Showing posts with label dragons. Show all posts
Showing posts with label dragons. Show all posts

Tuesday, 1 March 2016

Book Review | Down Station by Simon Morden


Mary. One slip, one weakness away from prison, fighting to build a future for herself out of so little.

Dalip. The gentle son of a Warrior tradition. A young man who must fight to be apart from his family.

Stanislav. Carrying the wounds of a brutal war.

They left London in flames and found a place where everything was different. A place that found you out. A place haunted by a man called Crows... 

***

Let's hear it for freedom.

Seriously: for freedom in all its forms—for the freedom to dream and the freedom to scream; for the freedom to be who we want to be, do what we want to do, love who we like and live the way we might—let's hear it!

Freedom isn't just fine, it's fundamental. We become who we become because of it. But in as much as the freedom to choose may shape us, our choices can come to contain us.

Down Station by Simon Morden is a book about breaking out of the frames we make of these freedoms, and it kicks off with a couple of Londoners losing everything they love—not least said city, which appears to burn to the ground around them in the beginning.

[Read more.]

They are Mary, a contrary teenager with anger management issues, and Dalip, a twentysomething Sikh with dreams of being an engineer. Both are working in the tunnels of the subway when the aforementioned catastrophe happens; a catastrophe that would have claimed their lives, in all likelihood, if they hadn't discovered a door that almost certainly wasn't there before. "A door that [...] more or less disappeared as soon as they closed it," (p.40) promptly depositing them in a landscape that looks absolutely natural—except, I suppose, for the sea-serpent, the wyvern in the sky, and the massive moon Mary and Dalip see it silhouetted against.

"Whoever first named it, named it right. Down is where we are," a man called Crows—another escapee from the world as we know it—explains a little later. "It is both a destination and a direction, it is how we fall and where we land." (p.126) And in Down, our everyman protagonists must discover themselves all over again if they're to stand a chance of surviving in a world which in a real way responds to their behaviour.

For Mary, an urban girl entirely out of her element, that's scary: "There were no rules. No one telling her what to do. No one to make her do anything. [...] What she was feeling was fear." (p.74) For Dalip, it's a little different:
Almost his every waking moment had been planned, since he'd been old enough to remember. This school, that club, a friend's house, the gurdwara, plays and concerts and recitals and family, so much family: brothers and sisters and cousins and second cousins and uncles and aunts. The thought that he might be free of all that was... intoxicating. Even if it was just for a while, before someone was able to show him the way home. (p.64)
Alas, there are no someones coming. There's just Mary, Dalip, a few disappointingly underdeveloped supporting characters—here's looking at you, Mama and Stanislav—and the diabolical denizens of Down, one of whom generously tells our gang about the geomancer. Apparently, maps are the currency of this world most weird, and the geomancer makes them, so if anyone hereabouts can help them get home, it's her.

That's what a man made of wolves says, anyway. Me, I'd struggle to trust a man made of wolves, but this lot are desperate, I guess. And they only grow more so when—what do you know?—they're attacked on the path to the geomancer's castle. By, ah... a man made of wolves.

Down Station is a little predictable, at points, but the Philip K. Dick Award-winning author of the marvelous Metrozone novels and late of the greatly underrated Arcanum keeps the pace at such a brisk pitch that you only notice the lows when they're over. In the intervening period, you've had such fantastic fun—think The Wizard of Oz with lashings of Lost—that it's easy to overlook the telegraphed turns the tale takes on the way to its eventual destination: a cracking battle between a much-changed Mary and a certain skyborn beast.

To wit, in terms of plot and pace, Morden's ninth novel is tight and taut—and I'd argue that its relative brevity is a boon to boot. At approximately 300 pages, Down Station is a ways off wearing out its welcome when the literary kitchen closes its doors; though the portion sizes might be on the slight side, chef serves up a satisfying three-course meal here, leaving readers stuffed enough, but not so full that they won't have an appetite for more when it's over. And in case you weren't aware, there will be more, folks: The White City beckons, and after that... why, this whimsical world is Morden's oyster.

Fingers crossed that he cracks the surviving secondary characters in The Books of Down yet ahead. Mary and Dalip ably showcase the transformative nature of choice and change I touched on at the top, but Dalip's impromptu instructor is so secretive he's hard to get a handle on, Mary's guardian angel is wasted in spite of a strong start, and although he shines sometimes, I expected much more of Crows, not least because he's such a central element of Blacksheep's exceptional cover art.

Then again, the Londoners above aren't friends or enemies yet—they're "just a bunch of people thrown together by the fact that [they] didn't die," (p.100) so there's hope for these folks, especially here, where they're free of "their hopes and dreams, their fears and nightmares, the past they'd lived and the future they were destined to live." (p.254) To paraphrase what might as well be the mantra of this narrative, it's what they do now that counts. Similarly, what Simon Morden does with The White City, now that he's introduced it so succinctly, will be what matters when The Books of Down are done.

