Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Tuesday, July 14, 2009

Underworld: Why did I rent this movie?

Well, mostly because I thought there must be a Rifftrack for it. Sadly, there is not. I had to make up my own jokes, and after a while mocking the ridiculous gothy/bondage outfits of the vampires, the endless blue-black darkness of every shot, and the repeated script failures grew difficult. At two hours long, Underworld is a movie that will make you believe in immortality, because it seems to go on for three or four hundred years.

This is a movie about vampires in which we never see them feeding. It's a movie about werewolves in which we never see them mauling innocent townsfolk. We're told about both of these things, but considering how much money they spent on a half dozen FX-laden battles, you'd think they could have fit that in.

This is a film in which the most important distinction is between vampires and werewolves, and yet they're almost impossible to tell apart. It's all long sweeping dark coloured coats. You can tell the costumer took a shot at making them distinct, only to have the directed call for more darkness, more rain, more shadows, making it a moot issue.

This is a film in which characters have only two modes: lack of affect and snarling scenery chewing.

This is a movie in which werewolves claw their way along walls and ceilings, rather than running faster on the floors. Even though Spider-Manning their way through the world means they are easier to shoot.

This is a movie in which six hundred-year-old vampires get up and say, "Hmmmm... what to wear... leather fetish gear again? Uncomfortable corset? Something with a stiff, high collar? Maybe something that seems both highly weird looking and is impractical if I'm attacked by giant hairy monsters." Nobody wears jammies and bunny slippers.

This is a movie in which the action seems to continue for three or four days, but it is never daylight.

This is a film which Bill Nighy cannot save. No Bill, you tried, but nobody can spit out that dialogue and not look like a total headcase.

Wednesday, June 17, 2009

Things I learned from 300

Coming late to this party, but I finally watched Zack Snyder's/Frank Miller's 300 on the weekend, and boy, did it stink.

Not to rain on the parade of thousands of fanboys who claim to enjoy it ironically, but that was one of the worst movies I've seen in years. And I watched The Rocker the same weekend. It also makes the achievement of Watchmen even more amazing; Watchmen isn't great but it's far from bad, and where it modifies the original story it usually does so carefully and in a not-moronic way.

Not 300. I felt like every addition to the Frank Miller comic went in the wrong direction. You have a comic that's already ludicrously stylized? Let's make the film adaptation even more stylized! There's basically no female roles in the comic? We'll put one in the move, so she can be raped! Some of the dialogue sounded cheesy and lame the first time around? A big spoonful of that please!

Seriously, 300 is one of those milestones in Frank Miller's career, the kind labeled "25 miles to Suckville." The guy's been going slowly insane for decades, and 300 was written at the point where he was just starting to move away from his Daredevil and Dark Knight Returns projects and beginning to walk the road that would take him to "I'm the goddamn Batman!" So it sort of works, but it's also loaded with the kind of stuff that would mark Miller for the rest of his career: enough testosterone to make a rhino explode, a style that is so extreme it constantly calls attention to itself, loads of blood, the valorization of violence, a lack of good characterization, and a big ol' Girls Not Allowed sign on the front door.

Politically, the movie was painful. I think calling it fascist is a little unfair. Even fascism, as a political philosophy, is more nuanced than 300. The movie was more a blend of unthinking nationalism wrapped up in some default American values. (Freedom be good!) Of course, those values are left undefined and unexamined, so we never question why the people fighting for freedom have a king, for example. Who orders them to cheerfully murder wounded soldiers while he eats an apple. Ha ha! It's funny because in any other movie that's how you'd be able to tell who the bad guy was!

Now, things I learned from watching 300:

• The ancient Persians were mostly African-American or east Asian in origin.

• "Phalanx" means everybody runs around slicing up people in slow-mo.

• Athenians were gay. Not the Spartans.

• The Persian army included the Uruk Hai and Sloth from The Goonies.

• In a related note, you can put ninjas in anything!

• Ancient Greek oracles were really just nude interpretative dancers.

• When going on a long mission, all you need to carry as a Spartan warrior are you weapons, shield, and red cloak. Food is not necessary, probably because you'll just murder and eat anyone you run across.

