Julian Comstock: A Story of 22nd Century America is the kind of book
Samuel Clemens would be writing, if he were alive today. Which is
not to say that Robert Charles Wilson is the next Mark Twain; he's
quite good, but Twain had such an innate facility with language, such
an entirely relaxed way of picking out just the right word, that it's
difficult for any writer to equal his mastery of the craft. But if
Clemens were still with us, I think he'd consider Julian Comstock to
be a damn fine adventure.
Showing posts with label book reviews. Show all posts
Showing posts with label book reviews. Show all posts
4.10.2013
2.01.2013
That's a Falling Solar Mirror, For the Record.
One of the nice things about getting
into a series late is that the wait between the last book you read
and the next book to come out is pretty short. Which is why, not
long after thoroughly enjoying Leviathan Wakes by James S. A. Corey,
I found myself picking up its sequel, Caliban's War.
Like the first book, this one is just a
monster of a tome. It's over six hundred pages long, which would be
impressive enough on its own, but those pages are 6"x9",
and there's not a lot of wasted margin, header or footer space. For
the sheer amount of story they contain, each of these books could
have been split in half as a standard mass-market paperback, and you would not have felt cheated.
Caliban's War picks up eighteen months
after the conclusion of Leviathan Wakes. The protomolecule is still
on Venus, and despite being watched by basically everyone and every
institution with an even tangential interest in science, it's utterly
inscrutable. In more mundane developments, the UN and Mars are both
trying to hold on to Ganymede, breadbasket of the Outer Planets, and
are about one sudden twitch away from an open shooting war. The
Outer Planets Alliance, given at least some status at the end of the
last book, has spent the intervening time establishing itself in its
sphere of influence, minting money, directing relief supplies and
keeping the peace. And with the only available warship in the area, the
OPA has been turning to James Holden and the crew of the Rocinante
to do just that. The fragile peace is shattered, however, when what
looks like a protomolecule-based monster slaughters first a UN and
then a Martian military outpost on Ganymede; with each side thinking
the either has finally stepped over the line, the space forces start
shooting, blasting each other to pieces and doing major damage to the
infrastructure of Ganymede in the process.
This is about where Caliban's War
introduces its new characters. Praxidike Meng, a botanical
geneticist on Ganymede. Roberta 'Bobbie' Draper, a Martian Marine
and sole survivor of the monster attack on Ganymede. And Chrisjen Avasarala,
a high-ranking UN bureaucrat and something of a power behind the
throne of the Secretary-General. When Meng's daughter is kidnapped,
along with all the other children on Ganymede with a particularly
rare genetic immune deficiency, just ahead of the monster attack that
Bobbie barely survives, the story really gets started. Like
Leviathan Wakes, Caliban's War is about the way enough little things
can trip up the biggest plans; one more missing child on collapsing,
war-ravaged Ganymede might seem like nothing, but it's the loose thread
that sends Holden and his people right back into the thick of things.
Caliban's War is a good read, but for
all its heft it feels in some way insubstantial, particularly
compared to its predecessor. Partly, it's a function of the
placement of characters. With Holden and Miller in the first book,
the viewpoint characters were always on the front lines of the story.
It was a conspiracy story, so of course they didn't know everything,
but it always felt like whatever was happening that was important,
one of those two men were involved. Unrealistic for a story
concerning the fate of the entire solar system? Oh, certainly. But
narratively compelling. In this book, however, while Holden and Meng
are pretty good at being front and centre, there are also major
political and military actions taking place that they really play no
part in. And Avasarala and Bobbie are even worse, frankly. Each
spends about half the book spinning their wheels while the other is
in their element, which makes their sections drag when they're out of
place. Bobbie's adventures on Earth are interesting enough in their
own right, but rarely relate to anything besides character building,
while Corey makes the frankly insane choice to remove Avasarala from
her spheres of political influence towards the last third of the
book. It makes perfect sense on the part of the characters, but it kills most of her narrative momentum. She's basically reduced to sending cryptic video letters to
her allies and offering the odd bit of sage advice to the others, and
it's a serious waste of an interesting and powerful character. On
the other hand, without removing her from Earth, it would have been
tough for Corey to link her into the main plot with Holden and Meng.
In that case, though, perhaps Avasarala should have been redesigned
earlier; replacing her with, say, the already space-based Admiral Souther might have gone a
long way towards bringing home the immediacy of certain sections that
otherwise fall a bit flat.
It might sound like I didn't enjoy this
book; that could not be further from the truth. Caliban's War might
not be as strong as Leviathan's Wake, but as I reached the end I
understood why; Corey is writing a trilogy. The back of this book
contains a small excerpt from Abaddon's Gate, and even from what
little we see it's hard to imagine how this story could continue past
that volume without radically, perhaps even fundamentally, changing its tone and focus. So, a
trilogy. And what is always the weakest point of those? Yes, the
middle book. Limited set-up, limited pay-off, because the former's
all been done in book one and the latter's all being done in book
three. Knowing that, being able to judge the book in context, I
actually revised my opinion up a notch or two. All things being
equal, Corey has pulled off this midway book quite nicely. If you enjoyed Leviathan Wakes, you should definitely enjoy Caliban's War.
12.24.2012
Helmetless Sergeants and Captains - Take Note!
Ever since their last codex over-hyped
them to the point of insanity, the Ultramarines have taken a bit of a
kicking from the fanbase. They're no Grey Knights, thankfully, but
talk of how non-Ultramarines-descended chapters are sad because they
'can never be Ultarmarines' despite their best efforts and of how the
Blood Angels 'strive to be worthy of Guilliman's legacy' doesn't
exactly endear them to folks. Nobody likes a Mary Sue, which is what
the last Codex: Space Marines turned the Ultramarines into. Which is
shame, because in my opinion that rather goes against the most
interesting aspect of that legion.
Know No Fear, by Dan Abnett, thankfully
reverses course about as swiftly as possible. Yes, the Ultarmarines
have a certain standing amongst the Astartes; they're the biggest
legion, with the greatest number of triumphs, spread over the widest
area. They conquer as swiftly as World Eaters or Space Wolves, with
all the skill of the Imperial Fists and the Luna Wolves, and create
compliant worlds as stable and productive as Word Bearers and
Thousand Sons, but without the brutality of the former or the lengthy
deployments of the latter. So, yes, the Ultarmarines are probably
one of the top legions at the time, and they know it just as much as
everyone else. But that certainly doesn't endear them to those
legions who are considered to be inferior in some way. And it
doesn't mean they can't get hurt, badly.
The Ultramarines famously played no
real role in the Horus Heresy. Dispatched by the Warmaster to the
Eastern Fringes, far from the fighting, and ambushed by the Word
Bearers, they were basically written out of the main action. But you
can't just sideline a legion the size of the pre-Heresy Ultramarines
without a pretty serious fight, and Know No Fear shows us the start
of that fight. The Ultramarines, assembled in all their vast
strength, are set to assault a powerful ork stronghold alongside the
Word Bearers. It turns out to be a trick, however, a way to assemble
the majority of the Ultramarines' force in one place so the Word
Bearers can cause maximum damage with their alpha strike. And it
works. Good heavens, does it work!
The best thing about the Ultramarines,
and the thing Ward's fawning Mary Sue-isms foolishly undermines, is
that they were the everymen of the Space Marines. They weren't crazy
berzerkers, or blood-drinking mutations, or flesh-hating cyborgs, or
crusading knights errant. Their role in the fiction was to be the
baseline for Space Marines, not as strong, not as wild, not as
calculating, not as impregnably armoured or fantastically armed.
They fought Behemoth and won, but lost their entire First Company.
It was a monumental achievement, at a staggering cost. It's what
made the Ultramarines likeable; they took their licks, fair and
square, and then powered through and triumphed despite the odds. And
that is what Know No Fear seems intent on reinforcing. Attacked
without warning, by a force meant to be friendly, at a time when
violence between Space Marines was simply unthinkable, the
Ultramarines take absolutely catastrophic losses. Starships, space
docks, Ultramarines, Imperial Army, Mechanicus, civilians, the Word
Bearers visit indiscriminate slaughter on any and every target they
can find. Abnett really sells the sheer scale of the horror, taking
a bit of time here and there to rattle off the names of helpless
ships being killed, one by one, in orbit, or showing small groups of
disoriented Imperial Army and Ultramarines being run down and
murdered. And while the Ultramarines react with the sort of stoic
determination that so makes a Space Marine, even Guilliman can't just
shake off the profound emotional impact of such a monumental
betrayal. He and Lorgar might not have seen eye to eye on a great
many things, but they're brothers, sons of the Emperor, gods amongst
men creating a golden future for all humanity; for one to try and
kill the other is, rightly, shocking. And it comes off that way.