***

Down Station
by Simon Morden

US Publication: February 2016, Gollancz

Buy this book from
Amazon.co.uk / The Book Depository

Or get the Kindle edition

Recommended and Related Reading

Monday, 9 March 2015

Book Review | The Buried Giant by Kazuo Ishiguro


The Romans have long since departed, and Britain is steadily declining into ruin. But at least the wars that once ravaged the country have ceased.

The Buried Giant begins as a couple, Axl and Beatrice, set off across a troubled land of mist and rain in the hope of finding a son they have not seen for years. They expect to face many hazards—some strange and other-worldly—but they cannot yet foresee how their journey will reveal to them dark and forgotten corners of their love for one another.

Sometimes savage, often intensely moving, Kazuo Ishiguro's first novel in a decade is about lost memories, love, revenge and war.

***

Like The Unlikely Pilgrimage of Harold Fry and The Hundred-Year-Old Man who Climbed out of the Window and Disappeared, Kazuo Ishiguro's first new novel since Never Let Me Go a decade ago appears to be another of those elderly odysseys we've seen with such zeitgeist-like regularity recently—albeit one with the trappings, and the characters, of a classical fantasy.

There be dragons in this book, to be sure—alongside sprites, ogres, wizards and warriors—and you can practically taste the magic in the air of its Arthurian England. But never mind that, or the fact that its narrative is arranged around an epic quest, because The Buried Giant is at its best when it's about Axl and Beatrice, a loving couple who leave their humble home ostensibly to travel to a village a few days walk away. There, the pair hope to renew their relationship with their estranged son.

A simple enough thing, you might think, but the kicker—the tragedy, in truth—is that they don't really remember him. They don't really remember much of anything.

Perhaps that's par for the course, as Axl—rifling through the impressions of memories that have of late escaped him whilst he waits for his ailing wife to awaken—reflects in the first chapter:
He was after all an ageing man and prone to occasional confusion. And yet, this instance of the red-haired woman had been merely one of a steady run of such puzzling episodes. Frustratingly, he could not at this moment think of so many examples, but they had been numerous, of that there was no doubt. (p.10)
As it happens, Axl and Beatrice are far from the only souls, young or old, laid low by this seeping sickness. This sort of thing has been happening all across the kingdom. A plague of forgetfulness seems to have spread by way of the strange mist that's moved in, affecting almost everyone.

Everyone except Winstan, that is...

Tuesday, 29 July 2014

Book Review | The Outsorcerer's Apprentice by Tom Holt


A happy workforce, it is said, is a productive workforce.

Try telling that to an army of belligerent goblins. Or the Big Bad Wolf. Or a professional dragons layer. Who is looking after their well-being? Who gives a damn about their intolerable working conditions, lack of adequate health insurance, and terrible coffee in the canteen?

Thankfully, with access to an astonishingly diverse workforce and limitless natural resources, maximizing revenue and improving operating profit has never really been an issue for the one they call "the Wizard." Until now.

Because now a perfectly good business model—based on sound fiscal planning, entrepreneurial flair, and only one or two of the infinite parallel worlds that make up our universe—is about to be disrupted by a young man not entirely aware of what's going on.

There's also a slight risk that the fabric of reality will be torn to shreds. You really do have to be awfully careful with these things.

***

An affectionate send-up of the fairytale from the author of such sarcastic tracts as Life, Liberty and the Pursuit of Sausages and May Contain Traces of MagicThe Outsorcerer's Apprentice features overlords and underlings, self-aware wolves and woodcutters, plus a prince from another world: ours.

Benny isn't a prince of anything hereabouts, however. Point of fact, he's in a bit of a pickle when the book begins. He has his final exams at Uni in a few weeks, and with his whole future before him, all of a sudden he doesn't have a clue what he's been doing. Studying to be a mathematician, maybe? In a moment of inspiration that some might mistake for laziness, he realises what he really needs is a good, long break to take stock of his situation. To that end, he borrows his Uncle's "omniphasic Multiverse portal" (p.137) and travels to a parallel reality where he can pretend to be a powerful person, because of course. Wouldn't you if you could?
The YouSpace XP3000, designed by Professor Pieter van Goyen of Leiden [is] capable of transporting you to any or all of the alternate realities that make up the Multiverse. Intuitive targeting software and state-of-the-art Heisenberg compensators mean that all you have to do is think of where you'd like to go, and you're instantly there. It's as simple as that. 
All you'll need to operate your YouSpace XP3000 personal multiverse interface is a dream—and a doughnut. (pp.136-137)
What Benny—pardon me, Prince Florizel—doesn't yet get, and won't for quite a while, is that his very presence in this innocent kingdom is destined to affect its host of fantastic inhabitants, including, but not limited to, dwarves, dragons, goblins, elves, etc.

Readers come to this conclusion somewhat sooner than fair Florizel; by way of Buttercup, a wily woodcutter's daughter waylaid with increasing frequency by wolves wearing old ladies' clothes. She grows so sick and tired of their charade that she starts worrying she may be single-handedly endangering the population—because of course Buttercup kills all the animals that attack her. She's had a lot of practice, and they'd eat her otherwise.

