Monday, June 30, 2014

Neptune's Brood by Charles Stross

If you looked up “accessible” in the dictionary, you wouldn’t find a picture of Charles Stross there.  In fact it might say ant. Charles Stross.  If there was a dictionary that described him as accessible it would probably be bound in the skin of some eldritch horror and kept in a vault beneath an armed guard, less an unprepared mortal glimpse it and go mad.  But his blog posts and short stories tend to be insightful and crystal clear, so I read Stross with the firm impression that he’s an experienced wordsmith who, as they say over there, is often taking the piss.  And I take it in the spirit in which I think it’s intended, generally.

I read this on the same trip that I read Ancillary Justice on, both because it was a Hugo nominee and because it was on special in the Kindle store.  I generally liked it; but the parts that I didn’t like were the least Stross-ish, which is not how I usually feel after reading his books.  So I am in the unusual position of deciding that this one needed to be weirder.  Permit me to explain.

This book is a loose sequel to Saturn’s Children, which dealt with the adventures of one Freya Nakamichi-47.  The whole thing was something of a parody, pastiche, or homage to late-period Robert Heinlein stories, especially Friday.  Only the main character’s libido was explained by her being a literal sex-bot in a world that didn’t have any humans left for her to be a sex-bot for.  Or as Stross describes her, an “omni-competent and beautiful yet sexually submissive heroine”.  (Stross pointed out that people who do Heinlein tributes tend to do Starship Troopers period Heinlein, before he started really indulging his bizarre fetishes.)  They’re not robots in the US Robots & Mechanical Men sense, either, they’re built out of “mechanocytes” and need both food and electrical power to keep going, and are based on human neural patterns.  Like all Stross novels, it veers into crazytown eventually, but doesn’t go in for a while and is a good read.  It’s probably the least strange of all the Stross books I’ve read, and if you are a genre fan, or just suffered through some of Heinlein’s stranger works, you’ll probably enjoy it.

Neptune’s Brood takes place several thousand years later, features none of the same characters, and does not tackle the same issues, so calling it a sequel is only true in the absolute most literal sense of the word.  The robots have evolved somewhat from Saturn’s Children and appear to have actually solved some of their societal problems by declaring themselves to be humans, albeit somewhat better designed ones.  Groups of religious fanatics persist in attempting to re-seed the universe with old-fashioned homo sapiens (a.k.a. “Fragiles”), but without a good biosphere to live in, our biological descendants tend not to last all that long, and in fact have been rendered totally extinct on at least three occasions.  Of course the robots are our intellectual descendants in all the important senses, and they accordingly feel that way about themselves.  It’s also worth mentioning that we managed to give them all the negative aspects of humanity; this ain’t a utopia.

Saturn’s Children was a solar-system spanning adventure romp, whereas this one is more about economics.  If Stross read Friday before writing the first one, this time he’s apparently been reading Debt: The First 5000 Years by David Graeber, for this book is really all about cash.

Economics is just as important to the robots as it is to us, and the protagonist of this one, Krina Alizond-114, is an accounting nun; a forked instance of her ancient and somewhat questionably be-ethiced line mother.  Krina is by no means a sex-bot, in fact it’s hinted that she was designed with more or less no interest along those lines whatsoever, although this is not universally true among her sisters.  She is in possession of something of a treasure map and a couple of slow dollars, though.
Slow dollars get explained early and often.  In the future, you see, the robots have trifurcated our economic system and use different sorts of money for different asset classes.  Fast money is what we would call cash these days; you earn it, you spend it, it’s good to have, but subject to macroeconomic booms, busts, and crashes.  Medium money represents land and capital improvements; your house, factories, stuff like that.  The idea is that even in a recession or depression all those medium goods still exist, they don’t go away.  The robots therefore use different money to exchange those, although it’s possible to convert fast money to medium money and vice versa there’s a floating exchange and if you’re in a rush you lose a lot of value.

We don’t really have anything like slow money right now, which denominates the debt of interstellar colonies.  Each colony issues their own and it can take decades to exchange all the cryptographic codes to negotiate them, but on a very rough scale a slow dollar represents the entire GDP of an industrialized world for a year.  Personally having a slow dollar means that you are almost unfathomably wealthy.  Being a slow millionaire like Krina’s line mother is basically can’t even be understood by puny mortals like us.  Becoming a slow millionaire is worth a few risks.

Before too long Krina is experiencing some of those risks; she starts out on something of a sleazy waystation before booking passage on a somewhat dysfunctional church ship.  Unfortunately, a deadly assassin sneaks on the ship with her.  Fortunately, the ship is waylaid by a group of pirates/chartered accountants/insurance adjusters with a letter of marque.  This bunch (whose name is a lovely Month Python reference) underwrote a life insurance policy for one of Krina’s sisters – one who she’s looking for and who’s in on this whole treasure hunt thing.  Their investigation takes them to a world that’s covered entirely in ocean, and by the time they start talking about the lost colony of Atlantis and the communist squid people you’d be forgiven for thinking you’re solidly in Stross territory.

But unlike a normal Stross novel I found myself thinking a couple of times that I already knew this.  For instance, the concept of the “blue smoker” is explained at least twice, and once was enough, especially since the concept of heavy water as a neutron slower is specifically gone over again.  And at another point Krina ends up taking a trip down to the hadean depths of the ocean, a journey which is tedious for her and tedious for the reader.  Stross usually doesn’t wait for the reader to catch up, and yet here I was waiting for him to get moving already.  And then, there's a lot of setup for some somewhat disappointing action payoffs, particularly toward the end.  It would have been worth another twenty pages to hear about an exciting boarding action in space, really it would, especially after more than that much spent in hearing about Krina swimming down, eating a meal, swimming more, eating another meal, et cetera.