Know No Fear has some really excellent
action scenes. It helps that 40K's best scenes are usually of the
'desperately outnumbered', 'heroic last stand' or 'doomed but
glorious' variety, which this book has no shortage of. The
Ultramarines die by the truckload, but they die well, which is just
what you want out of them. They should be noble, so their deaths
mean something, but they should also be vulnerable so their deaths
can be relatively realistic. It's a fine line, and Abnett handles
it nicely.
That's not to say this book is perfect,
though. Much as I like a bit of worldbuilding, it does rather take
its own sweet time getting started. And while Abnett's practice of
introducing a wide variety of figures in small roles, and giving them
a look-in every now and then, can make for a wider world for the
reader, he does go overboard in this one. There are several
characters, notably a dreadnought and a high-ranking Ultramarine
lord, who get several rather lengthy establishing scenes that never
really result in anything. There's no real payoff for it, which is
frustrating when those interludes kept interrupting the meaningful
action.
Still, despite a few rough patches,
Know No Fear is an excellent entry into the Horus Heresy series, and
a solid return to form for the Ultramarines. Let's hope Matt Ward
was watching...
11.24.2012
Fallin' Down On the Job
Star Trek: Titan: Fallen Gods (Star
Trek books do love their colons), by Micheal A. Martin, is full of
interesting ideas and setup. Unfortunately, for the most part, these
elements aren't fully realized and resolved. This book picks some
serious topics and elides around them as hard as possible.
The story picks up not long after the
previous Titan adventure, as chronicled in Star Trek: The Typhon Pact
Book 2: Seize the Fire (see what I mean about colons?), and carries
through several threads from the larger TNG/DS9 era expanded
universe. The Federation is still trying to deal with the massive
devastation and dislocation caused by the Last Borg Invasion. At the
same time, it is trying to come to terms with the secession of Andor.
The Andorians are desperate, in the face of a reproductive crisis
that could well reach extinction levels. And the Typhon Pact,
particularly the Tholians, are involved deeply with Andor. It's a
solid bit of fractured setting to build a compelling narrative of
conflicting aims and ends, and in that Martin does a decent job.
Captain Riker and the USS Titan have
discovered a planet orbiting an immensely deadly pulsar. Shockingly,
the planet appears to be inhabited, a fact made possible only by a
hugely enhanced geomagnetic field to absorb and deflect the pulsar's
considerable broad-band radiation output. When it appears the
artificial field may have some connection to the terraforming device
found, and destroyed, in Seize the Fire, Riker decides it might be
worth investigating. That investigation becomes even more imperative
when a maintenance AI on the planet forcibly mind-melds with Tuvok
and an AI Titan picked up in Synthesis, Sentry SecondGen White-Blue;
the two Titan crewmembers had attempted a similar link with the
terraforming device, and the maintenance AI recognised elements of
its makers' code in their minds. But with the mind-meld risky, and
potentially irreversible if left to continue too long, the pulsar
getting steadily more violent and the geomagnetic field on the edge
of collapse, such an investigation could be dangerous. Add to that a
civil war being fought by the descendants of the Ais builders on the
planet, between Preservationists/Keepers and
Deconstructonists/Trashers, Starfleet Command's orders that all
Andorian officers be reassigned to 'less sensitive' positions, and
Andor's demands that all reproductive-age Andorians be sent back to
Andor and the newly-reconstituted Imperial Guard's willingness to
enforce that order, and you have a pretty wild set of circumstances
that would allow for an exploration of any number of issues.
Unfortunately, as I said, Fallen Gods does not fully embrace its difficult subject matter. Much time is given to establishing the alien civil war, including several chapters from the viewpoint of the Preservationist leader, but ultimately it's never really an issue for the Starfleet characters in the book. It's a thing that's happening when they reach the planet, something that inconveniences them slightly, but no more than bad weather or predatory wildlife would've. The same is true of the efforts to get the maintenance AI back to the planet and the magnetic field generators repaired. The book spends ages having characters discuss the pros and cons of going, of how to go, of when to go, and then covers them actually going. But then they just drop the maintenance AI off in a convenient console and leave, playing no role in actually resolving any of the issues. The worst-handled storyline, however, certainly belongs to the Andorian Imperial Guard's efforts to 'liberate' reproductive-age Andorians from Titan.
The book skirts around the AIG
commander's plan for an unnecessarily long time, since anyone
familiar with The Next Generation should quickly figure out what it
consists of. Unfortunately, with all that evasion and forced
mystery, there's no time left to delve into the ramifications of it,
which are absolutely massive. The moral stain on the Andorians who
are participating in it, the mental anguish and existential collapse
of the Starfleet Andorians subjected to it, neither are given any
particular weight. Indeed, the actual issue isn't directly addressed
by any characters until literally the last page of the story. One
can only hope, rather desperately, that the next book will actually
put some work into exploring this issue on a personal and societal
level, rather than faffing about with artificial mysteries that
dedicated Star Trek fans (and who else would be reading a Star Trek:
Titan book?) will see through in a few pages.
Fallen Gods has all the pieces
necessary to be a really compelling novel. Frankly, it has all the
pieces necessary to be several really compelling novels. But its
refusal to actually engage with any of its topics in detail, to build
up meaningful drama and suspense, to present serious threats and
stakes, hampers it. The book is enjoyable enough while you're
reading it, but upon putting it down don't be surprised if your first
thought is a rather plaintive, 'Is that it?'
9.05.2012
Quoth the Raven? Thankfully, not in this book.
Like the White Scars and the Iron
Hands, the Raven Guard are one of those Space Marine legions that
just never seemed to get much in the way of publicity. Sure, each of
them have a single special character in Codex: Space Marines, and
there's the odd book devoted to them or their successor chapters, but
it's pretty small potatoes for a First Founding legion. The Raven
Guard are third tier, falling behind not just the big names, the
Ultramarines and Blood Angels and Space Wolves, but the lesser-known
but codex-toting Marines, the Black Templars and the Dark Angels.
Which is all a really long-winded way of saying that unlike The First
Heretic and A Thousand Sons, I went into Deliverance lost with no
real preconceived notions one way or the other.
Deliverance Lost picks up from the
infamous Dropsite Massacre, which at this point is probably running
just behind D-Day for 'most fictionally covered battle', where the
Raven Guard have been practically destroyed. Corax and a handful of
his men make it off the planet, thanks to a slightly psychic noble
and a rather daring Raven Guard strike cruiser commander, and the
primarch of the Raven Guard is faced with the fact that there's no
real way for the shattered remnants of his legion to participate in
the accelerating civil war. The Raven Guard would make a
particularly strong chapter, but this is the time of the legions, and
there just aren't enough of them left for that sort of designation.
Which is why Corax decides to take drastic measures to rebuild his
legion, setting the plot of the novel into motion.
It's a bit of a slow burn, really, but
Gav Thorpe puts the downtime in the middle of the novel to good use.
Corax, of course, needs to be built up; unlike Magnus the Red or
Leman Russ or Roboute Guilliman, this is not a primarch the reader
can be expected to know from the start. Humorously, the only think
Corax is really famous for are his reputed last words, which are not
going to be of great use in any story but his very last. Thorpe
unspools Corax' past through a series of flashbacks, explaining how
he came to be on Deliverance, his campaign to establish himself as
ruler and his meeting with the Emperor, the seminal events in every
primarch's pre-Great Crusade life. But he also spends time on a
couple of Raven Guard characters, who give the reader a good sense of
what it means to be a member of this particular legion, demonstrating
both their common cause with the other legions and the particulars
that make them unique. And even with all that, there's still a
little time left over for an Alpha Legion character or two.
I've said it before, and my opinion
hasn't changed; I fundamentally do not like the way the Alpha Legion
decided to align with Horus. The Emperor's goal with the Great
Crusade was always and explicitly to elevate humanity to the rulers
of the galaxy, so to have Alpharius and Omegon swayed by a group of
aliens explaining how the extinction of humanity would destroy the
powers of Chaos just rings false. Not only does it not really make
sense, since Chaos pre-dates humanity and Slaanesh was explicitly
born from alien actions, with no human involvement whatsoever, but it
requires the twin primarchs to somehow intuit that while what the
Emperor has always said he wanted was the primacy of humanity,
secretly what he wants even more is the destruction of Chaos. Also,
they have to trust aliens, which is sort of a non-starter in the grim
darkness of the far future. I just don't buy it.
