Showing posts with label prequels. Show all posts
Showing posts with label prequels. Show all posts

Thursday, 11 April 2013

Coming Attractions | Arkham's Disappointing Origins

Rocksteady's Arkham games were great, weren't they?

Moody, gorgeous, elaborate and impactful. Innovative, even; you see Arkham Asylum's combat mechanics everywhere these days, and I ain't complaining. Rocksteady did justice to the Batman franchise where endless other developers had tried and failed, then doubled down on their commitment to the character with a superb sequel.

What with these guys making Batman games, Chris Nolan making Batman movies, and Scott Snyder writing the comics, the last few years have chronicled rather a renaissance for the caped crusader. By and large, I've loved it.

Alas, all good things must come to an end. The Dark Knight Rises capped off the cinematic trilogy; sequentially speaking, Scott Snyder must be closer to the end of his tenure than the beginning; and now, it looks like Rocksteady have also moved on. For the time being, at least.

Which isn't to say there won't be more Batman games. Far from it, in fact.


This October, it was recently revealed, will see the release of Batman: Arkham Origins for PC, PS3 and Xbox 360. What we're looking at here is a prequel to Rocksteady's series, being made by an untested developer: Warner Bros. Montreal. 

And it gets worse. Apparently Eric Holmes—lead designer of Prototype and Incredible Hulk: Ultimate Destruction, amongst other rubbish—is the game's creative director.

I have minimal willpower when it comes to this character, so I'll probably play Arkham Origins anyway. But I don't expect it will be a patch on the games Rocksteady made.

Luckily, some good news broke alongside the reveal of this prequel. Allow me to quote from the originating Game Informer article:
Releasing on 3DS and Vita the same day as the home console version, Batman: Arkham Origins Blackgate is a completely separate experience that takes place after the events of Arkham Origins. Armature Studio is developing the 2.5-D Metroid-style exploration action game. Industry followers will recognize Armature Studio as the company founded by several of the leads from the Metroid Prime trilogy.
Doesn't that sound like a match made in heaven?

And guess who just bought himself a 3DS XL?

Me! :)

Monday, 10 December 2012

Book Review | Exit Kingdom by Alden Bell


Buy this book from
In a world where the undead outnumber the living, Moses Todd roams the post-apocalyptic plains of America. His reprobate brother, Abraham - his only companion - has known little else. Together, they journey because they have to; because they have nowhere to go, and no one to answer to other than themselves.

Travelling the bloody wastelands of this ruined world, Moses is looking for a kernel of truth, and a reason to keep going. And a chance encounter presents him with the Vestal Amata, a beguiling and mysterious woman who may hold the key to salvation. But he is not the only one seeking the Vestal. For the Vestal has a gift: a gift that might help save what is left of humanity. And it may take everything he has to free her from the clutches of those who most desire her.

***

Two years ago, The Reapers Are the Angels took the horror novel by storm. A literary rendition of the traditional zombie apocalypse more interested in exploring questions of innocence and obligation than, say, the pursuit of brains, it announced the arrival of an awesomely promising author, whose haunting voice I could not wait to encounter again, and gave the genre its most memorable character in recent memory.

The good news is, Alden Bell's back, and his painstaking prose is as evocative as ever it was. Add to that the following fact: herein he returns to the wonderfully wasted world of his Philip K. Dick and Shirley Jackson Award-nominated 2010 novel.

But Exit Kingdom is a prequel rather than the expected sequel, taking place over a period of weeks some years before the heart-rending events of The Reapers Are the Angels, and its sole perspective is similarly surprising: after all, Moses Todd seemed a merciless monster in Bell's remarkable last. Complete with the motive and the means, he spent the larger part of it anticipating the opportunity to murder our enterprising young heroine, whose absence in Exit Kingdom feels like a hole in the heart.

Bell does attempt to replace Temple - if not the character then her role in the whole - and whilst he meets with some success in this sense, it's far harder to invest in the Vestal. Amata is "a madwoman gone tricksy in the manners of the earth, the gorgeous get of a blighted world, so perfect in her lying everything," (p.205) thus the reader never knows where to stand as regards her. Of course Temple was tricksy too, yet the Vestal's deviance is still less direct. We all know the story of the boy who cried wolf; here, it appears, we have the wolf who cried woman.