• Physically disabled people are inherently evil.

• Breastplates are for sissies.

• But not shaving your chest. A smooth, hairless torso, much like a Ken doll's, is super-manly.

• Gerard Butler has huge fucking teeth!

• Peasants don't really exist. Probably because if they ever showed up, the movie might have had to talk about how the Spartans ritually declared war on their peasants yearly, and murdered the troublesome ones as an initiation ritual for young men.

Monday, June 8, 2009

The seas are red because they're full of blood, get it?

Scott Lynch's follow up to The Lies of Locke Lamora is the almost as good Red Seas Under Red Skies. Two of the protagonists from The L of LL are back, Lamora himself and his good buddy Jean Tannen. They've relocated to a new city, two years after the bloody denoument of the last book, and are working a long, long con.

The first half of the book is split between the con itself – they're trying some complicated theft/swindle targeting the richest and most dangerous casino owner and gangster in town – and the back story of how they got there. At the end of Locke Lamora, the title character was half dead and Jean wasn't in much better shape. Lynch shows Lamora diving into a big pool of self pity, with Jean forced to repeatedly fish him out. Lamora puts himself back together slowly (in the movie version, there'll be a montage of him re-learning card tricks) until he's ready to take on the big con.

Just as the con gets going, however, it's derailed. The military dictator of their new home town decides to press the two Gentlemen Bastards into service. He's on the verge of a civil war with the town's wealthy merchants. He wants a fake pirate scare, so he has Locke and Jean given a crash course in seamanship and sent out with a crew. They'll ravage the annoying merchants and give the dictator the excuse to make his army and navy even bigger.

Then there are mutinies, battles at sea, numerous assassination attempts, new love, betrayal, more sea battles, more betrayal, and Jean and Locke are squeezed tight between so many clashing factions they're almost squished. The book concludes with an orgy of finales – to the con, the pirate wars, and the fates of half a dozen characters.

On a page to page level, the book is almost as good as LoLL. Locke and Jean are still compelling characters, and the pirates, casino owners, various henchmen and others are colourfully drawn. The new city – I still can't remember the damn place's name – just isn't as lively or as fully realized as Camorr, however. The pirate ships prove a better setting.

My key complaints with the book are twofold. First, the flashback structure doesn't work as well here as it did in The Lies of Locke Lamora. In that book, we were learning about the education and allegiances of the Gentlemen Bastards as we watched them doing their job in the present day. In Red Seas, an enormous amount of time is spent in the first few flashbacks on Locke being miserable, but we already know he gets over this in time to jump into the big con game. It all feels too drawn out, and it hurts the book's forward momentum. Second, the grumbling and personality conflicts between Locke and Jean feel a bit contrived. They seem to constantly be offending, disappointing or annoying one another. It never amounts to anything, though. There just isn't enough conflict to tear the duo apart.

Oh, and yet again the love of Locke's life is referred to, but does not appear. Two books running is a bit much to drag out such a key plot point.

Still, it's very deserving of the label swashbuckling. Fun characters, a fun world, and a fun adventure. If you liked the first book, by all means read it and move on to this one.

Friday, May 22, 2009

Locke Lamora is stealing your wallet right now

I'm a little late to this party, but I finally got around to reading The Lies of Locke Lamora over the last few days. And by "reading" I mean "absorbing as fast as my eyes would allow." This is one of those books that, if you like it, you will stay up until 3 a.m. reading the damn thing, just to find out what happens next. And you'll stay up until 4 a.m. to find out what happens after that, sleep and an early workday be damned.

The title character is a street urchin when we meet him, with a gift for thieving and deceit. He's so good at it, in fact, that he's being sold by his current owner/unsuitable parental substitute, the Thiefmaker, to a crooked priest. While the Thiefmaker runs a sort of wholesale Fagin-style operation in training orphans for crime, the priest, Father Chains, is running a boutique business. He needs clever apprentices who can be trained for the long con.

The story follows Locke through intercut scenes, part in the present as he and his band of thieves try to gull a rich nobleman and avoid a brutal gang war, and part in the past as we see how he and the gang grew up and trained together.