Anyway, the central mystery of the book involves the lost colony of Atlantis (strangely enough not the ocean planet).  The slow-money economy is dependent on information, and specifically information traveling somewhat slower than light.  FTL communication or travel would blow the whole thing wide open and lead to a Jubilee of epic proportions, which means that developments along these lines are a common thing for con men and grifters to promise.  There are rumors that Atlantis was close to a breakthrough in this area; there are other rumors that the whole thing was a con.  There are other rumors that it was both.  What is known is that the colony went missing and there are some large balance transfers outstanding, if only one could find half of a private encryption key.  The Atlantis stuff was quite good SF, and also good mystery.  It kept me guessing and in the end I guessed wrong – hey, it happens.

There are some really great setpieces in this novel.  If the whole thing lived up to the Atlantis subplot, or the introduction to the cathedral ship, or the bit where Krina decides to spend one slow dollar at a fancy hotel, this would be one of the greatest SF novels I’ve ever read.  Unfortunately it doesn’t maintain that level throughout.  I’d give it generally high marks anyway, though.  Fans of Stross or SF generally, check it out.

Tuesday, June 10, 2014

Ancillary Justice by Ann Leckie

Well, this is one of the hot new things in the SF/F world; won the Nebula, is on the short list for the Hugo, excellent word of mouth.  I was recently on a trip that involved a great deal of air and rail travel, and therefore with some time to do some reading, and it seemed like a good bet.  On the whole, I liked it, but I’m also not entirely sold on the hype.

Ancillary Justice by prolific writer and first time novelist Ann Leckie delves into something of a grab bag of themes and settings from other SF/F works that you have probably read, if you’re a fan of the genre.  The focus is on a character that I’ll call Breq, which is what she often calls herself, even though that’s not really her name and most other characters don’t believe her when she says that’s who she is.  The book introduces itself in medias res, with Breq on a forlorn ice planet, looking for someone.  Then she runs across Seivarden, someone who used to be her commanding officer in the space navy, who’s become a drug fiend and is currently about to perish of hypothermia out there in the snow.

Humanity has spread out to the stars somehow, far enough that Earth is considered extremely distant and not all that interesting, although not mythical.  There are various space empires out there; the navy that Breq was in belonged to a faction called the Radch.  This bunch is a Romanesque empire which is ultimately run by one Anaander Mianaai, who has some sort of backed-up cloud consciousness and hundreds or thousands of cloned bodies to house it.

The Radch are contradictory.  Like the Romans of old, or most empires in general, they’re hard to classify as good guys or bad guys.  Life inside the Radch is pretty good, lots of trade, generally peaceful, mostly tolerant, although there is a polytheistic state religion.  Promotions are ostensibly on merit and anyone should theoretically be able to pass tests to join any profession if they’re good enough.  They’re also gender neutral, to the extent that their language has no gendered pronouns whatsoever.  (Breq refers to every other character as “she” and “her” for this reason, as gender is simply not important to her, for cultural and other reasons which become apparent later on.)

But of course everyone’s got some downsides.  For all their tolerance, they’ve got some serious hangups about clothing – witness the horror that someone might leave the house without gloves, or gloves of the wrong type.  And they also go around bloodily conquering people, and mind-wiping planetary populations to serve as “corpse-soldiers”, which are run by shipbound AIs as a sort of hive-mind.  Their civilization also comes with economic costs, as everyone is organized into feudal-ish houses, with official clientage contracts that go all the way up to Anaander Mianaai.  Complaining about this might end up getting you re-educated and sent off somewhere else.  If you’re lucky.  They've also got the death penalty, and Anaander Mianaai can simply order people executed on a lark.

To some extent though, that’s all in the past.  The Radch stopped expanding about a thousand years ago; there was some fallout after the annexation of the planet Garseddai didn’t go well (e.g., resulted in the death of all life in the system), and shortly thereafter the Radch signed a treaty with the alien Presger, who have fantastically advanced technology but entirely foreign  morality.  The treaty forbids destruction of other sentient life (human on human violence is A-OK!) under most circumstances, and in return the Presger recognize the right of humans to live without being kidnapped from their starships and vivisected without anesthesia, which was apparently a thing that the Presger were doing up until that point.  There are some exceptions in the treaty, but they’re apparently so incomprehensible to a human mind that it’s easier to just never take a chance on killing an alien being.  The lack of conquests has led to a lack of loot and clientage, and there’s also some grumbling that the wrong sorts are getting promoted to high positions these days; some people are saying that the Radch have gone soft and that maybe a return to traditional ways is in order.  What Anaander Mianaai thinks of all this is unclear at best.

Anyway, Breq is on a mission.  As I said, we start on the middle of the mission, and then get some flashbacks while she explains to the reader (and some other people) how she got there, and what exactly she’s planning on doing.  Then the last quarter of the book deals with her doing it, and the repercussions of that.  The mystery is pretty good, but also seems a little bit more self-involved than necessary.  It’s not quite as shocking as the narrative portrays it, although maybe I’m just a good guesser after reading so many genre novels by this point.

There’s really a lot to like about this book, and it’s altogether more impressive for a first novel.  Breq may not care about gender, but it’s something of at least passing interest for most modern readers, and the text itself does a great job of establishing what characters are in fact male, without ever coming right out and saying so.  For instance it’s pretty clear that Seivarden 1) is male, 2) doesn’t recognize Breq, and 3) has a major crush on Breq by the end.  Any of these three things would be easy to just tell and not show, but all of these points arise organically through the writing.  This is most assuredly not easy to do.  And I also really appreciate how referring to every character as “she” makes the reader think and then rethink about the characters as we learn more about them.  It makes the reader consider gender assumptions, and that’s not always comfortable.

