Setting the Setting
I’ve always been really fascinated by the concept of several pieces of fiction sharing a universe.
Direct sequels, prequels, spin-offs, and whatever else all have their place, of course, and are frequently awesome. Hell, most of my favourite pieces of fiction (regardless of medium) are at least trilogies, and the idea of writing some colossal, Wheel of Time-esque work of fiction is something of a holy grail of mine.
But there is also something uniquely appealing about the idea of a stories that kind of…brush up against each other, for want of better term, and feature the occasional common setting or place or minor character that serve to create a sense of a greater world that exists beyond the bounds of any one particular tale.
It’s something I have experimented with a great deal, and it is now something I am trying to do with many of my current projects. Read the rest of this entry
I have decided to try and write more things for my blog that consist of topics other than what I am working on, what I am getting published, or excuses for why I am not posting about what I am working on or what I am getting published. With that in mind, I’m thinking about knocking out a few articles addressing a lot of things I get asked by friends, family, and random strangers when they find out that I’m a “writer” (I say “writer” because, even with a few published articles and stories now, I haven’t quite gotten to the stage of calling myself a writer or author when asked what I do for a living).
Productivity via Procrastination
Knowing when to write and when to walk away
One of the most valuable writing tips I ever read was to never, ever set yourself up with a dedicated writing space. This piece of advice contrasted quite a bit with a lot of what I read when I was first getting started; tips along the lines of “thou must have a desk facing a window in a spare bedroom and only write when the sun is setting and you are alone and you’ve had a beer – but not two beers, oh no, then you should not write at all – and you have the soundtrack to Grease playing and…”
Well, you get the point.
As the title implies, I have had the incredible good fortune to have my submission ‘Nephilim’ accepted in the upcoming Manifesto: UF anthology, edited by Tim Marquitz and Tyson J Mauerman and to be published by Angelic Knight Press.
This will mark the second occasion that I have worked with Tim and Angelic Knight Press (the first being my story ‘Der Teufel Sie Wissen (The Devil You Know)’ in Fading Light: An Anthology of the Monstrous), and I could not be more excited about the opportunity!
Unlike with Fading Light, where I was not able to talk about things until a bit further in, I have been given the go ahead to break the news. With that in mind, Tim has revealed the almost final version of the cover of the Urban Fantasy-themed Manifesto:
Pretty awesome, no?
Anyway, things are still relatively early days with Manifesto – in fact, submissions are still open! The tentative publishing date is September 1st, 2013. I will provide updates as we get closer to the release date, including a little bit of a sneak peak of ‘Nephilim’
In the meantime, thanks to everyone for their continuing support, and thank you to Tim, Tyson, and Angelic Knight Press for the opportunity.
- T.S.P Sweeney
A quick update on what’s been happening on the writing front.
I’m working on three projects concurrently at the moment:
- An urban fantasy short story tentatively titled ‘Neph’ that is a kind of spiritual successor to ‘Der Teufel Sie Wissen’, which I am hoping to submit here and see if lightning will strike twice
- A straight-up fantasy short story (possibly a novella) in a setting of my own devising. This story idea has been bouncing around in my head for a couple of years, and the setting itself has been worked on since I was a teenager
- My NaNoWriMo novel, which is a post-apocalyptic spy thriller set in Australia. I have stalled on this one a little bit due to a combination of burn out (I wrote more than 50,000 words in a month, I think I earned it!) and needing to think a few things through before recommencing.
In addition to the above, I am also waiting to hear back about some professional editing and marking up I will be receiving on a fantasy story I submitted for the Fantasy Faction Anthology. I unfortunately did not make it to the finals, but I am eager to get my marked up work back with the intention of working on it and submitting it elsewhere. It’s a story I really like the core of, and is another piece set in the above-mentioned fantasy world I have created.
I am also waiting to hear back regarding my submissions to the Black Library from mid last year. The word on the grapevine is that there is still quite a wait before we will know for sure.
Forlorn hope it is then.
Beyond all that, I should have a little something to chuck on here soon. We’ll see what happens.
My Game of the Year Top Ten for 2012
(A quick note: I have not played a great deal of competitive multiplayer this year, so keep in mind that my ratings of games will be talking solely about single player unless otherwise specified)
10. Halo 4
I am a huge Halo fan going way back; indeed, it was my friend John getting me addicted to Halo 1 on his rented Xbox (complete with gigantic potato “Duke” controllers) back in the day that led to me wanting a 360 over the Playstation 3…well that and the price differential.
