Review: The Queen’s Gambit

Note: This review is only about the TV Series. I haven’t read the book and currently don’t intend to.

I liked this TV series. I’m a little upset that I did.

Don’t get me wrong, there’s a lot to like in the series. Anya Taylor-Joy plays the role of Elizabeth Harmon beautifully, with a subtlety of expression and nuance of character far more mature than many older actors. The filmography, likewise, is intoxicating, well shot, full of dream-like color. The music suits the period and theme while providing a nostalgia for those who lived through the 60’s or, like K, who were raised on the songs of the era.

More than anything, the series builds an ethereal, mystical view of chess, depicting the tension in every move, the complexity of possibilities, the focus and forethought of the players as well as their emotional investment in one seamless package that would entice anyone to take up the game. I think that it’s this mystique that made the show so enjoyable for me.

But, at the same time, I found the storytelling to be disappointing. The show plods along from plot point to plot point in formulaic structure. Following genre and convention in the structuring of a story isn’t a bad thing–formal structures in writing have been adopted because they work, and in the commercial setting of TV shows and filmmaking, not following recognizable structure may be fatal to ever getting a first read of your work by someone with the authority to make a script a full production.

The Queen’s Gambit follows structure dutifully, though, dispassionately, focused on going through the proper motions than making them mean something. It is the difference between the dancer who is technically proficient and the one whose motions tell you a story that stirs the soul. If we’re going to be specific, the problem is that Elizabeth Harmon’s lows are never low enough. Without giving too much away, she suffers some significant obstacles in her path–some of them truly tragic–and yet we’re never given enough time with any of them to let them sink in, nor are we ever shown them affecting Beth in a deep (or even realistic) way.

Beth’s most significant flaws magically heal themselves in time for the climax. Those people she’s spent time using and then pushing away all return to loyal serve her in her time of need, with no real explanation for the change of heart. What should have been a central struggle for the character–her addiction to barbiturates and alcohol–is simply set aside when the time is right. Only Taylor-Joy’s face gives us any indication of a struggle over giving up the addiction–the script gives us about 5 seconds of film to turn around a character problem developed over episodes of the series. We’re given multiple instances of Beth indulging in her addiction, but only the flipping of a switch in being rid of it.

That’s why I feel bad about enjoying the series. The writing was passable for the most part, but sorely lacking in some of the most important aspects of story. When the climax is a foregone conclusion, you lose the drama, the catharsis, that causes us to immerse ourselves in story in the first place.

What we are left with is not a period piece or a character study, not a bildungsroman or hero’s journey, but a story about chess. The characters are merely present to show us the details–social, technical, emotional–of the game. They become pawns themselves in the writer’s moves, shadowing a game someone else played to perfection a long time ago. Pieces moving across a ceiling with dreamlike precision.

Review: The Sparrow

I know; I’m a little late to the game if I’m reviewing a book that’s twenty-five years old. But I’m excited about it enough that I really don’t care about that.

So, we’re gonna talk about Mary Doria Russell’s The Sparrow, an exposition of theodicy wrapped in a sci-fi tale that’s secretly a bildungsroman of sorts. If you’re not a theology nerd, “theodicy” is the word for the study of the problems of evil and suffering. In Christianity, in particular, this problem might be more specifically phrased as “If God is all-powerful and entirely good and loving, why does God allow evil and suffering in the world? Why do these things happen to seemingly good people?”

Job is my favorite book of the Old Testament, in part because it addresses this very question and gives us the best answer I think can be had for it. When God appears to Job at the end of the poem, God’s answer to Job’s questioning is to tell Job that he cannot understand the answer. It’s too complex, it’s too nuanced, for the human brain to comprehend in all its depths. The ultimate answer God gives that humans can understand is “Trust me.” Faith, faith that God is sovereign over all things, that God is love and intends ultimate good for God’s creation, hope that everything will one day be clear and suffering and evil will be conquered fully after having served their purposes–as inscrutable to us as those purposes may be–is the answer. It is, admittedly, an answer that I find at once entirely frustrating and comforting. It’s not my job to solve the problem of evil and suffering; it’s my job to respond to evil in suffering in the way that God has instructed me.

Part of the brilliance and beauty of Russell’s book–and only part, mind you–is that she takes the same approach. There is no attempt to answer the question of suffering, only an attempt to hold it in her hands and turn it at all angles for the reader to view, to experience in part, all of its manifest complexity and difficulty. There are no apologies here, no arguments, only an investigation of the issue that is by turns beautiful and terrifying, humbling and infuriating.

I don’t want to give too much of the plot away, but I’ve got to at least tell you what the book is about, right? All of that investigation into theodicy is not exposition or diatribe, it is examined through the experiences and humanity of the characters.

The Sparrow tells of the aftermath of a first-contact mission put together in secret by the Society of Jesus to the planet of Rakhat, discovered by the Arecibo facility in Puerto Rico in 2019, when the astronomy equipment there picks up radio signals that turn out to be the singing of the indigenous peoples of Rakhat.

Only priest and linguist Emilio Sandoz survives the mission; the handful of clergy and layperson companions that accompany him to Rakhat do not. The time dilation of space travel, the reports of the second, secular mission to Rakhat, and reports from the first missionaries themselves seem to tell the tale of a horrific fall from grace and into depravity on the part of Sandoz. The story jumps back and forth between the Jesuit interviews with the recovered Sandoz (in an attempt to discover the truth of the reports and, hopefully, salvage something of the Jesuit reputation after the reports of the missionary journey have decimated it), the first discovery of Rakhat and the synchronicity that brought Sandoz and his companions into the mission in the first place, and the events that actually unfolded on Rakhat. These separate narratives meet, as it were, at the climax of Sandoz’s telling of his story.

That main thread, and its analysis of theodicy, contrasted with the modern missionaries’ own thoughts about their relationship to the 16th century missions of the Jesuits to the “New World”, form the core of the text, but Russell’s writing of the missionary characters, their backgrounds, their feelings, their developing relationships to one another, their thoughts about their places in Creation as they confront their missionary (or priestly) status, provides just as much literary joy and human insight as the “mystery” that frames all of these subplots.

This is, after all, a sci-fi story (one for which Russell won the Arthur C. Clarke award in 1996, the year the book was published), and great detail is paid to the physiology and culture of the peoples of Rakhat, to the methods of space travel (the missionaries convert a mined-out asteroid into their spaceship) and the believable physics of story. At the same time, those elements never get in the way of the narrative; no time is lost on long exposition about the nature of technologies or theories of culture and alien psychology. These run seamlessly throughout the text, woven in with the unfolding plot instead of interrupting it.

