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Agent of the Terran Empire (Anglais)
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Commentaires client les plus utiles sur Amazon.com
These short stories are meant to be fun and are that. This is not deep meaningful literature. More like what you'll want to read while drinking beer and eating chips. Hey, nothing wrong with that! What's not to like? If you can find it, buy it!
Here, the Polesotechnic League has fallen (see Anderson's "Trader to the Stars," "Mirkheim," "Satan's World," "The Trouble Twisters," and several others) to be replaced by a decadent and corrupt Terran Empire, which rules millions of worlds in the Galaxy. It is opposed by all manner of villains, including the warlike Merseans. Everyone can see that the Terran Empire, like the Roman Empire before it, will oneday fall, and that this will be a bloody business costing billions of lives. This is the time in which Dominic Flandry, of the Imperial Terran Intelligence Service, finds himself. His purpose is to basically try to hold the Empire together, at least for his time. As he says, "what is the point of living in a decadent age if you don't know how to enjoy the decadence?" Great fun. Flandry is unforgettable, and these stories are enjoyable reads that are not in the least bit banal. This is excellent "hard" science fiction of the Space Opera genre.
Take my word for it: if you give this one a chance, the odds are excellent that you will become a fellow Flandry addict!
We met Flandry in the first volume as a new ensign just figuring out how to be awesome, and more or less succeeding. By the time we reach him here he's basically flowered into full-on awesome, a captain and their go-to spy for when situations need one person to improvise wildly and somehow still save the day against all impossible odds. Except it doesn't quite work that way. The politics get messy, Flandry's boss is clearly trying to kill him by giving him the most impossible missions ever and even when he does succeed, Flandry is all too aware that he's barely holding back the tide of darkness that's about to fall upon the whole empire, probably after he's dead. Which could always be the next mission, the way it goes.
There's four stories in this volume, all published at different times and probably not meant to be read in sequence. To that end they can be a bit disappointing, since there's really no character development of Flandry like we got in the sustained burst that was "Ensign Flandry" . . . here he's got his effectiveness down to a science and manages to make every situation work with a little pluck and elbow grease. Thus, a lot of the traits can seem like Anderson repeating himself, especially how Flandry always manages to find himself with a different girl in nearly every story, sometimes more than one if the mojo is working. There's no sense of him having to find himself or figure out skills that may become useful to him later, most of the time it's just a matter of him understanding the situation and figuring out which tools to use.
Yet all four stories work mostly because Flandry is so likeable. Men want to be him and women want to be with him (heck, in two stories the people who started out trying to kill him admit that they kind of dig him too). Most of the stories have the same general structure, the Terran Empire is attempting to either acquire some leverage or prevent the Mersians from having some influence with said alien civilization, and thus Flandry and whoever the local commander is wind up jockeying in a weird chess game that involves fist fights and dames but comes across as more intelligent than that, like reading Doc Smith's Lensman stories with most of the optimism removed. Like "Ensign Flandry", but far more pronounced here, there's a very real and deliberate sense that Anderson is thinking through the consequences of these politics, where winning doesn't necessarily mean beating the bad guy but being the one who gets the trade agreement, or makes the other civilization like us more, where most of the problems can be won by not making the Terrans look bad or finding out stuff the other guy knows without letting him know you know it, something that comes across as twice as hard as merely blowing everything up in sight. It lends a sense of realism to the stories, which would otherwise be basic juvenile science-fiction with fairly straightforward plots. By avoiding some of the over-the-top tendencies of the genre (death-traps, hysterics) he dials down some of the pulse-pounding action but manages to create situations where the conflicts aren't as simple as they appear (in one neat sequence, Flandry and crew have to worry about if the Jovians are working with the Mersians or doing their own thing, either to screw the Terrans or get in good with the Mersians, or just for the sheer heck of it because who understands aliens anyway).
But underneath it all is a surprisingly affecting melancholy. Unlike most of the other people alive, Flandry is all too aware that the darkest days of the empire are before them and it consumes most of his thoughts, giving him an extra drive beyond being generically good. He's working so that a future he probably won't see will last a little while longer, and in the interim distracts himself with food and drink and ladies, then rushes back in to try to avoid killing himself to make the light shine a little brighter. Or the light shines the same, it's the dark that recedes a tad. There's a brief speech in "Hunters of the Sky Cave" that accentuates this brilliantly, ending on a wonderfully evocative note that ". . . we shiver a bit and swear a bit and go back to playing with a few bright dead leaves". It's not quite the same as that great grey British sense of impending slow collapse that pervades most of their work (in each story, at least, there's hope, doom is far in the future), but it gives these tales that would be simple on the surface a bit more edge and a bit more depth than the average SF of the time. Not experimental by any means but recommended for anyone who wants a little more thoughtfulness with their tales of spaceships and derring-do.
It is hard to plot and plan with him around, particularly in a diplomatic setting. Batman would be pretty happy with Flandry's valet/butler, pretty good with the spaceship and the raygun.
Agent of the Terran Empire : 1 Tiger by the Tail - Poul Anderson
Agent of the Terran Empire : 2 Warriors From Nowhere! - Poul Anderson
Agent of the Terran Empire : 3 Honorable Enemies - Poul Anderson
Agent of the Terran Empire : 4 A Handful Of Stars - Poul Anderson
Flandry gets involved with some of the ruling class of an alliance opposed to his, and uses their tribal society system against them via some political destabilisation, and a spot of duelling.
4 out of 5
Flandry has to deal with an opposite number with a telepathic advantage.
3 out of 5
Rescue from a dragon by your opponent who is always aware of what you are doing leads Flandry to come up with a cunning plan.
Flandry gets into to grass roots work on a planet with some nasty conditions, and ends up in deadly shipboard combat, all with the help of a local woman.
3.5 out of 5
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