And, in general, the writing is strong with no major missteps.  Breq has something of a flat affect, but again, this turns out to be quite justified, as she is arguably not sane, and probably not even what passes for human even among the more liberal interpretations of that in the future.

In fact the book is so generally strong that I feel churlish for picking nits, but I cannot give this book a pure 100% recommendation.  But for starters, it’s the first book in a trilogy.  This is a personal issue of mine, in that I don’t like everything being a series or trilogy.  I’m okay to read long books, if you’ve got that much to say, lay it on me.  It also can be a way to avoid dealing with major conflicts or resolving the major tension in the story in the first volume; you just have to deal with some sort of crisis and then can have a cliffhanger.

I also am not completely sold on how everything just sort of works out for Breq.  Seivarden is literally just lying out there in the snow on this ice planet for basically no reason.  Well, he’s drugged out, and sells her ride for drug money, but other than that it’s a damn big coincidence.  It also helps that he’s got this aristocratic background and turns out to be just the thing she needs to get back into Radch space.  The rest of the plot was actually so well done overall that this contrivance was especially jarring, like the one moldy strawberry in an otherwise perfect quart.

And also it’s clear that Leckie is fascinated about politics, gender identity, theory of mind and choral singing, which is great.  I don’t mind the softest of SF/F myself, as long as the story flows nicely.  But there’s a major plot point involving a weapon, which I really wish had been fleshed out a little bit more.  I guess it takes bullets, but we’re never told what it looks like, so I found myself picturing it as an 1863 model LeMat revolver.  This is one area where a little bit of technobabble would have been nice, since military officers, government officials and combat AIs persist in simply describing it as a “gun” without further elaboration.

I can’t say that I was exactly knocked over by the discussion of AI, either.  There are some interesting points made, but nothing that hasn’t been covered in other works, and usually with more detail.  One character does point out that the AIs are instantiated in planet-destroying warships and how exactly is anyone going to make them do stuff they don’t want to?  Given that, I was entirely amused at Breq’s position at the end of the novel.  So that’s good.

So should you believe the hype?  I wouldn’t necessarily go into this thinking that it’s going to be the very best SF/F novel you’ve read this decade, but it’s certainly pretty good.  I’ll reserve final judgment until the next two are done, but it’s definitely worth a look for any genre fan, and even has some cross-genre appeal.

Thursday, May 8, 2014

All You Need is Kill by Hiroshi Sakurazaka

Genre fiction tends to come back around to the same sorts of themes and exploring them in (hopefully) new ways.  All You Need is Kill fits somewhat loosely into what I would call the power-armor versus alien locust subgenre, and does it quite well.  And also a cross with Groundhog Day.  And something of an examination of video games.  It’s got some flaws, but it’s fun poolside reading.

This is a subgenre that I’m pretty familiar with, and there are numerous examples over the years.  There’s Heinlein’s Starship Troopers, with its story of the Mechanized Infantry against the alien bugs throughout the galaxy, and Haldeman’s Forever War, with a similar story from a different perspective.  Lesser known is John Steakley’s Armor, which was written by a Texas native and which I’m actually quite fond of.  And of course there are innumerable video games, comic books, tabletop games and other assorted media with armored space marines versus just about anything you can imagine.

But here we are in the near future, with the horrific Mimics having emerged from the oceans to kill all humans.  Okay, maybe that’s unfair.  They’re actually here to xenoform the Earth into a more hospitable environment for some alien colonists from the star system 55 Cancri.  These unseen aliens are huge pricks, by the way, since they clearly considered the fact that their proposed colony world might be inhabited and sent the xenoforming probe anyway, without checking first.  So the Mimics aren’t really evil, just robots.  Or alien robots.  You know what, we’ll just go with alien robot monsters.  Got to be okay to destroy as many of those as you want.  They’re probably not even intelligent, or at least not possessed of general intelligence.  They do resent humanity’s interference with their objective, though, and have evolved nasty, armored battle forms to deal with it.

And it’s also indisputable that native Earth life can’t survive after the Mimics are done with whatever it is they’re doing, so if we want to live the Mimics have got to go.  Which is why recruit Keiji Kiriya finds himself strapped into a Jacket (a powered armor suit) after his basic training and sent into battle against the Mimic horde.  He manages to kill one in his first battle, but then quickly sustains a lethal injury.  As he lays dying, he’s briefly comforted by one Rita Vrataski, the most highly decorated soldier in Earth’s defense forces, a woman who has single-handedly destroyed more than half of the total Mimics accounted for by Earth’s entire military, a woman who operates essentially outside military command and has carte blanche to do whatever she feels necessary in battle, someone who paints her power armor in primary colors so she stands out against the battlefield and everyone can tell she’s still alive.  It’s probably an honor to die in such company, but still a bummer.

Then, the next day, Keiji wakes up the day before his first battle with some bad déjà vu, goes through his day, gets strapped into his Jacket, and is immediately shot dead by an unusually hostile Mimic.

On the third day, Keiji decides that this whole thing sucks and tries to desert.  Only that doesn’t work out for him either.  And after saying “screw this” and suicide don’t work, he figures that he might as well get serious about this whole war thing.  Before too much longer he’s the most battle-hardened veteran in the whole defense force (aside from Rita), although as far as anyone else can tell he’s never been in battle before.

As it turns out, what’s going on here is that these asshole aliens who built the xenoforming machines have some other advanced technology as well.  If some unexpected event – a losing battle, say – disrupts the Mimics as they go about their business, some of them have the ability to send a tachyon pulse backwards through time to warn their previous selves about what’s going to happen.  Then the Mimics can pre-member the bad thing and avoid it, which is why it turns out to be so difficult to actually hit the bastards with air strikes and ambushes.