The writing itself is beautiful, jealousy-inducing for an aspiring writer such as myself. The blend of familiar, practical tone with clever description and amusing turn-of-phrase reveals the intelligence and imagination of the mind behind this tale in an ever-delightful manner. The pacing and plotting of the story are an example of mastercraft in that aspect of the art, something especially apparent to me as I struggle with revising the plotting and pacing of my own fledgling work.

I must also express a debt of gratitude to my wife for bringing me to read this book. It’s one she first read–and told me about–almost a decade ago. It sounded interesting, but I must not have been paying close enough attention to her explanations, because this a book that fits with my own interests so uncannily perfectly. Only when she announced that she was going to read it again, now that her experiences in ministry and seminary had sharpened her abilities to appreciate the tale, did I agree to read it alongside her. As I must often admit, she was right all along. I should’ve read it the first time she told me to. So should you.

Darwinism Doesn’t Exist in Star Wars (A comment on the Mandalorian)

Warning: (Minor) spoilers ahead.

As I’ve said, holidays are for faith, for family–and for Star Wars. I indulged in two of the three yesterday, binging the first four episodes of The Mandalorian (which I’d held back from watching for just this occasion) with my dad.

Part of me still expects to see Clint Eastwood’s face when the Mandalorian finally removes his mask given the laconic gunslinging of the titular character and the show’s rigid–maybe too rigid–adherence to the tropes of the western genre.

It’s a fun show, if a little simplistic. The fights have plenty of eye-candy (though also a lot of flaws for those of us with some knowledge of the way of the gun) and the plot paces along quick enough to leave the gaps in logic behind before you think too much about them. In that way, it’s classic Star Wars, though part of me also feels that this story could take place in any space opera setting and has Star Wars grafted on as fan-service more than being a story deeply embedded within the Star Wars universe–though this is perhaps my watching with a too-critical eye rather than a reasonably critical one. Did I say that the show is fun? I can’t say that enough–if you want something fun to watch and/or need a Star Wars fix, The Mandalorian will fit the bill nicely.

But I’ve mainly put this post here to rain on the parade of “Baby Yoda” memes and paraphernalia. Yes, the kid is super-cute. Yes, he’s very endearing. Yes, his antics are highly amusing. And yes, the Star Wars nerd in me is very excited to learn more about Yoda’s species (even if our reference to the character has been relegated to “Baby Yoda” because neither the character nor the species has yet been given a name). The problem, though, is that I don’t believe in Baby Yoda beyond his (her?) status as McGuffin and marketing ploy by Disney (one that is sure to be extremely successful, I’m sure).

Here’s why this post is placed in both the “Fiction” and the “Fatherhood” portions of the blog: I’m now six months into fathering Hawkwood and Marshal. It’s been tough, which was not unexpected but which doesn’t change the fact that it’s tough. I haven’t written too much about it on the blog lately as I’m still struggling through and sorting out feelings myself, and while I’m usually willing to parse through my thoughts and feelings publicly (at least insofar as the blog’s readership qualifies this a truly “public”), these I feel it’s more appropriate to play closely to the chest for the time being.

Suffice to say, though, as I know all parents do, I have times when I ask myself, “how much longer is it going to be like this? How much more can I take?” There are redeeming moments that take the edge off of that frustration, but managing it sometimes feels like a full-time job. On top of an actual full-time job, the task of raising and caring for the children, staying closely-connected with K, writing on my novel and the blog, and making some time for some other hobbies, it’s a lot.

And that’s why I find Baby Yoda such an unbelievable character. I can accept a species that lives for 900+ years. But one that remains a toddler for at least fifty years? Nope. A species cannot survive such a catastrophic development–though perhaps it explains why there are so few of Yoda’s kind in the galaxy and why those there are seem to be possessed of boundless patience and Zen-like stoicism.

Yes, Baby Yoda is extremely well-behaved for a toddler (at least so far as I’ve seen), though also possessed of a stubborn streak characteristic of the age. I don’t expect to see a scene where, furious, the Mandalorian throws his helmet on the ground (forgetting his oath, of course), utters a string of profanities and wonders why he ever made the decision to become Baby Yoda’s protector in the first place. It would be in keeping with the tropes of the category of story that’s being told here, it might be the deepest characterization of the Mandalorian we get, and it might be the most verisimilitude we could expect to see in a Star Wars story. But we won’t get it.

Now, I don’t want to bring up the shame of midichlorians again, but I can’t help but compare the idea of a creature that stays an infant for more than five decades to that level of storytelling gaffe. I know, I know, we’re talking about a setting that includes easy faster-than-light travel, stories following relatively unnuanced workings of Campbell’s “Hero’s Journey”, the Force and many other elements that openly defy credulity and beg the kind of willing suspension of disbelief that is part and parcel of the enjoyment and success of the setting. Even so, it’s often (for me, at least) the attention to verisimilitude in the details that paves the way for the greater fantastical elements of a setting. For example, this is, I think, what makes Max Brooks’ World War Z so wonderful–if you can accept zombies, the rest of the stories within play out thoughtfully and believably, making the acceptance of zombies a low price of admission.

To see that Darwinian evolutionary forces sometimes simply don’t exist in Star Wars undermines that willing suspension of disbelief–I enjoyed watching the show in spite of this, but I spent an inordinate time while viewing wondering how a toddler could survive fifty years of being a toddler, what kind of saintly parents would be necessary to make such a system work, what benefit there might be to having a creature mature so slowly, etc., etc., ad nauseam.

Just me?

Learning from Game of Thrones

[SPOILER ALERT: This post presupposes familiarity the sweep of the Game of Thrones TV series, with a focus on the final season. If you’re sensitive to having narrative spoiled for you and haven’t watched everything yet, don’t read.]

It would be hardly original of me to spend a post simply lamenting this last season of Game of Thrones, despite my desire to do so. Instead, I’m going to spend some time pointing out what I think are some lessons to be learnt by aspiring writers (in any medium) from the recent failures of the show.

To preface that though, I need to exhibit some due humility. The greatest lesson to be taken from the recent episodes is that good writing is difficult, no matter who you are. It is, as with so many things, far easier to criticize than to create. D.B. Weiss and David Benioff, and the other writers who contributed throughout the show’s run, have managed to create for widespread public consumption. At this point, I have not. I feel it’s only appropriate to bear that in mind and take what I have to say with a pinch of salt as we continue (though ultimately, I hope that the weight of my arguments, rather than the status of the people involved, carries the day in this discussion).