Friday, 25 April 2014

Book Review | The Eye of Zoltar by Jasper Fforde


The Mighty Shandar, the most powerful wizard the world has ever seen, returns to the unUnited Kingdoms. Clearly, he didn't solve the Dragon Problem, and must hand over his fee: eighteen dray-weights of gold.

But the Mighty Shandar doesn't do refunds, and vows to eliminate the dragons once and for all—unless sixteen year old Jennifer Strange and her sidekicks from the Kazam house of enchantment can bring him the legendary jewel, the Eye of Zoltar.

The only thing that stands in their way is a perilous journey with a 50% Fatality Index—through the Cambrian Empire to the Leviathan Graveyard, at the top of the deadly Cadir Idris mountain. It's a quest like never before, and Jennifer soon finds herself fighting not just for her life, but for everything she knows and loves...

***

Over the years, the Troll Wars have taken a terrible toll on the Kingdoms of Britain. All but a few of these fights have been finished in a matter of minutes—trolls, it transpires, are hardy targets—nevertheless countless lives have been lost to this pointless conflict... leading, among other things, to an overabundance of orphans. And what are orphans for if not enslaving, eh?

Jennifer Strange, the narrator of Jasper Fforde's fun-filled fantasy fable, was one of the lucky ones:
Instead of being sold into the garment, fast-food or hotel industries, I got to spend my six years of indentured servitude with a company named Kazam, a registered House of Enchantment run by the Great Zambini. Kazam did what all Houses of Enchantment used to do: hire out wizards to perform magical feats. The problem was that in the past half-century magic had faded, so we were really down to finding lost shoes, rewiring houses, unblocking drains and getting cats out of trees. (p.2)
To make matters worse, the Great Zambini immediately disappeared, leaving Jennifer to save Kazam from a fate worse than death... dreaded irrelevance! In The Last Dragonslayer, she did exactly that—then, in The Song of the Quarkbeast, she got mixed up in the machinations of an idiot king. Now, having "saved dragons from extinction, averted war between the nations of Snodd and Brecon and helped the power of magic begin to re-establish itself," (p.3) our ever so patient protagonist—sweet sixteen this year—finds herself in a bit of a pickle.

Actually, the problem might be more of a ghost pepper than your typical pickle, because Kazam's actions have attracted the wrath of the Mighty Shandar. One unintended consequence of Jennifer's aforementioned intervention was to make a mockery of the professional pride of the most powerful wizard in the world, who'd been hired, as it happens, to destroy all dragons. Kazam can either sacrifice Feldspar Axiom Firebreath IV and, um, Colin, or do as Shandar demands, and seek out the massively powerful magical artifact known only as the Eye of Zoltar.

If it exists.

Which is at least as unlikely as Jennifer's chances of surviving for long enough in the dangerous Cambrian Empire to get to the Leviathan Graveyard (about which no tales are told, because no one's survived to tell them) at the top of Cadir Idris (a mountain so monolithic that its peak has never been seen) where the Eye of Zoltar is said to be stashed. Assuming it isn't a tall tale in the first place.

Tuesday, 3 December 2013

Book Review | The Art of Hunting by Alan Campbell


With the Haurstaf decimated, the Unmer have seized the palace at Awl. The Unmer Prince Paulus Marquetta discovers an ally in the blind girl Ianthe, albeit a dangerous one. She has the power to destroy his mind with a single thought.

But Ianthe’s friendship with the Unmer has made her dangerous enemies. The exiled Unmer lord, Argusto Conquillas is determined to challenge the prince and his followers — and kill anyone who gets in his way.

When the disgraced Gravedigger soldier Granger learns of his daughter’s danger, he must use every scrap of his cunning to protect her. Even that may not be enough as the Unmer, in their quest to unlock the secrets of the universe, have made a bargain with a god... a deal that threatens to destroy the world.

***

The Art of Hunting begins with what must be the most powerful prologue I've read in recent years. Centuries before the events Alan Campbell has resolved to record in The Gravedigger Chronicles, the drowned world whose depths we plumbed previously is as yet a dry and deadly desert. It's particularly deadly on the dark day the prologue takes place because the world is at war: the Unmer and the Haurstaf battle then — as they will battle again — for supremacy over everything.

One side has taken the conflict out of human hands, however, and called upon a god to finish the fight. "Those who fear to utter Duna's name call her Lady of Clay, for it is said her father moulded her and cast her in the furnace that raged at the birth of time." (p.8) Now she rides into the realm astride a massive mount made of nightmarish materiel:
Composed entirely of the bodies of those it had slain [...] its massive limbs were full of mouths and faces and scraps of armour, swords and shields. A great mess of flesh and metal. And yet those bodies from which it was composed were not dead. Hundreds of slaughtered soldiers gazed out from its knees and its shoulders and gnashed their teeth and screamed. (p.9)
In the midst of this we meet one such soldier whose last wish is "to sit in the dirt and drink the last of his rum and think about how he came to be in this dismal hole on the final morning of his life," (p.1) but his reverie is interrupted by the arrival of an archer who appears entirely unfazed by the horrors of war. "He was carrying a white bow carved from a dragon's rib and had a fine and unusual quiver — a black glass cylinder patterned with runes — lashed to his belt." (p.2) This is Conquillas: the hunter whose harrowing art Campbell's new novel is named in honour of. With but his bow and arrows, Conquillas means to destroy Duna.