All the characters are vivid, particularly Father Chains, a priest of "the thirteenth god," the god of thieves and swindlers. There's also Jean Tannen, Locke's portly best friend who happens to be lethal with a pair of hatchets, the card sharking Sanza twins, and Bug the adolescent apprentice of the gang. Their gang moves through the city of Camorr, a Venice-like creation peopled by nobles, gang leaders, thugs, merchants, assassins, shark-fighters, priests, and guards. Camorr itself is one of the most memorable characters, with its numerous islands and canals, and its mysterious glass-like structures left by a vanished elder race. (I'd say it has about 700 milli-Crobuzons.)

Locke's character, or lack thereof, is at the centre of the story. He's physically a little short and slight, with a forgettable face, no particular skill with weapons or hand to hand combat, no magical ability, and no noble title or destiny handed down by the gods. He's just too clever for his own good, and very skilled at deception and fast talking. Part of the time, he reminded me of a trickster figure like Loki or Coyote, morally ambiguous and talking his way in and out of ever problem he encounters. In modern speculative fiction, Locke most closely resembles Miles Vorkosigan, from Lois McMaster Bujold's Vorkosigan series. It's refreshing to see characters in genres (fantasy and military SF, respectively) who usually rely on brawn and machismo using their brains and mental toughness, instead. (And if you liked Locke Lamora and you haven't read any Vorkosigan books, boy, are you in for a treat. Get yourself to the library right now. You'll thank me for this.)

Are there problems with the book? Yes, of course. There's the love of Locke's life, who is mentioned frequently but doesn't even get a cameo in one of the flashbacks, which makes the book feel less than whole. If you like moral characters, you may be troubled by Locke's utter lack of most ethics; his primary motivations are loyalty, revenge, and a need to outsmart people. There are also moments that stretch believeability thin, even in a novel like this; a sequence in which Locke tries to infiltrate the same building three times in three different disguises in one day comes to mind. 

Still, those are minor problems compared to the book's primary virtue: it is fun. This book is swashbuckling, an updated successor to the novels of Sabatini or The Princess Bride. Looking back over the past half dozen SF and fantasy novels I've read, the number that is just fun is sadly small. Books that inspire a grin should be treasured.

Sunday, May 17, 2009

Summer reading for Dollhouse fans

Ahhhhhhhh... Dollhouse has been renewed. I admit, I didn't think it would happen, while my girlfriend (she who is both wise and beautiful) always kept the faith. It'll be nice to see some more episodes, hopefully of the interesting variety, and not of the "Echo has an assignment as X" style.

But what to do for the next five or six months before we get another fix of Dollhouse? We go to the library and the video store, of course. For my fellow Dollhouse fans, a selection of stories that cover the same themes: body swapping, identity, reality when the mind is a commodity.

• Altered Carbon, by Richard Morgan. I've already mentioned this one, but both this book and its sequels, Broken Angels and Woken Furies, explore the possibility of wholesale body swapping and immortality through cloning and downloading. It's dark, grim, noirish post-cyberpunk with lots of sex and violence. The politics become more explicit with the follow up books, but they never take over the story.

• The Anubis Gates, On Stranger Tides, and Last Call,  by Tim Powers. Again, body swapping and dark quests for immortality, but in Powers case using magic. The best of the bunch is probably The Anubis Gates, although my favourite will always be On Stranger Tides for its sword fightin', piratical ways. Far, far superior to any of the Pirates of the Caribbean movies.

• Dark City, directed by Alex Proyas. A year before The Matrix came out and everyone started talking about bullet time, there was a much quieter, much better film that covered the same territory and then some. Dark City is about a man who wakes up next to a murdered woman, seemingly her killer. But he can't remember anything. He flees through a shifting city that never sees dawn, and in which people are swapped from home to home and role to role much like... dolls in a dollhouse? With its synthetic personalities, it's the closest analogue to Dollhouse you can find. Plus, a chance to see Keifer Sutherland before he got all annoying as a torture-monkey on 24.

• Diaspora, by Greg Egan. This staggeringly brain-twisting novel concerns both AI and uploaded personalities. In similarly-themed short stories, Egan has also explored creating multiple copies of oneself, in some cases to undertake suicidal scientific research, such as travelling into a black hole.