That being said, though, Thorpe does a
good job with the Alpha Legion characters. The soldiers are
believably conflicted about their actions, infiltrating and
sabotaging a loyal legion, killing their battle-brothers while
pretending to fight alongside them, and Alpharius and Omegon both get
some good scenes. The former's meetings with Horus, which book-end
the novel, are particularly solid, presenting Alpharius as a
consummate schemer faced with an ego-maniacal madman in Horus, both
of them entirely aware of the others fundamentally untrustworthy
nature. Given that the traitor primarchs as basically a collection
of unbridled egos just waiting to stab each other in the back and
festering grudges that have completely ruined the ability to think
rationally, this is about what I would assume every gathering of more
than one of them would boil down to. Also, there's a nice little
Fabius Bile cameo in the end, which ties smoothly into his codex
abilities. It's really quite delightful, and clear evidence of the
author really thinking out how to connect fluff and tabletop.
Deliverance Lost is another of those
'basically inconsequential' Horus Heresy novels, which is to say that
by the time the story is resolved the situation is basically back to
where it started. Like Nemesis and Battle for the Abyss, however,
Deliverance Lost manages to be an excellent read despite not really
advancing the larger story of the Horus Heresy, and like those others
it also manages to plant a few little seeds that will, a few books
down the line, no doubt pay off nicely.
7.29.2012
The Geriatric Brigades!
John Scalzi's Old Man's War is a modern
scifi classic, which is probably why I've only just got around to
reading it; for all that I keep meaning to crack Don Quixote and
20,000 Leagues Under the Sea and the like, I am just not one for the
classics. I think I just resist the idea that I might read anything
because I 'should', rather than because I want to. A hallmark of
having been in school, in one form or another, for all but about four
years of my entire life, I suspect. I'm just a little tired of being
told what to read.
Also, those fighters? Complete lies. It's infantry all the way.
The story concerns the titular old man,
and his titular war. John Perry of Idaho is a widower and a senior,
making him perfect for the needs of the Colonial Defence Force. The
CDF, which seems to be a body completely independent of any
particular government's control, offers the chance to join up only to
those who have passed the age of seventy-five, for two very good
reasons. One, anyone who has reached that age, and is still in
decent enough physical and mental shape to even consider joining a
military organization, is likely to have a lifetime of useful skills,
abilities and thought processes already deeply ingrained, along with
a sense of connection to the broader human community. A young person
might join up for adventure; an old person would be joining up for a
purpose. And two, what the CDF has to offer as a reward for service
is distinctly valuable to those sorts of people; it's not until you
can see death on the horizon, after all, that the promise of more
life is really going to hit home.
The book is less a discrete narrative
than a series of occurrences, following Perry from his wife's grave
on Idaho, to Colonial Station in geo-synchronus orbit over Earth,
onto the CDFS Henry Hudson, a transport full of other recruits, into
basic training on Beta Pyxis and finally, out into the broader
conflicts that seem to constantly assail the human Colonies (and yes,
it's capitalized like that; 'the Colonies'). Along the way he meets
various people, mostly good, and mostly dead by the end, since the
universe in which Perry and his fellows find themselves is stranger
and more dangerous than anyone can possibly imagine, and an
unimaginable threat is one almost impossible to defend against. His
training sergeant, Ruiz, is a particularly delightful character, an
Angry Drill Instructor right out of Hollywood's central casting but
self-aware enough to warn his recruits that he doesn't act like this
because it's 'what's expected', but because being loud and angry and
borderline abusive is just about the only way to really get through
to people just how completely out of their depth they suddenly are.
He's also got a good friend in Alan, and eventually a rather strange
connection to Jane Sagan, a member of the mysterious 'ghost
brigades', the CDF Special Forces. There are other characters
sprinkled around, of course, and generally speaking they're all
pretty decent, more than capable of carrying their part of the plot
with enough style to make them more than just Stock Character #21-A.
Which is good, because as I said, there's not actually much plot, so
the character work had better be strong.
If there's not much plot, though, there
are some very nicely constructed set pieces. The biggest two are
basic training and the Battle for Coral, but in between Perry sees
action in a variety of rather strange places. From fighting
insectoid aliens who're centuries ahead of humanity's technology but
restrained by a desire to sanctify the lesser races through the
ritual shedding of blood, rather than simply annihilating them, to
one-inch tall humanoids with a dangerous space fleet but cities that
invite any normal human to play Godzilla, to pterodactyls and giant
spiders and a few other odds and ends in between, Perry's adventures
give the reader a glimpse of just how fundamentally weird the galaxy
really is. It's not as hostile as, say, the galaxy in Warhammer 40K,
but it's certainly nowhere you'd find the United Federation of
Planets, or even the remains of the Systems Commonwealth. There are
a few species who're willing to live and let live, but for most, the
cutthroat competition for land and resources is every bit as fierce
among the stars as it ever was for colonial Europe.
The cover of my copy had a blurb that
compared the author to Heinlein, and I'd agree, but with a caveat.
See, I don't actually like Heinlein very much. Starship Troopers is
a demi-fascist mess, a war book with no decent action scenes and a
ludicrous premise (an all-volunteer army big enough to defend
humanity across the stars based on the reward of voting?),
Stranger in a Strange Land has trite, self-congratulatory new-age
ideas about love and sex and life and death, and the less said about
Lazarus Long and his omnisexual exploits, the better. What I will
say about Old Man's War, then, is that it's like Heinlein the way he
'should' have written. In that regard, it made me think of a novel I
read a while back, Armor by John Steakley; the idea of Armor was to
take the general idea of Heinlein's Mobile Infantry, file the edges
off, and actually give the readers some decent military action. Old
Man's War is Heinlein-esque in the same way. It takes a dubious
idea, military service conferring a particular social benefit, but
cleans it up; rather than a franchise that most people in stable
democracies can't seem to be bothered to exercise when it costs them
nothing at all, Old Man's War offers the elderly a chance to start
over again physically, promising youth and vitality, but this time
with the wisdom to use those gifts better. Old Man's War also
incorporates technology into the soldiers in a way Starship Troopers
and Armour never did, building better personal platforms for
war-fighting rather than wrapping frail humans in powerful suits of
armour.
Old Man's War is not a heavy book.
Clocking in at just three hundred and thirteen pages, with a
fair-sized font and spacing, I breezed through this thing in a couple
of days, and that's with work, chores, relationships and the
finishing touches for an Allied contingent for my Tau cadre squeezing
it from all sides. But part of the reason I went through it so
quickly was because it's a very good book; I could easily have spent
twice as long on it, if not longer, if it was just okay. The writing
style is very loose and natural, though I found myself mentally
skipping over 'I said', 'he said' and 'she said' as the book wore on,
since the author almost never ends a piece of dialogue without the
relevant suffix, and if it never gets particularly deeply involved in
certain moral dilemmas or ethical arguments, I got the feeling it was
more because the author wanted the reader to think about the pros and
cons themselves, rather than because he was lazy. This scifi classic
is fun and funny, with some decent action, decent technological
imaginings, and a final set-piece that gives a nice sense of closure
to a story that hasn't really been building to anything in
particular, and very specifically doesn't end when the book runs out
of pages. It's a look into a year or so in the life of John Perry,
not the story of a military campaign or an enlisted man's climb up
the ranks, and while that might leave it feeling a little
insubstantial in places, it's also got a certain relaxed charm that
works very well. Old Man's War is one classic, at least, that's
worth reading for its own sake.
6.25.2012
Through a Mirror, Politically
I'm going to bend my rules a little, to
talk about Cory Doctorow's 'For the Win'. Partly because it's a
really good book, and partly because it's a fairly important subject,
and partly because, well, they're my rules; if I don't bend them, who
will?
The thing about For The Win is, it's
not really science-fiction by any conventional definition, and it's
only debateably futuristic. It does contain a few elements that
don't quite map onto the present day, but for the most part it's a
wholly contemporary tale. And even those few elements aren't
especially fantastic; if they were enough to define For The Win as
science-fiction, every Tom Clancy novel ever would fall into the same
definition. And I can't think of many who'd consider Tom Clancy's
Jack Ryan or Rainbox Six series to fall into that literary camp.
So, why do I want to talk about this
book on a blog entitled 'Forward the Future'? Well, because it's not
about the setting or the technology, this time; instead, it's about
the ideas. Although it contains no fantastical futuristic technology
or hallmark science-fiction tropes for the exploration of the
humanity (aliens, alternate realities, clones and robots; the Big
Four), For The Win does have something to say about a likely
near-future reality. Namely, what happens when Third/Developing
World workers take a lesson from Western workers? What happens when
trans-national 'independent contractors' decide not to compete as
national citizens, but to unite as labourers? To be specific, what
happens when gold farmers decide to start a union?