Show Don’t Tell

It’s one of the commonly-touted pieces of advice given to writers. Don’t use boring exposition when you can just as easily let the audience get the necessary information from context or from being immersed in the setting and story. Don’t explain the inner thoughts of the characters when we can understand them just as well by how the characters act and speak.

This is especially true of visual media–which is why Industrial Lights & Magic and Weta Workshop have been able to do such wonderful things for defining setting in films and TV, why concept art is such an important aspect of designing for those media (and even for the written word)!

So, for me, Game of Thrones’ after-the-show talks with the showrunners pointed out a key problem. When you have to explain what you were trying to get at in an episode after the episode, you haven’t written the episode well enough to stand on its own. When you smugly assume that everyone got exactly what you’re talking about while watching, you’re adding insult to injury.

This is largely a result of rushing the storytelling. Without time enough to lay all of the necessary groundwork to explain events and occurrences within the show, you’re going to have to either let the audience create their own explanations or hand the explanations to them elsewhere. The lesson here: make sure you’re taking the right amount of time to show what you need to show so that you don’t have to tell later.

To be clear, this is a general rule, and general rules can always be broken in good writing–if done well and only when appropriate. It is possible to have key events happen “off stage” and describe them later or to play with the relation of key information in other ways, but these decisions must be made carefully and deliberately. My recommendation is to start with a “more is more” approach when writing and then employ a “less is more” approach when editing. It’s easier (I think) to lay it all out and refine by cutting out the dross than to realize your narrative isn’t complete and then struggle to fill in gaps–I’ve been there!

Here are some specific examples from Season 8 of this being an issue: the tactics employed at the Battle of Winterfell, Daenerys’ suddden change in the attack on King’s Landing. This lesson could just as easily be called “Timing is everything,” or “Don’t Rush” (the latter of which is probably the cause of most of Season 8’s mistakes).

Reversals of Expectations: There’s a right way and a wrong way.

The showrunners made a great deal out of “defying audience expectations” in Season 8. Defying audience expectations is a key technique in good narrative, but there’s more nuance to it than that. The technique, properly employed, has two parts: (1) give the audience a twist that they don’t see coming AND (2) set up the narrative so that, in retrospect, that twist feels somehow inevitable.

This is not a game of “gotcha!” Good writers do not play with twists and surprises simply because its something to do. Good writers use twists to increase tension, remind us that, like life itself, the unexpected (but often foreseeable) occurs in narrative, to create drama.

A good surprise must satisfy multiple demands in addition to the two basics mentioned above. The twist must follow the internal consistency of the setting–it should defy expectations of plot, but not of the personality and character of the actors or the rules (spoken or unspoken) of the setting itself. It must have sufficient groundwork laid in the story; without this the “twist” feels random and unmoored from the themes and scope of the rest of the narrative.

In “gritty” fiction, there will be times when bad fortune or ill luck interjects itself into the story, times when both readers and characters are left wondering “is there a meaning to all of this, or is everything that happens just random?” But those types of events only work when explained by coincidence and happenstance–they must truly be strokes of bad luck. When we’re talking about the choices made by characters, there must be believable motivation and a way for the character to justify the action–even if we don’t agree with the logic or morality of that justification.

The example that undoubtedly comes to mind here, as above, is Daenerys’ sudden decision to kill everyone in King’s Landing. There is some building-up of her story arc in the early narrative (following Martin) that Dany might not be the great savior everyone hopes that she will be. She is a harsh mistress to the Masters of the cities of Slaver’s Bay, willing to commit atrocities in the name of “justice.” But this moral ambiguity (strongly based in the character of historical figures in similar situations) is not the same as the desire for justice slipping into a desire for power and control to implement that justice. That story arc certainly works (it is the rationale behind Morgoth and especially Sauron in Tolkien’s world), but we need a solid background for such a morally-repugnant act as mass murder of innocents. We are given the groundwork for her eventual “fall” into a person willing to use harsh means to achieve her idealistic ends, but not for her to do what she did. This lack of laying the proper foundation for her sudden change leaves it feeling like, as some commenters put it, “a betrayal of her character.” This leads us to the next point.

Internal Consistency versus Authorial Fiat

For me, the greatest issue I took with Season 8, the thing that left such a bad taste in my mouth, was my belief that the showrunners decided what would happen and then shoehorned in all of the details to get them to those decisions. Euron’s sudden (and nonsensical) appearance before an undefended Targaryen fleet and ability to quickly slay a dragon compared with his powerlessness before one remaining dragon at King’s Landing is only one exemplar here. Having Arya kill the Night King (which had been “decided early on”) is another. And just about all of Episode 6.

One of the great joys of writing (in my mind, though I hear this with some frequency from other writers) is when a story takes on a life of its own. What you thought would happen in your story gets suddenly left behind because of the momentum the story has accrued, the logic of the setting, the narrative and the characters within it. We find ourselves mid-sentence, suddenly inspired (in as true a sense as that word can be used) with the thought, “That’s not what happens, this character would do X instead! Which means Y needs to change!” All of sudden, you’re going somewhere better than you were originally headed, somewhere truly rewarding to write and to for your audience to read or see.

This is the result of a dialectic that forms between the moving parts of the story. The narrative, the dramatic tensiveness of the story, the themes and motifs, the characters involved and the conditions established by the setting; the gestalt of these elements becomes something that lives and breathes, something greater than the mere sum of its parts.

Pigeonholing the plot forces it to become stilted, forced and (worst of all) didactic. Dead and mechanical. This is, in part, the difficulty with story “formulae.” There are narrative structures that provide a general framework for certain types of genres or stories, but following the formula with nothing else results in something unsatisfactory.

Here, though, my suspicion is that the problem was more a matter of fan-service and a slavish devotion to defying expectations than rote adherence to fantasy-story formulae.

One of the things that made the Song of Ice and Fire books, and the Game of Thrones TV show so popular, so gripping for the audience, was that it pulled more from medieval chronicle than fantasy yarn for its structure. The story is about the world and the group of characters as a whole in a way that is bigger than any of the constituent characters, that survives the misfortunate end of any one (or more) of them. This left no character safe, allowed for real surprises that contradicted expectations of narrative structure rather than expectations based on the internal logic of the harsh, unforgiving setting and culture(s) in which the story takes place. The internal logic, then, drives the defiance of expectations instead of resisting forced twists of expectations inserted into the plot by the author’s whim.