Halo also holds a special place in my heart as being the game series that got my wife and I playing coop games together. We were both exceedingly happy with the original trilogy, as well as Reach (ODST, less so). I was filled with a little trepidation regarding the announcement of Bungie moving on and a new Halo trilogy being made by a new, Microsoft owned studio.
As it turns out, that trepidation was not justified. 343 Industries created a, to quote Giant Bomb, “Halo-ass Halo game,” and it did the job. Great graphics, great gameplay (barring a couple of absurd difficulty spikes in random places), great sound, and a story that would have been interesting had they bothered to explain the fiction within the game itself. Unfortunately, the new enemies were garbage to fight and some other aspects fizzled (Spartan Ops behind a pay-wall? Piss off, 343), but there was enough to like here to make me positive about the future of the franchise and to place the game in my ten best for the year.
9. Transformers: Fall of Cybertron
I am a Transformers nerd. They were the first toy range and cartoon I ever fell in love with as a kid, and no amount of TMNT or anything else could steal my affection. I also think it is a setting that, when taken a little more seriously, is rife for exploring some interesting ideas often present in science fiction, with the added bonus of being about robots who transform into fighter planes who transform into bigger robots.
War for Cybertron was a fun game that didn’t have much of a story or sense of place, but gave you a good, nostalgic time playing as a selection of re-imagined favourites. Fall of Cybertron takes this to the next level, providing an interweaving narrative that removes some of the choice, but increases the amount of character as a result, as well as fitting in some cool set pieces and a tonne of fun fan service for fans of G1 while also staying mostly true to the greater Prime universe it is a part of.
With a fun story, great, freeform gameplay allowing you to transform at will, and the ability to play as some more obscure Transformers, as well as a last Chapter that will make any Transformers fan amazingly happy (plus, dat ending credits song!), this was way better than it had any right to be. Plus, this was the only new game that actually got me to commit any sort of time to its multiplayer mode this year – it is hard going back to TF2 or BF3 or whatnot when you’ve had the ability to transform into a spaceship while playing capture the flag.
8. Borderlands 2
Borderlands is the third part of Sam’s and my trifecta of co-op shooters (along with Halo and Gears of War) that we have had a tonne of fun lazing around on the couch playing. Borderlands 2 delivered everything that Borderlands 1 had, only with more of it. More plot (both good and bad), more jokes (both good and bad), more characters (both good and bad), and, of course, more guns (pretty much all good).
I had a great time with Borderlands 2. I found the absurdist sense of humour generally pretty good – Handsome Jack, to me at least, was actually kind of hilarious with how over the top he was, which then highlighted his more serious turn later on; Tiny Tina, on the other hand, made me want to murder everybody involved with her creation, and no amount of sad background story was going to change that – and the fact that there was an actual plot with actual characters was just icing when compared to the Diablo-esque blandness of the first game.
And, of course, the gameplay was ridiculously fun. Rarely was it particularly challenging in the first playthrough – and, indeed, it followed the Borderlands tradition of making you stupidly over-levelled if you actually did all the side content – but it was always exciting rambling around the much-more-visually-varied wastelands of Pandora, destroying wildlife with a gun that fired shots in an arc like a mortar, or destroying robots with an SMG designed to act as an impromptu sex toy. Borderlands 2 scratches an itch that few other games even attempt to reach.
7. Hotline Miami
Hydrogen by M.O.O.N. There is your reason for this being on my list.
…what’s that? Oh fine. Hotline Miami, besides having an absolutely killer soundtrack, is also an ultra-sharp, incredibly fun, and surprisingly challenging top-down murder simulator. It is the kind of game out of touch old people piss and moan about in the media.
It is a game that, as you find yourself becoming more and more absorbed in its stupendously fast trial-and-error gameplay, hypnotic soundtrack and pulsing, retro visual style, and oddly schizophrenic narrative, you might just start to wonder whether there is some truth to what those people have been saying for all those years.
Rarely has violence been presented in such a way in games, where you glory in the absurd viciousness of what you are doing and then are actually confronted about what you did and the feeling it created afterwards.
Plus, it is really fun to play. And that soundtrack!
Now we are getting into the contentious part of the list.
