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Archive for Fantasy

The Witcher (TV) Season 1

Dec26

Show: The Witcher

Genre: High Fantasy

Watched: Season 1 – December 23-25, 2019

Summary: Loved it, but I was prepared

_

It’s been a while since I wrote a TV review, but after binge watching the show, and given my love of Fantasy, The Witcher (both novels and games), and the general process of adaption, I pretty much had no choice.

This is a show written for fans and perhaps not for the uninitiated. It’s unabashedly High Fantasy and is (mostly) extremely faithful to both the source novels for plot and character and to Witcher III in terms of visuals. This last surprised me as the show (I believe) has no connection with the games other than that they draw on the same source material — but it really does (again mostly) look like them. It’s loosely adapted from the first two books, short story collections The Last Wish and Sword of Destiny with chunks of the novel Blood of Elves worked in. These are simultaneously both great material to work from and challenging to adapt, as the world and characters are sketched impressionistically via a series of short stories — and this “episodic” feel permeates this first TV season .

Essentially, season one is preamble, being the tale of this unique alternative history Slavic fantasy world and three (at first) disconnected characters: Geralt (the witcher), the sorceress Yennefer, and the princess Ciri. The trio inhabit parallel stories on a collision course — but not yet obviously connected.

And while I loved the show, it’s not without its issues, so let’s break down the parts:

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Characters and their actors:

Henry Cavill nails Geralt of Rivia. I’m not a Man of Steel fan — although that was mostly the barfarific writing — but he really inhabits The Witcher. Sure, Geralt isn’t exactly the most emotionally available character in the history of fiction, but Cavill brings exactly the right confidence, ambiguity, and charisma to the bleak “hero.” His pale stringy hair and cat-like contacts give him this wide eyed stare — but it works — as does the gravely voice and the continual grunting. Geralt’s combat skills are superbly fluid and perfectly in line with the character.

Freya Allan is ghostly and intensely slavic as Ciri. Just the right kind of vulnerable and a distinctly elven quality. Also great. I heard there was some initial thought of switching up her “race” and I’m glad they didn’t.

Now the mages are one of those total modern melting pots of ethnicity and looking — but the conceit works well with them both because they presumably hail from around the world and because their appearances are sculpted as much by their own magics as by nature.

Compared to Geralt and Ciri, I was more mixed in my opinion of Anya Chalotra’s Yennefer. Early Yennefer is pretty good, and her transformation quite intense. But while post-transformation Yennefer looks the part, she doesn’t bring to it the level of forceful (and petulant) intensity that I have always considered to be a hallmark of the sorceress. Basically, she lacks some of the swagger that is essential to Yennefer.

Anna Shaffer’s Triss was very flat, not at all what I was looking for. But many other characters were solid, particularly Cahir, Tissaia, Mousesack, Eist, and others.

_


Visuals and setting:

Art direction was excellent. Maybe not quite as sweeping as the games, but very similar in style and often haunting. It brought the slavic setting starkly to life. Costuming is a bit varied, but so is the game. Sometimes gritty and medieval, sometimes colorful and a bit more Renaissance. Often the backgrounds were very desaturated. This was fine.

I was not bugged by the gratuitous nudity. This is at its heart an early 1990s fantasy series. It has elves and dwarves and nudity. That’s just part of its thing.

The spell fx could have been better at times. Sometimes they were good, but sometimes a touch offscreen or fake. This is a world (and a show) with a lot of direct magic. It’s not like Game of Thrones where the magic is “subtle” like Melisandre’s. No, this has mages hurling bolts of energy and opening up portals and all that. They handled it ok, but the magic could have benefited from looking even “more expensive” and dramatic.

The creatures on the other hand looked great, as did the settings generally.

_

Music and sound:

First rate. Particularly the sound track. I loved the video game sound trackers, and this one is good as well — similar in its exotic quality.

_

Writing:

Writing was generally good, but I had two problems. Sometimes the dialog seems overly modern, particularly some comic characters like Dandelion (returning to his Polish name Jaskier in the show). And the patching together of the short story based material periodically led to jarring transitions and some tonal shifts. The show maintains the grim pathos, high fantasy, and snatches of humor characteristic of The Witcher. All of these tones being there in the source material, but I wonder about the ability of new viewers to follow the multiple interwoven time frames — which taking a page from Westworld offer only minimals clues for distinguishing the period — particularly given that many important characters in this show do not age significantly (Geralt and the mages). It’s also a show that like its source material throws about the complex “noun soup” of a complex fantasy world and its moderately complex politics. Part of the enjoyment for a fantasy or SciFi reader — and a part not appreciated by people who aren’t steeped in these genres — is the joy of trying to piece together the rules and details of the world without too much handholding. And The Witcher show is fairly true to these roots.