In fantasy in particular, internal consistency is the golden rule. In settings where magic is real, where dragons may soar in the skies and burn down the enemies of a proud queen, we are required to suspend disbelief. Of course. But we can manage that suspension of disbelief only when there is a reward for doing so and the obstacles that might prevent us are removed from our path. Magic is a wonder to behold in the truest sense, but it fizzles and dies when it appears that the magic in a setting does not follow certain rules or structure (even if we don’t fully understand those rules or that structure). If the magic is simply a convenient plot device that conforms like water to whatever shape the author needs or desires, then it fails to carry wonder or drama. Drama constitutes the ultimate reward for the suspension of disbelief–allow yourself to play in world with different rules from our own and the stories you find there will satisfy, amaze, entertain and tell us truths about our own world, even if it is very different. But without internal consistency, there can be little meaning. Without meaning, narrative is nonsense.

Season 8 lacked this internal consistency on many levels. From the small, like the much-discussed “teleportation” around Westeros, to the glaring, like battles being predetermined by plot rather than by the forces and characters that participated in them.

But the greatest issue I took with Season 8 in its (lack of) internal consistency was the ending. To me, the sudden appearance of the nobility of Westeros to decide, “Yay! Constitutional monarchy from now on!” seemed far too after-school special for me. For a story where peoples’ personalities, desires and miredness in a culture of vengeance and violence long proved the driving factor, you need far more of an internal story arc for a sudden commitment to peaceful resolution of issues to be believable. They would have to reject their entire culture to do so, rather than rationalizing how the culture is correct all along (what much more frequently happens in real life). I can see such a decision for Tyrion and for Jon. But for Sansa and Arya, I do not. And why Yara Greyjoy and the new Prince of Dorne wouldn’t likewise declare independence, I cannot say.

In short, I just don’t think that the narrative satisfactorily supports the actions taken by the ad-hoc council of Westerosi nobles in the final episode.

When a Narrative Fails Your Narrative

Why did putting Bran on the throne fall flat in the final episode? Tyrion gave an impassioned speech about how stories are what bind people together and create meaning (something with which I wholeheartedly agree as aspiring fantasy author and aspiring existential Christian theologian) and then made an argument about the power of Brandon’s story.

Wait, what? You lost me there. What was the power of Brandon’s story? Yes, it started strong, and he did do some amazing things–crossing north of the Wall, becoming the Three-Eyed Raven (whatever the hell that means), surviving his long fall from the tower at Winterfell. But, given his role in Season 8, I’m not sure that any of that mattered. He played relatively no role at the Battle of Winterfell (at least that we mortals could see), the narrative of his role as Three-Eyed Raven was left impotent and undeveloped at the end of the series, and of those with decision-making authority in Westeros, few had any direct experience with a Three-Eyed Raven, the White Walkers or the Battle of Winterfell. To them, the whole thing is just a made-up story by the North.

For narrative to be effective, we must be able to use it to find or create meaning. Bran’s story is too jumbled a mess without a climax or denouement for us to be able to piece much meaning out of it. In fact, we’re left wondering if it meant anything at all.

Since the idea to put him on the throne relies on the meaning of his story, the act of crowning him itself becomes meaningless; we can find no internally-consisted basis for supporting making him king (other than that he can’t father children) and no meta-narrative logic for the event either. This is exacerbated by the fact that Bran earlier tells us that he doesn’t consider himself to be Bran anymore. Without continuity of character, narrative loses meaning.

Thus, the finale fails because it relies on a sub-narrative that has failed. It is a common trope for fantasy fiction to use other stories (often legends) from the setting’s past to convey meanings and themes for the main narrative (Tolkien does this, Martin himself does, Rothfuss does as a major plot device in The Kingkiller Chronicles); writers looking to follow suit need to make sure that any “story-within-a-story” they use itself satisfies the necessities of good storytelling, or one is only heaping narrative failure upon narrative failure. The effect, I think, is exponential, not linear.

What the Audience Wants and What the Audience Needs

Several of my friends who are avid fans of the show and the books, before the final episode, expressed their feelings about the uncertain ending in terms of “what they could live with.” This was often contrasted with both their hopes for what would happen and their expectations of what would happen.

There’s been much talk (even by myself) about the showrunners performing “fan-service” in this season, whether through the “plot armor” of certain characters or the tidy wrapping up of certain narratives.

The claim that the showrunners made plot choices in order to please the audience has set me thinking about these types of choices on several fronts. On the one hand, GoT rose to prominence in part directly because of G.R.R. Martin’s seeming refusal to do any “fan-service.” That communicates to me that there is a gulf between what readers want from a story and what they need to feel satisfied by the story.

We can all recognize that there are stories that don’t end happily, either in general or for our most-beloved characters, that nevertheless remain truly satisfying and meaningful narratives for us, ones that we return to time and again.

So, should giving the audience what they want (or, to be more accurate, what we think they want) be a consideration for the writer? There is no simple answer to this question. The idealistic writer (like myself, I suppose) might argue that crafting a good story–which is not the same as a story that gives the audience exactly what it wants–is more important than satisfying tastes. On the other hand, the publishing industry has much to say about finding the right “market” for a book, and knowing what kind of stories will or won’t sell. For the person who needs or wants to make a living as an author, playing to those needs may be a necessity. Even if income isn’t a concern, there’s still something to be said for what the audience organically finds meaningful as opposed to what the author seeks to impose as the meaning and value of the story.

I just want to point out this tension as something that the final season of Game of Thrones might help us think about, not something for which I have any answers, easy or otherwise. When the final books in the series are released (if that ever happens), maybe there will be some fertile ground for exploration of these ideas. Of course, the intent of the various creative minds on all sides of this collection of narratives may remain forever too opaque for us to glean any true understanding of the delicate relationship between author, craft and audience.

Conclusion

I, as many of you I suspect, was left profoundly unsatisfied with the ending of a story I’ve spent years being attached to by the final season of Game of Thrones, and my frustration is further stoked by the knowledge that the showrunners could have had more episodes to finish things the right way instead of rushing to a capricious and arbitrary ending.

That said, the failures of the season (not to mention the great successes of previous seasons) provide many lessons for we would-be authors.

What do you think?

 

Red Dead Redemption 2 Review: Your Own Private WestWorld

I ride up to the crest of a hill, my trusty mare stamping at the earth as we come to a stop. Across the valley (modeled after Colorado, it seems), a stagecoach pulls into view, rolling down the deep ruts of a well-traveled road, unaware of the danger that awaits it.

I check my pocket watch. It’s right on time, like my informant at the train station promised. Through binoculars, I can see two men riding atop the wagon, one driver, one riding shotgun. A few riders flank the vehicle, rifles in hand.