There are those who would dismiss the
idea as impossible on its face. No shortage of them would claim that
there's something unique about the working cultures of India or China
or south-east Asia, that a union would never be accepted by such
people. To that, I say nonsense; almost nobody, no matter their
colour, creed or sex, likes to work very hard. I don't mean people
don't want the old cliche, 'an honest day's pay for an honest day's
work', I mean all things being equal, people don't want to work
twelve-hour days for pennies an hour, minus expenses. Industrial
workers in the West got tired of it, which is why we have a five-day
work week and vacation pay and sick days, and there's no reason to
assume that fundamental aspect of human nature, the desire to not
work any harder than you absolutely have to, won't carry over to
workers in the rest of the world. There's very little chance of a
trans-national union, for reasons both obvious and subtle, both
explored in For The Win, but there's every reason to assume that
eventually, Chinese sweatshop workers are going to find they've had
enough, and demand something a little more humane from their
employers.
Which is not to say it will be easy,
and this is where For The Win really shines. It would've been
simplicity itself to have the heroic workers triumph over their
greedy and corrupt masters, both economic and political. But it
wouldn't have been believable. The politicians and the businessmen
are just as tightly intertwined in modern-day China as they ever were
in the America of the Robber Barons or Industrial Revolution-era
Britain, and they will use all the considerable powers of the state
to block anything that looks to threaten their friends and
themselves. Heck, we still see it in the West, with the current war
on unions (understandable, since after all they did crash the economy
in 2008, oh wait...) and Canada's own government's apparent refusal
to allow any workers to go on strike, ever. For The Win makes the
work of unionization as hard as is believable, which probably means
it's easier than would be true, with gangsters and cops alike trying
to crush the nascent organization on behalf of, essentially, the
exact same people. Indian badmashes with machetes, Korean gangsters
throwing firebombs, and the riotgear-clad police of the People's
Republic of China all use similar tactics, to similar ends, to the
point where it's largely impossible to understand where the criminals
end and the state begins.
So, For The Win is about that moment,
not too far from now, when a new group of oppressed workers stands up
and says, enough. But that's not actually a narrative; what's the
novel actually about, as a work of fiction? And aside from all this
consciousness-raising, is it actually any good? Is it, in short,
worth reading?
Happily, the answer is yes. The novel
follows several characters, spread over multiple countries and
continents, in order to provide a variety of viewpoints on the story.
There's Matthew and his buddies, a group of Chinese gold farmers
trying to get out from under the thumb of Boss Wing; there's Mala,
also known as General Robotwallah, and her 'army', a group of Indian
slum-children hired to fight the gold farmers on behalf of the game
runners; there's Wei-Dong, a 17-year-old Jewish kid from the OC with
serious Sinophilia and a desire to make his own mark on the world;
there's Connor Prikkel, a statistician who figures out the formula
for fun and uses it to get in good with Coca-Cola Games; and there's
Big Sister Nor, the mysterious visionary at large in south-east Asia
who sets in motion the plot that connects all these characters to
each other. And of course, each of those major characters has a
handful of minor characters in their orbits, some of whom become just
as important as the story goes on. There are also brief looks in on
single-shot characters for a page or two, to illustrate some
particular point or provide a bit of necessary backstory, and despite
the brevity of their appearances they're all quite well fleshed-out,
all things considered. There are also occasional breaks for the
narrator to explain, by way of metaphor and example, key economic
ideas like futures trading and bond markets and derivatives, which is
delivered with all the scorn that, frankly, such dangerous and
economy-wrecking junk-work deserves. There's no secret as to what
side Cory Doctorow is on; this is not a book for the 1%.
Which is why I wanted to bend my rules
a little, to talk about it here. For The Win is that rarest of
things, a modern scifi book (it's what it'd be shelved as, if not
necessarily what it is) with a social conscience. It's worth reading
on its own, as a work of fiction, but it's even more worthy of time
and attention given it's willingness to talk about the way the global
economic system is, frankly, rigged. And the fact that it does so
realistically, without resorting to a Shadowrun- or Tales from the
Afternow-style dystopian world of monolithic megacorps, just makes it
all the more compelling.
6.01.2012
More a Drizzle Than a Thunderstorm
I finished A Rising Thunder, by David
Weber, recently. Well, I say finished; really, I devoured it,
covering its four hundred and sixty-four pages in about three days. Even for an
inveterate book-lover like myself, such progress is unusual, a
testament to the hook Weber's 'Honorverse' series has on me. But
when I sat down to write this review, I was struck by the fact that,
really, this is a very difficult book to review. Because while it is
a book, it's not really a story.
It's actually been a fairly long time
since Weber wrote a straight, stand-alone story about his heroine.
The first few books could be taken as fully-realized tales set within
a expanding world, but by the fifth book, In Enemy Hands, Weber had
clearly been sucked into the ever-growing scope of his own universe.
Not that that's a bad thing; Weber has created a sprawling fictional
galaxy of hostile multi-planetary star nations, most of them trying
to play empire at the others' expense, populated by politicians,
spies, and naval officers who run the gamut from incompetent to
genius and from vile to heroic, regardless of what side of any border
they happen to be. The story has grown from a single star system
desperately trying to escape conquest by a massive, hopelessly
corrupt empire to an alliance of new friends and old enemies all
trying to, well, escape conquest by a massive, hopelessly corrupt
empire. But, you know, a different one from the first time around.
And with that growth have come new planets, new fleets, new
commanders, new politicians, new enemies and new allies, all of whom
have to be checked in on every now and then to advance the larger,
galactic-level plot.
Which is to say, the individual books
that attempt to get across the movements of dozens of characters
across a handful of states have largely fractured, turning from
self-contained narratives to somewhat arbitrarily-selected
dispatches. Waiting for the latest Honorverse book, I can't help
wondering if this is how people felt waiting for the latest chapter
of Dickens' works to be published in the newspapers.
By embracing that sense of
serialization, Weber has been able to keep the story moving pretty
smoothly. Unfortunately, he's done that at the expense of the actual
divisions of the books themselves. The latest one, A Rising Thunder,
is the worsts offender; it essentially starts and ends at completely
arbitrary points. It's not the only one, though. Ever since the
issue with the Solarian League arose, with the exception of the
Shadow of Saganami/Storm from the Shadows spinoff series, the books
have transitioned away from 'building a story around, and to, a
singular confrontation' and towards 'telling the latest serial
instalment'. Which is what makes reviewing modern Honorverse stories
difficult, because it's become the equivalent of reviewing the
chapters of a book.
Still, there are a few things you can
say about it. The Honorverse books, after all, are marked by a few
recurring themes, and within the series you can judge the worth of a
book by how well it hits those themes. And within that metric, A
Rising Thunder does pretty well. It carries on the evolution of the
Manticorn Alliance, the trials and tribulations of which have been a
constant issue, and builds on the growth of the Republic of Haven,
particularly the alliance between the two of them that kicked off at
the end of Mission of Honor. It builds up the threat of the Mesan
Alignment, particularly their nanotech mind-control abilities. And
it gives hints that, like the corrupt Peoples Republic before it, the
Solarian League does actually have some competent, honorable
individuals working within its borders. None of them seem in the
kind of key positions that Theisman, Giscard and Tourville enjoyed,
yet, but if the League is serious about fighting the Manticoran
Alliance there should be plenty of dead men's shoes to step into
quite quickly.
Unfortunately, A Rising Thunder is
rather bigger on political manoeuvring than it is on space combat.
There is one major space battle in the book, about two-thirds of the
way through, and it breaks very sharply from the Honorverse's
tradition of 'outmanned, outgunned, but not out-thought'. Rather
than being a matter of tactical genius overcoming crushing odds, the
Manticorans enjoy total intelligence on the enemy force, the
defensive position, superior technology and superior numbers. It's a
well-executed plan, and it has Honor's trademark cunning, but it
lacks the thrill of Terekhov's battle at Monica or Rozsak at Torch.
Worse, despite being billed as 'an Honor Harrington Adventure' and
falling in the main line of the series, that is, the books that are
supposed to be about Honor herself, the woman doesn't appear until
over a hundred pages into the story, and her role is extremely minor
given the scope of the story now being told. It may be that, with
the series having grown so expansive, and Honor having attained such
advanced rank, she can no longer be sent on the kind of desperate
missions that made the earlier books such pleasures, but if that's
the case then perhaps she should be retired from the novel series in
favour of the Crown of Slaves/Torch of Freedom and Shadow of
Saganami/Storm from the Shadows storylines.
A Rising Thunder isn't a bad instalment
in the series. It moves the story along nicely, it introduces some
characters who are likely to play important roles down the line, and
while it never comes to an open fight, there are some well-written,
tense moments of Manticoran naval ships trying to get out of, and get
the Manticoran Merchant Marine out of, Solarian space. But the
actual space battle is a one-sided and rather dull affair, the
Alignment is still a giant cipher of moustache-twirling villains, and
the character who's billed on the cover has relatively little page
time. For those already invested in the series it's a nice addition,
but I could never in good conscience recommend a first-time
Honorverse reader pick up this book.