And as the distant sound of thunder rumbles, he does.

Monday, 11 November 2013

Guest Post | "The Once and Future Dragon" by James Maxey

Last week, the Dragon Apocalypse trilogy by James Maxey — comprising Greatshadow, Hush and Witchbreaker — was released as a DRM-free download. Ever since, several Solaris sorts have been celebrating its long-awaited liberation over on When Gravity Falls by reflecting on their favourite dragons in film and literature.


I figured I'd go one further and ask the man himself how and why dragons came to fascinate him.

Take it away, James!

***

I’m a little obsessed with dragons. They’ve played major roles in seven of my novels to date, and should you ever visit my house, you’ll find dragons watching over the driveway, climbing on my shelves, and peeking out from among my books. Why do they fascinate me so?

There’s the mythic element, of course. Dragons are found in the legends and artwork of many cultures around the world. They often symbolize nature as the embodiment of storms, oceans, or forests. Even today, who can look at a volcano belching fire and smoke, shaking the earth  with powerful rumbles, and not imagine some great slumbering beast stirring to life?

Of course, in Christian mythology, volcanoes are forever tied to images of Hell, a landscape of flowing lava and unbearable heat, reeking of sulfur. Perhaps this is why Satan himself is portrayed in Revelations as “that old great dragon.” The mythical reptile becomes not just an efficient predator, but the eternal foe of God himself, the avatar of destruction waiting to wipe out all life and goodness.

I play a lot with these ideas in my books. In my dragon apocalypse series, Greatshadow is the living manifestation of all flame. His malignant intelligence spies upon mankind through every candle flame, watching for one moment of carelessness to leap out and devour entire villages. The Church of the Book has decided to rid mankind of Greatshadow’s menace, and assemble a team of twelve powerful warriors to slay the ancient beast once and for all. Among all the carnage that follows once the team begins their quest, I try to explore the larger question of whether the human desire to tame and control nature is always beneficial. Are there times when it’s best to learn to live in harmony with these dangerous forces?

While the symbolic nature of dragons is valuable to me as a writer, I still ponder the universal appeal of dragons. For this, I turn not to myth, but to science. Evolutionary biology has left us with relics of ancestors that have outlived their usefulness, like the goose bumps that rise on our skin when we’re frightened, attempting to bristle fur that we no longer possess. What if some of these relics exist within our brains? Our tiny, tree-dwelling, lemur-like forebears had good reason to be instinctively skittish of a whole range of predators. They had to watch out for large birds swooping down from above, beware of snakes slithering among the branches where they lived, and worry about large cats skulking in the shadows, ready to pounce. Early primates with an inborn fear of hawks, snakes, and tigers had a better chance of passing on their genes than primates without this fear. Is it so odd to think that, millions of years later, our fear of these primeval predators still lurks within us?

If you blend together the wings of an eagle, the scales of a serpent, and the claws and musculature of a lion, you get a creature looking very much like a dragon. They are the sum of our natural predators.

The possibility that dragons have their roots in biological realities raises interesting possibilities. Were there ever creatures that existed in nature that could pass for dragons? Archaeopteryx is a good candidate with its wings, long next, and toothy jaws. Of course, its fearsomeness is somewhat diminished by the fact it was little larger than a blue jay.  Still, there’s no reason to think that a winged creature big enough to qualify as a dragon couldn’t fly. Some fossils of Quetzalcoatlus show that it had a wingspan of fifty feet. Within the relatively short span of time that men have been upon the earth, there have still been birds with wingspans in the twenty feet range. I imagine it would be quite thrilling to look at an animal the size of a small plane soaring overhead, but, alas, large birds went the way of most megafauna, driven to extinction partly by the advance of mankind. But, if our ancestors proved ruthlessly effective at wiping out large animals, modern man is on the verge of bringing some of these lost species back via cloning. It’s not wild fantasy to dream that we’ll one day visit wildlife parks populated by wooly mammoths, Tasmanian tigers, or dodos. 

Some would argue that we shouldn’t play God in resurrecting dead species. But, giving our increasing proficiency at manipulating DNA, I would say the more intriguing question is whether  we should give birth to species that have never before existed. Would it really be so difficult to mix a little goat DNA with a horse and wind up with something very much like a unicorn? Would it be such a stretch to tinker with a turkey until it once more had teeth? The day will come when a kid sitting at a computer will be able to tweak and edit a strand of DNA into all sorts of fantastical creations. Biological printers will be able to assemble the double helix gene by gene. Mankind collectively has contributed to the mass extinction of millions of species. Once we perfect the technology, might we give birth to just as many new species? The days when knights ride out to test their mettle against dragons might not be a vision of our mythic past. It just may be what waits in our future.


(If I may slip in one last shameless plug, the idea that men may one day be the ancestors of dragons is the foundational premise of my Dragon Age fantasy series. The first book, Bitterwood, is now available a free download on Smashwords, Kobo, Amazon, and many other fine ebook outlets. Bitterwood was also recently released in audio format, available from Audible, Amazon, and iTunes.)