So, given that I’ve read the books and played the games and “get” the world of The Witcher, it’s hard for me know how a new viewer would experience the show. My wife — having neither read nor played — did watch with me, and she enjoyed the show as well, but she also likes fantasy and was peppering me with questions. So if you’ve seen the show, and particularly if you are new to the franchise, feel free to tell me your experience in the comments.

So overall, despite some cheese and some flaws, I really enjoyed the show and am deep in that cathartic sadness that follows the end of a good season. Fortunately it’s already been renewed. I know the professional critics hated the show and the fans loved it. And I think that’s because unlike Game of Thrones, which is a bit of a crossover gateway drug into fantasy, The Witcher (and I speak of the franchise overall) is something rarely done at all, and even more rarely done well on TV: an unabashed masterpiece of genre fantasy — and that’s all right because I love genre fantasy.

For my thoughts on Witcher III (it rulez), click here.

Yep, there are even knights cursed to be hedgehogs

Related posts:

  1. Witcher 3 – Middle Impressions
  2. Game of Thrones – Season 3 Goodies
  3. Game of Thrones – Season 2 Trailer
  4. Game of Thrones Season 4 Trailer
  5. Game of Thrones – Episode 4
By: agavin
Comments (0)
Posted in: Television
Tagged as: Adaption, Anya Chalotra, Fantasy, Freya Allan, Henry Cavill, season 1, The Witcher, TV review

Dark Souls III vs. Bloodborne

Jun13

DS1-noscaleTitle: Dark Souls III

System: PS4 (also on Xbox / PC)

Genre: (A)RPG

Developer: From Software

Publisher: Bandai / Konami

Director: Hidetaka Miyazaki

Date Played: late April / early May 2016

Rating: Amazing

_

After the delicious time I had playing Bloodborne, Dark Souls III was a no brainer. Which understates the matter since I preordered it and was playing the day it was released.

Which leads me to both review this latest (and supposedly final) entry in From Software’s legendary Action Role Playing Game genre. But in the process, explore the small but important differences between Dark Souls III (DS3) and Bloodborne (BB) as a detailed exploration of the genre.

If you think of Bloodborne as a modern day Castlevania, then DS3 is a contemporary Ghouls ‘n Ghosts.

Bloodborne = Castlevania

Bloodborne = Castlevania

Both From Software games are born from the same DNA, but the biggest difference is:

Thematic (not gameplay) Genre. BB draws its roots from Lovecraftian horror while DS3 purports to derive from more traditional D&D-esque stock. But, not really. Both games are so dominated by Hidetaka Miyazaki’s specific auteur imprint that their differences are of a most subtle degree. And while Dark Souls is the older franchise, I’d actually argue that in BB the idiosyncrasy of his particular style more closer overlaps with the explicit genre. BB is so “perfectly” Japanese Lovecraftian, while all three Dark Souls pull fantasy much closer to horror. I don’t mean to imply any particular criticism in this observation. I adore both games, and both sub-styles. And while DS3 is more vaguely medieval and BB more vaguely gothic, they just share so much stylistically.

Dark Souls = Ghouls & Ghosts

Dark Souls = Ghouls & Ghosts

Style. BB is creepier, but DS3 is certainly creepy. The washed out colors and particular/peculiar shapes and forms are very similar, designed to vaguely discomfort. DS3 tends a little more toward matte while BB likes shiny. Certain textural material motifs are common and some are  different. BB likes cloth, leather, eyes, and fur more while DS3 likes metal, fire, stone, and dragons. BB has more 19th century architectural and costuming elements. But both are so dark, gothic, and “churchy”. Plenty of enemies or objects could almost be used in either game. Half the sound effects ARE used in both games.

dark_souls_3_hr_gundyr_battles_playerGraphics. Like BB, DS3 is a gorgeous stylized game. The art design is magnificent in its bleakly weird way. Giant vistas abound and strange unique shapes and distorted silhouettes. And although the engine (used by both games) seems perfectly competent, the art direction is more important than the tech. You just have to like dark and weird. Creatures with flowing forms, hidden eyes, and faces, weird mutations, and a generally ruined, graveyard, gothic sort of look. I’d give a slight nod to BB for uniform of graphical style and theme but a slight nod to DS3 for scale and awesome visual scope.

Sound Design. Fabulous music and minimalist but effective fx. The thud of sword on shield, or the grunt of blade on flesh are all fabulously telegraphed.

Dark-Souls-3-Siegward-Mission-04Gameplay. The broad strokes of the two games are nearly identical. You explore a interlinked world where levels fold back on each other. Monsters and death abounds. You fight through and die. And die. And die again. Eventually you may reach continue points (bonefires/lamps) or open up shortcuts that allow you to circumvent areas already explored. Item collection is persistent across death but experience (souls/blood) is lost on death, with a single chance at reclaiming it by fighting through to wherever you lost it. Souls/blood both serve has currency for leveling and item purchase. Weapons can be upgraded and fit with stones/gems.