• The City of Lost Children, directed by Marc Caro and Jean-Pierre Jeunet. A mad scientist kidnaps children in order to harvest their dreams and save him from his nightmares. A steampunk setting with clones, blind radar-enabled cultists, and Ron Perlman with a bizarre hairstyle, speaking French.

Tuesday, May 12, 2009

I love you, John Bellairs

One of the best things about having a mother who works in a school library is getting discards, the books that are too old or grubby or beat up to keep in circulation anymore. This was obviously really cool when I was a bookwormish nine-year-old, but even as a bookfanaticish 30-year-old it's pretty neat.

So this Mother's Day, after doing some mildly backbreaking yard work to thank Mom for bringing me into the world, she gave me a sack of books. Well, most of them are intended for my girlfriend, she who is both wise and beautiful and will be a teacher soon. But I'm calling dibs on the two John Bellairs books.

Back in the 1990s, there was this big craze for horror novels for kids. R.L. Stine novels in particular. Well, I spit on your R.L. Stine novels, do you hear me! They cannot hold a candle to the fiendish works of Mr. Bellairs!

Do your Stine novels have covers by Edward Gorey? I think not! Do they build their horror slowly, using realistic settings and character development? Do they weave a tapestry of horror from commonplace items – a ring made from a bent nail, a cheap Egyptian-style souvenier? Do they leave the reader certain something is wrong but not entirely sure what? I think not!

Mostly, I've read the Johnny Dixon novels, so I'm eagerly re-reading The Curse of the Blue Figurine for the first time since I was about 12 years old. I'm struck by some of the details – the intensely Catholic background of the main characters, the blunt attitude toward death and injury – that I didn't recall. I did recall that Johnny was a fairly nerdy, bright kid with glasses. I have no idea why he appealed to me as a young reader. None whatsoever. There's also the crotchety and eccentric professor, who frankly puts Dumbledore to shame as a weird old mentor figure.

I've also got a copy of The Dark Secret of Weatherend, which stars Anthony Monday. I don't think I've ever read any of the Anthony Monday books so this will be an interesting little treat.

About a year ago, I re-read what must be the most terrifying of Bellairs books. It's a Johnny Dixon book, and the premise is both bizarre and unforgettable. A realistic baseball-playing automaton has been created by a mad scientist. But it only works if human eyes are inserted in its head. Go. Go now and find a copy of The Eyes of the Killer Robot. It's high octane nightmare fuel for 10 year olds.

Monday, May 4, 2009

Killing the Hollywood orcs

Most of the Internet, at least the nerdishly-inclined parts, have now probably seen The Hunt For Gollum, the 40 minute fan film created by a pack of crazed Brits. And boy, was I surprised as I watched the trailer and the film itself.

Yeah, it's pretty good, especially for something that apparently cost just 3,000 pounds, or about $4,400 US. You couldn't do the catering for a movie in Hollywood for that little. But, as a fan film, no one drew a salary and the producers begged, borrowed and stole before they shelled out money. That's just standard.

What's not standard is the overall quality. It's only a degree less professional looking than Peter Jackson's films. The orcs look like orcs, not like guys with Halloween masks. The Rangers are wearing realistic weapons and gear. The beautiful scenery is lovingly filmed. There are aerial shots of snow-capped peaks which they got from... where? Who cares? It looks damn good.

The plot is drawn from the appendices to the Lord of the Rings, and it's briefly referenced within the films itself. Gandalf warns Aragorn that there's this nasty little post-Hobbit thing called Gollum and that it's making its way towards the Shire, searching for its lost ring. Meanwhile, Sauron's troops are massing and may be looking for Gollum. Gollum can't be captured by the orcs, or the enemy will know where to find the ring.

Aragorn heads out and tracks Gollum, first by rumour, then by luring him into a trap. Gollum spends most of the rest of the film in a burlap sack, because no matter how well funded the film is, you just can't motion capture Andy Serkis for 30 minutes. That's going to blow your budget.