***

Thank you, James, for stopping off at The Speculative Scotsman to talk a bit about your continuing fascination with dragons. I'm entirely glad I asked.

Now why don't you all go read Greatshadow? It's bloody good fun, AND it has dragons.

Tuesday, 11 June 2013

Status Update | On Belgium and Banks

Home again, home again... but I'm afraid I didn't bring my jiggedy-jig.

Don't get me wrong, I have a bloody lovely time on holiday — Antwerp was brilliant, the beer was as well, and sometimes I forget what a wonderful thing it is to read for pleasure — but the bad news about Iain Banks' passing broke the day after I got back, almost immediately after I'd finished The Player of Games, and it pretty much knocked me for six.


Kept me busy yesterday as well. In the afternoon, I wrote a long tribute to the dearly departed author for Tor.com — you can read it here right now, but I'm hoping to share it with you all on The Speculative Scotsman tomorrow — then in the evening I had a couple of classes to teach, during which I discussed a particularly fantastic chapter from The Wasp Factory with couple of the older kids I tutor.

For what it's worth, they seemed to enjoy it. And if just one of them went home and ordered a copy, my work here is done.

Or has it just begun?

In any event, I'm going to hold off on publishing the special something I mentioned before I went back to Belgium. Dragons are awesome, obviously, but I need to be happy to introduce this thing with the unbridled delight it deserves, and I'm just not now.

Completely missed E3 as well, which is complete unlike me. I'm still hoping to stay unspoiled, the better to watch a press conference or four later today or tomorrow, but let's face it: this is the internet.

Actually, now that I mention it, this is the internet — fancy that! — so you tell me: what should I watch? Any events I can afford to ignore? Or were they all a wash?

Friday, 19 April 2013

Book Review | The Guiding Nose of Ulfänt Banderōz by Dan Simmons


Jack Vance's stories of the Dying Earth are among the most indelible creations of 20th century fantasy. Set on a far future Earth moving toward extinction under a slowly dying sun, these baroque tales of wonder have exerted a profound influence on generations of writers. One of those writers is Dan Simmons, who acknowledges that influence in spectacular fashion in The Guiding Nose of Ulfänt Banderōz, an informed and loving act of literary homage.

The narrative begins at a critical moment in the Dying Earth's history, a moment when signs and portents indicate that the long anticipated death of the planet is finally at hand. Against this backdrop, Simmons's protagonist—Shrue the diabolist—learns of the death of Ulfant Banderoz, ancient magus and sole proprietor of the legendary Ultimate Library and Final Compendium of Thaumaturgical Lore. Determined to possess its secrets, Shrue sets out in search of the fabled library, guided by the severed nose of the deceased magician. The narrative that follows tells the story of that quest, a quest whose outcome will affect the fate of the entire dying planet.

The result is a hugely engrossing novella filled with marvels, bizarre encounters, and an array of astonishing creatures—the pelgranes, daihaks, and assorted elementals of Jack Vance's boundless imagination. Written with wit, fidelity, and grace, and rooted in its author's obvious affection for his source material, The Guiding Nose of Ulfänt Banderōz is something special, a collaborative gem in which the talents and sensibilities of two master storytellers come powerfully—and seamlessly—together.


***


Truly few milieus stand the test of time in the way the wonderful, whimsical world of the Dying Earth has. It can be condensed to a simple premise—a planet about to expire—but exemplary execution, imagination and iteration made these stories something so much more; something elegant and indelible; something very, very special.

The many and various tales about this breathtaking place and its uniquely appealing people—and creatures!—have enthralled generations, and inspired, in the erstwhile, innumerable imitations. Jack Vance basically remade the face of fantasy fiction in one fell swoop with these books, and as The Guiding Nose of Ulfänt Banderōz shows, there's a proliferation of life left in the Dying Earth yet.

Then again, the world is still ending. And this time, those who use magic are being blamed... quite rightly, as it transpires:
"The people, both human and otherwise, reacted as people always have during such hard time in the immemorial history of the Dying Earth and the Earth of the Yellow Sun before it; they sought out scapegoats to hound and pound and kill. In this case, the heaviest opprobrium fell upon magicians, sorcerers, warlocks, the few witches still suffered to live by the smug male majority, and other practitioners of the thaumaturgical trade. Mobs attacked the magicians' manses and conclaves; the servants of sorcerers were torn limb from limb when they went into town to buy vegetables or wine; to utter a spell in public brought instant pursuit by peasants armed with torches, pitchforks, and charmless swords and pikes left over from old wars and earlier pogroms. 
"Such a downturn in popularity was nothing new for the weary world's makers of magic, all of whom had managed to exist for many normal human lifetimes and longer [...] but this time the prejudice did not quickly fade." (pp.9-10)
Shrue the diabolist is "more sanguine than most" (p.11) about this mad panic, but he still takes steps to escape the reach of the people. He sinks "his lovely manse of many rooms" (p.12) into the surface of the earth, along with almost all of his equipment, his precious possessions, and twelve of his thirteen servants. With only Old Blind Bommp and KidriK—a gargantuan daihak whose binding would be the life's work of a less long-lived entity than he—Shrue quietly retires to his polar cottage to wait out the witch-hunt... and perhaps, if the pogrom goes on long enough, the end of everything; a prospect he rather relishes.