5.24.2012
There Need Not Be Gods; The First Heretic
It's not easy to make a three-metre
tall demigod with gold skin and psychic powers pitiful. Too little,
and it would just come off as self-pitying; too much, and it's less
pitiful and more stupid and pathetic. In The First Heretic Aaron
Dembski-Bowden was given this daunting challenge with Lorgar of the
Word Bearers, a very different kind of primarch from those we've seen
to date, on either side of the Heresy. It would have been all too
easy for him to fall short of the mark, by skewing too far to either
extreme. Pleasantly, however, Mr. Dembski-Bowden appears to have
been up to the task.
Like Prospero Burns, I went into The
First Heretic with a certain hesitation, and for the same reason in
both cases; I just didn't like the legions in question. And like
Prospero Burns, I ultimately came away from The First Heretic with,
if not affection, at least an appreciation for the legion in
question.
The First Heretic is the story of two
men, though I use the term loosely in applying it to such beings,
Lorgar and a Word Bearers captain named Argel Tal. As the primarch
of the chapter that seemed from the hints provided in other books to
have set the whole Heresy in motion, it's no surprise that Lorgar is
central to this story. The book is ultimately about him, about
building a believable situation in which the Emperor's most fervent
acolyte could turn into his most implacable detractor. To that end,
Dembski-Bowden introduces what may well be the perfect flaw in the
character of Lorgar, given what little was known about him. It isn't
that Lorgar believes the Emperor is a god specifically, but rather he
believes that there are, that there must be, gods in existence, and
as the wisest, strongest, most powerful being in the physical plane,
the Emperor must be a god by default. It's a very subtle distinction
operating in a vacuum, but in practice, and the two hundred or so
years of the Great Crusade leaves a lot of time for practice, it can
make itself very well known, indeed.
This is the crux of Lorgar's pitiable
nature. One could respect him if he were the 31st
millennium equivalent of a Christian crusader, filled with holy fire,
or a Muslim willing to bring the certainty of the law of Allah by the
sword; there's an internal consistency to such people that, even if
you despise everything they stand for, you can respect them for
standing for it so completely. Conviction is admirable in fiction,
even the wrong convictions, so long as it's held honestly. But
there's nothing so admirable about poor Lorgar. The Word Bearers'
primarch doesn't worship the Emperor because he is moved by the
rightness of his cause, the perfection of his ideals or the wisdom of
his laws, but simply because he is a god; in Lorgar's mind, anything
that is divine is a priori worthy of worship, no matter the
content of its character. There appears to be no real difference in
his eyes between the Emperor and the Ruinous Powers; they may be
utterly antithetical and anathema to each other in every respect, but
their both gods, so one's as good as another, and the one that will
pay attention is better. Rather than burning with a righteous fire,
Lorgar's willingness to worship a god, any god, just so long as it
reassures him it is a god makes him look desperate, and more than a
little sad. It's a blatant cry for attention and acclamation, but
despite the power and wisdom of Lorgar, gifted orator, keen
philosopher, 'father' of a hundred-thousand of the greatest warriors
the galaxy has ever seen, it rings true. The primarchs are
absolutely riddled with daddy issues, after all, and the Emperor is
quite frankly the worst father in history. The fact that none of the
other primarchs seem to have the slightest respect for Lorgar, save
perhaps Magnus who seems to view him as a well-meaning but
slow-witted tagalong little brother, probably doesn't help, either.
But the daddy issues between the
Emperor and Lorgar aren't the only ones at play; there's also Argel
Tal, and his issues with his own 'father', his primarch. Argel Tal
is the latest in the long line of 'Space Marine everyman' we've seen
in the Horus Heresy, a solid character who we can respect and admire
thrust into difficult situations, and ultimately forced to choose
between loyalty to his legion and loyalty to the Imperium. But the
Word Bearers' geneseed seems to carry a stronger element of respect
for, even obedience to, authority than the other legions', leaving
Argel Tal to wonder if he is truly making his decisions, or if
they're the inevitable result of his compromised genetics. It adds
an interesting undercurrent to the relationship between captain and
primarch, one we haven't really seen replicated in any of the other
Heresy-eras legions. Argel Tal has to struggle with the idea that he
may well be following Lorgar, not because Lorgar is right, but
because Argel Tal is incapable of thinking Lorgar could be wrong.
Which doesn't mean Argel Tal doesn't
realize what's happening to him. Even if the Emperor is unworthy and
the Ruinous Powers deserve the worship of the Word Bearers, Argel Tal
is one of the few characters in the Heresy series to really think
about the cost of their actions. And not just in the tally of dead
brothers, either. As one of the first to witness the corrupting
power of Chaos worship up close, he gets to see just how much the
Ruinous Powers will inflict upon their worshippers. Even if the
price is ultimately one worth paying in his eyes, Argel Tal isn't
blind to the fact that it's there, and that in the short term, at
least, it seems terrible indeed.
Thanks to all this, Argel Tal is
actually one of the better Space Marine characters we've seen in the
Horus Heresy novels. It's easy to be an Ultramarine or a Raven
Guard, bravely standing up to aliens, traitors and daemons, and not
that much harder to be a loyalist in the Traitor Legions, standing by
sworn oaths of loyalty even in the face of fraternal treachery. But in Argel Tal, Aaron
Dembski-Bowden gives us a traitorous patriot, a man who honestly
believes he's doing all the wrong things for all the right reasons.
It gives him a certain classically tragic weight to his character,
though that's probably not a description the Word Bearers' captain
would be all that happy with.
5.12.2012
Once More, Unto the Breach
A good science fiction writer can make
a space battle exciting. A great science fiction writer can make
conversation just as exciting. Jack Campbell is a great science
fiction writer.
Jack Campbell, in fact the pen name of
John G. Hemry, arrived on the scene some time ago, with his
now-completed six book Lost Fleet series. The series chronicled the
efforts of a massive Alliance space fleet to escape from deep inside
the territory of the Syndicate Worlds, an enemy state with whom the
Alliance has been at war for a century and who has managed to lure
the Alliance fleet into a potentially catastrophic ambush. The
fleet's only hope is Captain John 'Black Jack' Geary, a fabled
Alliance hero found drifting in a survival pod, a man a hundred years
out of his time and a captain several ranks out of his depth. But
the war has been a slaughter on both sides, with the institutional
wisdom of both state's star fleets completely wiped out, and Geary, a
well-educated product of a less rushed era, may well be the greatest
fleet commander of this time.
In the follow-up series, Lost Fleet:
Beyond the Frontier, Geary is tasked by the Alliance leadership to
once more lead the Alliance fleet into danger. This time, however,
his orders are to go beyond Syndicate Worlds space, to explore what
seems to be the realm of the first non-human sentient species
humanity has ever encountered, and one that seems as paranoid as it
is hostile.
Oh, did you assume the Alliance was
humanity, and the Syndicate Worlds were the aliens?
That's one of the more notable aspects
of Campbell's work; the man is absolutely miserly with description.
I originally picked up the Lost Fleet somewhere around the middle,
and there seemed no reason not to assume the Syndics, as those in the
Syndicate Worlds were referred to as, were non-human. More than
that, even, Campbell at no point provides any real description of
Geary himself, or the other key characters in the series, leaving it
pretty much entirely to the reader's imagination to visualise who
these people are and what they look like. In the hands of a lesser
writer this would seriously hamper the reader's ability to immerse
themselves in the story, but to Campbell's credit he writes with a
spare but powerful style, emphasizing dialogue and conflict, both
military and interpersonal, over adjectives. The result is a
pulp-style novel in the best sense of the word, a fast-pace story
that whisks the reader along so fast they don't stop to wonder about
little things like what people look like.
With the first book in the Lost Fleet:
Beyond the Frontier series, Campbell really pushes his talents to the
limit. For a book about a powerful military fleet venturing out to
confront hostile aliens, most of the book revolves around Geary
struggling to balance the demands of the much-maligned government,
the orders of a frankly moronic headquarters, and factions within the
fleet who would be more than happy for Geary to overthrow the lot of
them and crown himself king, or at least president-for-life. But
rather than be dragged down by what could otherwise have been a dull
series of the brilliant Geary running rings around these
future-rubes, Campbell gives us a man who still believes in the
ideals of the century-old, peace-time Alliance, not the admittedly
squallid realities of an Alliance that's been feeding men and women
into a meat grinder for a hundred years, with all the social damage
such actions would bring. So while he could easily disregard the
politicians and the bureaucrats, trading on his status as a living
legend and folk hero, Geary finds himself constrained by his sense of
honour to abide by the laws of the Alliance, no matter how unworthy
those who make and implement the law may seem. Campbell never tires
of giving Geary a problem and then forcing him to think his way
through to a solution, one that balances four different factions'
demands, the best interests of the fleet and of the Alliance, and his
own personal honour all at the same time, and as a result even
Geary's more mundane struggles make for compelling drama.
