the war-torn streets. With an insidious clanking and scratching the beetles started to emerge from the gutters and alleys in their thousands, mouths turned up to the sky to drink in the poisonous rain..."

In the second story, Paparazzi, documentary maker John Smith is contracted to infiltrate the elite online gaming world and film one of the industries' biggest video game stars as he plays through new beta content for the popular game 'A Wind of Blades'. As a former World of Warcraft addict myself, I had a lot of fun with watching John Smith become immersed in this online world. I felt this story was so close to the mark when it came to big MMORPGs such as WOW. There is a moment in the story where John is amazed at how lifelike and spontaneous the "bots" picking the rice in the fields of the virtual worlds are, only to discover that they are real players and I laughed out loud thinking of all those cooking and fishing quests in WOW. John is recruited because he is a famous machinima documentary director who is famous for having infiltrated a group of hackers that had cracked a US military contract, a training sim. He spends18 months in a virtual world where the hackers "constantly fought and re-fought the Second Battle of Fallujah, 22 years after it really ended, until they got the result they always wanted..." This is a great example of imagining a world that is only a few seconds out of synch with our own. I recognize the gaming community, the hackers, the military simulation software. It is the putting them together that is unique. Having read Havana Augmented previously last year, recognizing, Leo Kim, the celebrity gamer, from that story was a pleasure for me. Seeing the character development of John Smith, a peripheral character in Havana Augmented demonstrates that Maughan truly has a complete vision of his universe and could easily develop a longer story based on the mythos that he has setup in these stories. I am absolutely fascinated with this character now and would be thrilled to learn more of him.

Finally, there is Havana Augmented, the story of two young cuban friends that have hacked a virtual reality mech game Rolling Iron , converted it into an augmented reality game, Street Iron, where gamers can combat and compete their robot battles across the real city's space. Spectators can wear special spectator versions of "spex", the augmented reality eye-gear used by the gamers, to actually watch the game in realtime over the streets of Havana. Although they have technically broken the law, the new version of the game is widely popular. They have released the resulting code as open source across the entire internet and versions of Street Iron have popped up around the world. Popular enough to attract the attention of Sony, international media, and the gamer's guild Sakura, which the celebrity gamer Leo Kim belongs to. An exhibition game between the cuban boys and some of the planet's most famous celebrity gamers is setup. Maughan has a good sense of what I would call street level aesthetics. I liked the blend of graffiti artists and hackers in Paintwork, the obsession of online gamers in Paparazzi but most of all I love the understated moments of the disenfranchised streets of Havana. This story speaks so much of how the openness of the internet breaks down political barriers, of how it can be a great leveller, how the streets can influence even the largest of companies. I loved the pureness of the cuban boys, their simple pride and integrity. It is a great David and Goliath story.

Is Paintwork perfect? No - but damn, is this exciting fiction! Maughan is an ambitious new writer whose stories sit easily on the shelf with William Gibson, Neal Stephenson, and Cory Doctorow. I say this because these stories make me feel as a reader the way I felt picking up Burning Chrome, Snow Crash and Little Brother for the first time. Where I want to see more from Maughan is in the dynamics of relationships between characters. I want to see some moments of intensity to balance his gift for the subtle. I've made some big comparisons and so I think its important for Maughan to distinguish himself from these writers with a voice that is his own. There are moments of tight prose and brilliance that carry the stories but there are moments that are awkward too. I know that Maughan has a love of techno music and I would love to see him bring that aesthetic into his writing style. I am really talking about the cadence of the words. I want to read them aloud and feel the drum and bass, feel the loops. When I say I want more it is because I really want more. I hope that Maughan will consider giving us more glimpses into the lives of 3Cube, John Smith and Leo Kim.

These stories show the promise of a future hugo winning author and should not be missed. I am excited to be among his first readers. I know I will look back on reading Paintwork and say I knew him when.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars so close to reality, it's scary, December 1, 2011
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This review is from: Paintwork (Kindle Edition)
I purchased Paintwork after reading a brief review by Cory Doctorow, a writer whose works I enjoy very much. Mr. Doctorow's praise of Paintwork is justified for the stories in Paintwork are quite good.