Combat, controls, & mechanics. The combat in both games is masterful and varies slightly in important little ways. In DS3 it’s realistic, even typical to carry a shield and block attacks. In BB you can carry a gun, but it does low damage and is useful mostly to interrupt and stun. In both, weapons usually have a 1 and 2 handed mode, but in BB these vary more substantially (at the cost of far less weapons). BB has the “regain system” in which you have a few seconds after taking damage to “take back” some or all of your lost health by attacking again. This encourages a more aggressive style of fighting. In DS3 it is perfectly advantageous to play much slower and more defensively. And since in early levels, BB has 20 healing potions and DS3 only 3-4 until upgraded, the beginning DS3 game requires damage avoidance for survival. BB allows you to charge the big weapon strike and has a dedicated potion button. DS3 allows for much more magic use, opening up very different play styles. But for simplicity I stuck to melee.

I started the original Dark Souls as a caster and paid dearly for it. Only the most advanced players should consider investing in magic during their first playthrough. Melee combat is just so much easier at lower skill point investment. By a New Game+ playthrough, having acquired most of the spells and a lot more skill points, hybrid or caster roles are perfectly reasonable.

Subtle level design decisions also make for combat differences. In BB, you can easily be mobbed by groups of enemies and crowd control is simultaneously more difficult and more important. Same with AOE and sweeping attacks. In DS3 enemies are less clumped, usually only 1-2 at a time — unless you like dying.

Both combat systems are extraordinarily satisfying. The feel is generally excellent, with a slight edge to BB‘s faster, more nimble style. But blocking is highly gratifying as well.

dark-souls-3-screenshot-12.0Story. Both games offer minimal and extremely mysterious story. Yet BB actually has boss intro scenes, substantially more cinematics, and even a few vignettes with multiple characters talking. That’s not to say that this fleshes out a single character, or offers even the slightest clarity as to their motivations, just that you see them introduced and they therefore have more “personality.” Definitely I liked this in BB. And the weirdness all fit together more weirdly, lending to a sense of more odd and mysterious goings on. Yet DS3‘s plot is even “grander” and more unknowable. Perhaps mostly because nothing makes any sense at all. Listen to the above intro trailer to get a taste. That’s not to say that lines like “The fire fades. And the Lords go without thrones” or “And so it is that ash seeketh embers” don’t give me goosebumps — no, I love them — but they don’t exactly make a lot of sense. Except perhaps if you have eyes growing inside your skull. Anyway, slight nod to BB for “plot” and “character” — if you can call it that.

That said, DS3 has MORE NPCs and more complicated “questlines” (good luck actually understanding them or following them without online help as they are so much looser and less defined than in other RPGs). There is a veritable rat’s nest of guys you need to nudge weirdly along their stories in order to open up as much vending as possible. So a nod to DS3 for complexity (a good thing in this case). BB‘s equivalents feel undeveloped and there are only 1-2 of any magnitude.

Both games have multiple mysterious endings too. In both cases I used my internet prowess to achieve the “most difficult” ending. Yet I’m still not sure what being the Lord of Hollows really means :-).

Dark-Souls-3Gear. DS3 has a LOT more gear to collect than BB, but the emphasis is quite different. BB‘s armor is mostly leather or cloth and mostly cosmetic. Some have particular resists, but that’s about it. The weapons in that game are relatively few, but highly differentiated. There are two main types: trick weapon and firearm. In DS3 there is an enormous variety of both weapons and armor with four main weapon types: melee, talisman (for spell casting), bow, and shield. Supposedly all of the weapons are viable, but they aren’t necessarily highly differentiated as there are many similar ones. The armor tends to group into light, medium, and heavy. Unlike BB, weight is a meaningful factor in DS3. I personally went with fairly heavy armor, but it was unclear that the poise attribute (which is supposed to all for heavier armor to prevent you being staggered) was fully functional, or at least worth investing in. The weapons system does suffer from a touch of imbalance. Early on I got a Deep Axe which was fairly powerful, but not very upgradable. It took me a good while to find a weapon and upgrade it to a level where it surpassed this early stage find. It’s hard to know which gear to invest in. DS3 also has MUCH better boss gear rewards. Each boss gives you a soul which can be traded for a choice of two high power items, usually weapons. In DS3, there are a plethora of rings (you can wear 4 at once) that add additional powers. In BB these are replaced by runes (you can wear 3). They are fairly similar but the DS3 system is better in all ways. And overall, I’d give DS3 the win for gear, as it has more stuff and particularly more types of stuff with the shields and whatnot.