Alas, his peaceful, pre-apocalypse retreat is interrupted when a harvested sparling heart brings news of an unexpected death:
"Other magicians had suspected Ulfänt Banderōz as being the oldest among them—truly the oldest magus on the Dying Earth. But for millennia stacked upon millennia, as long as any living wizard could remember and longer, Ulfänt Banderōz's only contribution to their field was his maintenance of the legendary Ultimate Library and Final Compendium of Thaumaturgical Lore from the Grand Motholam and earlier. The tens of thousands of huge, ancient books and lesser collections of magical tapestries, deep-viewers, talking discs, and other ancient media constituted the single greatest gathering of magical lore left in the lesser world of the Dying Earth." (p.20)
Visitors, however, are rarely granted entry, and even then, "some sort of curse or spell on every item in the Ultimate Library" (p.20) inexplicably inhibits the understanding of anyone other than Ulfänt Banderōz and his select apprentices... several of whom Shrue will meet when he takes it upon himself to explore Banderōz's booby-trapped collection.

Booby traps aren't the extent of what our diabolist and his cadre of his companions will contend with, of course. After all, Shrue isn't the only only magician with an interest in the lore Banderōz kept under elaborate lock and key. Enter Faucelme and his pet elementals, including two Purples and one incredibly powerful Red. These alone would be more than a match for KidriK... and they are not alone. Not at all.

"And thus began what Shrue would later realize were—incredibly, almost incomprehensibly—the happiest three weeks of his life." (p.64) It is Shrue who voices this thought, but I can only imagine Dan Simmons is speaking for himself here, equally, because this story must have been a blast to write; at the very least, it's an absolute treat to read. I only wish it had lasted for three weeks.

Regrettably, The Guiding Nose of Ulfänt Banderōz is only the length of a novella, and though Simmons summons wonders enough over its extraordinary course to justify a markedly more substantial narrative, we must recall that this is a tale—however great—taken from the pages of the terrific 2009 tribute anthology Songs of The Dying Earth.

I'm perfectly pleased that the mighty minds behind Subterranean Press have broken it out into this beautiful, exclusive edition, with occasional illustrations by the World Fantasy Award-winning artist Tom Kidd. Indeed, I'd have dearly appreciated many more of these, given how gorgeous the cover and several small pieces decorating the interior are. Without any other added value—annotations, for instance, or a bonus story—I'm afraid this deluxe repackaging of The Guiding Nose of Ulfänt Banderōz feels more like a collector's item than a opportunity for more readers to find and promptly fall for this fantastic homage.

Yet it is homage of the highest order. Simmons' prose is moreish in much the same way as Vance's words were in the originating stories. His vivid vision of the Dying Earth is as affectionate as any other I can recall, striking precisely the right balance between the playful and the profound. The Guiding Nose of Ulfänt Banderōz was by a large margin the most absorbing story in the landmark aforementioned anthology—despite it featuring fiction from literary luminaries like George R. R. Martin, Neil Gaiman, Jeff VanderMeer and Tad Williams, alongside an assortment of other awesome authors—and it has lost none of its power in the years since Songs of the Dying Earth.

It's rather staggering that in excess of half a century since its creation, the Dying Earth is not just alive, but thriving. Yet it is. The Guiding Nose of Ulfänt Banderōz is all the evidence there needs be of that remarkable fact.

If "the memory of Jack Vance's expansive, easy, powerful, dry, generous style, the cascades of indelible images leavened by the drollest of dialogue, all combined with the sure and certain lilt of language used to the limits of its imaginative powers" (p.116) sounds good to you, then The Guiding Nose of Ulfänt Banderōz is sure to see you through.

And say you haven't read the classic Vance... now's your chance!

***

The Guiding Nose of Ulfant Banderoz
by Dan Simmons

US Publication: June 2013, Subterranean Press

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Tuesday, 26 February 2013

Video Game Review | Ni No Kuni: Wrath of the White Witch, dev. Level-5


When I blogged about the release of Ni No Kuni: Wrath of the White Witch a couple of weeks ago, I discussed the difficulties I'd had with JRPGs in recent years—a bad start—still, I swore to give the genre at least one more go before abandoning it entirely. A happy ending, then?

Well... let's not jump to conclusions.

I had a fair bit of fun with Ni No Kuni, to be sure. The fifty-odd hours I spent playing it—beating it, indeed—speak to that simple fact. Alas, I'm afraid the very best moments of the experience were behind me five or ten hours in. Things certainly pick up again at the end, but the intervening tedium—especially the text-only story sequences and the endless fetch quests—nearly ruined Ni No Kuni for me. 

So it's fitting, I figure, that the story, such as it is, is all about acceptance. At the outset, the thirteen year old player character, Oliver—who lives a quiet life in Motorville: a very Ghibli village full of 1950s kit cars and an ensemble cast of charming inhabitants—Oliver loses his mother, Alicia, in a tragic accident.

