Showing posts with label book. Show all posts
Showing posts with label book. Show all posts

Tuesday, September 5, 2017

Judging Spock, judging you


Unclear whether Spock is standing in front of a red curtain or an 8-bit 3D canyon effect.

Saturday, August 5, 2017

Vorrh! (Huh!) What is it good for?

Well, it was a good joke the first time around...

[some spoilers ahead]


Brian Catling is an artist and poet who has expanded into fiction, which probably explains a lot about The Vorrh, his first novel. It's poetic, impressionistic and filtered through Catling's own interests, idiosyncracies and predilictions.

It's also a sprawling, incoherent beast of nearly 600 pages that - if it didn't astound and horrify as much as it does - would at times be ejected out the window with force.

The Vorrh of the title is a Conradian heart-of-darkness rainforest in a fantastic colonial Africa, the name borrowed from Raymond Roussel's 1910 avant-garde travelogue Impressions of Africa. Roussel himself features in the book as one of the main characters, under the reductive alias of The Frenchman.

The forest is a place of revelation, mysterity and insanity, as well as a source of income for the settlers of Essenwald, the timber town at its edge. Catling uses both as a common thread for five overlapping stories, although one of them, concerning Victorian photography pioneer Eadweard Muybridge is barely Vorrh-related at all and seems almost to be a palimpsest of an earlier work.

Well, I did mention this was a sprawling effort, didn't I? 

It might be written in the fantastic mode, including magical weapons, angels, wise women, mythical beasts and cyclopses (Catling loves him a cyclops), but The Vorrh is a long way from the genre mainstream, however it's been marketed. Far better points of reference for the reader are gothic horror and magic realism, both of which I'm fortunately very much down with.

For a couple of good reasons, this is one of those books I dare say I will end up reading again. First, there are some plotlines in The Vorrh which are beautifuly told, working as short stories (existential horror, usually) in the broader narrative. The sections involving Roussel, making a creative pilgramage to the forest, are universally good.

Second, there's a lot going on here, as you might expect from a professor and polymath like Catling. He's happy to throw in a reference to this or that esoteric, technological or historical datum every few pages, such that I inevitably didn't get them all first time around.

But, and you have probably sensed some buts on the way throughout this review, this is one of those books where the author is clearly throwing a lot at the wall and seeing what sticks. Not all of it does - the dream monologue of the dog is a particularly low point, and generally the sex is your average bad literary sex. The prose too, verges on the purple at times; Catling's poetic instinct to try and knock every sentence out of the park is endearing, but not every description, not every metaphor works.

Not much of the plot is wrapped up by the end either. The presentation of the Vorrh as a part one of a trilogy might be more commercial contrivance than fact, and I suspect we're probably dealing with one epic 2,000 page novel here.

Tropes and traps

It's also hard to not write about The Vorrh and not address the challenges inherent in writing an 'African fantasy' from a white European perspective. To his credit, Catling rises to the challenge: his perspective is pretty clearly anti-colonial, and to the best of my admittedly limited knowledge no specific cullture is being bowdlerised in the name of fiction. The strand of the novel involving Roussel is a good critique of literary tourism, among the many other things that it is.

So a lot of obvious traps are avoided. Yet there are still problematic tropes here, in particularly the use of the forest and its inhabitants as a stand-in for the African Other: mysterious, magical, dangerous and unknowable. Catling isn't immune from cliche in his African magic either, and his use of a white character who goes native in one of the stories makes sense in context but is a bit of a tired substitution. Plus, the only black protagonist a) is a bit of a bad 'un b) is impressed into servitude c) dies.

None of which to say that The Vorrh isn't a good book, in some places an excellent one, nor to say that Catling isn't aware of the issues - I believe he is and has tried to make sure the novel includes its own critique of these stereotypes. But this may be a sticking point for some readers - each of which will reach their own judgement as to how much he gets the balance right.