Gear Upgrading. BB‘s gear upgrade system is a little simpler than DS3‘s. They both have the same four tier currently +3,+3,+3,+1 normal upgrades, but DS3 has 2-3 additional side currencies for upgrading different gear. Boss gear, and other special types fall into at least 2 “non normal” upgrade paths. It also has a more generous supply of gear upgrade items, although split among all these types. BB only has 1-2 of the top upgrade per play-through, DS3 has at least 4-5. The different types are a little confusing. There are also gems that can be socketed on (most) weapons/shields that modify how the items scale. The use of these depends on your build and I only ended up trying 3 of the 15 or so types. In BB, each weapon has a couple sockets for different gems that can either tune the scaling or boost the damage output (a lot!). I liked this additional ability to pump up the power of even a level 10 weapon, so I give BB the edge here.

e9386bce455b00ad4380af046e247f1aOther collectables and upgrades. In my opinion, as far as RPGs go, the more you can upgrade the better. DS3 allows you to upgrade both the number of flasks and their potency, which BB doesn’t do at all, so this is a big point in DS3‘s favor. It also has more random items and consumables. However, they generally seemed less useful than those in BB. Maybe this is due to BB’s slightly higher overall difficulty level (or just the fact that I got better at this sort of game between). There are lots of spells and whatnot which I didn’t experiment with. DS3 has the whole “ember” system by which you can spend this limited but reasonably available currency to gain max health until you die. I mostly used it for bosses. You need it for multiplayer. There is also the whole hollowing thing, which even as the Lord of Hollows I didn’t totally understand. Somehow dying hollows you out more, and you have less multiplayer ability when hollowed. This is a change from the much more brutal hollowing of Dark Souls where the game just got harder the more often you died.

crystalsage1_tcClasses and leveling Mechanics. Being an RPG, both of these games have means by which you level up and improve your characters. These are extremely similar but differ in subtle ways. BB has two currencies, blood and insight. Insight is earned mostly from bosses. Often you can buy the same things with both. Insight subtly changes the game’s look and play, which is very weird but cool. DS3 really just has the souls, which are almost exactly like blood. In both cases, you collect them like XP and can spend them for gear or to level up your character. Their persistence is similar in both games in that you lose them on dying, and have a single life afterward to try to retrieve them from the spot (in DS3) or spot/monster (in BB) where you lost them. This means that if you die with a decent number of points you really need to focus on retrieving them conservatively. If you get cocky during one of these missions you will often lose the batch and end up howling at the TV.

Leveling is frequent, but a painfully small boost to your power. You have to chose which point to invest in. DS3 has more types of points, with higher differentiation, and far more defined character builds. In BB mostly you could go for strength or dexterity builds, with a few people investing in arcane for a weak kind of magic. In DS3, besides the basic stats shared by both games like health, endurance, and item discovery, there is a weight carrying stat and three different magic stats driving (in some combo) three different sorts of spell-casting abilities that can be mixed with melee. These “classes” are a bit odd and nebulous compared to something like World of Warcraft or Diablo, but they are definitely more interesting in DS3 and overall I really like the RPG mechanic.

For me, the leveling mechanic adds to the game on so many “levels,” (haha) which is one of the reasons I always like RPG mechanics. First of all, it gives you more things to progress, and therefore have that “sense of achievement.” Second, if an area gets too difficult, you can always grind somewhere and level up to make it easier. Overall nod is to DS3, but the systems are pretty similar.

Dark-Souls-3-2-980x551Level Design. DS3 has more levels, and somewhat larger than BB (particularly if you exclude the DLC). The levels are fabulous in both, but quality goes to DS3.

However, BB has the whole chalice dungeon thing which allows for A LOT of extra levels to help farm blood and with their own powerful gem upgrades. There is a lot of content here, but the problem is that it’s boring in comparison to the normal levels. Somehow the featureless dungeon levels, half randomly constructed, are both extremely difficult and very dull. I never really enjoyed playing them.

Creature design in both games is fabulous and while DS3 probably has more, the variety is very good in both cases. Each creature tends to have considerable differences in attack and defense styles, which interplays delightfully with the generally awesome combat mechanics.

frame_0000_large

This boss you kill by bursting the sacks hanging between its legs!

Boss Design. Both games focus a lot of energy on bosses. There are many. They look fabulous. They play well, and require significant investment to master. DS3 has more bosses (particularly without DLC), and both games have a lot of excellent dramatic bosses. The BB ones felt more differentiated, mostly had cool intros, and seemed harder. Maybe it’s because I often co-oped the DS3 bosses, maybe I got better between games, maybe not. BB bosses seemed to absolutely require reading strats and watching videos to conquer. Some, like the Orphan of Kos were so insanely hard I still get shivers. Nod to BB for bosses just for sheer evilness.

Hubs. BB has a dedicated “Hunter’s Dream” hub while DS3 has the hub located in the “regular” world. Both have continue points that allow for teleportation, but DS3 allows you to teleport straight from one to the other without returning to the hub. Given the lengthy load times this is a significant plus. In addition, DS3 lets you reset a level at the bonfire without a load.