Nothing too serious. With the right tool, I’ll make quick work of the guards and the driver. If my lock-breaker won’t do the trick, a well-placed stick of dynamite will open the strongbox that holds my reward. I just need my lever-action rifle to kick things off, the one I’ve customized with dark wood covered in dark leather, black metal accented with gold engraving.

Unfortunately, I have to open up a menu and scroll through more than a dozen longarms to get what I’m looking for. It’s a game, so maybe I could live with that, but I’m tacitly asked by to ignore the massive hammerspace my horse must have in the invisible quantum field that surrounds my saddle. Having to choose what to take with me when I leave camp would have been far more interesting.

That’s been my experience of the game in the (frankly embarrassing) amount of time I’ve spent on it. Things seem great until the game’s systems ruin the immersion with rigid, often-nonsensical responses.

On an HD TV and and Xbox One X, the game is stunningly beautiful–except for the people. Their expressions are just a bit much, their faces waxen and on the wrong side of the uncanny valley. Not too beautiful, but still inhuman.

The physics of the game veers from the believable to the frustratingly sudden. I’ve lost a number of horses (typically after reaching the max level of bonding–and thus unlocks–with them) to having them suddenly run headlong into trains or wagons (after I’ve jumped onto said train or wagon). Likewise, in the midst of thrilling chases, I’ve been launched ragdoll-like, my horse crumpling beneath me on some unseen sharp edge of the terrain.

But it’s not the physics of the game that really destroys the immersive potential. It’s the asininity of subsystems of the game that infuriate. For a game about the last outlaws of the Old West, it makes little sense to include an “Honor” system that rewards not doing many of the game’s draws–robbery, theft, gunfights and bucking the law. What’s worse, the Honor system has nothing to do with getting caught by others. Even without witnesses, you lose Honor for looting a body or taking something that’s not yours. That’s not fun.

This is exacerbated by the fact that “restoring” or improving your Honor to a high level (where there are in-game perks) is tedious and uninteresting. Help people in radiant events while traveling, kindly greet all the people you come across, perform repetitive and dull chores (“move this from here to there” in camp). There’s nothing interesting about being a white-hat in the game except for mechanical benefits. Being a roleplayer first and foremost, I see that as exceptionally bad form in design.

The “law enforcement” system also makes little sense. There is one fun/interesting aspect: witnesses to crimes will try to run away and contact the sheriff or other members of “the Law.” You can chase them down and threaten them to keep them from tattling. Unfortunately, everything’s downhill from there. The witnesses don’t actually have to run to a specific point to summon the Law–once they make it far enough, they simply disappear to be replaced by lawdogs.

The excitement of this is further diminished by a number of other flaws: rob a store and an alert automatically goes up to the law when the robbery begins (unless you’re robbing a business’s secret side business). Wearing a mask only slightly delays identification of you as the perpetrator, even in a place where no one should know your name. Of course, if you can evade fast enough, you can leave the scene of the crime, hide out for a few minutes, and come back like nothing ever happened. Without changing your appearance.

Be identified while committing crimes and a bounty will be placed on your head–this bounty increases for each infraction, but killing an officer of the law only raises it by $20. According to the internet, the 2016 value of that amount is about $2,891.65.

If your bounty gets high enough, bounty hunters will start to seek you out–though they appear randomly and without cause for being able to track you down in the wilderness. Of course, you can avoid this by going to any Post Office and paying off your accumulated bounty. Apparently the Old West works off of the ancient Germanic weregild system rather than 19th century American justice.

This is complicated by the fact that many of the “iconic” outlaw activities of the Old West net very little income compared to bounty you’re likely to generate during the activity. For instance, robbing a train got me about $100 in goods and cash while generating a bounty of $380 for defending myself from the near-instantaneous onslaught of lawmen from their hiding places in the wilderness where they must have been waiting for just such an offense to occur.

Playing the game, I can’t help but compare it to WestWorld. The game seems more like an Old West themepark than any verisimilitudinous experience. Scripted actions, often clearly weighted toward “game balance” rather than any sense of authenticity serves as a constant reminder that the whole thing is a conceit, a game. NPCs are robotic and caught in activity loops, wooden and predictable. Actions have only short-term consequences before everything is reset to its “natural state.”

The story missions are mostly good and the characters within Dutch van der Linde’s gang have at least a modicum of depth–though most of the dialogue is canned and you have very little opportunity to control Arthur Morgan’s treatment of his companions (which, again, makes the Honor system seem arbitrary and ridiculous).

Red Dead Redemption 2 is being hailed as a massive success in open-world gaming, but I just can’t agree. The game doesn’t do anything that Witcher 3 didn’t do better–and more believably. And when a fantasy setting feels more real than a pseudohistorical one, its hard not to think that the creators have strayed pretty far from the goal.

Is the game fun? Yes, yes it is, but only as a game. Does it feel like the systems of Grand Theft Auto have been conveniently ported to the Old West without much scrutiny. Yep. If you’re looking for immersion that gives you an easy time imagining yourself in Arthur Morgan’s shoes, you’ll find ocassionally satisfying bits (particularly while hunting, where animal behaviors are linked to some real-world expectations–at least in terms of diurnal/nocturnal cycles) but you’re ultimately going to be disappointed. I don’t regret picking up the game (even in limited edition at full price) and I have enjoyed the time I’ve spent on it, but I just can’t help but feel that the game could have been much more.

I’ll probably keep playing it for the time being to kill time, but not without the feeling that I could be employing my time to higher and better purpose. If I manage to finish it before Fallout 76 drops, then I’ll finish it. If not, I doubt I ever will. Certainly not in the near future given the games set to release before the end of the year or in 2019.

Quick and Dirty Review: The Witcher RPG

I only found out about a week ago that R. Talsorian Games would be putting out an RPG for The Witcher, so I fortunately only had about that amount of time to wait before sinking my teeth into the new game. This stands in contrast to Netflix’s upcoming Witcher TV show, which seems to be coming to us only at a laborious pace.

Regardless, I’m a big fan of The Witcher books and setting, and I’m a firm believer that The Witcher 3 video game is hands down the best video game made to date. So an official RPG for this world certainly caught by attention. Not only for the setting itself–my own Avar Narn setting is a gritty fantasy world and I’m always looking for innovative design ideas that might influence my own eventual RPG design.