That night, as he cries, a few of Oliver's tears fall on his doll... when suddenly, wonderfully, Drippy comes to life, and introduces himself (in an adorable Welsh accent) as Lord High Lord of the Fairies. He entreats Oliver to accompany him to the world of his birth, to save a once-great kingdom from the clutches of Shadar, the Dark Djinn, not to mention his master, the titular White Witch.


At first, never mind that he's talking to a doll of all things, Oliver says he isn't interested, but when Drippy suggests that the orphaned boy might be able, somehow, to save his mother—because everyone in our world has what's called a "soul mate" in Drippy's, and if Oliver can help Alicia's, then perhaps the fate of her counterpart will altered also—there's no longer any question that he'll help.

So begins an epic adventure in a world of wonders. Here be dragons! As well as cat kings, cow queens, evil genies and a few hundred heartbroken humans, through whom we glimpse Ni No Kuno's gameplay. Your task, as your party travels from place to place, is to help heal these people, and thus this land. You'll do this by finding individuals with an overabundance of one feeling—for instance courage, or ambition—and gifting said surplus to someone in need. Someone with an item you require to progress the story, say.

There's no getting around a number of these fetch quests, but though most of them are optional, Ni No Kuni is (despite endearing appearances) a rather challenging JRPG—with not a few unforgiving fights and a difficulty curve that goes off the deep end in the last act—so the more crap you collect, the better. Unfortunately, by the time I'd filled Oliver's locket for the twentieth time, I wanted nothing more than to sell the wretched thing to a vendor.


Same goes for the familiars you inherit as you adventure around the world. Initially, caring for the loveable little monsters which do the vast majority of your fighting for you adds an addictive Pokemon-esque element to the player's progression through Ni No Kuni, but by the time you're entrenched in the game's flat, protracted middle act, the mechanic has become so much busywork.

The various other systems in play in Level-5's latest are in the long haul markedly more engaging, but they're also par for the course in any decent contemporary JPRG. There's magic, crafting, questing and a whole lot of levelling as well—of you and your familiars. And though they can be unaccountably tough at times, most enemy encounters are as rewarding as they are demanding. Meanwhile, while the world seems kinda sorta small, exploring it is a real treat... especially considering how beautiful it looks: you really do feel Studio Ghibli's influence here, and in the cutesy, colourful character designs too.

Studio Ghibli's involvement can also be seen in Ni No Kuni's story, which sacrifices the melodramatic bombast of most JRPGs for a quieter, softer, sadder narrative. There's the makings of a fine feature-length film herein, but remember: this iteration of the tale takes fifty hours to tell, and drawn out to such an incredible extent, I'm sorry to say it seems insubstantial.


Furthermore, what little story there is is well written, evidently well translated, and well performed whenever an actual voice actor is involved... which is to say rarely, I'm afraid. Most of the story is communicated through text boxes. And there's an almighty lack of actual animation. Studio Ghibli have contributed a few minutes here and there, but most of Ni No Kuni's best moments are rendered in-engine.

Which is fine. Perfectly fine. It's an excellent engine, especially considering its modest origins. All the same, the legacy of Ni No Kuni as a handheld game conceived early in the generation that's now ending shows through in so many ways that those things the developers at least try to do differently—for which effort I applaud Level-5—are at loggerheads with the many traits this JPRG simply apes.

But you know what? I didn't dedicate fifty hours of my life to Ni No Kuni so that I could complain about its failings. Sure, it has a fair few, yet this is the first time I've finished a JRPG in years, so it has at least as many redeeming features, including but not limited to the look, the mood and the music. At the end of the day, I'm happy enough to have had this experience that, on balance, I probably would play a Ni No Kuni 2.

So the story has a happy ending, after all!

Monday, 18 February 2013

Book Review | The Emperor of All Things by Paul Witcover


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England is embroiled in a globe-spanning conflict that stretches from her North American colonies to Europe and beyond. Across the Channel, the French prepare for an invasion - an invasion rumored to be led by none other than Bonnie Prince Charlie. It seems the map of Europe is about to be redrawn. Yet behind these dramatic scenes, another war is raging - a war that will determine not just the fate of nations but of humanity itself...

Daniel Quare is a journeyman in an ancient guild, The Worshipful Company of Clockmakers. He is also a Regulator, part of an elite network within the guild devoted to searching out and claiming for England's exclusive use any horological innovation that could give them an upperhand, whether in business or in war.

Just such a mission has brought Quare to the London townhouse of eccentric collector, Lord Wichcote. He seeks a pocket watch rumoured to possess seemingly impossible properties that are more to do with magic than with any science familiar to Quare or to his superiors. And the strange timepiece has attracted the attention of others as well: the mysterious masked thief known only as Grimalkin, and a deadly French spy who stop at nothing to bring the prize back to his masters.

Soon Quare finds himself on a dangerous trail of intrigue and murder that leads far from the world he knows into an otherwhere of dragons and demigods, in which nothing is as it seems... least of all time.