Co-op Multiplayer. I don’t really do much PVP (if I can avoid it), so I’ll discuss co-op. The system is very odd in both games, and not well “explained.” But it was much easier to summon co-op help in DS3 and I used it extensively to get past bosses. Actually I didn’t even discover it until about 7-8 bosses in, but I used it on most times after that. DS3 bosses are WAY easier with 2 players. More people seems to increase the hit points of the boss more than its worth. Neither of these games bother to explain their odd mechanics. You pretty much have to read about them online. But anyway, DS3 wins here. It also has more bizarre multiplayer factions than BB. In both cases the why you should join them and what they do is vague. You have to read the wiki online for a full explanation. I don’t focus on this kind of thing, but on regular leveling, bosses, gear, etc.

Ascended Winged KnightBalance. The sort of vague mysterious quality to both games makes for a somewhat diffuse balance. But that being said, the gameplay itself is intense and spectacular. Even though the bosses are huge and terrifying, or maybe because of it, I tend to prefer the levels. These are just awesome sauce and I also like the high level of challenge and the collecting and “upgrading.” These are just very satisfying games if you invest the time. BB felt a little tighter and more focused, but the increased scope of DS3 is fabulous too.

Mystery. I’ve said it before, but I’ll say it again. These games are oddly mysterious, ambiguous, and “ill documented.” In that, they don’t explicitly teach the player about what’s available through clear tutorials, and they don’t even telegraph the availability and consequences of major branches, mechanics, decisions and whatnot. For example, if you were playing a spell-caster, opening up the vendors that sell most of the spells requires an odd sequences of dialogs and encounters, none of which is clear. You could easily goof or miss out on these. That’s just the way this game is. I happen to like this vague quality and find it highly immersive. But I also love David Lynch films. If you like everything very neat and well telegraphed, or don’t enjoy pouring over the online wiki descriptions, these games might be extra super hardcore frustrating. If, like me, you embrace it, they have a flavor, complexity, and immersive quality much different from a more explicit game.

dark_souls_3_boss_how_to_beat_dancer_of_the_boreal_valleyOverall, these are just some of my favorite games in recent years — true masterpieces. If you don’t mind your games hard (very very hard), and you like fantasy combat and aren’t easily creeped out, you must play them.

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Related posts:

  1. Dark Souls
  2. Bloodborne – Early Impressions
  3. Bloodborne – Complete
  4. Diablo 3 – from Good to Great
  5. Witcher 3 – Middle Impressions
By: agavin
Comments (0)
Posted in: Games
Tagged as: APRG, Bloodborne, Dark Souls 3, Fantasy, Hidetaka Miyazaki, RPG, Video game

Witcher 3 – Middle Impressions

Mar14

cover-ps4-the-witcher-3-wild-huntTitle: Witcher 3: Wild Hunt

System: PS4 (also on Xbox / PC)

Genre: (A)RPG

Developer: CD Projekt Red

Publisher: CD Projekt Red

Date Played: February / March 2016

Rating: Sprawling and involving

_

I had such a great time playing Bloodborne earlier in the year that I couldn’t resist another foray into the world of console RPGs — this time the highly regarded Witcher 3: Wild Hunt. And by the way, I’ve never played a Witcher game before, barely even heard of them.

But Witcher 3 has garnered tons of great reviews, sold 6 million copies last year, and has an interesting development history. CD Projekt Red is a Polish company that is relatively new (to making original games) and does its own publishing too.

Which leads me pontificate on Witcher 3 (and to a lesser extent Bloodborne) in the context of the history of video games and of RPGs — of which I have played (more than) my fair share over the last 35+ years. Although both of these 2015 console games are both great, and both technically ARPGs (Action Role Playing Games) they are worlds apart in style and design emphasis. As I discussed before, Bloodborne is essentially descended from Castlevania, with a bit of RPG DNA grafted in. Bloodborne is all about learning how to navigate through very fixed levels of extremely difficult monsters. You memorize where they are, and how to beat each type, and you do so primarily by mastering one of the best hand to hand combat systems yet made. The core of the game is closer to a Brawler (like Final Fight) or Fighting Game than it is to old school RPGs. The RPG element is a way to customize and level up your character.

Witcher 3, however, is a bonafide descendant of the OG RPG family. And while like all good games, it inherits from countless older games, if I were to pick a “most important ancestor” I’d go with Ultima IV: Avatar. Both games focus on questing (in U4’s case, proto-questing as the formal quest hadn’t been as formalized), big worlds, and moral choices. And I mean the greatest compliment to W3 by placing it in this family, for U4 is one of the best RPGs of all time, and W3 is a very modern, very worthy successor.

I have to say, that for a few hours I was a little disappointed with W3, thinking that it just wasn’t as good as Bloodborne (which I’d just finished). It’s certainly slower paced. But the game has really really grown on me. They are very different RPGs and W3 is fantastic in its own right, just with a total different design balance.

2457637-the_witcher_3_wild_hunt_geralt_vs_fiend

Every game design team has to decide what they are interesting in focusing on, and you can assign them buzzwords, but let’s really break this game down by looking at separate elements and how the game emphasizes them.