The Paintwork stories take place in the near future, a time not far from our own. The technologies in the stories are predictable extensions of current technology which renders them as believable and not as magical thinking. This is important as the the technologies are significant in the stories: they are not artifacts to the stories but are integral components. Do not think, however, that the stories are about technology, for they are not. Like all good science fiction, the stories are about humans acting and reacting in the world around them.

Technological advances give humans opportunities to do new things or to do old things in new ways. The technology changes but sadly, often humans do not. Paintwork gives us stories of humans acting in old ways with new technology. This is not a criticism: it simply means that traits which humans have exhibited for thousands of years are still exhibited in a future, more technologically-enabled, world. The worlds of Paintwork are dark but not dystopian. Some of the traits exhibited are positive, creative and useful while others are negative and destructive. But in all cases, the characters have adapted to a world of technology. Their adaptations are very believable, and this makes the stories seem realistic. One could almost believe the stories are news report from a not too distant future.

My only complaint about Paintwork is the number of typos: it seemed a rather large number for a published work. Still, I recommend Paintwork for fans of cyberpunk and science fiction. It is good writing with realistic characters set in a very believable world.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Cyberpunk & Artistry, September 7, 2011
This review is from: Paintwork (Paperback)
Tim Maughan's excellent Paintwork (2011) focuses on the meaning of artistry in a near-future cyberpunk landscape.

The titular story focuses on a subversive graffiti artist, the second on a documentary journalist and the award-nominated third story, "Havana Augmented", tells the tale of a pair of Cuban gamers. Gaming might not seem like artistry, but Paul and Marcus, our protagonists, take it to that magnificent level. Mr. Maughan's Cuba is a proud island, but one crippled by economic sanctions and a dying tourist trade. Marcus is a computer nut - a genius programmer who cobbles together his own games from the fragments of code he can buy through the black market. Paul isn't a computer whiz, but he's a gifted virtual athlete. Marcus builds the games; Paul wins them.

The most popular game in Cuba is Street Iron, a Marcus-hacked version of the popular global mecha game Rolling Iron. Marcus has taken the rather banal foundation and converted it to augmented reality genius. The players zip around the city on motorcycles and wearing VR 'spex'. Their giant robots follow them and battle to the death. Entire robot wars are fought without anyone ever noticing. Marcus' variant soon eclipses the real thing, and, as videos are leaked around the internet, the game's corporate owners are keen to cash in.

"Havana Augmented" follows two streams of conflict. Paul and Kim battle with enormous robots which is, frankly, awesome. Mr. Maughan knows how to write an action sequence without letting it take over. The battles are short, streamlined, vicious and very, very fun. The story's true conflict, however, is within Paul. Initially pleased (and stunned) to be out of the shadows, he's suddenly faced with the full force of Global Corporate Decadence (tm). Paul's a fierce Cuban patriot, but one with open eyes. He sees what Sakura could do for his homeland, but can also sees what Sakura could do to it. I'm a sucker for sports movies, especially when the game or match has some sort of Great Significance. Mr. Maughan tugs at my heartstrings with "Havana Augmented" - a giant robot smackdown with a country's future on the line.

The other two stories aren't shabby. "Paintwork" serves as an excellent introduction to the near-future landscape and introduces the theme of struggling artistic integrity in a corporate-owned world. The protagonist of the second story, journalist John Smith, has probably the darkest tale. He's using his documentary skills to explore the (surprisingly seedy) underworld of the gaming clans, and what begins as an innocent assignment turns into something much more conspiratorial. It is, perhaps, the most didactic and least fun of the three stories, but it does connect nicely with "Havana Augmented".
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More About the Author

Tim Maughan lives in Bristol in the South West of England, and when he's not writing science fiction he writes about Japanese animation and comics for websites like Anime News Network and Tor. He also daydreams about being a techno DJ and spends far too much time on Twitter.


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