Monday, July 3, 2017

This review removed for non-compliance with consensus reality: Ninefox Gambit

I've seen a great deal of appreciation in some quarters of the internet for Yoon Ha Lee's Hugo-nominated debut novel Ninefox Gambit. Me, I'm still trying to decide if I actually liked it or not. 

Now, likeability isn't necessarily a sign of a great book, but if it's not aimiable it has to have other things going for it. And what Ninefox Gambit does have is a great idea: that of a totalitarian regime consciously shaping its own consensus reality through control of philosophy, physics and mathematics; right down to the calendar and how time is measured.

This might seem far fetched, until we recall revolutionary France's new calendar which renamed the months and introduced a ten day week, or the Cambodian Year Zero. Control of time, of information, of language is something we are all too familiar with from the last century. 

Lee simply takes this to a logical endpoint. And then goes right over the edge with the idea that mass belief can generate special combat effects like something out of a role-playing game (or the human machine code of Snow Crash, or Julian May's psychic protagonists combining their powers in metaconcert). 

Needless to say, there is something of a tension between the serious and the silly in Ninefox Gambit.

As a story, it plays out as philosophical military SF - a war of competing ideologies, but also of guns and ships powered by those same beliefs. There are scads of space battles, close-quarter fighting and political intrigue here to enjoy. 

My reservations? It's not as sure footed in its storytelling or world-building as it thinks it is, and could do with a wee bit more exposition. Tonally, it's all over the place too, with ill-fitting comic moments not really working in a much grimmer bigger picture.

But having said that, Ninefox Gambit is a novel I'd like to think I would have published had I the opportunity - it may not be likeable but it sure is interesting. It's a calling card for a new talent and I'll certainly read it again, if only to get a better handle on it.

Saturday, June 3, 2017

Novel needs Director's Cut? Glasshouse by Charles Stross reviewed.

'Accelerando on downers' is probably not the synopsis Charles Stross would choose for Glasshouse (2006), although it does take the former's (relative) optimism about posthumanism and drastically flip it. 

So, let's try again.


In Stross' body of work, Glasshouse is perhaps the equivalent of the 'difficult' prog/metal experiment: all dystopian ideas, arcane technology, ultraviolence and unusual time signatures. And I mean the part about time signatures pretty much literally, since the novel opens with a glossary of time as measured in the far future setting, all kiloseconds, megaseconds and giga.... well you get the picture.

It follows that the convoluted plot, summarised and compressed here, will make limited sense. Key to following it all is comprehending the idea of posthumanism/transhumanism - the theory that in the future technology will allow humanity to transcend its physical and mental limitations and be whatever it or individual members of the species want to be. In twenty-first century space opera (like Glasshouse) this often goes hand in hand with interstellar or at least inter-planetary civilisation.

Done badly or indifferently, it just makes for a lot of hand-waving science-indistinguishable-from-magic special effects. Done well, it also raises questions about the provisional nature of our humanity under technological pressure and the ethical problems which arise whether we embrace or resist change. Glasshouse is one of the latter.

Our protagonist Robin, is an amnesiac posthuman in a new body, recovering from PTSD after a cosmic information war. He volunteers for the interstellar equivalent of Castaway or a gigantic LARP, a psychological experiment in recreating Dark Age (read: twentieth century Earth) society. Needless to say, things aren't quite what they seem.

Stross throws out ideas, leads and lures in such quantities that the book properly fizzes. This is both a strength and a weakness: it takes a while to work out what's going on and at least a couple of sub-plots are left hanging without proper resolution. The antagonists, too, are more sketched out than fully developed in a way which weakens the philosophical elements of the book.

As is traditional, he doesn't quite land the ending either, rushing through it in a few scanty pages. There's a lot going on in Glasshouse and for me it's one of those rare novels that would benefit from more than the 388 pages it has. A Director's Cut, maybe?