Moses - a killer with a code - intuits as much the very moment he meets her. After a close encounter with a madman's pet terrors at a derelict airport, he and his brutish brother Abraham - also returning from the pages of The Reapers Are the Angels - stop off at a Mission, and the author has already established our man as after exactly that: some reason to keep on keeping on. To wit, in this "architecture of order," (p.43) he finds his heart's desire via Amata, whose blood tells a strange tale. The dead simply aren't interested in her, for the selfsame reason everyone else is, so when a monk asks Moses to shepherd the Vestal to a promised land of sorts - a citadel in Colorado which still stands strong against the undead menace - he accepts the quest without question.

He's wary of her from the first, however, and Amata's various escape attempts do nothing to dissuade this distrust. Nevertheless, she and Moses do become close over the course of their pseudo-religious pilgrimage. They share certain experiences on the road to potential redemption, not least Exit Kingdom's stark centrepiece. Crossing a frozen-over lake in the far north, they catch sight of something beneath their feet:
"The ice is clear, and caught under it, like some kind of horrible fish in an aquarium, is the face of a dead man gazing up at them. His body has gone soft and bloated from being underwater for so long, his eyes milky, his flesh gone pale, nibbled at by fishes, his skin peeled off and floating around him like a nest of seaweed. They could have thought him just straight dead if it weren't for the fact that his eyes are blinking up at them sluggishly. As they watch, the dead man raises a hand to them, his movements slow, made almost ghostly by the freezing water in which he is entombed. He places his palm against the undersurface of the ice.
"Moses knows it to be a grasp of hunger, but because the dead man doesn't seem to be able to bend his stiffened fingers,the outspread palm looks like a gesture of greeting or welcome. The eyes continue to blink, slowly. 
"It is pathetic and awful, the slug trapped underwater and undrownable — like a man staring up at them from the very mouth of the void, waving his goodbye as he descends, floating down peaceful into the great black." (pp.146-7)
As well as bringing Moses and Amata together for a time, this striking sequence also serves to illustrate Bell's atmospheric intent. Patiently paced and moody in its every movement, Exit Kingdom is a sombre, soul-searching story. There's sporadic action, I grant you - gathered around the outset and the denouement, or rather the novel's rise and fall - and it's remarkably well executed, at that.

But mostly, Exit Kingdom is about stillness... and silence. "Now the world has slowed down, there is no hurry. You watch the snowflakes fall lazily on the their way, and you are reminded of your own floating, your own speedless descent through life." (p.128) And so the undead are essentially unthreatening. The world may have gone to hell in a hurry, but now - decades on from whatever caused the zombies - now it turns in its own time. Even the explosive set-pieces are more measured than such scenes tend to be.

These occasional outbursts are engaging enough, but Exit Kingdom is unquestionably at its most affecting "in the noiseless interstices between action," (p.306) as Bell himself suggests in the interview appending this brief prequel. Moses, meanwhile, is a powerful presence — truly a narrative force of nature. And though the Vestal Amata is certainly no Temple - and though that lack leaves us, alas, with a less meaningful text than its elegant predecessor - she has her own unique appeal.

As has Exit Kingdom.

...

This review was originally published, in a slightly altered form, on Tor.com.

***

Exit Kingdom
by Alden Bell

UK Publication: November 2012, Tor

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Recommended and Related Reading

Friday, 5 October 2012

Book Review | Forge of Darkness by Steven Erikson



Now is the time to tell a tragic tale that sets the stage for all the tales yet to come... and all those already told.

It is the Age of Darkness and the realm called Kuruld Galain - home of the Tiste Andii and ruled over by Mother Dark from her citadel in Kharkanas - is in a perilous state. The commoners' great warrior hero, Vatha Urusander, is being championed by his followers to take Mother Dark's hand in marriage, but her Consort, Lord Draconus, stands in the way of such arrogant ambition.

As the impending clash between these two rival powers sends fissures rippling across the land and rumours of civil war flare and take hold amongst the people, an ancient power emerges from seas once thought to be long dead. None can fathom its true purpose, nor comprehend its potential. Caught in the middle of this seemingly inevitable conflagration are the First Sons of Darkness - Anomander, Andarist and Silchas Ruin of the Purake Hold - and they are about reshape the world...

