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Editorial reviews
"I absolutely loved this book. The author is whip smart and dissects this genre like a surgeon" --Joe Gazzam, screenwriter, author of Uncaged.
"It's a skilfully-written superhero fantasy resonant with emotion. Expect to feel your soul move as the swaggering narrator bears comic and often poignant witness to the vagaries of a life both bizarre and very like our own" --AA Attanasio, author of the Radix tetrad and The Dragon and the Unicorn series.
"The book deconstructs the superhero in the most entertaining, cynical and interesting ways" --Michael Ivan Lowell, The Suns of Liberty series.
Zephyr is an ongoing serial that has been favorably compared to Watchmen and similar classics. Like the comic books to which it owes a debt, Zephyr is episodic with an open narrative.
It's 2016 on the eastern seaboard of the United States. The place is Atlantic City: a sweeping longitudinal metropolis rebuilt following widespread devastation in 1984. Superhumans are not only real, they're human. All too human, as Nietzsche would say.
Zephyr is an alt.superhero adventure influenced by post-literary writing and Sturgeon's law. The style is cynical, cinematic and systematically against standard expectations of the genre. Imagine if Bret Easton Ellis's American Psycho was about costumed vigilantes rather than stockbrokers and you have half the idea.
Zephyr tells the story of a major, if somewhat jaded superhero in an alternate universe where New York City has been abandoned and the Beatles were a superhero team. Zephyr is a regular guy, but with powers, and it's easy to wonder if his life might have been better without them as supervillains and other problems that only superhumans can deal with derail his efforts handling life.
"At some level, I think you understand that," Twilight says. "So what else is really going to destroy Zephyr, the six-million light globe whatever-the-fuck that was back then? Some big fist fight with a baddy? Uh oh."
In Volume 7, Zephyr returns to his native parallel following the exploits of Zephyr V and VI, finding his arrival catapults him into the middle of a global media spin. Using his adventures offworld as a cheat guide to his home parallel throws up some unexpected consequences, and meanwhile there's the everyday business of saving Atlantic City if not the world from a moon-based machine invasion, and himself from an assassination attempt and the fallout from the unsolved murder of former teammate-turned-FBI agent Annie Black. Central to the changes rocking Zephyr's world are the decades-late return of his father, the parahuman resistance fighter Strummer, who triggers the reappearance of an old foe which finally brings the numerous threads in Zephyr's life to an epic and dramatic conclusion.
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