This review would also not be complete without mentioning that this is a righteously angry book in polemical dialogue with the present and recent past, particularly with gender roles and the answers provided by (for example) Christian fundamentalism. You can probably guess which aspects of twentieth century American society the experiment tries to replicate with imperfect information, and the resulting body horror places Glasshouse closest in mood (sombre, oppressive, skin-crawling) to The Apocalypse Codex in the Stross canon.

It falls very much into the category of gloriously messy, ideas-driven, heart-on-sleeve flawed-but-fascinating science-fiction novels that I love almost as much as the ones that do all of this and bring it all on home. A rewarding, if occasionally frustrating novel.

Sunday, January 29, 2017

Pulp fiction meets Sid Meier's Civilisation - Eric Flint's 1632

I'm not surprised I liked Eric Flint's 1632. I am surprised how much I took from it.




The basic concept is a real doozy, for starters, stranding a turn-of-the-second-millenium West Virginian mining town in seventeenth century Germany in the middle of the Thirty Years War. Our intrepid time-travellers then (of course) attempt to start the American Revolution a hundred and forty years or so earlier than scheduled.

We Brits tend, I think, not to know a great deal about the Thirty Years War; our ancestors were mostly distracted by domestic quarrels. But we missed out on an unholy mess of rebellion, foreign intervention and religious strife that makes our own Civil War look like a barroom brawl. A worse indictment of monarchy, aristocracy and church could scarce be found in early modern Europe.

Against this backdrop, Flint is able to juxtapose the values of the Founding Fathers and the civic virtues of America (tolerance, inclusion, democracy, practicality, informality) to their full advantage, without the need to include a corresponding critique. His own background as a union organiser also brings the American tradition of equality into full focus alongside the more familiar call to liberty. 

Effectively, the story itself is a pulp exercise in nation-building. As much consideration is given to generating power, to trade, logistics and constitutional theory as to the lives of its protagonists, or the battles that interrupt a narrative that would otherwise resemble a game of Sid Meier's Civilisation.

Not that I'd complain about a novel that was pure Civ fan-fic. Just saying.

I call 1632 pulp fiction because it is - the good characters are uncomplicatedly so, the villains mostly likewise, and Flint creates ample opportunities for the reader to cheer at one cliche and jeer the other. That doesn't mean it isn't clever at the same time: he uses the road-map of American civics to make some interesting points about religious and racial tolerance and women serving in the reconstituted US army.

It being modern US pulp SF, there's a truckload - heck, several truckloads - of guns: how else are displaced West Virginians going to achieve military superiority? On the plus side, Flint doesn't turn combat into a video game; on the debit side, he lingers rather too much on the brutal impact of modern firearms to my British taste.

As to why I got more from 1632 than expected - well, wherever you come from politically, it's quite refreshing to find a book that doesn't just suggest that the status quo can be changed, but is quite clear than no change is not an option.We don't live in the midst of the Thirty Years War, but at the present time the thought of working together to build a new and better polity - a better world, even - sounds like an ever more attractive idea.

Sunday, November 6, 2016

It's great when everyone's making the same movie: an evening with Mike Carey

Last month we caught writer Mike Carey in conversation as part of the Birmingham Literature Festival

Until recently, Mike was best known for his comic and graphic novel work, most notably Lucifer. However, that may now be superceded by his post-apocalyptic zombie-esque novel and film The Girl With All The Gifts, where Mike did double duty, not only writing the original text but the screenplay in parallel.


He gave us a sneak preview reading of the opening to the follow-up to Girl..., a prequel which may or may not end up being called The Boy On The Bridge and then fielded questions from the audience.   

Of particular interest to me was the discovery that working in comics had transformed him as a  writer - it had given him a prescribed form to work within in terms of structure, length and pacing and that had helped a great deal when using the ostensibly freer form of the novel.

Mike had been fortunate with his venture into the film industry - not only writing the screenplay for Girl... but having a sympathetic producer and director who were very much open to collaboration. As he put it, 'making movies is great if everyone's making the same movie.'  

So the film got made with a shared vision of how best to adapt the original material, what would translate between media and what needed to change. For example, the book's interior lives and multiple viewpoints - the very things that novels excel at - got largely sidelined in favour of focussing on Melanie, the girl of the title.  