The remainder of the film is orcs hunting Aragorn while Gollum tries to escape. There are several moments of real tension, the acting is creditable, and the director clearly knows more than which way to point the cameras. And there's a massive fight scene in which Aragorn takes on a patrol of about a dozen orcs and kills them all.

The fight scene needs a little more attention. I'm actually going to argue that the fight scene in The Hunt for Gollum is slightly better than most of the fight scenes in the actual LotR films.

Whoa, whoa, hold up! It's not about the skills of stuntmen or the ability of the fight coordinators. It's about directorial choices. With a few cool exceptions, Peter Jackson belongs to the quick cuts school of fight direction. You will occasionally see a cool moment, like Legolas stabbing an orc with an arrow, then shooting it into the next orc, or Aragorn jamming a torch into a Ring Wraith's face. But more often, you get a bunch of guys running at each other and then there's some sword swinging, some quick cuts, sound effects and screams, and an orc keels over. You don't see move-countermove very often. The Hunt for Gollum has just one big fight scene, and it has several cool fight combos packed in, including the skewering of two orcs, and the final boss fight with the patrol leader. It's a good fight scene for any movie, let alone a fan film!

It's only in one way that The Hunt for Gollum disappoints, and that's in the way it falls into the fanfic trap. This part of the tale, Aragorn's search for Gollum, really isn't necessary. It's filling in a blank spot in the story that could have been left blank. We already know how everyone's story here ends. I'd frankly rather have seen a story from another chunk of Middle Earth's history, maybe with original characters. Still, it made my geeky heart glad, and I was quite happy to let it entertain me for 40 minutes.

On the other hand, this film should have Hollywood quaking just as much as the Pirate Bay does. The entertainment industry's been so focused on cracking down on illegal downloading that they haven't bothered to look at the other side of the equation: what happens when anyone with a dream, a couple of credit cards and a gaggle of willing volunteers can make something that looks this damn good?

In the past, Hollywood wasn't threatened by people who made legendarily cheap films. Robert Rodriguez made El Mariachi for $7,000, but his goal was to become a professional film maker. So Hollywood could deal with him. He wanted to join the club. 

What do you do with people who have no interest in joining the club? I'm sure some of the folks in The Hunt for Gollum want to move on to "real" acting, makeup, or stunt work, and probably some of them already are in the field. But a lot of them just did it because they love LotR. There are fan film communities for every big cult property out there, from Star Wars to Star Trek to Buffy the Vampire Slayer. And time I spend watching fan films is time I spend not watching professionally made, for profit stuff. Eyeballs equals money.

Hollywood keeps telling us they're struggling to make money because of piracy (and we're not far from the point where every shack in the Sahel can download and watch Wolverine and Transformers 2). Meanwhile there are gangs of film makers who learned their trade as unpaid volunteers and do it for the love of making a movie. If the quality of amateur film rises while the financial rationale for professional film plunges, it could really upend the entire Hollywood system. I doubt that we'll ever see a day when nobody makes money off of films. But we could be close to a day when fewer people make a lot less money, even as we get a lot more movies available to us, the fans.

The next 10 years are going to be really interesting.

Monday, April 6, 2009

The (Old) New Weird: Martha Wells

In the beginning, was the weird tale. Like science fiction and fantasy, it's debateable when it first emerged, but we can all look back at H.P. Lovecraft and definitively say "Yep, that's pretty effin' weird right there." As with punk rock, it's much easier to point to a definitive example (the Ramones) than to root around looking for precursors.

So when we talk about the New Weird, it's easy to point at Jeff VanderMeer or China Miéville's work and say, "Yep, that's pretty new and pretty effin' weird." But like the Ramones, they did not emerge fully formed, and we can find examples of weirdness that may not even have influenced the modern practitioners directly, but which came before them.

The preceding is just a long way of saying that I'm going to be talking, occasionally, about some authors who wrote weird stuff. Starting today with Martha Wells.