A brief caveat: this game was (as far as I could tell) just released on DriveThruRPG.com last night (at the end of GenCon, where I believe that hardcopies were available). I picked up my PDF copy on DriveThru for $24.95. A hgher price than many RPG PDFs I’ve purchased, but not as high as several others in my collection.

I do have a day job, so this review is based on a quick read of the book. Take that as you will.

R. Talsorian is known for the Cyberpunk RPG, a classic in the development of roleplaying games as a whole, though a game I’ve never played. The rules are derived from that system, though crafted to fit more particularly with the dark fantasy of The Witcher.

I will say this about the rules–they are sensible, and relatively easy to grasp in their various parts, but there is a complexity to them that makes me think, “Ugh. A fight’s going to take forever.” The attacker rolls for damage, the defender rolls to dodge, the difference between the numbers is compared to determine a hit or critical hit. Hit location is rolled. Damage and critical hit results are rolled (criticals make use of charts that vaguely remind me of The Riddle of Steel RPG and its successors). Those things are all great for creating a gritty feel for combat, but there are a number of ways that all that dice rolling for a single action could be made more efficient.

Still, if D&D is your go-to, I don’t think that you’ll find that this game plays slower than that. And, between the two, I’d take this combat system over D&D and its derivatives any day. It may have a lot of rolling, but its somewhat intuitive and at least interesting under its own mechanics. Sorry, I digress.

I will say, though, that tracking weapon endurance points is a bit much. It’s one thing to have weapons break at dramatic moments, or to have a system that encourages players to have their characters maintain their equipment, it’s another to have to knock off a point of reliability every time I use it to block (though there are exceptions that allow for blocking without sacrificing weapon endurance in certain circumstances).

The other gripe I have is not necessarily a gripe with the rules but a potential pitfall for any RPG that does this setting justice–players who have characters who are not witchers or mages may find themselves greatly overshadowed. Careful planning and discussion before a campaign begins may be warranted to ensure that players are all on the same page.

To me, a “regular” guy (to the extent that RPG player characters ever represent average people, even within the game world they occupy) forced to deal with monsters is perhaps more interesting than a witcher who does–Geralt excepted, mostly because I don’t believe it’s his being a mutant monster-killer that makes him most interesting.

The rulebook misleads on this front a little, I’m afraid. While continuously making clear that most monsters take half damage from non-magical or non-silver attacks, it seems implicit within the writing that the designers just don’t believe that non-witchers would ever have access to silver weapons. I just don’t find that plausible.

It should also be noted that the game is licensed from CD Projekt Red, and thus based on the video game Witcher 3 rather than the books directly. There are some optional rules to bring the game more in line with how things work in the books when that divurges from the game.

As for the look of the book: the layout and artwork are exceptional; the end result is surely a thing of beauty. Combined with fairly extensive background information on the world of The Witcher, I think that this book is a must-have even for a fan of the setting who doesn’t have any interest in roleplaying games.

But for those who do, the gamemaster section of the book has some excellent advice for gamerunners. There are plenty of roleplaying game books that are valuable in particular for their advice to the GM (and a growing number of books dedicated solely to that task), but this is a nice additional benefit.

The Witcher RPG releases at an interesting time, I think–the early draft of Warhammer Fantasy Roleplay, Fourth Edition just dropped recently. Both are gritty fantasy settings full up with desperate surivors over heroes, where adventuring is not a glamorous or desireable profession. Both are intricate settings with deep history and a rabid fanbase. Both games have, I think, pretty similar levels of “crunch” to them (though, to be honest, I hate the terms “crunch” and “fluff” attributed to games). In other worlds, they fill the same niche, a more mature-by-design setting for fantasy games compared to D&D and other “epic” fantasy games.

Is the RPG market big enough for them both? On the one hand, I’m not sure that it matters. They’re both out and I wouldn’t expect a whole lot of supplements for The Witcher RPG (though I won’t mind being surprised). If history is any indication, WFRP4 will have more supplements than the biggest guy at the gym. Certainly, there are loads of high-fantasy games and no shortage of designers trying to make it with new ones (or their own particular flavor of OSR games, for that matter).

In some ways, The Witcher RPG reminds me of the Artesia: Adventures in the Known World rulebook, a RPG that uses a pre-existing-ruleset-that-is-fascinating-but-more-complex-than-I-really-want-to-run to bring to life a fantasy setting born out of traditional fiction that I very much love.

Given that, I expect that The Witcher RPG will fill a similar role in my collection–an RPG that is fun to read but that I’ll probably never run.

Wonder Woman: Some Thoughts

I know, I’m way late to the game. I’m not a big superhero fan (being that I like my fiction a bit grittier, though I acknowledge that there are some gritty comics), so I didn’t see Wonder Woman until it happened to show up on one of the streaming services to which we subscribe.

I didn’t like it.

I didn’t like it, not because it wasn’t entertaining (it was) or I had any issue with the acting (it was pretty good) or I didn’t like the setting (WWI is interesting). I didn’t like it because of the way it argued against its own narrative.

SPOILERS AHEAD.

If you haven’t seen the film, or have forgotten it, or have paid no heed to the spoiler warning, the main conflict of the film turns on the conflict between Wonder Woman (as champion of the mythical Amazons) against Ares, the god of war. In the story’s twist on Greek myth, Ares killed the other gods in a war over humanity but was injured himself such that he is only returning to exert his influence to destroy humanity in the early 20th century.

A key point of his plan is to create a souped-up chemical weapon (an improved mustard gas, if you will) to prevent an armistice from ending World War I so that humans will keep fighting and killing one another because Ares believes they are evil, selfish beings that deserve to be wiped out.

You can bet my ears perked up at this, because this is an existential-level question about the nature of man. An interesting set-up, but poor followthrough. Despite some platitudes between Diana and Steve Trevor about how you can’t defeat the kind of evil that Ares simultaneously represents and accuses humans of possessing with more violence, that’s really the only tool they employ (except perhaps for Trevor’s attempt to detonate the poison gas at a high enough altitude to render it harmless).

I couldn’t help but compare Wonder Woman to the poison gas itself–she functioned in most respects as a weapon against which there is no ready defense. If she entered a room full of German soldiers, you can bet that they were all dead within seconds despite the feeblest of attempts to defend themselves (which was the best that they could manage given that Wonder Woman herself is later revealed to be a god).

And thus, despite a clear intent to communicate something more, the film falls fatally into that great American lie: that the road to peace is travelled by being stronger than everyone else and able to coerce them into following your idea about what is good–or else.