This isn't a film review, but as an aside it's worth reiterating what you may have heard elsewhere: Seenia Nenua who plays Melanie is outstanding and the narrowing of perspective certainly pays off.  

Similarly, casting knowledge also helps to shape the script. As Mike pointed out, if you know you have someone of the calibre of Glenn Close attached to a role you'll darn well find yourself writing for her.

However, he also identified the temptation in screenplay-writing both to over-write and over-prescribe what was happening on screen; not only do you have to leave room for the director to cut extraneous dialogue and even scenes as they go through the film-making process, you have to give them the space to decide how they want to shoot the film. And of course for the cast to play it in their own way too.

Much like the distinction between the text of a play and its perfomance, I suppose, but I hadn't really thought about it that way before. 

A most interesting evening, and worth mentioning that Mike was a lovely guy who stuck around with his wife Linda (also a writer) to sign books and chat to attendees.

Wednesday, October 5, 2016

Class struggle: Koushun Takami's Battle Royale

In Leviathan, Thomas Hobbes describes the condition of man before laws, before government, as a war of all against all. Life in this state of nature was 'nasty, brutish and short.'

This is also a pretty good summary of Koushun Takami's Battle Royale, except for the short part: the novel (in a new translation) is over 600 pages along.


Actually, the world of Battle Royale is a Leviathan simulating a state of nature, as the book sees an authoritarian Japan's ruling elite get its kicks by letting armed high school students loose on an island and ordering them to kill each other or be killed by explosive collars around their necks.

Whether this is also a safety valve for the regime or just an arbitrary exercise of power is never entirely resolved. Takami's characters try both ideas on for size, but what do they know - they're just kids, right? The contrast here with Suzanne Collins' Hunger Games trilogy is striking, where the role of the Games as a tool of social control is very apparent.

Battle Royale also lacks its literary descendent's concerns with performance, ethics and identity. Instead, it's sex and death nearly all the way (and mostly death at that). Altruism, friendship, trust and mercy are values that the class struggle to hold onto when life becomes survival of the fittest; pretty much the only motivation that survives alongside is love or adolescent lust.

How does it read? Like a bracing jolt of nihilism as we meet each student and hear their story, often shortly before the body count increases. And viewed in those terms it's an thrilling action-driven text that allows you to overlook the functional writing (at least in translation) and stereotypical characterisation.

But Battle Royale is not just pulp teensploitation. Its rather Freudian fixation on eros and thanatos, life, death and rebirth - has something of the ritual about it. As does its repetitive nature and obsession with counting - the number of classmates remaining, the numerical ID each one has, the division of the island into grid squares, even the time of day.

Something in the concept and the delivery then, somewhere at the heart of what Takami has done here, makes for a dark energy that transcends the material itself. You might not like it what it has to say, but it's powerful nonetheless.

Big thanks to book club friends, whose discussions informed this review. 

Thursday, September 15, 2016

The cult band as hivemind: The Blue Nile

Despite my actual knowledge of The Blue Nile being limited to one brief listen a long time ago to the university library copy of Hats, look what I picked up the other day.

 

I bought Nileism - which is a cut above the usual music biography, by the way - more for the legend of The Blue Nile than anything else: twenty years existing in Glaswegian shadow, punctuated by only four albums and minimal touring.

With minimal participation from the three core band members Paul Buchanan, Robert Bell and P J Moore, Brown struggles to shed much light on their notoriously hermetic and glacially slow musical processes. So inevitably the book does talk a lot about the recordings themselves.

Yet in spite of this - and this is very much a tribute to the author's skill - what Nileism does deliver on is in providing a near-textbook example of the tricksy nature of creativity and the interdependency of method and results. The partnership of Buchanan, Bell and Moore, plus studio owner and engineer Calum Malcolm as enabler and facilitator, seem to have achieved painstakingly slow but successful results over the first two albums. 