The one Mimic that Keiji killed the first time was one of these time-bending Mimics, and the resulting tachyon pulse worked on him as well.  Like most time travel gimmicks this is obviously full of paradoxes; it’s left vague exactly how this works or whether there’s really any time travel at all involved.  It seems most plausible that Keiji isn’t exactly time-traveling, but rather experiencing many possible futures before some horrendous wave function collapses and restores things to normal.

Now at this point you may be wondering how exactly we could beat alien robot monsters like the Mimics, with their protected undersea bases and absurd ability to pre-member attacks that haven’t even been performed yet, and their armored carapaces and built in 50 mm cannons.  And the answer is that we couldn’t, we would be totally boned.  But this is a light SF novel, so don’t worry about it – Rita and Keiji will be out there fighting on the beachhead all day long, and we’ll just assume that this will accomplish something.  Somehow.

The very best power-armored-soldiers-versus-whatever novels haven’t exactly been about the armor, the monsters, or the versus.  Starship Troopers was a showcase for some of Heinlein’s (controversial!) political themes.  The Forever War discussed the absurdity and ultimate futility of armed conflict.  And Armor delved into the psyche of someone who has to continually fight all the time.  I wouldn’t put this one up there in the “great” tier, but it examines something fairly interesting to my mind – the inner life of a video game character.

 Keiji isn’t literally in a video game, of course, but in games as a whole you often end up following a protagonist as he dodges every lethal trap, jumps every chasm, and kills hundreds if not thousands of enemies, all while taking little damage.  Usually your allies are next to useless and your character is orders of magnitude more effective.  And you probably either are ignoring orders or simply without them.  Consider Gordon Freeman from Half-Life – a physicist who shows up to work and ends up fending off two alien invasions and the special forces of the US military, all at the same time.  How could anyone do that?  How is it even possible?

Well, it helps if they know what’s coming, that’s how.  By the end of this mess, Keiji has become hardened both physically and mentally into something completely different.  The reactions he gets from his teammates make sense, too.  For someone to be that much better than everyone else doesn’t seem right, it’s not natural – and given the unnatural reason, that’s even sensible.  This may be the most in-depth examination of what it might be like to be the hero of a first-person shooter that I’ve ever seen.  Also, probably the only one.

I’m certainly not saying that it’s without flaws, because it isn’t.  The plot doesn’t really hold up to anything more than cursory examination, entertaining as it might be.  The characterization is nothing special, and while the English translation is more than adequate, I felt that we were probably missing some nuance and the prose itself was nothing special.  Nonetheless, fun.

There’s a Hollywood adaptation of this coming out next month.  In typical adaptation fashion, the role of the 20-year old Japanese recruit will be played by Tom Cruise.  (I know he's got some range, but . . .)  It’ll be interesting to see if they keep the essential core of the novel, or what other changes they’ll feel necessary.

Anyhow, if you have ever enjoyed a book about some people in powered armor fighting some horde of something of other, then this tale of how Keiji Kiriya learns how to kill thousands of robot alien monsters with a tungsten carbide axe will probably be right up your wheelhouse.  If that doesn’t sound like something you’d like, then you’re probably right.  Sometimes, simplicity in theme makes it easy to decide.

Thursday, April 24, 2014

Raising Steam by Terry Pratchett

Back in the year 1991 in the novel Reaper Man, a tinkerer by the name of Ned Simnel had invented a steam-powered harvesting machine that was somewhat unceremoniously disposed of by Death, who didn’t exactly approve of industrialized reaping.  At the time, Death was working as a farmhand and his preferred method was to scythe each blade individually; it’s those personal touches that matter.  Anyway that’s sort of beside the point since Ned only appears posthumously in Raising Steam; he continued to tinker with steam engines and discovered the wonders of boiler explosions.  Terminally.
But his son Dick is following in his old man’s footsteps – or mostly so, given that he’s really, really big into safety testing before getting everything up to full pressure – and he’s ready to move on to the big city with his new invention and just incidentally kick off the Discworld industrial revolution.
I find myself very torn about this one.  I’ve read most of the Discworld novels by this point; many of them are great, and a majority of them are at least better than average.  But there have been some stinkers in there too, although there is some disagreement about which those are.  If I had to rank this one, it would probably go somewhere in the middle of the pack, but at the same time I’ve got some issues with it that I’ve never had with one of Pratchett’s books before.

Ever since Pratchett has received his Alzheimer’s diagnosis and switched to dictation, his writing has been noticeably different.  It wasn’t clear if that was related to shock or just ongoing mental changes.  The shift continues here, to a larger degree than I can recall in any of his previous works.  It actually reminded me somewhat of the prose style of The Long Earth and The Long War, his collaborations with Stephen Baxter.  So although there’s no co-author credit on this one, I wouldn’t be surprised if Baxter or perhaps Pratchett’s daughter Rhianna polished some of the chapters before they went to press; or perhaps his style has simply changed.  Nonetheless, there were parts here that just didn’t sound quite right.

There’s also something slightly off about the plot, as well.  Simnel moves to the city of Ankh-Morpork to sell his idea – which makes sense, that’s where everyone ends up eventually.  And he manages to sell his idea to Harry King, who has been an important if minor presence in some previous Discworld novels.  He’s got the capital, Simnel’s got the idea, and then they start building a railroad.  Vetinari, the dictator of Ankh-Morpork, can’t let something as potentially destabilizing as this be handled by just anyone, so he puts his number one fixer Moist Van Lipwig onto it.  Oh, and the dwarfs are having a looming civil war.