In the 1990s, Wells wrote three fantasy novels for Tor, all pretty well reviewed, which chipped away at the conventions of fantasy literature. By 1993, when The Element of Fire was published, we were 16 years into Terry Brooks Shannara series, the first book of Robert Jordan's Wheel of Time series was three years old, and any number of people were starting to immitate those authors, rather than drawing inspiration directly from Tolkein or the original myths. Fantasy was settling into what it largely remains today: the realm of thick-as-a-brick books that come in lengthy series. All those books more or less mined from Tolkein's work, so you had a seemingly endless number of semi-European, quasi-medieval quests and knights and wizards and the whole fantastic cladogram of near-human species.

The Element of Fire has swords, it is true, but it also has firearms. Hero Thomas Boniface lives in an Elizabethan-style world, in the nation of Ile-Rien, whose capital Vienne is a mashup of Paris and London, circa 1550. And there are magicians, although they're usually addressed as Doctor, and they study at an analogue of Oxford. There are non-humans, but they're wild faeries, representing chaos and madness. Our second protagonist, Kade Carrion, is half-fey and the heir to great powers, and not entirely a good guy.

And there are fights with rapiers. I'm going to just take a minute here to say a personal thank you to Ms. Wells for this book. I fence. That is, I go to school gymnasiums and community centres, put on white jacket and gloves and a mesh mask, and practice trying to hit other people with analogues of 18th Century court swords. I am not very good at this. But even someone who is not very good quickly becomes frustrated by the boring descriptions of any kind of swordplay in a standard fantasy novel. Therefore, anything with actual rapiers, and with decently written fight scenes, and duels, is a breath of fresh air. Thank you, Ms. Wells.


Of course, I never would have guessed it's anything unusual from the jacket copy. Whoever was writing back-cover stuff for Tor back in '93 clearly didn't know what the hell they were holding. Check out the header: "Where high-tech wizardry meets fairy magic and a kingdom hangs in the balance..." It has wheel-lock pistols! This is high tech? It's like even gunpowder totally baffled the fantasy division.

As to the plot of the book, you can find it and read it yourself. (Again, ignore the back cover. The king's sister is not our for revenge, among other problems.) The Element of Fire is good, but her later two books would outshine it.

In 1997, Wells returned to Ile-Rien and the city of Vienne, this time several hundred years later for The Death of the Necromancer. It's now a city with steam engines and trains (which help keep the dastardly faeries away, all those iron rails, you know). And Nicholas Valiarde is the city's greatest thief, out for revenge on the man who caused the death of his adoptive father. Meanwhile, he's being pursued by the city's greatest sleuth, a consulting detective who keeps company with a medical doctor.

Yes, in the midst of some marvelous gaslight fantasy, we're treated to the Count of Monte Cristo/Moriarty being pursued by Holmes and Watson. Soon, of course, there is dark necromancy and even revenge has to take a back seat to preventing an apocalypse. Except for one section near the end where the action bogs down for several chapters, it's an almost perfect book.

Two things about the book always strike me. The first is that Wells implies a lengthy history for all her characters. There's a real sense that we're coming in on the fourth or fifth book in a series, that in some parallel world The Strand has been publishing Valiarde stories for years. If we could just dig up those older stories, we'd see how Valiarde met and recruited his band of thieves, eccentrics, wrongly-accused cracksmen and opium-addicted sorcerers.

The second I didn't realize until years later, because I read Death of the Necromancer before Element of Fire. This is the fact that Valiarde, the anti-hero of Necromancer, is actually descended from Denzil, the villain of Element of Fire. It's an odd but appropriate choice, because Valiarde is not your average good guy. At one point he notes that his first impulses are almost always wrong; he has to fall back on the moral teachings of his adoptive father and think about what's right and wrong. Valiarde at first pursues the story's true villain because the necromancer discovers his identity; after that it eventually becomes a vendetta for him. Justice and revenge, for Valiarde, are quite similar.

I've left City of Bones for last, although it was published between the two Ile-Rien novels. While Ile-Rien was one of many attempts by authors to tug fantasy out of Generic Medieval Europe, City of Bones is full-on New Weird, before there was any such category.