They formed what Brown describes, speculatively but science-fictionally, as a hivemind: a joint approach rooted in what he suggests was an uncommonly close working relationship, a sympathetic recording studio, a strong sense of place in the city of Glasgow and a record deal which firewalled them from the demands of the mainstream music industry.

When after album two these conditions gradually changed, Brown reckons, everything slowly expired: the musical results, the friendships and finally the band itself.

Of course it didn't help that none of The Blue Nile seemingly talked out their problems, but the point of this nearly-but-not-quite-a-review is to stress how important understanding your creative eco-system is for your art. Change any one factor and you risk disturbing the foundations of what you've built.

Change nothing, of course, and you risk stagnation. But that's a whole different story.

Saturday, August 20, 2016

Anger is an energy - N K Jemisin's The Fifth Season

Edited to add: congratulations to The Fifth Season and N K Jemisin on their Hugo win in Best Novel!

To begin with, a prediction: one day soon N K Jemisin will write a great novel. 

The Fifth Season isn't quite it, but it's such a giant step forward from anything else I've read by her that it went from 'novel I was least looking forward to on the Hugo shortlist' to a very pleasant surprise. 


Everything I've read by Jemisin has always delivered conceptually, and The Fifth Season is no exception. Imagine a science-fantasy world of such tectonic instability that disaster - volcano, earthquake, tsunami, climate change, starvation - threatens on a regular basis. Where orogenes, those with the power to control the forces of the earth, are respected yet hated and feared, cossetted yet coerced into labouring for 'the greater good'. 

The Fifth Season tells tales of three orogene women at different stages of their career. In the main plotline, Essun is searching for her missing daughter and infanticidal husband against the backdrop of a civilisation-ending volcanic eruption. But the novel also flashes back to Damaya's experiences of training and Syenite's unpredictable field mission with Alabaster, a seismic wunderkind with all kinds of issues.

If that sounds grim - that's because it is. It's crapsack world time again, and this is one of those novels where a good deed rarely goes unpunished. Essun, our notional protagoist, is herself a mass-murderer out of anger and perceived necessity, while the implicit body-count from the eruption begins to rival Seveneves, another novel about the end of the world.

Yet The Fifth Season is no exercise in cheap nihilism. Jemisin sets up a world which is always waiting for the hammer of natural disaster to fall and therefore must function according to an iron code - part Darwinian calculus, part inherited wisdom - in which sentiment plays no part.

And while the reader is not asked to condone the actions of orogenes driven to revolt - despised and spat upon as they are - their root causes can be easily understood, even sympathised with. You'll be unsurprised to hear that both the orogenes' situation and their response function as a fertile metaphor for anger and oppression; correspondingly the novel makes signposting nods in the direction of race and gender. 
  
The Fifth Season doesn't offer simple parallels or didactic exercises though - these are themes not tablets of stone. It's a cracking story and a great exercise in world-building, regardless of political context. 

But anger is an energy, as John Lydon pointed out some time ago. And it's anger expelled in the form of concentrated story that gives this book an edge and a boldness that lifts it above anything N K Jemisin has done before.

Friday, July 22, 2016

YA goes gothic: Frances Hardinge's The Lie Tree

A quick review for this remarkable YA-goes-Victorian-gothic novel from last year, recommended to me by family and friends.


Can lies, disinformation and fakery ever serve a higher purpose? What if you felt so passionately about an as-yet indeterminate truth that you were willing to fabricate evidence in its favour? To what extent to we make our own reality?

Frances Hardinge's The Lie Tree wraps these questions in a 19th century magic realist murder mystery and tells the surface story so elegantly it's easy to overlook the themes that lie below.

The tree of the title is both the central metaphor and the plot engine for the book. A legendary plant, when fed with a widely believed falsehood or rumour, it grants its keeper oracular visions of the particular truth they seek, be that as mundane as one's medical condition or as profound as evolution.