Dishonored was a game that I was always destined to be interested in: a Deus Ex style approach to open mission design, made by one of the guys that actually worked on the original Deus Ex, and all set in a cool, somewhat-Steampunk, somewhat-Dieselpunk world, with a visual style created by the dude who designed City 17 in Half Life 2. It was like this game was designed for me personally.
But then, of course, there were a few aspects that had me concerned as well, chief among them the fact it was being made by a studio (Arkane) with a track record that did not exactly fill me with confidence. Dark Messiah of Might and Magic was another game with a great deal of potential, and it failed to really achieve any of the things it set out to do.
Thankfully, Arkane have pulled out a game that hit all the right notes, creating a cohesive, legitimately interesting world that was amazingly fun to play around in and allowed the player a great deal of choice in how they went about things, including creating a stealth experience that was satisfying and non-lethal solutions that were quite well realised. While the game suffered a little from making you feel overly powerful (if you chose to go all-out in combat, it is quite easy to empty a map of enemies, especially once you gain some of the more advanced abilities and weapons) and a story that, while well written, was also predictable with characters that were often quite flat, I still think Dishonored was a fantastic experience, and one that I am eager to see a sequel to.
5. Mass Effect 3
A great deal has been said about Mass Effect 3, particularly in regards to the entire debacle surrounding the ending to the game. My opinions on the ending, the sense of entitlement from a vocal minority of players, and the subsequent spineless backpedalling by BioWare over their creative work has been documented elsewhere, but suffice it to say I thought the ending was a good idea executed poorly.
All of that, however, does not take away from what was otherwise a very good game, albeit probably the worst game in the trilogy. It was obvious playing this that, like in Dragon Age 2, BioWare had not been given sufficient time to put their usual layer of shine on this game. As a result, it felt stripped back; side quests were kind of pathetic, bugs were rife, and the sense of exploration and wonder so prevalent throughout the previous two games was almost non-existent.
However, what they did deliver was the best playing game in the trilogy, and a tight, taut quest to bring to a close all the events built upon in the previous two games. Visiting old friends, solving long-standing crises, and uniting the galaxy all felt suitably dramatic, and the scale of the game was, at times, quite breathtaking. While there were faults, this was still a fantastic overall experience and a terrific game. The fact that it was merely an adequate end to the series says more about the quality expected from BioWare than it does about the game itself. Oh yeah, and the multiplayer was surprisingly rad, even if the monetisation of it was downright sleazy.
4. FTL: Faster Than Light
This game. This fucking game! The last couple of years have seen me become fascinated with games based around punishing difficulty (as seen further down this list), which has most often been reflected by a shallow flirtation with certain games, like FTL and the Binding of Isaac, that have been termed “rogue-like-likes” by genre-definition-obsessed douchebags in gaming forums all over the world.
FTL combines several things that I love into one neat, retro-graphics package. Large space ships? Check. Large space ships shooting lasers and missiles at other large space ships? Double check. Crew members of large spaceships suffocating to death due to pinpoint ion strikes on their oxygen systems? Oh man, I love this game.
Simple in idea and fiendish in execution, FTL is a punishing, frustrating, wonderful, absorbing experience, and is one that I am absolutely addicted to. The strategic gameplay combined with the steady yet somehow frantic pace (both in battle and in your retreat from pursuing enemies in the galactic map) make your almost certain doom as enjoyable as those very few times you succeed in your quest. FTL is a game that encourages you to tell stories to your friends about the time you teleported your four-Mantis assault squad aboard the Rebel fighter, only to have them counter-board you, set your engine room on fire, and then destroy your door controls while you are open to space and venting oxygen.
Don’t let the simple appearance put you off; this is the game Star Trek and Star Wars geeks have dreamt about for decades. Just give me a version for tablets already!
3. XCOM: Enemy Unknown
Speaking of games that encourage you to tell stories: gather round and listen as I regale you with the tale of Colonel Hollywood “Hulk” Hogan, Heavy extraordinaire, and his band of poorly armed squaddies as they bravely (and stupidly) took on a Very Difficult late-game abduction mission which ended with the deaths of all but two of the rookies (including the Hulkster himself), both of whom went on to participate in the final assault on the alien mothership and die horribly in a mind control incident I’d rather not talk about.
I have never been a turn based strategy guy. RTSes? Sure. Your Civ-style strategy games? No worries. But this kind of game has never been overly appealing to me. Indeed, the punishing difficulty of the original X-Com games may well have been part of the reason for this aversion to the genre, considering experiencing those in my childhood just about broke me as I threw myself with youthful exuberance at a game that required steady nerves and flawless tactical acumen.