Unlike most of the Disc books which take place over one particular crisis (with prologues and/or epilogues that occur at various lengths afterwards), this one is somewhat more sprawling.  I’m not entirely sure how long this one takes, but it isn’t less than two years and probably no more than six or so.  Building a railroad doesn’t happen overnight, even in fiction.  Lipwig has to do a bunch of things, like oversee construction, order materials, and negotiate rights of way.

Vetinari motivates Lipwig by threatening to have him killed.  And while that’s technically been the basis of their relationship from day one, it’s a little jarring for Vetinari to issue naked threats like that.  He normally doesn’t.  And here, he does it repeatedly.  Vetinari also personally and openly kills some people in this book, which is not something that I can recall him doing since he became Patrician, although he was an Assassin in his younger days.  This is part of what I am saying about how things don’t seem quite right.

There’s a lot more description in this book of events that the book does not show.  At one point, Lipwig has to fight some guys.  He psyches himself up, but the battle itself is not described.  The aftermath, however, is gone into in some detail.  This is not infrequent throughout the book.  We’re told what’s going to happen, then we’re told what’s happening, and then told what happened.  For instance, Vimes prepares to interrogate some prisoners.  We’re told that Lipwig is impressed by the interrogation.  Then they talk about how good an interrogator Vimes is.  Notably, we don’t get details of what was said.

I don’t use these examples trivially, since they basically mirror other, better scenes in previous Disc books.  Lipwig fought the banshee hit man Mr. Gryle in Going Postal, one of the more exciting scenes in all of the Disc canon for my money.  And Vimes’ interrogation of the hapless dwarf Helmclever back in Thud! was important in examining Vimes’ character.  Those scenes were both detailed and awesome.  In Raising Steam there are a bunch of callbacks like that which require you to know and remember previously exciting scenes in prior Disc books, and there are walk-ons by characters who you will only know if you’re familiar with the series, and who don’t do anything either.  So unlike some previous Disc books that basically were mashups of too many plots, this is almost like a meta-Disc book – it tells you about a Disc book but isn’t actually one.  Or rather, it requires you to bring your own emotional reactions from previous novels to bear in similar situations, rather than actually establishing and following through on its own merits.

What we do get could use some editing.  There are a couple of scenes that are basically verbatim, thematically if not exactly, such as repeated scenes of Lipwig coming home from work tired and then having a nice dinner with his wife.  One such scene is character building, two makes you wonder where the red pencil got to.  And the goblins, introduced in Snuff, continue to be too good to be true.  All of the various species that inhabit the Disc have their flaws and foibles, but the goblins are turning out to have no downsides at all, other than possibly a musty smell.  For that matter, the tension in this book continually gets drained by the narrative reassuring us that everything’s going to work out.  Simnel and King reach a ludicrously mutually beneficial business deal, Lipwig has little trouble getting the better in negotiations, and things in general go pretty smoothly.

The dwarf civil war is also uninspiring.  There have been hints ever since back in The Fifth Elephant that the tensions between the modern dwarfs and the traditionalist dwarfs would inevitably lead to bloodshed.  And I suppose that it does, sort of.  They say it’s a civil war.  But it’s also made pretty clear as to who is going to win – all the Low King needs to do is get back home.  Pretty convenient that there’s a new, speedy mode of transport, isn’t it?  It also helps that the traditionalists have become full-on villains here.  That’s not entirely unprecedented; after all, they did use suicide assassination squads as long ago as Thud!, but here they’re just completely evil and have no nuance.  Dwarfs of good will easily change their minds here.  Dwarfs who don't change their minds are not of good will.  This is a considerable variance with previous novels which have established that the traditionalists do have some valid points even if they do tend to be assholes.

So I approach this one with some hesitation.  It’s not bad, not by any means.  But it just has a sense of wrongness about it.  Even the railroad is a little strange to have in a Disc book.  If they’re having a straight-up industrial revolution then it’s becoming more and more like our world all the time, which is maybe the point.  And it absolutely does not stand on its own; if you’ve never read a Discworld book then this is not for you.  So if you’re a Disc fan and want to have a potentially bittersweet book that’s probably the end of an era?  Check it out.  Otherwise?  Go read Feet of Clay.

Thursday, March 27, 2014

Niketown by vern

There’s a quote – attributed to Oscar Wilde but of questionable providence – that “every first novel is the author as Jesus or as Faust”.  Although I suspect that Carter Chase, the protagonist of Niketown, is super heavily informed by vern, he’s just kind of some asshole.  And for that I am glad.

I admit that I love vern’s movie reviews and his classic work Seagalogy, so when he announced on his site that he’d written a novel I was intrigued and perfectly happy to give it a try.  He talks about literature sometimes in his reviews, so I know that he really likes Donald Westlake’s “Parker” books and Elmore Leonard, stuff like that.  And he classifies it as a crime novel, so I was wondering if this was going to be something like The Hunter.  Which is something I can totally get behind, after all.

And it sort of starts out that way.  Carter Chase has just gotten out of the joint after doing a bid of unspecified length for burglary.  We know his passport is almost but not quite expired, so it was less than ten years; it probably wasn’t too much less though since he’s not really used to the ubiquity of cell and smart phones.  So we get to find out a little bit about him, the robberies he used to do, how he ended up in prison in the first place.  We quickly find out that Carter’s an intelligent guy, but as a criminal he’s no Moriarty or even Parker.  Mostly he just grabbed stuff and ran off with it.  And when he finally does get busted, his comment on reviewing the security footage in holding is simply “I was told it would be blurry”.

So he did that time for stealing a bunch of shoes from a Niketown store, and you think at first that maybe he’s out to get revenge on his co-conspirators who fingered him and didn’t go down themselves.  Those guys, incidentally, are also a bunch of complete asshole losers as well.  I’m pretty sure that vern must have actually known people like this, they just seem perfectly rendered.  For that matter they’d all be perfectly at home in an Elmore Leonard novel, and I mean this as high praise.