Setting/Style/Graphics. W3 is set in this mysterious “northern middle ages” of the 1200s. It’s gritty and “real” except there are monsters and magic. The world is vast. Really vast. Fairly sparse, with a lot of riding or running around through the wilds. People eek out a living and it feels pretty authentically medieval. It’s based on a fantasy series by Polish author Andrzej Sapkowski. The moral style of both books and games diverges from the traditional black and white tropes of fantasy to offer an extremely (deliberately) gray scale picture of the world. The hero Geralt is a monster hunter and sword for hire, and he blends worldly cynicism with a certain heroism — but in the game all your choices have consequences (more on that below).

The graphics are realistic and naturalistically gorgeous. Not hyper colorful, nor drab.The world is lovely in a Northern way (bogs, forests, tundra, water, stone). I haven’t seen any desert or jungle. There is weather and time of day and very nice natural lighting. You often get these gorgeous sunsets and the like. The people are naturalistic, ugly even. Textures are very high resolution and there is a LOT of animation — pretty good animation at that  — not Naughty Dog great, but very good. The voice acting is spectacular as rule, particularly Geralt — which is a good thing given how much you have to listen to him.

Things are lusty. There is a ton of swearing. There are wenches and strumpets and actual nudity and sex. It’s kinda weird as I’m not that used to this in video games, but also at the same time like a bawdy 80s fantasy novel (which it derives from), and therefore slightly in the Conan school, but much darker.

There is also a ton of detail, particularly in the construction of minor ruins and castles. While built of similar materials, each feels uniquely constructed. Vistas abound, as do lush sunsets, the glare off ice blue water, the bright expanse of a sun spilling in through a castle window. Witcher is a pretty pretty game with a surprisingly un-game-like visual style.

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This enormous city is fully explorable

Story. There is a lot of story in W3, both in the past and in the present of the game. Bloodborne by contrast is a game with almost no present story, very little dialog, just a very complicated mood and world and a bunch of events that setup that world. W3 has all sorts of personal and political history, some of it from the previous games, but it also includes a monstrous (haha) number of hours of directly related, animated, voiced over story. Online I read that there are 300 hours of recorded dialog! This includes an enormous main story with very elaborate central quests and plenty of options as well as an epic number of side quests. Plus Geralt helpfully comments on things constantly.

Geralt's two main squeezes, Triss and Yennifer

Geralt’s two main squeezes, Triss and Yennifer

Questing / Gameplay. Like many RPGs before it, W3 aims for a a quest driven gameplay. It’s not a grind driven game, in fact monster XP is poor enough and monsters sparse enough that you’d be ill advised to go out just for the purpose of killing. It’s viable to explore “unknown markers” (question marks on the map) and discover/kill whatever is there, but these aren’t super dense either. Mostly, you work through the quests which will drag you into the game’s three main mechanics anyway: travel, investigation, and combat.

But let us compare the sub-balance with World of Warcraft. In that game, a quest giver will deliver a couple written paragraphs of mumbo jumbo, which you won’t read, which will basically sum up to “kill 14 boars in this zone” or “collect 7 blood crystals” which are either dropped or guarded by said boars. Mostly in WOW, you collect 3-4 quests that allow you to kill monsters in the same area repeatedly until you have finished off those quests. I rarely read much of the quest text, even though my main has the Loremaster achievement (having finished EVERY quest in the game!).

In W3, however, ALL the quest dialog is animated and blessed with voice over. This alone ups the interest level by a factor of 10 and is an impressive feat. Plus, the quest writing is far more character driven and the goals usually less about grinding some monsters. Most quests involve numerous steps before the kill, usually an investigation and some more dialog. This dialog usually offer Geralt choices, and the designers have cleverly set it up such that the quest usually finishes no matter how you chose, yet the consequences vary. In countless scenarios, someone must live and someone must die — and it’s usually Geralt who chooses, although not always with clear insight as to the ramifications of the choice. Do you want to get out of an argument by using the force, bribery, or violence? Well, you’ll get to chose (a lot). So not only did CD Projekt Red have to write the quests, then record, animate, and program them, they had to write them with branching options and multiple endings. This goes for both main and side quests too.

Now, there is some clever structuring here where the choices more or less fold back together, or in the case of side quests the varied consequences don’t matter to the main story. For example, you might be thrown into prison and can escape by stealth, combat, money or magic, but anywhichway you will end up at trial. Or you might have a choice to let a malfeasant go (and maybe get a reward) or kill them and collect the loot. Occasionally, these people you save will show up again later (or not) and your choices will have big long term consequences.

This is particularly the case with the “romances.” Geralt is a lusty fellow and he has two main love interests in the game, along with a couple (possible) side affairs and a whole bunch of “strumpets.” With the two main ones, how you play influences who you end up with, and it’s all a little hard to predict. I ended up consulting with the internet to try and divine the “best” choices — but the game is structured to elude any optimal solution. If you try to romance both hard, you end up with neither.