Enemy Unknown, however, is just so slick. From the presentation to the funky personalisation options for your troops, through to simply presented but surprisingly deep combat and metagame options, XCOM has streamlined and updated and spit-shined while staying true to the spirit of its predecessors. While the game has its share of bugs, and I wish it had substantially more content (it is still a long and varied game, don’t get me wrong, but it doesn’t feel as huge as it should), it is still a fantastic modern interpretation of a classic franchise that has reinvigorated a genre that has not been relevant on the main stage in quite a long time.
It was also destined to be my 2012 Game of the Year until only a couple of months ago (indeed, it was due to be second until yesterday…)
2. Spec Ops: The Line
And then this came along.
There is one word that describes my time with Spec Ops: ‘harrowing’. It was not harrowing in the way that, say, Homefront was harrowing, which was made so due to being a steaming pile of hot garbage. No, Spec Ops is something else entirely.
Initially, and without knowing much about the background of the game, Spec Ops looks like a B-tier example of every other modern military shooter out there – just another take on the sub-genre popularised in the modern era by Call of Duty 4. Indeed, the only thing that initially differentiates it from your CODs and MoHs is that the gameplay seems ripped from Gears of War, complete with third person perspective, cover mechanics, etc.
Where the game differentiates itself is in the story and character and, indeed, how it incorporates gameplay into both of these things in a way that extends far beyond the typical linear crawls punctuated by set pieces so typical of shooters. It is impossible to discuss the story of the game without spoiling what it is that makes it special, but I can say that this is both a clever and cunning subversion of the tropes of this genre, and also a grand psychological experiment, both in terms of the characters within the game, but also for the players of the game and why it is that we are so willing to go along with living out the super soldier fantasy presented by these games. It will test you and make you question why you did the things that you did; there was one particularly moment, for example, that I did something absolutely reprehensible in game without even considering that there might have been a peaceful alternative (there was), something that shocked me to my core afterwards.
Spec Ops: The Line is a short game. It is, in many ways, a flawed game. I understand why opinions on it were divisive. I understand why many refused to pay full price for it, what with a five hour campaign and a multiplayer that feels entirely irrelevant. I understand all of this, but I still have no reservations whatsoever in recommending that you acquire it. It is, completely and unreservedly, a game that is worth experiencing. I can’t promise it will be enjoyable, but I can promise that it will make an impression.
1. The Walking Dead
Much of what I said to describe Spec Ops: The Line also applies to the Walking Dead. It is, at its core, an adventure game of the point-and-click variety, with the added bonus of some generally unobtrusive but not exactly fun action elements thrown in. In short, it is a game that, perhaps ironically considering where it is sitting on my list, does not ‘play’ particularly well in the traditional way that we define such things.
Where The Walking Dead shines, however, is in one aspect of its gameplay that would ordinarily be, at best, an incidental system, and at worst, completely ignored altogether in other games. What I am talking about here is the intelligently designed and incredibly captivating character interaction.
The Walking Dead seems to take cues from the Mass Effect series (and their RPG ilk), building upon the multiple dialogue options and subsequent influence gain/loss, etc, and creates a world where everything you say appears to matter, and where a flippant remark in the first episode might come back to bite you at the worst moment during the tense finale.
The magic that Telltale has weaved here is nothing short of breathtaking. As the player, you inhabit the character of Lee in this messed up world where the most that can be hoped for is a little respite before the waves of the undead or the remnants of humanity drag you to your grave. The zombies themselves are almost a force of nature; a cataclysmic event that forms the backdrop to what is, at its core, a story of a man caught up in a truly desperate situation, thrust into the often conflicting roles of survivor, leader, and surrogate father of a lost little girl, and just trying to survive in a world that seems to exist to snuff out all hope before ending your life.
I have never been caught up in a story like I have with the Walking Dead. I found myself becoming Lee; inhabiting him as a character, thinking and reacting like I believe he would. Instead of me projecting myself onto a Commander Shepard or Revan or whatever, I instead was drawn into this character and this fiction in a way that I rarely experience with any kind of fiction. Telltale deserves all of the accolades they have received for crafting such an amazing game. The Walking Dead shows (indeed, as does Spec Ops) that gaming is a medium that can tell poignant stories that are about more than big tits and guns. Indeed, the interactivity and the ability to slip into a role as an actor within the script is something that no other artistic medium can really offer, and it is wonderful to see Telltale create something that truly shows what video games are capable of.