People will kill to possess the Lie Tree for the answers it purports to give, as the novel demonstrates. One such unlucky owner and murder victim is the Reverend Erasmus Sunderby, a fossil expert drawn to a remote island with his family under false pretenses. His young daughter Faith's clandestine investigation of his death and burgeoning relationship with the Tree forms the heart of the novel.

One of the great thing about a whodunnit is that it provides a clear foundation for a book - the pendulum of suspicion can swing back and forth, clues are progressively accquired, new insights into character are gained. The Lie Tree is a very nicely structured book in that sense. 

But, more than that, it means that Hardinge can weave in sophisticated themes around this tough yet flexible structure, like the phantasmagorical experience of grief, the evolutionary debates of the Victorian era and the limited options facing middle class women of the time. These very much enhance rather than detract from the story itself.

A real doozy of a concept, then, but also a very good, extremely readable book.

Tuesday, December 3, 2013

Douglas Rushkoff on role-playing: one part hurrah to one part facepalm

It's rare that you'll find a writer outside the hobby covering role-playing at all, let alone with any insight. So it was interesting to come across a chapter dealing with just that in cyber-critic Douglas Rushkoff's early 90's book Cyberia (full version available from the Cyberpunk Library here).



Cyberia itself is a wide-eyed hymn to the the emancipatory potential of computing from an observer on the cusp of internet culture, with much musical and pharmaceutical cross-referencing to the Second Summer of Love. 

If this book were a band, it would be The Shamen.

Rushkoff makes connections between various forms of self-actualisation and -exploration, which goes some way to explaining his take on RPG's.
 Having fully accepted ontological relativism as a principle of existence, Ron and his posse of 'gamers' live the way they play, and play as a way of life. It is not just that life is a game, but that gaming is as good a model as any for developing the skills necessary to journey successfully through the experience of reality. It is a constant reminder that the rules are not fixed and those who recognise this fact have the best time.
He goes on to describe a not-untypical session (in a GURPS fantasy setting, in case you're wondering) in detail we shall skip over here, before concluding that role-playing games are
surprisingly engrossing. They share the hypertext, any-door-can-open feeling of the computer net. 
Rushkoff concludes:
Role-playing games are based on the texture and reality of the playing experience. They are the ultimate designer realities and, like VR, the shamanic vision quest or a hacking run, the adventurer moves from point-to-point in a path as non-linear as consciousness itself. The priorities of [fantasy role-playing games] reflect the liberation of gamers from the mechanistic boundaries imposed on them by a society obsessed with taking sides, winning, finishing and evaluating.
This is a high-minded perspective, and you do wonder what Rushkoff would make of a party of munchkins, or the raid and level-up reductionist take on role-playing demonstrated in MMORPG's. But he does get to the heart of the liberating potential inherent (even if not always realised) in the medium of open-ended gaming.

And he actually makes gaming sound pretty cool.

Then it all starts to go a little wrong.

In the second half of the chapter Rushkoff describes the GURPS group's fondness for 'edge games' - translating role-play into real life through assuming new identities and refusing to break character, and activities such as theft and chasing each other around shopping malls on acid. 

Or as we gamers like to call it: acting like bloody idiots.

The gamesmaster Ron in particular comes over as a more than a bit creepy, what with his 'learning how to manipulate others through new forms of hypnosis and experimental cult activities.'

And just when it was all going so well, we get another piece on the dangers of role-playing :-) Still, at least it wasn't a satanic panic this time. 

But then a typical gaming group, where the action stops when the dice are put away, wouldn't have fitted Rushkoff's gonzo cool-hunting brief quite as well as a massively unrepresentative bunch of Luke Reinhold groupies.

It's one thing to compare the storytelling dimension of role-playing to a therapeutic or spiritual process - an analogy I would be comfortable with in theory even if in practice most games rarely achieve such heights. It's quite another to forget the other important things gaming and therapy have in common: ground-rules, safe space and a clear distinction between the space and everyday life.

In short: some really good analysis in here mixed up with some regrettable misrepresentation.