The main character is Khat, who lives in a city on the edge of a massive desert riven by steep canyons and infested by dangerous creatures. Khat is not human; instead he's some kind of near-human whose race was created in the distant past. And he has a pouch, like a marsupial. Oh, and the soldiers in the city of Charisat use rifles powered by brass air reservoirs, so they have to pump the pressure up between shots. And there are strange mind-magics and knife fights and racial politics. And I'm saying this from memory because I've been trying to find a copy of this book again for the past several years, and not only does it not turn up in my local used book stores, but my library has no more copies! Dammit! 

City of Bones has stuck in my mind since I first read it in the mid-1990s. If it were published today, it would easily be filed as New Weird, and people would compare Wells to other authors working in that tradition. But it was published too early; the reviews of it at the time couldn't even agree if it was fantasy, science fiction, horror or a combination of the three. These days, that's often how the New Weird is defined: as a melding of all three genres, much like the work of H.P. Lovecraft. 

There are plenty of Martha Wells books out there that I haven't even touched on, including a three-book cycle that features Nicholas Valiarde's daughter going on a dimension-hopping expedition. Check them out.

Next time on (Old) New Weird: Tim Powers.



Wednesday, April 1, 2009

"Good night, folks."

I was saddened yesterday to learn that Andy Hallett, who played Lorne on Angel for four seasons, died of heart disease. He was just 33.

As one of the people who brought the funny in a big way, he'll be missed.

Monday, March 23, 2009

Fine, push all my nerd buttons at once

So I was just thinking to myself the other day, man, it's been a while since I've done any serious RPGing. I really need to slay a dragon or use psychic powers to fight space vampires or something. But what sort of game?

And then I get the news, (via Torque Control) that China Miéville's New Crobuzon trilogy is being turned into an RPG.

"The city of New Crobuzon is an incredibly rich setting," said Adamant Entertainment owner Gareth-Michael Skarka. "We're extremely proud to be producing a game that gives it the level of detail and attention that it deserves."

"I grew up on RPGs," said China Miéville, "And the idea of a Bas-Lag game is incredibly exciting and humbling. That people might want to play in the world of my books is a tremendous honour."

The game will also feature a special treat for Miéville's fans – the original map of the city of New Crobuzon, drawn by the author, as well as his own illustrations of some of the creatures found in the world of Bas-lag.
So yeah, I might just be buying that. 

This is probably not the first RPG to be created at least partly by a socialist, but it may be the first American RPG to be based on material that's openly pro-revolution. I wonder if it'll come with a Coles Notes version of the Communist Manifesto?

Friday, February 27, 2009

Slap your editor, Harry

I came home from the library the other day with two books featuring mammoths on the cover. One was The Breath of God by Harry Turtledove. (This is the other one, in case you were wondering.) Obviously, everthing goes better with extinct megafauna. I tore through most of my non-fiction selection, then got down to reading Turtledove's work.

Now, I didn't have a lot of preconceptions about Turtledove. I've never read any of his Guns of the South books, because... well, I just don't give a crap about the subject matter. I was born and raised and still live in Canada. So I don't have that American gene that makes people obsessed with the (US) Civil War. When I read some 19th Century alternate history, I'm more likely to go for something with Mounties in it (disclaimer: by a friend of mine).

But this looked like something more in my line. I'm sick of fantasy novels that just use Generic Medieval Europe + Magic + Elves. Anything with an Ice Age setting gets my attention.

Unfortunately, The Breath of God contains a few glaringly ugly sentences right up front. Check out page eight.
"Life is full of surprises," Ulrik Skakki said, which would have been funny if only it were funny.
And
They not only herded wooly mammoths, as the Bizogots had for centuries uncounted, but rode them to war, with lancers and men with long, long lances on the beasts' shaggy backs.
Seriously? If lancers aren't men with lances, then what are they?

I read another ten pages from that point, far enough to determine that those weird, awkward phrasings on page eight seem to be anomalies. But Turtledove and his editor ought to have taken a harder look at that section. Ouch.


Sunday, February 22, 2009

Science fiction, meet elves

All the Windwracked Stars by Elizabeth Bear is an odd hybrid of a book. I first heard of it on Scalzi's blog, and I'm halfway through it now.