You don't have to have read the
original Lost Fleet series to pick up Lost Fleet: Beyond the
Frontier, but I would definitely recommend it. While Campbell does a
serviceable job of catching new readers up on the broad strokes,
there are a whole host of events, characters and details he glosses
over, and while none of them are vital, knowing about them would
greatly increase the appreciation of the story Campbell is telling
with this latest installment in the life of 'Black Jack' Geary.
4.26.2012
Only Thing? Her Hair's Never Purple.
It's a common literary
device to frame a story around a person searching for their purpose
in the wake of some profound change. A soldier, in peace time. A
police officer, thrown off the force. A big shot corporate type,
blacklisted. A sex robot, in a post-human extinction solar system.
Well, some executions are a little more out there than others, I suppose.
Charles Stross, the author
of Saturn's Children, has denied any responsibility for the North
American cover art, but it's hard to imagine why. Quite frankly,
it's pretty much perfect, as far as judging a book by its cover goes;
this is a book about a female sex robot who gets caught up in a
high-stakes covert affair, so a busty woman with purple hair in a
catsuit holding a mysterious orb pretty much tells you from the start
if this book is for you or not. If you don't like the cover, you
probably won't like the book.
Yeah, the cover is actually slanted that way. I have no idea why.
More seriously, Saturn's
Children is a first-person narrative about Freya, a female sexbot
only activated after humanity went extinct, and her search for any
kind of purpose in her life. Programmed and conditioned exhaustively
to consider the sexual satiation of the human male as the only thing
that matters, Freya is understandably at loose ends with no human
males on order. Morose and aimless, Freya begins the book by
contemplating suicide, a not-uncommon fate for her model, only to
find her will to live rekindled by a run-in with a particularly
bloody-minded aristocrat and her tame-killer bodyguards. In
desperate need of escape from Saturn's moons, Freya takes up a
courier job from some 'legitimate businessmen' that promises a ticket
to Mars, and sets her on a collision course with powerful interests,
vengeful assassins, mad scientists and a plot to up-end the entire
robot society of the solar system.
While Saturn's Children is
no great book by any stretch of the imagination, it does do some
things differently enough to be worth a mention. The most particular
is the way robot society is organized post-humanity. The robots
were, of course, programmed to abide by humanity's laws, but since
humanity never extended legal personhood to them before passing on,
the robots are left in a legal limbo; all the institutions of the
various states still exist, carried out by diligent robots, but there
are no governments, no means for updating the law, and no protections
for the rights of robots. One of the more clever bits of Stross'
future, particularly timely given the recent Citizens United decision
in the US, was the way the robots deal with that last issue. While
robots aren't people, and can't claim human rights, they are legally
qualified to establish corporate entities, which they can use to
protect themselves by declaring themselves the legal assets of said
corporation. It's something of a legal fiction, but it's enough to
protect the middle-class robots from the predations of those who
'inherited' substantial sums from humans that granted them power of
attorney, and have used their own, considerable corporate power to
institute a vicious slave-state throughout the inner planets of the
solar system.
My love of AI is certainly
no secret around here, and it's that same love that actually left me
feeling the most let-down by Saturn's Children. Yes, it makes
perfect sense for the sentient robots of the inner system to be
human-like. They were designed to function in human society, to
interact regularly with human beings and to serve as stand-ins for
humans as needed, after all. And some, like Freya and her sexbot
sisters and the masterless butler-brothers of JeevesCo, had every
reason to be as human-like as possible, given their very personal
connection with humans. But honestly, it's a bit of a lacklustre
portrayal of a society of robots in a post-human existence. The
creators of these things may well have exceeded Tyrell Corporation's
famous boast in Blade Runner, 'More Human Than Human'. Stross rarely
does much with the fact that every 'person' in the book should be as
customizable as a desktop PC, and the non-human robots are mostly
consigned to the far reaches of the solar system, the Forbidden
Cities of the Kuiper Belt and the like, meaning they play almost no
role in the story. If you replaced the robots with cyborgs and the
human extinction with a melding of humans and robots until there were
no legally distinct human beings, you could pretty much tell the
exact same story. It's not that it's bad, exactly, it's just that
it's not as footloose and fancy-free as 'a tale of robots living in a
post-human solar system' could have been.
But no, it's not a bad
book. Like I said, it's not great, but it's still a very solid scifi
chase story, with a bit of espionage and action thrown in for good
measure. The plot is complicated enough that it feels overwhelming
while you're reading, but Stross neatly ties everything together in
the end, making sense of even some of the stranger quirks of
behaviour the reader should have noted a few chapters previous. And
if there isn't enough inventiveness in the robots, or the space
travel for that matter (Stross has gone with the absolute most
pessimistic predictions about its ultimate feasibility), Freya is a
compelling enough character to keep you reading while she's
alternately running, fighting, and screwing for her life.
What? I told you she was
a sexbot; did you really think it wouldn't come up?
4.10.2012
A Slog, from Start to Finish
The strange thing about Henry Zou's 'Emperor's Mercy' is that it is an absolutely awful book, but might have been two or three fairly decent ones.
Let's just get this out of the way; Black Library books are hardly high art. Some of them are better than others, but the best are usually just really well-written tales of martial prowess and total war, with the odd bit of philosophizing or thriller-mystery action thrown in for good measure. When done well, they're fun, pulpy reads. When done poorly, they're a slog of badly connected fight scenes and utterly flat characters. And unfortunately, despite what Dan Abnett's quote would have you believe, 'Emperor's Mercy' does it very badly, indeed.
Emperor's Mercy is the story of Inquisitor Obadiah Roth, sent on a mission by a senior inquisitor to discover the identity of the fabled 'Old Kings of Medina'. Sent into the Medina Cluster, a multi-planet system, in the midst of a major Chaos invasion, Roth's mission is understandably complicated. Travelling to three worlds in the system, picking up and losing companions, and of course getting into all manner of scrapes along the way, Roth ultimately learns the truth about the 'Old Kings', the purpose of the Chaos invasion, and the ultimate cost of protecting the wider Imperium from both.
It all sounds solid, but unfortunately it's executed absolutely execrably. The problem is, Roth's adventures feel less like a constant narrative and more like a series of barely-connected incidents. There's no real sense of scale; the planets he visits feel like they're no bigger than those the Enterprise or SG-1 might go to, consisting of one city and perhaps a dozen characters who actually matter, if they're lucky. And there's no particular sense of either time, either, with whole weeks of running and fighting on Cantica glossed over in a sentence or two, while three days on Aridun take up chapter after chapter. The story could take month, or a year. And so much of it is just wasted, or has no real pay-off. What little actually matters from Cantica could've been folded into either of the other two planet's sections with no loss, and considerable improvement, to the overall narrative structure, and frankly Kholpesh and Aridun could've been collapsed into one planet, too. The book is terribly scattershot, which makes it hard to really get a sense of how things are going, and why. This isn't helped by the fact that major military forces and characters, like Inquisitor Gurion, the 9th Route Fleet, allied Space Marines, and at least one, and possibly two, companies of Blood Gorgons just disappear from the narrative for no adequately explained reason. While the individual action scenes, taken on their own, can often be rather well written, overall the story of the war between the Imperial Guard and the forces of Chaos in the Medina Corridor is just a complete mess.
The worst of this book's failings, though, are in its characters. Where an older, more experienced, more established Black Library writer might spend book after book on a single Inquisitor and their retinue, Zou introduces no less than five, none of whom really emerge as fully realized characters. Delahunt, Barq and are Celeminé are ultimately ciphers, to varying degrees, and Gurion, as mentioned earlier, just disappears from the narrative after a relatively bad-ass moment two-thirds of the way through. That just leaves Roth himself, and he isn't much better. He is sometimes stoic, sometimes suicidal, sometimes courtly, sometimes abrasive, sometimes cold, sometimes emotional, sometimes suspicious, sometimes naive, sometimes young and inexperienced, sometimes well-read and intellectual (apparently)... And while such contradictions can be used to construct a whole greater than the sum of its parts, here they're just kind of a mutually contradictory mess. And the supporting characters are pure stock; Lord Marshal Khmer is 'the needlessly obstructive rival', Silverstein is 'the faithful friend/the sniper', Captain Pradal is 'the young but determined military officer' and Madeleine de Medici is 'the lady intellectual/the archeologist'. None of them manage to grow beyond those easy labels, and you know about as much about them at the end of the book as you did at the beginning. Compared to things like The Fall of Prospero, Firewarrior, the Eisenhorn trilogy or the Ciaphas Cain series, this is pure amateur hour. Heck, as much as I absolutely loathed the way Alpharius/Omegon came to their decision at the end, even Legion did a better job of building characters than this.