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Sometimes the feel is decidedly Eastern European fairy tale

Mechanics. if the questing is the mid level gameplay, the mechanics are the actual controls and combat. W3 has spread the love in terms of designer effort, and the lower level mechanics are good but not perfect. Combat has a variety of options and there is a nice skill tree. You can balance between melee and “signs” (simple combat magic). Brewing up potions is significant. The actual fighting is fun, and blessedly single character action based. One of the things that has scared me away from some recent well-reviewed console RPGs like Dragon Age: Inquisition is the party based combat. I never find it fun. Witcher‘s solo fighting is great. However, this is no Bloodborne, where a huge percentage of the design effort was spent on the intricate physical combat and the myriad weapons. In Witcher, all the weapons feel more or less the same and the game doesn’t “real your mind” with regard to the nuance of strikes, but it’s still satisfying head loping fun. Witcher‘s combat is also vastly easier than Bloodborne‘s nail biting encounters and bosses are just larger typical monsters, not highly specialized (and brutal) special encounters.

Geralt’s normal non-combat control also isn’t as stellar as Bloodborne‘s. He has a bit too much inertia and there is something a little funny going on with the rotation of the camera such that I constantly got turned around for a second — even after 50+ hours of play. In BB, the control is dead on, earning them an A+. Witcher‘s are more in B territory. They are good enough, and the overall game great enough (it really is a superlative overall game), that it’s not a problem — but they could have been better.

An interesting and new (to me) sub mechanic is Geralt’s skill at investigation. He has these Witcher Senses, which a bit like the sonar mode in The Last of Us allows you to slow down and see the important things in the world. But the Witcher uses this like no game I’ve played before. You can use it to look for look or monsters, but you also use it constantly to find secret passages, hidden traps, foot prints, blood stains, and to generally follow and track villains to their lairs. I have to say it’s a very effective mechanic, and very much in keeping with the exploratory pace of the game.

Also like The Last of Us, there’s a significant looting “minigame.” In that, there are chests, barrels, and bags of stuff EVERYWHERE and you can spend as much or as little time as you like scavenging from them — albeit with care, as sometimes guards take offense. Oddly, peasants don’t, so you can pilfer their houses right under their noses. I found lots of good stuff this way, and as crafting and alchemy require tons of materials and are very valuable in this game, I played as quite the petty larcenist.

Between Geralt’s various modes and gear, inventory management, the map, quest management, etc. there is a lot of menu use. And the menus can be a bit clunky, particularly getting in and out of shop keeps. The inventory has sluggish tabs and there is this strange need to page through them all to reach the shop keep’s “tab.” Then, if you want to actually equip an item you might have to back out of the whole store and go into the normal inventory. But at the same time, the game’s need to “keep it real” wth the dialog means Geralt will have to pound through “hey, how are you” “can I take a look at your goods” and “farewell, maybe I’ll be back later” types of useless animated dialog — again and again. Some of these asset and menu controls are more like C+ or B-. They don’t ruin the game, but they could use some programmer/designer love.

There are a couple additional side mechanics in Witcher 3. A major one is the Gwent card game. This is a Hearthstone/MTG style minigame available across the whole world. I found the pace too slow and after a couple (loosing) games just skipped it as best as I could. Some people might enjoy it, but I was more focused on the the main game. Sometimes there is also horse (or foot) racing too. This was closer to the main mechanics and I enjoyed it much more. Sure, it was sometimes hard to know where the race course was and accidentally straying led to frustrating losses, but for the most part it was fun.

You spend a lot of time on your horse Roach

You spend a lot of time on your horse Roach

Meta-Game/Progression. I’ve played hundreds of RPGs and Witcher has an unusual balance. Leveling is glacial. It’s several hours (maybe 2-4?) between levels and the amount of XP both needed and earned is fairly flat. 60+ hours in and I’m still at level 22. This isn’t like WOW‘s carefully orchestrated progression where early levels ding in quick secession and new abilities are dolled out one by one with ordered and rapid progression. In the Witcher, you have all your spells at the start. Sure you can improve and modify them with the ability points (slowly), but it’s mostly there to begin with. There is no choice of complicated rotations and the like inherent in each build (ala WOW or Diablo 3). Builds are more about emphasis. There is a lot of gear, but the Witcher sets, found through following specific treasure quests, are the best. Questing and exploration are more emphasized in this game than gear and character progression.

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Medieval Europe brought to life

Odds and Ends. PS4 load times are pretty abysmal, particularly when you die. Think at least 1-2 minutes on the load screen. This is a big detailed world, and the blu ray isn’t the speediest, so I half understand. But it’s possible to zone in, move 5 feet, die, and still spend over a minute loading. The programmers must dump all of memory and start over. I solved that problem in the mid 90s :-). Fortunately you don’t die that often, but teleporting across the world and back to turn in a quest or sell loot can be annoying. As is the “weight limit” mechanic. This is one of those “some RPGs do it” things, and I never love it. When you are full you even walk slow and can’t use fast travel! Another complaint is summoning and mounting Roach, your trusty steed. For some reason, he’s a bit shy, and he has a knack for always showing up behind you. Then when you mount up the camera somehow rolls around leading to an inevitable canter off in the wrong direction.