***

It is the year 1758, and England and her allies are at war with France and its confederates in a conflict that could go either way at any moment, so when evidence emerges of a weapon that could affect the course of this most mortal combat, patriots on either side of the divide are enlisted to track the device down, and claim it in the name of their nations.

But the hunter, for so it is known, is no ordinary weapon: it is a clock, of a sort - an impossible watch with dragon hands which measure something utterly other than the hour - and it will be won, if it will be won at all, by no ordinary agent. Enter Daniel Quare, recently installed regulator for a certain secret society:
"By royal decree, the Worshipful Company of Clockmakers was the sole arbiter of the techniques and tools that horologists throughout Britain, whether members of the guild or amateurs, were permitted to employ in the manufacture of timepieces. All journeymen of the Worshipful Company had the duty of protecting its patents and interests. Any timepiece that utilized an already forbidden technology was destroyed, its maker reported to the local authorities, while those clocks evidencing new technologies and methods were confiscated and sent to London for study. The prosperity and safety of the nation depended upon superiority in business as well as in battle, and nothing was a surer guarantee of dominance in both realms than the ability to measure the passage of time more accurately than one's adversaries. Whether coordinating the shipment and delivery of merchandise over land and sea or troop movements upon a battlefield, the advantage belonged to the side with the best timepieces." (p.23)
To that end, then, our man is charged with the recovery of a unique timepiece belonging to one Lord Wichcote - an incidental character who becomes markedly more prominent as Paul Witcover's novel goes on - and indeed, he succeeds... if only because Daniel arrives at the target's townhouse in the immediate aftermath of a pitched battle between the Lord and a little-seen legend, "the mysterious Grimalkin — the grey shadow whose identity is known to no man. [Who may be] no man at all, but a devil sworn to the service of Lucifer." (p.7)

Whether by accident or some more malign design, Daniel manages to disarm Grimalkin after the infamous thief of thieves has herself acquired the hunter. Then, as surprised by his success as anyone else, the retiring regulator returns to the Worshipful Company's base of operations, the better to investigate his perplexing prize alongside his master, a humpbacked old man called Magnus, or Mephistopheles by his many enemies.

Daniel and Magnus have hardly begun to understand the strange technologies powering this awesome watch when, all of a sudden, the day is done. The pair arrange to resume their studies the following morning, but the meeting is not to be. Later that night, you see, Daniel is stabbed through the heart by a French spy... yet it is Magnus, rather than The Emperor of All Things' reluctant hero, who dies.

Here we hit upon one of the first of the manifold mysteries hidden within this nested doll of a novel. Nothing is ever quite what you think in The Emperor of All Things - though you'll have an inkling, just to keep things interesting - and Paul Witcover doubles down on that aspect of his meandering narrative in its surprising middle section, which does not feature Daniel at all.

It does, on the other hand, have dragons, so there's that. And in the erstwhile it serves to introduce readers to a world - our world - where "all the old myths and legends were true. A world that floated, like a bubble of time, on a vast sea of unbeing: the Otherwhere. And in which time itself was... what? A disease? A drug? An imperfection introduced into a perfect creation, a flaw in that glittering jewel, the original original sin?" (p.348)

This is The Emperor of All Things at is most fantastical by far, yet even in this section there is room for rumination. Room for extended metaphysical digressions, chapter-long dialogues about philosophy, screeds of science, history and religion — or so the author supposes. Would that Witcover had reined in his rambling! Would, while we're at it, that he had made Daniel a more dynamic character. As it stands, the story seems always on the back foot, with something else to explain or detail or for its cast to converse about endlessly, and its main narrator has distressingly little agency at every stage of the tale... though late in the last act, Witcover does at least make a plot point of Daniel's indecisiveness:
"He was in over his head. That much was plain. Had been for some time now. But this was a whole different order of drowning. He was used to the idea that he could not trust anyone else. But now it seemed he could no longer trust himself." (p.356)
Nor, given his dithering disposition, can readers truly trust him, therefore there will be those who have trouble engaging in any meaningful way with The Emperor of All Things' tiresome protagonist. Relative to Daniel, supporting characters such as Lord Wichcote, Master Magnus and Grimalkin appear unduly alluring, though the narrative marginalises all three to differing degrees.

Thus, The Emperor of All Things is master of almost none, but excepting the exact examples aforementioned, it's very good at nearly everything else it attempts. Witcover's prose is playful, yet persuasive; even the novel's more self-serious scenes are enlivened by a winning sense of whimsy; and unconstrained by the conventions of any one genre, it reinvents itself with refreshing regularity, seguing  seamlessly from wonder, whimsy and conspiracy to intrigue, espionage and action. And that's just for starters.

I would not say that The Emperor of All Things is undone by its monolithic ambitions, but perhaps it is momentarily overmatched. There can be no question that Witcover's would have been a better book had he left a few of its multifarious flourishes for the sequel he's working on currently, and focused more closely on developing those that remained. Despite this, though, The Emperor of All Things makes for a thorough, yet thrilling beginning to a series in which anything you can imagine could and should come true.

***

The Emperor of All Things
by Paul Witcover

UK Publication: February 2013, Bantam Press

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