There's one last thing I want to say about Emperor's Mercy, and it's a bit spoilerish, so be warned. There's a sub-plot running through it about a traitor within Roth's group, which presumably is how certain groups are able to find and attack them. This is dumb enough, since of the two attacks one would have killed the traitor, as well as the target. But when it's finally revealed who the traitor is, it goes from being just kind of dumb to outright idiotic. There's no real justification for it, either in the narrative or on the part of the character themselves, with the traitor actually going so far as to just cut off Roth's demand for an explanation and start a fight. To me, that's a bald admission that Zou didn't really have any idea about why this plot-line was there, other than possibly because someone told him it should be. And what little justification that's there actually makes things make even less sense; the traitor claims that working for Khmer against Gurion's mission will lead to them being elevated in rank, but really? The favour of a Lord Marshall means more than the disfavour, and probable extreme suspicion, of a high-ranking and highly-respected inquisitor? That was, by far, the dumbest part of this book, and this was a book that did not particularly lack for bad plotting and nonsensical motivation.
Also, at one point Zou refers to a gathering of some Imperial Navy, Guard, Astartes and Assasinorum leaders as having enough combined firepower to kill whole galaxies. Really, man? Whole galaxies? Would that be why they're having so much trouble defending a single solar system against some raiders and a company of Chaos Marines, Zou?
3.22.2012
Not So Much a Cliffhanger as a Sinkhole
There are two schools of thought when it comes to storytelling, and they break down on a very basic idea; is it better to have a great beginning, or a great ending? Obviously having a great beginning, middle and end would be preferred, but in an imperfect world sometimes priorities must be set. I know a lot of publishing houses feel the beginning is the more important aspect, that readers will decide whether to read a book within the first chapter or three, and you have to hook them early to get them to stick around for the ending. For myself, I think the ending is more important, since I usually decide whether to read a book based on the cover and the inside blurb. I can think of only one book I've ever stopped reading in protest of a terrible beginning, but I can remember rather a lot whose endings left me feeling profoundly dissatisfied.
Reality 36, by Guy Haley, is another on that list.
It's unfortunate, because I really want to like this book. Set in the 22nd century, Reality 36 is a 'Richards and Klein Investigation', a tagline that leads to the most delightful of hypothetical pitches: "Richards is an unbodied AI; Otto Klein is an ex-German military combat cyborg; They solve mysteries." What's not to love there, even for those who aren't as hopelessly besotted with stories of non-cartoonishly evil AI as myself? And in truth, there is a lot to love in this book. Both characters are strong and distinct, with Richards aping a '50s noir detective's aesthetics every chance he gets but not being averse to occasionally piloting a humanoid war machine through a factory-fortress, and Klein being as close to a Luddite as a cyborg can be, with lingering issues from his service days and a dry, slightly sarcastic sense of humour. Their world is likewise well realized, a post-climate change wreck filled equally with glittering arcologies and decaying urban wastelands, opera singing superintelligent AI and annoyingly chipper smartphones, all meshed together in a believably muddled state. The AI are mostly running the place, with a 5, the highest classification of AI, in charge of the EU police forces and the 'Three Uncle Sams' ruling the United States of North America. The only exception is China, where it's hinted an AI, the 'Ghost Emperor', caused sufficiently catastrophic damage that China has outlawed AI within their sovereign digital territory, and is entirely willing to kill any AI that tries to penetrate the Great Firewall of China. But the nice thing about Reality 36 is that the AI aren't in humanity's face with their leadership; mostly they take a long view, and adjust things in small ways to achieve the optimum result, rather than having some kind of garish mechanical oracle squatting in the middle of the UN building, barking orders at the world. It's a control you can believe in, in no small part because you don't actually see much of it.
As for the plot, it's a pretty standard sci-fi mystery story; a professor working on a highly classified project disappears, his student goes on the lam, and people connected with the professor start turning up dead. That several of those people appear to be the professor himself adds a nice little wrinkle to the issue, and by the time the reveal comes, the action has chugged along strongly enough that, after a fortress-factory invasion, a sniper attack on a diner, and a nuclear weapon detonated in an arcology, the reader is as invested in finding out what's going on as the characters are. And, in a sense, the reveal doesn't disappoint.
I said the ending of this book was a big problem, and it was. In order to talk about it, though, I'm going to have to go into a bit of spoiler territory. If you're interested, and despite its flaws I'd still highly recommend Reality 36, you should read the book before continuing on with this review. Don't worry, it's not going anywhere.
So. The problem with the ending of this book is that, frankly, there isn't one. The subplot involving the titular Reality 36, one of a series of computer generated universes so realistic that the UN has declared their inhabitants sentient and deserving of protection from human interference, suddenly becomes integral to the main plot. Unfortunately, it's never really clear what the villain is using Reality 36 for. Oh, the protagonists talk about it, and seem to know what's going on, but there's no real detail to it; you know this is bad, but you're not totally clear on why. Worse, it turns out the mission to stop the issue in Reality 36 was a trap, into which both Richards and the EuPol 5 have stepped, a trap that somehow also attacks various cyborg, smart-vehicle and weak-AI-guided weapons platforms in the area, starting what two characters refer to as a war against, well, presumably everyone else. And then it stops. Richards is trapped, cyborgs are hijacked, hacked tanks shoot at the good guys' allies, two of the protagonists make a desperate escape, and then it's like the writer hit an arbitrary word count and had to stop typing. I checked the publication list in the front, a mini-publisher's catalogue in the back, no sign of an additional book anywhere there. The only hint, in fact, is that the timeline, printed as an appendix after the story, lists the 'present' as being when the events of Reality 36 and something called The Omega Point took place. Presumably the next book, it would have been nice to know this was going to end on a big fat 'To Be Continued...' going into this. As it is, frankly, the ending is so frustrating as to sour much of what went before it. Worse, so much of the story isn't actually resolved because of this ending that it hampers the overall flow of the book.
It was, in other words, a really terrible ending.
And yet... And yet, I'd still recommend this book to any scifi mystery fan. Like I said, the characters are good, the action set-pieces are solid, those parts of the mystery that get resolved do so quite well indeed. And if you went in knowing that 'To Be Continued...' is waiting there for you, I suspect it wouldn't be nearly so annoying when it happened.
Still. Openings and endings; the thing about them is, you can forget a bad one of the former by the time you reach the latter, but a bad ending will be the last thing you experience. It's why I think they're so important.
2.15.2012
And No, I Still Can't Understand the Cover Image
Alright, let's just get this out of the way at the start. Yes, the book is called Leviathan Wakes. Yes, it's the first in a planned series called The Expanse. Yes, it's a huge book, clocking in at 561 trade paperback-sized pages. Yes, that's right, it's a giant book that kicks off a series. And yes, the jokes just write themselves.
Which is good, because I sure don't want to!
So, Leviathan Wakes, by James S. A. Corey. The novel is set in the middle-distant future, at a non-specific point; the most we know is that it's a hundred and fifty years after Earth and Mars nearly went to war, which means there was a Mars strong enough to even go to war, which means decades at least in the future just to get there. Whenever it's set, humanity has advanced enough to colonize the asteroid belt and start the long process of terraforming Mars, but hasn't yet made it out to the stars. Their earlier antagonism mostly set aside, Earth and Mars are uneasy partners, alternately co-operating to oppress the Belt colonies and maintain the hegemony of the 'Inner Worlds', and jockeying to dominate each other and emerge as the solar system's sole superpower. Earth and Mars are largely remote from those living in the Belt, however, which are the people the novel is really concerned with. Particularly, Leviathan Wakes follows two viewpoint characters; Joe Miller, a functional alcoholic working as a detective on Ceres, and Jim Holden, XO on the ice hauler Canterbury making the run between the gas giants' rings and the Belt. Both men are relatively happy with their lives, but this being fiction of course that doesn't last, and soon enough both of them, and a growing web of their friends and allies, find themselves drawn into a situation that rapidly escalates from rich girls falling in with 'freedom fighters' and mass-murder to Earth firing off its entire store of interplanetary nuclear weapons and the very real possibility of Solar System War I. And since the author is a moderately knowledgeable figure, he understands that yes, ship-to-ship fighting is a serious issue, but the real war doesn't start until someone starts dropping rocks down gravity wells. Increasingly desperate to stop that from coming to pass, Miller and Holden struggle both together and separately to do what they can to expose the murky beginnings of the conflict and stop those most dedicated to seeing it come to fruition.