The Walking Dead is deserving of all of the many accolades it has received, my own included. This is a game everyone should play, and I am happy to name it my Game of the Year for 2012.
Orcs Must Die 2 – a solid sequel with the addition of co-op, but too similar to its predecessor to really excite
Natural Selection 2 – a great game that has been long awaited, but my lack of interest in multiplayer has prevented me from giving this the time it deserves.
CS: Global Offensive – a surprisingly solid update to the CS formula. I played more of this than I ever expected to, but was impressed by what I saw.
Mark of the Ninja – I honestly have no doubts this would have made my list, but I have not had enough time to play it yet to be sure.
Fez – Similar to Mark of the Ninja, Fez is an amazing game that would be comfortable on any GotY list. Unfortunately, a big part of what makes the game special was spoiled for me before I ever sat down to play it, and that has caused me to hold off for the foreseeable future.
WWE 13 – I’m as surprised as anyone to see this even get mentioned, but the Attitude Era mode is a great addition for those of us who grew up during the Monday Night Wars. Plus the story editor has reached the logical point of utter stupidity, which makes me very happy. CHOCOLATE DROP!
Letting everyone know that I have changed the site URL to tspsweeney.net, in keeping with what is most likely going to remain my pen name.
That’s all. Really. Mundane update.
So as per usual after making promises about updating more frequently, I immediately went on what was an almost two month hiatus.
I do, however, have a good reason for this…well actually, I have a good reason for November; October was just me being lazy and wallowing in feelings of success and contentment after the release of Fading Light and all that yummy praise that has been heaped upon it (and, by extension, me).
November, however, has been a complete write off (ha!) for a very good reason: I have decided to compete in NaNoWriMo
What is NaNoWriMo I hear you ask? It is the National Novel Writing Month! Oh, you weren’t just asking me to explain the acronym? Onwards then!
Taking place over November every year, the challenge is a simple one (in theory, anyway): write 50,000 words in a month, thus writing a ‘novel’. Now while I would argue that 50,000 words is a pretty damn short novel, it is nevertheless long enough to qualify. I also think that everyone would agree that 50,000 words is a metric shit-tonne of words by anyone’s estimation.
Despite the abject terror that such a commitment caused me, I decided to go ahead and take on NaNoWriMo anyway. Even better, as of this very minute, I am at 29,149 words into my post-apocalyptic spy thriller known tentatively as Freeburn (much to my wife’s chagrin when she reads this, no doubt), and all with no signs of slowing down.
I am actually ahead of the target goal so far, and have been having a great deal of fun typing my minimum of 1667 words per day. Indeed, this experience has taught me a great deal about writing, specifically the discipline of getting work done every day regardless of whether you feel like it or if you have no good ideas or any of the other myriad of excuses I have deployed in my writing time over the years. Even better has been the experience of working to an outline and without editing as I go, something I have always been notorious for and which has led to my incredibly slow turnaround on my work to date (seriously, some of my short stories takes YEARS before I consider them ‘complete’).
In short, I heartily recommend NaNoWriMo to anyone interested in writing, or, indeed, anyone who is interested in setting a challenge for themselves.
I have no idea if what I am writing is incredible or utter shit, but at least I’m having a ball doing it!
It has been several weeks now since Fading Light: An Anthology of the Monstrous went on sale, and I (and I think everyone else involved) have been absolutely amazed at the insanely positive reaction the anthology has been receiving.
Here are a few of the many examples:
“These are stories that are going to mess with your head, so bring your game face. Oh and they are also quite awesome too. (8/10)” – from ‘Fading Light by Tim Marquitz – Book Review [Shadowhawk]‘ at The Founding Fields
“Horror isn’t a genre I’ve read much of; I’ll be the first to admit that. However, I’ve been reading more and more of it lately and this is an anthology I’d recommend to anyone intending to broaden their reading horizons.” from ‘Book Review – “Fading Light: An Anthology of the Monstrous”’ by Natasha McNeely
“Tim Marquitz has put together a beautiful anthology “firmly rooted in the imagery of H. P. Lovecraft and the stark atmosphere of Stephen King’s The Mist. (4/5 stars)” — review by Frank Michael Serrington
“What makes this great writing, in my humble opinion, is that these stories look into the dark side of human nature. Sure there are monsters: krakens, aliens, zombies, black water from the center of the moon, spirits kidnapped from the center of the sun, huge whale-like angels… but these stories are about humanity. The overreaching theme is the loss of the sun, the earth being plunged into darkness, and what emerges from that perpetual midnight. More often than not the real monster is inside of us.” —review by Candice, posted on Good Reads
“I received a review copy and planned on putting it on the bottom of my TBR list, but once I began reading it I had to move it to the top. Kudos!” - review by Armand Rosamilia, posted on Amazon
Now being the self-absorbed so-and-so that I am, I figured I would quote and link to a couple of reviews that mention my story specifically as a part of the overall review!