Here begins Steven Erikson's epic tale of bitter family rivalries, of jealousies and betrayals, of wild magic and unfettered power... and of the forging of a sword.

***


As outlined in yesterday's introduction to the celebrated canon, Forge of Darkness marks a new beginning for The Malazan Book of the Fallen — a fresh start, at that, for the empire entire. Steven Erikson has himself stressed that his latest could and should be viewed as a jumping-on point for readers unfamiliar with the series. Readers like... me!

I should explain, before we descend any deeper into this rather labyrinthine quagmire, that I'm not a complete newcomer. I read Gardens of the Moon, albeit some time ago, and yours truly has had occasion - occasions aplenty, as a matter of fact - to gaze longingly at the various other volumes of The Malazan Book of the Fallen, all of which I own because I recall the first so fondly. That said, I did not come away from Erikson's darkly sparkling debut with terribly many questions, and a ten volume epic asks a lot more than does a single standalone fantasy. To wit, Deadhouse Gates and its successors have languished, as yet unloved, on my shelves ever since.

A trilogy, on the other hand - even if it is a trilogy of tomes, and I can't imagine The Kharkanas Saga is apt to take any alternate shape - should be rather more manageable.

Well... it is. And it isn't. It is, insofar as it has reignited my interest in the shelf I have dedicated to this series and the untold others that share its epic setting, including co-creator Ian Cameron Esslemont's eventual efforts — although I am less certain of the strength of said.

At the same time, however, it isn't - rather more manageable, I mean - to the point that it would be folly for me to attempt, even over the course of this gargantuan review, a serviceable synopsis of the ensemble of characters and narratives arranged (if not contained) within the tightly-packed pages of Forge of Darkness. Instead, suffice it to say that the first part of this prequel series takes place not years or decades or centuries, but many millennia before the events of The Malazan Book of the Fallen.

Old gods are awakening; new resentments take shape with every passing season; a civil war between the peoples of the Tiste Andii appears inevitable — and all this will converge in Kharkanas, the broken and abandoned citadel which I gather features in the final volume of that vast saga, though for the moment it is a seat of power in full force:
"Think of Kharkanas as a beast crawled up from the river. Perhaps to the sun itself, or perhaps only to glower at the world. Think of the long-tailed, beaked turtles — the ones the river foll bring to the markets. Gnarled and jagged shells, a savage bite and thick muscles upon the long neck. Claws at the ends of strong limbs. Skin tough as armour. An ugly beast [...] foul of temper and voracious. Hear its hiss as you draw close!" (p.239)
Forge of Darkness' Kharkanas is home to the ungodly goddess Mother Dark, who has only just begun to realise her boundless power; to the court historian Rise Herat; and to his young student, Legyl Behurst. Furthermore, it is church to the competing High Priestesses, Emral and Syntara; to the priest Cedorpul; and to his baby-faced acolyte, Endest Silann.

Then there are those characters who do not come from, but come to the titular citadel in the first volume of The Kharkanas Saga. Foremost amongst these pilgrims: returning favourite Anomander Rake, known to all as the First Son of Darkness, and accompanied, as ever, by his brothers Silchas Ruin and Andarist. Then there's T'riss, an Azathanai who emerges - impossibly - from the Vitr sea. Also Caplo Dreem and the Warlock Resh of The Shake, and the frustrated captain of Urusander's legion, Hunn Raal, who will prove pivotal in the layered affairs Forge of Darkness chronicles. Last, though very far from least, we have Mother Dark's current consort, Draconus of Dracons Hold... admittedly, however, he's a little late to the party.

Already we have quite the cast, but know that I'm neglecting to mention at least as many others. And while Kharkahas is key, we spend as much time, and meet as many new characters, in five or six other Holds. Not counting those folks who have no home: nomads who wander the wide world in service of one master or another, whose own stories intersect with and ultimately bring together otherwise separate threads.

You begin, I think, to see how incredibly ambitious this book is — and why, in turn, I must abstain from a complete account of its characters and narratives. I warrant we'd be here all day otherwise!

And be we newcomers or old hands, it follows - like dawn after a night long drawn - that Forge of Darkness demands a great deal of its readers. Even now, on the eve of a new beginning, there can be no dipping of toes into the elaborate Malazan canon. This novel demands your all, and if you cannot give it, whatever efforts you may make, you make in vain.