Violence is never more than a temporary solution that causes as many future problems as it overcomes in the present. I’d like to say that that’s the reason I never really got into superheroes like many of my friends did–this latent power fantasy that we all in our darkest selves want to own, the ability to be forced, coerced or conquered by no man and no thing, thus establishing what is “good” and “true” by fiat.

I am not against fictional violence. I play and enjoy combat-oriented video games and tabletop games, preferring those that force tough moral choices. I watch and enjoy action movies and TV shows that often feature violence. They are exciting and when death or severe injury is on the table, the meaning of the action is heightened. This is excellent for narratives and games, but not so much for real life.

Thus, I think it’s important that we treat characters a little more realistically. Not that we can’t or shouldn’t have characters with kewl powerz, but that we take the time to nuance the choices and morality of those involved in a story. Maybe this is why, ultimately, I prefer my fiction gritty: it’s easier to put into context people who are broken and flawed participating in violence because they are unable to take more noble courses of action, separating my enjoyment of their struggles and stories from my beliefs about right behavior and moral action when real lives are at stake.

So, while the film was well-acted and well-shot, I just couldn’t get over the characters’ actions arguing so strongly against the values that they claimed to espouse. The cognitivie dissonance I felt on their behalves became too much for enjoyment.

Review: The Last Jedi

This is my first review of a film instead of a book, but Star Wars merits an exception, doesn’t it?

Disclaimer: I’m a huge Star Wars fan. I don’t own a lightsaber or much in the way of memorabilia; I’ve never been to a Star Wars con; and I don’t spend any time on Star Wars-specific forums or subreddits. But I’m still a huge Star Wars fan.

I grew up on the original films, and my first roleplaying game was the second edition of the old West End Games Star Wars RPG. There’s a special place for Star Wars in my heart, and it’s probably fair to say that, as a young person, it and The Lord of the Rings had the greatest influence on my fascination with fantasy and science fiction. I’m not sure I’ve played all of the Star Wars video games ever produced, but I’m sure I’m close. When Disney “reset” the canon, I began to pick up the books as well, vowing that I’d try to keep up with the universe this time in a way I never did previously.

So, like most of us, I think I went into this film with great expectations. I enjoyed The Force Awakens, but it followed too closely to the formula of A New Hope for my tastes. A few days before my trip to the theater, I heard a glowing review for the film on NPR–this only increased my anticipation.

The Last Jedi is, to date, my favorite Star Wars film. Before seeing it, I probably would have said that Rogue One was my favorite, as (predictably) I loved its grit and its willingness to take some narrative risks that the “main” films mostly shied away from.

The Last Jedi is currently my favorite Star Wars film because it does an excellent job of capturing the wonder of the original films while throwing in modern sensibilities. From the tactical gear worn by stormtroopers to the new variety of settings (like the casino-city of Canto Bight), the visuals of the film expanded on and brought the setting out of the late 70’s and early 80’s (while still sporting that retro style and incorporating the feel of McQuarrie’s art).

More important, the film moved away from pure Campbellian structure and adopted a depth and complexity that made everything feel that much more real. Both Rey and Kylo Ren have a depth to them that lacked in previous Star Wars films, and Skywalker himself added bore a combination of concealed hope, determination and burned-out jadedness that made us (me, at least) simultaneously love and hate him.

It’s quite possible that what’s going on here is that nuance is one of my very favorite things; The Last Jedi brings nuance to Star Wars in spades. One of the greatest things about the Star Wars universe is the ability to explore it–through the films, other media, roleplaying games, etc. The latest installment gives us permission to explore more than just the variety of the aliens and worlds in the setting, but a variety of moral questions and morally ambiguous characters–such as the rogue DJ.

In this, Star Wars has finally come into its adulthood. At forty years old, it’s certainly a late bloomer, but well worth the wait.

Additionally, this film follows some very interesting trends in the setting since its acquisition by Disney. The first of these is, as a friend put it, “the democratization of the Force.” We’ve seen that in the series Star Wars: Rebels, which adds several surviving Jedi other than Luke to the canon, and its certainly a driving force (pun intended, I have) in Luke during this film.

For me, this is very well taken. As much as I love Jedi as the samurai priest-knights of science-fiction bushido–Buddhism, I’ve long been of the opinion that, from the perspective of the common person in the Star Wars universe, they’re more trouble than they’re worth. From that perspective, they tend to be self-righteous, religiously fanatic, prudish and unwelcome intervenors with a tendency to bring at least as much (and possibly more) conflict than peace. Their obsession with balance in the Force makes them seemingly culpable of making peace with some injustices and the Jedi Code (to me, at least) reeks of insupportable philistinism–they are supposed to represent light and good, but are told that they should never love and should avoid attachments. Rather than embracing suffering and attempting to overcome it, they simply attempt to avoid it altogether. If the only thing we have to fear is fear itself, the Jedi Code is–again in my estimation–emblematic of the corrupting power of that meta-fear.

I realize my nerd is showing; but you knew what this was before you started reading.

As Luke says, it is time for the Jedi to die. They ought to be replaced by a new type of Jedi who eschews a rigid and unflexible Code in favor of striving for the greatest good–in favor of following the Light side of the Force with reckless abandon. But keep the lightsabers, because they’re cool. Before the film released, there was much speculation that there’d be movement toward the philosophy of the “Gray” Jedi (look it up). I think The Last Jedi has given us some indication of that.

Not to overly combine my interests in this blog, but the message of this film regarding the Force is quite apropos for the times. It is a call to move away from the uncompromising nature of fundamentalist religion and toward the truer (but more difficult) ambiguity of seeking after good and valuing Creation and relationships. It is a condemnation of the consequences of unquestioning religious fanaticism which, paradoxically, tends to ignore and reject the deeper and more important ideals on which the religion (whichever it may be) is based.

And maybe that’s what I liked so much about this film. Yes, it was a lot of fun. Yes, it was well-written (there are some arguments about this, but I stand by my statement). Yes, the characters were good. Yes, it’s Star Wars. But most important, it’s a deeper Star Wars that allows us to struggle with philosophical, moral and existential ideas rather than giving us a mythopoeic argument for a two-dimensional worldview. It’s Star Wars that is, at its core, theological.

 

Review: Scott Lynch’s Red Seas Under Red Skies

I love pirates. Maybe it’s the frustration in H.L. Mencken’s quotation (“Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats.”). Maybe it’s the rawness of men living by their own ideals (however misguided) and skill and cunning. Maybe it is the more idealistic aspects of piracy–a good scholarly argument exists that American democracy has more in common with how pirate vessels voted on their leaders and courses of action than with ancient Athens. I can’t put my finger on it, but I just love pirates, whether historical or fantastic.