“A group of young men are eager to prove themselves as soldiers and serve their Fuhrer. When they discover a Russian officer isolated from his comrades, Andreas and his squad mates deem him as easy pickings. Excellent, exhilarating short that’s fast paced, brutal and filled with violence. (4.5 out of 5 stars)” – from: ‘Liam Reviews Fading Light Anthology’ at The Troubled Scribe
“The title of the story translates to “The devil you know” and is another historical story. This one is set in Nazi Germany and features a group of youths trying to gang up on their quarry, only to realize that they have no idea about what is truly going on. This was another of the fantastic short stories and one, which I believe the author should think of expanding into a longer novel. With an ending that is not only superb but also promises of further tribulations. This story left me wanting to know more of the world within and war to come…” - from: ‘Fading Light: An Anthology Of The Monstrous edited by Tim Marquitz (Reviewed by Mihir Wanchoo)’ at Fantasy Book Critic
“Others I enjoyed: …Der Teufel Sie Wissen by TSP Sweeney (another tale grounded in a historical event, with some philosophical slant),” - review by Mia, posted on Good Reads
Fading Light: An Anthology of the Monstrous (edited by Tim Marquitz, published by Angelic Knight Press, and featuring ‘Der Teufel Sie Wissen’ by me) is available as an ebook via Amazon or Smashwords for $5.99 USD (there is also a companion ebook consisting of 5 additional stories available from Amazon and Smashwords for $0.99). Fading Light is also available in print via Amazon or through Createspace for $18.95 USD and comes with a free copy of the companion ebook.
It is official: Fading Light: An Anthology of the Monstrous is here.
That’s right boys and girls, this wonderfully horrifying collection of 25 short stories from authors both new and experienced, edited by Tim Marquitz and published by Angelic Knight Press (and featuring ‘Der Teufel Sie Wissen’, a story by yours truly!) is now available for purchase as an ebook from Amazon or Smashwords for the devilishly nice price of $5.99 USD (a bargain for Australians everywhere!). As an added bonus, there is also a companion ebook consisting of an additional 5 new stories available from Amazon and Smashwords for the low price of 99 cents – take a look if you like what you see in the main anthology, or even if you are unsure and would like a sampler before taking the plunge.
For those of you who prefer the feel of paper in hand, a print version of Fading Light is also available via the Amazon link above or through Createspace for $18.95USD (the physical version also comes with the companion ebook for free)
(I’ll be sure to update the above if any details on availability change)
The book has already had several positive reviews (some examples here and here), and the overall reaction seems hugely positive. I’m really proud to have had my story accepted into the anthology, and I am truly honoured to have my very first published piece of fiction be included amongst such illustrious company. Fading Light is, in my not-so-humble-and-probably-a-little-bit-biased opinion, a hell of a book, and one absolutely worth reading for any fan of horror, science fiction, or fantasy with a distinctly dark bent.
For those of you out there that just cannot get enough of Timothy Sean Patrick Sweeney (or maybe, you know, you’re actually interested in the anthology and its various authors), a series of group interviews have been published with several of the contributors to Fading Light, myself included:
The Nocturnal Library
(Again, I’ll update this if any more pop up over the coming days)
Finally, I would just like to thank with all my (black and barely beating) heart: my wife Sam, my Mum and Dad, my family and friends, my writing group, Tim Marquitz, the contributors to Fading Light, and Angelic Knight Press. This has been a massive opportunity for me and I can’t put into words how happy I am right now. It is a truly amazing moment to have my first published work in such a fantastic book and none of it would have been possible without everyone above.
I will always remember this moment.
Tim aka T.S.P. Sweeney