Luckily, I went all in on Forge of Darkness, yet even then I found the first few chapters rather a hardship. The rapid-fire panoply of perspectives introduced in each came in such succession that I began to wish I had graph paper handy, or even better: a copy of the long-promised Encyclopedia Malaz.
"It was a conceit to imagine that they knew the world; that they knew its every detail. Forces ever worked unseen, in elusive patterns no mortal mind could comprehend. She saw life as little more than the crossing of unknown trails, one after another. What made them could only be known by following one, but this meaning surrendering one's own path: that blazing charge to the place of endings. Instead, a person pushed on, wondering, often frightened. If she glanced to her left she could see the wall of black grasses, shivering and rippling and blurry in the heat; and she knew there were countless paths through Glimmer Fate. Perhaps, if she could become winged as a bird, she might fly high overhead and see each and every trail, and perhaps even discern something of a pattern, a map of answers. Would this offer relief?" (p.100)
With only my memory, and mayhap my imagination to aid me - but alas, no wings - I made painfully slow progress through the first third of Forge of Darkness. Just as I had begun to grasp a single, solitary thread, there was the next to contend with, then the next. Upon the first repetition of these perspectives, however, things began to come together. Come the second, I couldn't have stopped reading if I'd wanted to — and I most definitely did not.

Given the staggering breadth and depth of this author's vision, I suppose it's unsurprising that the occasional critics who do discuss his work tend to steer clear of the little things. As above, so below: a bird's eye view is usually the most you can hope for, and though some superficial exposure is certainly better than none at all, this remains an issue, because Erikson shines on the sentence level as well. There is a precision to the construction of each and every paragraph in Forge of Darkness - a sense that attention has been paid to the look and the sound and the significance of the language used - that feels as typical of poetry as prose.

At the risk of knocking a genre I hold near and dear to my heart, let me simply say that one rarely sees such careful composition in vast volumes of fantasy, and when we do, especially when it is so sustained, in my view we are beholden to make it known. To wit, Steven Erikson should be raised up as a standard bearer, representing the best of the best of those books we would love to be more loved — those that are intellectually nutritious as well as delicious.

I came away from Forge of Darkness in awe of this author's ambition, moved as much by the miniscule as I was astonished by the massive, but while it won me over, I was willing, and its spell still took some time to take effect. Erikson's incremental development of character and narrative stymied me in the beginning, and though he eventually relents, at least to an extent, even then this novel is a far cry from accessible. Thus, I wonder whether it is truly as suitable a starting point for new readers as the author has asserted.

Be that as it may, if you come to the first volume of The Kharhanas Saga prepared to do more than a little lifting, the rewards it offers are vastly more satisfying than the pretty baubles of most novels. And as this early excerpt suggests, ultimately:
"Things should make sense. From one end to the other, no matter from which direction one elected to begin the journey, everything should fit. Fitting neatly was the gift of order, proof of control, and from control, mastery. He would not accept an unknowable world. Mysteries needed hunting down. Like the fierce wrashan that had once roamed the Blackwood: all their dark roosts were discovered until there were no places left for the beasts to hide, the slaughter was made complete, and now at last one could walk in safety in the great forest, and no howls ever broke the benign silence. Blackwood Forest had become knowable. Safe." (p.14)
Unfortunately, while the majority of the narratives it initiates are left to dangle, Forge of Darkness itself does end eventually. Given the almighty investment the entire requires of readers, for the multifarious plot to pause when it is finally in full swing is... a pain. Once you've gone and gotten into it, I assure you: you truly won't want this book to be over.

Of course, the finiteness of the form is no fault of the author's — though I would allow that too much of the first volume of The Kharkanas Saga is reserved for set-up. For slaughter in the forest, so that we may travel, one day, in some semblance of safety, to its deepest, darkest reaches.

Well, the sooner, the better.

For a new beginning from a phenomenal fantasy author, Forge of Darkness is surprisingly difficult to wholeheartedly recommend to readers unfamiliar with the series it aims to lay the foundation for. But cast your minds back. Recall that I was such a one, once upon a time. And know now that this twisted fairytale has a happy ending, because I plum loved this book, such that I expect to be first in line for the following volume.

Indeed, all I can think is that in the interim between Forge of Darkness and Fall of Light, however long that lasts, I have at least nine more Malazan novels to help keep my mind off the acute pain of anticipation.