Then . . . it doesn’t go exactly like I was expecting.  I figured maybe we were going to do a classic revenge tale where Carter gets his own back from these guys, or possibly a big score novel where he gets pulled back into a life of crime.  But no, he gets a straight job as one of those guys who wears the mattress outside on the street by the mattress store, later at a hot dog stand.  He develops an appreciation for avant garde food, although it’s against his initial principles to pay more than $10 for a meal.  Oh, and he’s also crashing in his brother’s duplex, since he was supposed to pick Carter up from prison and then can’t be found, although he left his phone and computer there.  Odd.  Coincidental?  Carter’s not sure, but among the things he isn’t, he also isn’t Philip Marlowe.  Nonetheless, he does try to find his brother.

There’s also quite a bit of culture shock for Carter getting out of jail, not being used to the world around, never having seen an iPod or a smartphone and wondering if they even make CDs anymore.  The real world hopefully isn’t quite this bad, since they’re also putting advertisements on gravestones these days.  When Carter is burying his mom he has to choose which sponsor should appear when people walk by.  The director suggests Pepsi, since they’ve got the best residuals.

It’s certainly not out-and-out slapstick, though.  Carter is afraid he’s an asshole, but he’s also surrounded by assholes.  He doesn’t go around trying to scare people, but that time in the joint has been pretty rough on him.  For that matter he’s pretty good in a fight, too, but the fights he can win aren’t the ones that end up mattering to him.  And maybe a little revenge is in order too.

Throughout this book there are a couple of major shifts in tone and a couple of major surprises.  For a first novel this is handled in probably the best form I’ve ever seen.  There’s good foreshadowing without anything being telegraphed ahead of time.  And some of the stuff is maybe a little implausible, but only to the extent that this is a work of fiction and that there is in fact a point being made here.  In fact I feel like even talking about it too much will spoil the fun.

This isn’t the sort of thing that gets read in upper-class literature classes fifty years from now, but it’s the best damn thing I’ve read in months.  I bet that vern could have written a straight-up hard boiled crime thriller if he wanted to, but he didn’t, and it’s even better this way.  And it’s on sale for $4.99 on the Kindle store right now, so why wait?

Friday, February 7, 2014

Broken Age

The adventure game genre is famous for being one of the very first major genres of PC game, and the mainstay for a while during the mid 1980s through mid 1990s.  The genre is also famous for producing some of the most famous and beloved games of all time, no small number of which are associated with Tim Schafer, the designer of Broken Age.  When he announced that he was going to eschew traditional development models and crowd-source a new adventure game for the modern age, fans came out of the woodwork to shower money upon him – no small feat to get over $3 million when you haven’t even finished a proposal yet.  Then came the inevitable development delays and cost overruns, finally culminating in the game being released in two parts, one now and the other (hopefully) later this year, completed with (hopefully) funds from selling the season pass.  But if you buy it, you'll eventually get the whole thing.

But I’m not necessarily complaining about that; after all, I got the early version of the game since I was also doing some money-showering back when the Kickstarter campaign was ongoing.  So I knew that I was pitching $15 into a bucket that might get me something cool or might not; let other people argue over the money and business plan side.  The question that I will tackle is:  should you rush to your Steam client and order this thing?  To which I answer:  weeeeeeeell.  Maybe.

First, more background.  To the uninitiated, adventure games can be sort of odd.  They’ve always focused more on storytelling and puzzle-solving rather than twitch gameplay, more like a novel or an interactive story than a traditional “game”.  As a rule, they don’t have that much replay value unless you’re really into the story or the performances, and they’re also somewhat formalized in terms of the playing experience.  Typically in anything post 1990 you’re expecting voice acting, and probably really good voice acting.  Given the high up-front costs and the somewhat limited replay/multiplayer potential, it makes sense that the genre has faded into something of a niche market these days. 
Various sorts of people have been predicting the death of adventure games for years, but they seem to continue on regardless.  There are a couple of well-regarded American developers like Telltale Games and also quite a bit of action in Europe, with developers such as Daedelic making really great efforts.  For my money, Daedelic’s Deponia trilogy is right up there with any adventure title ever made, and I’ve played quite a few.  I also understand that there’s still something of a market for these sorts of games in Asia, but there aren’t as many puzzle elements and more of an interactive novelization paradigm.  There’s also the fact that adventure game elements have tended to trickle into other sorts of games of all genres over the years.

Back in the day, when adventure games were king around these parts, there was competition between two different schools of thought.  The first and traditional sort was exemplified by Sierra On-Line, but the idea itself goes back to the very first text-based adventure games like Zork and The Hitchhiker’s Guide to the Galaxy.  In those sorts of games the idea of the player actually winning the game was treated as something of an affront to the developer.  You’d need infinite patience or something like clairvoyance to beat some of these games, and you could render your game unwinnable easily and without warning.  For example, in King’s Quest VI, your character can visit an island at one point, and you had better find and pick up a scythe on your first trip there.  You have to visit the island again in order to beat the game, and if you haven’t done a couple of tasks first (one of which requires the scythe) then you’ll be killed upon your return with no way to avoid it and no indication of what you should have done differently.  This was not an atypical situation to find yourself in, meaning that hint books were an important secondary income source for adventure game companies.  Given the sort of people who were early adopters of computers, the fact that these games were so mean and impossible makes sense.  And by that I mean that these people usually had puckish senses of humor, a lot of attention for detail, and outright contempt for people who couldn’t keep up.