Leviathan Wakes is many things; Miller's sections are noir and police drama, with some body horror thrown in there, while Holden's are more old-school space opera, with gunfights and space battles and a plucky crew on a tough little ship. That might make the book sound like a bit of a hodge-podge, but Corey does a very solid job of keeping the overall tone of the book consistent, and of blending the various elements into each other. You can see it when you look back on it, say when you're writing a review of the book for your blog, but while you're actually reading the book it really doesn't seem as though there's any reason you shouldn't go from body horror to wild-flying space battles to transhuman philosophizing to political manoeuvrings. It's all very organic, really.
There is one thing missing, however, and I do think the novel suffers from it, if only a bit. Really, I think the author could have done with a slightly larger scope. I know, I know, the book is already a monster, but in terms of what the reader directly gets to see it's very limited. The only two viewpoint characters, after all, are both living in, loyal to and culturally steeped in the Belt colonies. Through them, you get a sense of what the Belters think of what's happening, of how they react to the moves Earth and Mars and even the Belt 'freedom fighters' make over the course of the novel. But you never really get a look at what people on Earth or Mars actually think, just supposition on the part of the characters and a few odd talking heads on the public affairs programs of the day. It would have been tricky to include them, given that the action all takes place out in space, but it really would have been nice to get a look at how the people of the Inner Planets react, particularly once it looks like their two worlds are going to end up in a serious shooting war, one that may well end with rocks falling down the gravity well onto either the heads of Earth-bound humans or the dome-cities of the Martians. It sort of feels like watching Ugandan secret agents working to stop a war between the US and China, without ever getting a look at what's going on within either of the two superpowers themselves.
That said, though, the absence of Terran or Martian viewpoints only moves the book down from 'completely flawless' to 'really excellent'. Despite its size, I never really felt overwhelmed by the book, nor did I find myself worrying about the kind of 'ending fatigue' that huge novels, with multiple plotlines to wrap up and multiple climaxes to work through, can all too easily fall prey to. And while the author downplays the hard-science elements in a little interview after the end of the novel, it's a relatively solid, 'realistic' depiction of space travel. There's no artificial gravity, and thus no safe way to travel at really high speeds because of inertial pressures on the crew, the ships are armed (those that are, at least) with railguns and nuclear missiles rather than the more exotic options available in science fiction, and the Belt colonies are equal parts fantastic and brutally functional, just what you'd expect from industrial areas that have grown into residential colonial spaces. There are also corporations everywhere, with the author doing a relatively good job of balancing between the corporate-less utopian Star Trek-style future and the corporatocratic future of the cyberpunk-derived dystopians. There is an 'evil' corporation, because of course there is, but for the most part the corporate entities you see are just trying to sell a half-decent product or service for a reasonable mark-up to make a decent buck; they are, in other words, pretty much like the real, non-mustache-twirling corporations of today, just scaled up or out or sideways, as appropriate. It's not a completely perfect world; Earth and Mars are a little too monolithic (especially given Earth's population of 33 billion), and the technology is basically just a generation ahead of ours (there are no apparent cyborgs or AIs or neural interfaces or...). But it's a solid, believable place full of solid, believable characters, and if Corey chose not to take full advantage of the freedoms literature affords the science-fiction author, well, he wouldn't be the first or, likely, the last.
And, without giving too much away I hope, it seems like Corey is using Leviathan Wakes not as a techno-social end-point, but as a familiar jumping-on point for the reader. By the end of the story things in the solar system look set to change in a very big way, and it remains to be seen just how well Corey can harness those changes narratively. Hopefully he won't be overwhelmed by the host of new possibilities and potentials available to him by the end of the book, but even if he is, well, at least Leviathan Wakes can still stand as a solid, enjoyable, sprawling space opera full of horror, mystery, political manoeuvrings and space battles.
12.19.2011
A Lot More of One Than the Other
I'm a terrible sucker for stories of robots, stories that go beyond the cliches of 'robot who wants to become human' or 'robot who wants to destroy humanity'. As a form of life, as things that live in a way unlike us but that we can understand, they just have so much potential for uniquely fascinating stories. Of course, being non-humans ninety-nine times out of a hundred they're forced into one or the other of those cliches, their actions revolving arbitrarily around humanity, seemingly incapable of defining an existence for themselves that isn't about either emulating or exterminating us. But there is still that one time, and so every once in a blue moon you can find a story like Tony Ballantyne's Blood and Iron.
On the world of Penrose, robots are the highest form of life. These robots are strange creatures indeed, compared to what we're familiar with from other stories. They have sexes, and children, and those children are created through a form of duo-sexual reproduction, they treat bodies like clothing, they have states and empires, they go to war with rifles and swords and awls to punch through skulls, they politick, they have love and cruelty and a strange lack of curiosity about their surroundings... Ballantyne creates very particular robots, robots that could not have existed in any other story setting, marking the world of Penrose out from any other on which robots rule right from the beginning. And boy, does he create a lot of these particular robots. The novel is divided up amongst viewpoint characters, of which there are five principles and one who gets just a single section for herself, and each of those viewpoint characters routinely interact with anywhere from one or two to five or six other characters, along with the inevitable gaggle of background characters. At 553 pages Blood and Iron is a fair-sized book, and Ballantyne packs each page so full of dialogue and action and detail that at some points it was, frankly, a little overwhelming.
But ultimately, this book succeeds at nearly everything it does. It begins and concludes a civil war and a rebellion against an emperor, gives an answer to the question of how a robot mind should be woven (a key recurring theme), concludes a search for lost love and traces the events of two separate contacts between the robots of Penrose and humanity. Yes, there are humans here, but Blood and Iron does its robots the honour of treating them as independent life-forms of their own. Interestingly, although the key robot states in Blood and Iron are loosely modelled after feudal Japan and a sort of exaggerated, almost cartoon-ified militaristic Spartan city-state, their interactions with humanity put me more in mind of the unfolding of contact between the indigenous tribes of North America and the explorers, traders and colonists of England and France. It makes perfect sense; to borrow a term from Iain M. Banks, both North Americans and robots found themselves confronting an Out Of Context problem, an issue completely beyond the scope of their society pre-occurence to prepare them for. How, after all, could you plan for something you don't even know exists? Like the North Americans, the robots try a variety of responses to the presence of humanity, a strange new breed of person with technology unlike anything previously encountered and internal divisions and motivations the robots can't easily grasp. And like the North Americans, the robots' cultures are profoundly, perhaps irrevocably changed by this interaction. I don't know if Ballantyne had the North American indigenous people in mind when he was writing this, or perhaps some other group like the Australian aborigines or the Indians under the British Raj or Africa during the period of European colonial conquest, but the parallels are most certainly there, and make the book more interesting for their presence.
One thing I should note, and it's unusual for me to say so, but I didn't always enjoy this book. Usually I find books make it fairly evident early on if they're for me or not, so if I'm not enjoying a book at some point it won't become a book I ultimately enjoy, because it will keep doing the thing I'm not enjoying. But Blood and Iron is different, in that respect. Without giving too much away, there are two nationally-bounded narratives running through this book, that of Sangrel in the empire of Yukawa and that of Artemis City and the continent of Shull, and although they're both interesting it seemed, as the book went on, that there was nothing to connect them. And really, if you're going to read over five hundred pages worth of story, you want it to all be worth something as a unified whole in the end. Otherwise, why not just release two separate novels? But the writing was still solid enough that, even as my concern about the end result mounted, I continued to push onwards. And I was pleasantly surprised when Ballantyne finally made the connection, doing it in such a way that I would never have suspected. The connection actually runs through much of the book, but isn't made clear to the reader until near the very end of one of those two seemingly disparate narratives. For that deft bit of forethought, I tip my hat indeed to Tony Ballantyne.
Blood and Iron is apparently part of the 'Penrose Series', following the first book Twisted Metal. Thankfully Blood and Iron stands quite well on its own, using a prologue that presumably explains the events of the first book to bring readers up to speed, a prologue done in a delightfully in-universe mytho-historical style that keeps it from being dry and dull. There are some aspects in the story suggest a larger narrative at work, of course (particularly the fate of Calor the Scout, the meaning of the metal moon over Penrose, the purposes of Morphobia Alligator and Banjo Macrodoceous, and the stories of Nicolas the Coward and the Four Blind Horses), but even if Ballantyne decided to give up writing tomorrow and never penned another word, Blood and Iron would still stand as a satisfying singular narrative. Although the book is certainly good enough that I'd be more than happy to read more about the robots of Penrose, so I hope Ballantyne isn't planning on retiring just yet!
The particular tales Blood and Iron was telling might have reached a satisfying end, but the wider tale of the robots of Penrose is still far from finished.
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