See you in a few years!

...

This review (as well as its accompanying introduction) was originally published, in a slightly altered form, on Tor.com.

***

Forge of Darkness
by Steven Erikson

UK Publication: July 2012, Bantam Press
US Publication: September 2012, Tor

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

Or get the Kindle edition 

Recommended and Related Reading

Tuesday, 13 December 2011

Film Review | The Thing, dir. Matthijs van Heijningen Jr.


What an odd thing The Thing is.

All year long - further back than even that, in fact - I've been hoping that The Thing would be worth the wait, and the weight of my anticipation, as opposed to being some dreadful pretender to the throne I like to think the original film sits upon. It's personal preference in part, but I'm of the mind that the 1982 adaptation of John W. Campbell's Who Goes There? chronicled John Carpenter at the utmost peak of his powers, Halloween be damned; it is certainly the film of his that I've returned to most often, and if it doesn't all hold up today, then it's a testament to its essential greatness that so very much of it still does, thirty-odd years on.


So when news of this remake first broke, rather an age ago now, I was in two minds. Of all the classics that could do with a good updating, I could conceive of few worthier candidates than The Thing. On the other hand, how many of these modern-day takes on the good old horror movies of yore have truly had any business existing? Would The Thing be another in the long line of cold-blooded cash-grabs Hollywood is responsible for, or something more meaningful?


Well, as it happens, it's kind of both of those things. Both... and neither.

The Thing begins with Mary Elizabeth Winstead's new character, Kate Lloyd, a scientist specialising in the recovery of ancient remains. At the outset she's approached by the man in charge of an Antarctic research facility where, as Dr. Sander Halvorson explains, both a specimen and a structure have been found deep beneath the ice, many centuries old and largely intact. He senses a discovery that could change the way we see the world forever after, and asks Kate for her help.


She goes. Of course she goes! But things take a dark turn almost immediately after her arrival. There's an almighty storm coming in, and the Norwegian base is about to be completely cut off from the rest of the world. And then the specimen, safely extracted and awaiting a proper postmortem, goes missing. The only witness to its inexplicable disappearance claims to have seen a monster erupt from the ice... but that cannot be, can it?

We know what comes next: an alien that can replicate the shape of anyone it absorbs, in hiding amongst the scientists at this increasingly isolated camp. Paranoia follows. Tension rattling like a pot too long on the stove. There will be blood, more bodies than you can keep track of, and uncertainty on the fringes of every decision.

Oddly, what follows on from this new beginning to The Thing is a middle third lifted practically like-for-like from Carpenter's revered film; almost an hour of the same situations and the very same scares that fans of the original will be intimately familiar with. For the longest time there are no surprises at all, except for the thing itself, which the director recasts as - of all things - a spaghetti monster.

And then The Thing takes another turn, because its ending is original too, and very well done indeed. In fact it ties in wonderfully with the premise of Carpenter's masterful film, paying homage to both old and new in the same moment.


The thing about The Thing is, it can't seem to decide whether it's one thing or the other: a remake, or a prequel. It can't very well be both - there's really not so much to this story, at the end of the day - but god love it, it tries ever so hard to do just that... to serve two or more masters, and in the attempt, it only disappoints both.

Saying that, it fails neither entirely. The Thing inherits a great many of the original film's most potent moments, and short the spaghetti monster's all too frequent appearances, they are as effective now as they ever were. The Thing also serves to embellish the preexisting mythos with a few neat new kinks; it takes some unexpected turns here and there, smart twists that dovetail nicely with what we imagine may or may not have happened to the Norwegian crew. We learn more about how the thing got here, how it was awoken, and what it wants.

However absorbing all this is - and at times it absolutely is absorbing, particularly when it diverges from Carpenter's narrative - there's no getting away from the fact that if you're in the least familiar with the original film, you'll find the larger part of this iteration of The Thing a needless retread.

Sadly, sandwiched squarely between the old and the new, the fresh and the over-familiar, The Thing seems second-hand at best. But it's been well kept, I'll give it that. Newcomer Matthijs van Heijningen Jr. equips himself remarkably given the limitations of the script, and in the lead role Mary Elizabeth Winstead is suitably serious. The Thing isn't all it could have been, then, but it's enough - just - to warrant a watch.