It's good, at least so far. It's the tale of Muire, last of the valkyries (or, by the text's tongue-mangling spelling, the waelcyrge) aka the Children of Light. In the opening chapters, the world ends, as the Children of Light face off against evil wolf things and their own wayward kin, in something that's near enough to Ragnarok. Only Muire, a steed called Kasimir, and one traitor and evildoer, the Grey Wolf, are left alive. 

Then the story jumps 2,300 years in the future. The world's ending again.

That's a hell of a hook for any story. The story is most notable so far for mixing pulp SF, Lovecraft, Wagnerian pseudo-Norse mythology, and steampunk into a thick gumbo of weirdness. 

Here's a sample, from a flashback as Muire begins to understand that the humans who have inherited the world from the gods are headed for their own apocalypse:
The tears that choked her breathing weren't from the wasp's futile venom. They came because she could no longer deny what she knew. Cascading catastrophe, the system in failure. It was not Muire's first apocalypse. But then, her kind had always been better at retribution than prevention.
And she knew as if it had been blazoned on a banner, with desperation would come war.
Black sorcery, radiation weapons, nanites, railguns, orbital assault, biotoxins and all the ills the flesh is heir to: Valdygard had died its first death in ice. The second was in flames. Mountains were heaved up and pounded flat. Oceans steamed and cities died in silence, suffocated under falling dust.
Eiledon... was spared.
This is some weird stuff. Kasimir, the valkyrie's mount, is a two headed deer-like winged creature. Horribly wounded, at the start of the story he is restored into a magical steampunk cyborg by one of the last miracles of the Children of Light.

So we've got ancient demigods, future technology, animal-human hybrids, cyborgs, killer cyborg flying reindeer/antelopes... it reminds me of Rifts.

Ah, Rifts, uber-nerdy game of my early teenage years. And some of my later teenage years. But hardly any of my twenties, I swear to god! Rifts, for those who decline to link, is the everything-but-the-kitchen-sink pen and paper RPG. Created in the 1990s, it it set on a future earth wracked by both nuclear and magical holocausts, it includes cyborgs, giant robots, monsters, demons, elves, dwarves (and the whole Tolkeinian pantheon of near-humans) dragons, psychics, evil empires, Cthulhu critters, Atlantis, dinosaurs, vampires... I could just keep listing elements for line after line here. 

Rifts, however, and the entire Palladium Games line, are mostly notable for being of fairly mediocre quality. The game system is antiquated by modern standards, the rules are cumbersome, character generation takes forever, and the books themselves are often marred by writing that's clumsy to downright bad. Throw in at least one or two proofreading errors in every book and you've got yourself a bargain basement games line, that survives on the sheer balls to the wall fun of its concept. Yes, you can be an elven commando who fights vampires with his cyborg dwarf buddy! Or you can be an Atlantean with magic tattoos, or a talking mutant dog with psychic powers!

All the Windwracked Stars succeeds (so far) because of the fine writing. So when you're not simply geeking out over the weirdness of the premise (a scandal when a main battle shoggoth crushed a student demonstration...) you're carried along by the melancholy tone that's set on the very first page. Muire is in mourning for one world that's died, and for another about to perish. The kind of subtle prose on display here is far from the rule-filled pages of an RPG intended for teenaged boys.

A lot of folks are doubtless going to label the book part of the New Weird movement, but I can't help but wonder if this mashup of fantasy and SF is just going to become mainstream in the future. To understand either All the Windwracked Stars or Rifts, you have to be immersed in SF and fantasy. It makes no sense outside a cultural context that includes Tolkein and Wagner and H.P. Lovecraft and Star Wars. That sphere, the nerdsphere if you will, has been expanding like a young universe for the last thirty years. Everyone has a passing acquaintance with it, many of us are deeply immersed. So Bear's book offers us, as the Norse would have it, kennings. Like barbarians around a campfire, she has but to mention a shoggoth, or an animal-human hybrid moreaux, and we know this to be an offhand reference to another tale, another saga for nerdkind. And we nod our heads in appreciation. Truly, this bard knows the old tales well.

Bear, like the makers of Rifts, has all the pieces to play with. What she does with it is what will distinguish her from the others who try this sort of hybridization. So far, I'm enjoying it immensely.