If you read my review of the previous novel in this series, The Lies of Locke Lamora, you know that I had many good things to say about it. The characters, the tightness of the plot, the fantasy heist–all of these worked in concert to create a story I very much enjoyed.

The sequel, more or less, picks up where the first novel lets us off. I don’t want to go to far into the details lest I give too much away, but Red Seas Under Red Skies takes what works in the first novel and throws in some maritime hijinx and semi-fantastic pirates. I must admit that I had my doubts about this at first; it seems a strange turn for the novel to take after its opening (and in light of the substance of the first novel). By novel’s end, my reservations were allayed; the story and its nautical elements manage to work their way in while preserving the atmosphere and mystique created in the first book.

Again, Lynch proves a master of “narrative circles,” those precognitions and slight references that turn out to have great significance before all is done. I’m not sure that I can remember any “loose ends” left at the end of the novel that proved unsatisfactory.

What really interested me about this novel was its focus on the relationship between Locke and Jean. Their brotherhood drives the plot, the complexities of their emotions toward one another and their interactions ring true of familial relationships, and the story ultimately turns on the extent of their willingness to sacrifice for one another. That’s a strong–and effective–message for a fantasy novel.

Perhaps that’s the best compliment I can give Mr. Lynch. If stories ought to entertain, educate and inspire, the fantasy genre manages to reach its highest art when it manages to effectively do these things with style. As more writers like Lynch are able to do this, the fantasy genre gains legitimacy, legitimacy it greatly deserves, as the fantasy genre allows us to address all manner of existential and philosophical questions with creativity and relative safety (compared to the cost of exploring these questions in “real life”).

Don’t start with this book; I don’t think it stands alone without the extensive character background for Locke and Jean in The Lies of Locke Lamora. But if you’ve read the first novel, I highly recommend that you proceed to the second.

Review: The Lies of Locke Lamora

The Lies of Locke Lamora is the first book in the “Gentlemen Bastards” series by Scott Lynch (first published in 2006). Go read this book now. I can’t stress that enough; go read the book. For those of you who are by now used to ignoring my advice (don’t worry, you’re in good company), by all means continue to read.

As is my wont, I listened to this book on Audible. The narration of Michael Page truly brings the text to life—his voices, accents and narrational panache accentuate the style of the writing in a powerful synchrony. That said, you do not need to listen to Mr. Page read the book to you to enjoy the pleasure of this novel.

I love a good fantasy heist novel, and that motivated me to pick up this book to give it a try. The story begins with a focus on a fantasy con with all the cleverness of anything that’s been done in our own world. If, like me, you’re interested in the schemes and stratagems of con artists (fully knowing that I’ll never put such knowledge to use), you can follow along with the realistic moves made as Locke Lamora masterfully strings along Don Lorenzo Salvara and his wife Sofia by appealing to their egos, their greed, and their credulity by turns.

But this is not a heist story, or even a con story. Yes, the Gentlemen Bastards at the heart of the story are thieves and con artists of the highest level, but the story quickly takes a turn. Where the tale begins as somewhat light-hearted and jaunty, with the unpleasant aspects of the criminal underworld only appearing at our peripheral vision, it soon becomes a grim and gritty tale of survival, revenge and underworld power plays. This only made me love it more.

There are four major compliments I can give to Mr. Lynch to help establish his bona fides as a talented author:

First, his style is simply a pleasure to follow, accentuating the tone of the story and shifting ever so slightly to fit the mood—he just plain writes well.

Second, Lynch gracefully steps back and forth in time in telling the story. Intermixed with the present struggles of the Gentlemen Bastards are stories of their upbringing. They were raised together from their tender youth by a master thief and priest of the Crooked Warden known as “Father Chains” or “Old Chains” to be exactly the kind of expert thieves and conmen that they presently are when the book begins. This reminded me somewhat of the TV show Lost, where every episode would reveal something about the past of one or more characters that gives us insight into their present motivations and behavior. But Lynch goes even beyond this—each childhood story told not only reveals something about one of the Bastards, it directly relates thematically to the present-day scenes that follow it. Which leads me to my third point:

Mr. Lynch is a master of firing Chekov’s gun. I like to think of this tactic as a “literary circle,” where something in the early text returns to add significance to a later event. Most published authors whose advice for writers I’ve read strongly suggest that the culmination of a story needs to create some level of both surprise and a sense of inevitability in the reader when confronted with the story’s climax. This is, I think, exactly what Chekov’s gun is about, and Lynch liberally distributes them throughout the work, some subtle and some not so much.

Fourth, his worldbuilding is excellent and hits that unicorn of a middle-ground such that the setting amplifies the story without overwhelming it. To be fair, Lynch has taken the shortcut of basing the City of Camorr, where the action takes place, on late-medieval or early-Renaissance Venice. But he does so in a way that shows that an author can use a historical backdrop as an influence in a way that gives the reader quick insight—as a Renaissance scholar and lover of early-modern Italian history, I readily recognized the inspiration for the setting and this allowed me to make assumptions about how the world of Camorr works without Lynch having to say much about it. At the same time, the Venetian inspiration does not prohibit Camorr from standing on its own, from being different enough from a historical place and time (this is a fantasy novel, after all) that the reader finds herself satisfied with the setting and not turned away from the story by it. If this had been a real-world story, early-modern Venice would have been the perfect setting for it. As it is a fantasy work, Camorr serves in the same role.

I ought to admit some personal bias here. There are a number of aspects of Lynch’s world that are close to some of the setting choices I have made (or will make) in writing some of the Avar Narn novels. While the settings are ultimately vastly different in many ways, the feel of the setting and story matches what I hope to capture in my own works and it seems that Mr. Lynch and I share similar positions on certain meta-approaches to “modern fantasy.” So, take with a grain of salt my glowing review of his choices—I may be lauding him in the hopes that my agreement with him means that I may, too, be successful as a fantasy author. That very much remains to be seen. Very much.

And let me leave you with my greatest criticism of this work. The antagonist is well, meh. He’s two-dimensional and unfortunately just not very interesting. He exists mainly as an obstacle for the Bastards to overcome, as a threat to their existence, rather than as a fully-realized and believable character. In a novel with so many interesting characters, written by an author with such talent, this is a grave oversight. Not one that tempts me not to recommend the book to others, but one that nevertheless leaves a bad aftertaste in my mouth when the rest of the work was so satisfying.

I’ll be beginning the next book in this series presently—and hopefully I’ll finish it in a shorter time than it took me to get through this one.