The second school of thought has eventually won out in modern adventure games; unless the designer is deliberately making a retro game to troll the audience with cruelty you can be relatively certain that you won’t be able to screw up your game beyond repair and if you can die at all you’ll know right away.  This style was popularized by the LucasArts adventure game division and therefore partially by Schafer himself, who was of the opinion that games should primarily be about fun, and the player shouldn’t be penalized for inquisitive behavior.  Therefore you can try absolutely anything you want, just to see what will happen.  It seems a little odd that there should have been a dispute as to whether game designers should treat their audience without disdain, and so the fact that Schafer's side won this argument isn't that surprising.  Schafer’s games of this era include such gems as Monkey Island, Day of the Tentacle, and Grim Fandango.  All of his games have featured outlandish characters, tricky puzzles, and excellent storytelling.  I would personally put Grim Fandango in the very top tier of games ever made and this is not a minority position.  Unfortunately it wasn’t commercially successful, and also marked the end of “mainstream” adventure titles.

Given Schafer’s track record, it makes sense that there was enthusiasm behind this project, and also that there’s a lot of incentive for people to say that it’s another masterpiece.  I’ve been reading some other reviews and they are generally positive to very positive; nonetheless, there’s a sticking issue that affected my view of the game and that everyone also seems to be having:  the game is short, and it’s easy.  Tycho over at Penny Arcade mentioned this in his review, but also did a bit of a meditation on whether “too short” is even a fair critique of a game at all.  And this too is a reasonable question; for instance, the original Portal is probably about the same length and it’s generally considered as being just about perfect in every way.  And it’s certainly possible to stretch out a game with some stupid padding just to get the playtime up, in fact it happens all the time and it is super annoying.  So not doing that is a positive.  But in the end, a game has to be a game.

The game follows the adventures of two main protagonists – Shay and Vella, both about 14, which turns out to be pretty significant later on.  Shay lives on a spaceship; he is apparently the sole human occupant, and it’s designed around meeting his needs.  The ship is run by a mostly benevolent but somewhat smothering AI who refers to herself as “mom”.  (Incidentally, every single bit of voice acting in this game is fantastic, but Jennifer Hale as the voice of the AI is the best of all.)  The ship has various entertainment modules revolving around semi-autonomous yarn robots, and they give Shay “important missions” to do every day.  Unfortunately these missions are designed for maybe a four-to-eight year old and are just as clearly designed to keep Shay occupied and not messing with anything important.  His increasing boredom with and resentment of his condition is to be expected.

Vella lives in the town of Sugar Bunting, a location for bakers, and is about to be offered up in sacrifice to a horrible Cthuloid beast called Mog Chothra which appears out of the ocean every fourteen years or so.  How she in particular was chosen isn’t especially delved into; it’s considered quite the honor by everyone in the town, including her parents.  Even the other designated sacrifices claim to be okay with the situation, and considering that they believe their town will be destroyed by a vengeful Chothra if they don’t go through with it, perhaps it’s not too out of line for them to consider themselves heroes.  Nonetheless, Vella thinks maybe fighting the monster is a better plan than just offering up human sacrifices to it.  I approve of her mettle.  Unfortunately, her story just isn’t as coherent.

You can choose which character you want to follow at any point and you can switch if you get stuck, or just want to.  Despite some teasers throughout it’s not entirely clear how these stories relate until the very end, though.  I chose to play through Shay’s story first, which if you were asking me is probably the way to go.  It’s actually quite well done – Shay gets the opportunity to maybe go outside what the AI would approve of and even possibly escape, but the person he’s taking advice from is obviously not 100% trustworthy.  It is not clear whether Shay’s being manipulated for someone else’s ends or if this is just another phase of keeping him occupied, and as the game proceeds it becomes clear that he’s not being told everything that would be good for him to know.  And after I’d completed his segment and then Vella’s I really had to go back and reinterpret stuff, which was nice.

Vella’s segment is probably slightly better in terms of puzzle design, but the story is much less focused.  She wants to fight the monster, which everyone tells her is nuts.  But she perseveres.  Unfortunately she perseveres without any particular plan, and then at the last second a monster-killing weapon falls into her lap without any indication that something like that was even possible.  I will give it some points for actually being a plot-relevant reveal.  She is surprisingly unconcerned that she may have caused the deaths of everyone she knows or cares about, though, and so are the other townsfolk she runs across.  I have to wonder why I have to take it seriously if no one else around seems to be.

Anyway, game design.  Adventure games have always revolved around picking up items and using them on other items, and that’s the case here too.  Unfortunately there aren’t really that many items, and the solution to puzzles is usually glaringly obvious.  At one point you’re asked (as Shay) to accomplish three tasks, which is a mainstay of adventure games as well.  But it turns out you can just go and accomplish them right away, which is not how things typically work in a game like this.  Usually that’s the point when the game branches out and makes you do a bunch of sub-goals before you can do what you want, and then when you do you get that feeling of accomplishment.

As a specific example of questionable puzzle design, there are at least four items that you obtain by simply talking to other characters and getting them handed over.  I’m not necessarily advocating hoops for hoops sake, but expecting you to complete a task for the character first or solve another puzzle beforehand is not unreasonable.  For a game that has such limited inventory in the first place, I kept having the same feeling that Shay does in his ship – that this is some sort of hand-holding adventure game that is not really respecting me.  That feeling is hard to overcome.

So I’m in the position of saying that this game looks and sounds awesome, but is by no means the renaissance of adventure gaming.  I even liked the reveal at the end, and I will definitely finish it if and when the second half is released.  If this was a movie, I'd watch it; the plot and characterization is quite intriguing.  But I really hope that there’s a little more puzzle and a little less movie going on in the conclusion.

Monday, January 13, 2014

Rule 34 by Charles Stross

Sorry for the long delay, but I’ve been dealing with work backlog, work frontlog due to vacation, and an entirely depressing round of what appears to be my very first chronic health issue.  At least it’s not debilitating, but taking all those pills in the morning really drives home the fact that at the end of the day I’m a sack of meat with some glands in, and will not last forever.

With that cheery thought, it’s a great time to examine Rule 34, which is a really good story about AI wrapped up in enough bizarre affectation to almost but not quite bury the really good part.

I’ve gone on at some length in my previous reviews about how many classic SF authors thought we’d have much cooler stuff in the near future than we actually do (e.g., faster than light travel, mental telepathy, genetic supermen) while missing out on many of the actually cool things we do have (like microcomputers, cell phone cameras, the Internet) and totally missing social changes, like women’s liberation and gay rights.  Today’s SF authors feel emboldened to grab stuff from the old playbooks where necessary, but have also started to get heavily into the implications of social media and wide-net data collection.  I suppose that SF has really always been more about contemporary social commentary than anything else, so it makes sense.  This one is so contemporary that's it's actually named after an Internet meme, which states that everything that exists has a pornographic representation on the Internet somewhere.

One of the things that authors like Stross have been examining lately is also the nature of intelligence.  Isaac Asimov may have written stories about how someone would buy the latest positronic brain model from US Robots & Mechanical Men and plug it in, but these days it seems like an artificial general intelligence is as far removed from us as it ever has been.  At the same time, neuroscience and brain imaging demonstrate that even human intelligence is deeply weird.  There are implications that much of what our conscious mind does is create elaborate justifications for decisions which have already been made at deeper levels not subject to what we would call “personal” control, with corresponding questions about what a person is and to what extent we can be said to have free will at all.  Not to mention that the evolved nature of our intelligence means that any use that it has besides helping a bunch of primates survive day-to-day out on the savannah is more or less a fortunate side effect.  Or, occasionally, an unfortunate side effect.

So if we do succeed in making some sort of general intelligence, it probably won’t resemble human intelligence any more than an F-35 resembles a harpy eagle.  Sure, they both fly, but the eagle flies because feathers were an evolutionary advantage to one of its distant ancestors, and it’s got concerns like eating, sleeping, and making more eagles.  The airplane was built with its function in mind, so it can do stuff that the eagle can’t, like go the speed of sound, straight up.  This leads to the question of what function or purpose a machine intelligence would or should have.  Stross wrote a short essay once that the most likely result is that the AIs’ purpose in life would probably be to identify humans’ goals as their own; there’s really no point in creating something that’s just another human, since we can make as many of those as we want anyway.

Of course that’s not very dramatically exciting so in this book some assholes make an AI that wants to fight crime.  But since it doesn’t have much of a physical incarnation it goes about this by arranging serendipitous deaths for unpleasant people, such as the gentleman who is discovered having been overdosed on protease inhibitors and Viagra by a reprogrammed Romanian enema machine.  The cops responding to this particular call refer to this as a “two wetsuit job”, referencing the highly weird.  And it gets referred to the Innovative Crimes Division, a future unit of the police who spend much of their time trying to determine whether any laws have actually been violated by the increasingly bizarre activities dreamed up by the highly-networked world.  They're the ones who are the Rule 34 references, since they basically spend most of their time dredging through the worst the Internet has available and see if anyone's trying to actually do it.

That paragraph right there is way more straightforward than the explanation given in the book, by the way.  Stross has an affinity for the outlandish which falls somewhere between “compulsive” and “batshit insane”; in one of his previous works the entire planet Earth got disassembled between chapter breaks and rated barely a shrug in the grand narrative.  Saying that Rule 34 is “about” anything in one paragraph does not do it justice.  There is also a plot involving Central Asian sovereign debt issues, unlicensed trafficking of matter fabricators, a worldwide economic collapse, a panopticon surveillance society, police department promotions based on blog hits, an organized crime ring which makes heavy use of MBAs, and insect-free bread mix.  These things do basically all intersect but Stross doesn’t go out of his way to hold your hand about it.

The action is narrated in the second person, which is highly weird.  I’ve always been of the opinion that second-person is okay for advertising copy and blog posts, and possibly third graders.  At first I considered it grating and annoying.  Then, as the book continued, I thought I began to see what Stross was going for with the AI theme.  Hmmm, sez I, it’s trying to make the reader identify with these people and their actions through the narrative itself, and it became interesting.  And then I oscillated back into deciding that it was grating after all when I decided that I’d gotten the point already.  There’s also quite a bit of non-localized Scottish slang in there, which in my opinion is really fun to read, but combined with the non-standard narrative structure can make getting through parts of it kind of a slog.

Narrative strangeness aside, the main characters are entirely well-developed and interesting.  There’s a Scottish police officer, who is basically the main character insofar as there is one, whose career has sort of stalled out and has a messy personal life.  There’s a theoretically Muslim individual who’s into beer and gay sex a little much to be truly devout, who is sort of a sad sack and bad luck magnet who could be in an Elmore Leonard novel and should be happy that he isn’t.   There’s also a psychopath who also happens to suffer from paranoid schizophrenia due to an unfortunate treatment regimen for the psychopathology in his youth.  Now he’s on different medication so that he won’t see the lizard people.  Doesn’t do anything about the psychopath part, unfortunately; he does at one point get asked by his handlers in the organized crime ring he works for to go somewhere and “downsize” a couple of guys.

On the whole, I really liked the anarchic weirdness of this book, and it’s probably one of the finer examples of modern SF that I’ve seen lately.  At the same time, it’s also just so painfully self-aware at times that it’s not always the most enjoyable read.  I keep thinking I’d like it more if it weren’t trying to show me that it didn’t care about my conventions, man.  After all, they are conventions for a reason.  But maybe that’s why they have all those monitors down at the Innovative Crime Division.