It’s also worth mentioning, that while Geralt is a bad ass capable of slaying the most fearsome of monsters, he must have fragile bones because a fall off the wrong roof or cliff edge can easily lead to instant death. Save often in the presence of these perilous foes.

The views are frequently just awesome

The views are frequently just awesome

Balance. It took me a few hours to adjust to Witcher‘s peculiar game balance. This isn’t a super fast paced game, but once you accept the beauty of it, and the incredible depth of its gorgeous, windswept, Nordic game world and complex moral/character driven plotting, this game really grows on you. Sure, if I were the producer I would have spent another month or so tuning up the inventory and control mechanics. But the game’s greatness transcends a bit of control clunk. And I have the impression Witcher 3 represents quite an improvement in this regard over the earlier installments. If the story / exploration aspects of fantasy RPGs appeal to you at all, than Witcher is a MUST PLAY, having created one hell of a real-seeming world.

NOTE: As of 3/13/16 I’ve completed about 75% of the game. More thoughts to come after I progress…

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Lots of classic monsters

Lots of classic monsters

Related posts:

  1. Bloodborne – Early Impressions
  2. Bloodborne – Complete
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By: agavin
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Posted in: Games
Tagged as: CD Projekt RED, Fantasy, Game Review, RPG, Wild Hunt, Witcher 3

Gods of Egypt

Mar02

Gods-of-Egypt-Fiery-PosterTitle: Gods of Egypt

Cast: Nikolaj Coster-Waldau, Brenton Thwaites, Gerard Butler, Rufus Sewell, Geoffrey Rush, Alex Proyas (Director)

Genre: Fantasy

Watched: March 1, 2016

Summary: Deities & Demigods

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Sure Gods of Egypt was panned and is tanking at the box office, but it’s a big budget fantasy movie with (vaguely) Egyptian deities and Jaime Lannister — how could I not go see that? I’m glad I did too, because this is one of those films, like Jupiter Ascending, that I enjoyed in the theatre, but would have bored me at home.

Looks dumb, huh?

But if you totally suspend disbelief. Ignore the voice over. Abandon hope of character development. Forget the incoherent mythology. And turn a blind eye to Egyptian religion cribbed solely from Dungeons and Dragons: Deities & Demigods.

If you can do all that, and just view it as a “Egyptian inspired fantasy”, it’s actually a fun romp. The film is gorgeous in a CGI kind of way. I mean, this movie may have the MOST CGI of any live action movie yet made. Ever. They must have built more real sets for a Star Wars prequel! And the character writing is simplistic. But the actors actually do a good job with it. Particularly Nikolaj Coster-Waldau, the two mortals Brenton Thwaites and Courtney Eaton, Chadwick Boseman, and the ever enjoyable Geoffrey Rush. And there are some funny lines. No one takes themselves very seriously, director on down. Gerard Butler’s Set is a little annoying, but not nearly as bad as the recent General Zod (barf!).

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But the GOE plot is easy to follow. Nonsense, in its way, but straightforward without a lot of mumbo jumbo. It’s an old score quest / adventure plot in that way. None of the battles last that long, which is great, although there are a lot of them. But they are each different. And there are many cool sets (ahem, CGI modeled sets). We have palaces, temples, secret tombs, the afterlife (loved Anubis), gods that are twice the height of people, and my personal favorite: Ra’s “boat of a million years.”

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The film is ridiculously anachronistic, with modernistic jokes and like the recent Hercules movies (set in 1200 BC) where they ride horses with saddles, stirrups, and all that — none of which was invented until much later. Here, besides the gods and magic (fine), you have giant pedestrian freeways, stone traps made of rock with the properties of aluminum, sandals with buckles and all sorts of things that certainly didn’t exist even in New Kingdom Egypt, not to mention “pre-historic” Egypt when the gods reigned — but I didn’t think about it — again, Egyptian inspired fantasy world.

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Some of the magic and general religious-magic was kinda cool. Like the way Anubis emerges and descends into a swirl of dust. The production did a tiny itty bit of research before throwing almost all of it out. When Horus sends Zaya’s soul to the afterlife he says something to the effect of “may the earth doors of Aker open to you, may the sky doors of Geb open to you” which is standard Egyptian magio-religious rhetoric out of the Book of the Dead.

Sigh. Too bad they’d never use this kind of giant CGI budget to an actual real plot set in a recreated real ancient world.

Find more movie reviews here.

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Almost looks like Beastmaster or something!

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By: agavin
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Posted in: Movies
Tagged as: Alex Proyas, Ancient Egyptian deities, Brenton Thwaites, Chadwick Boseman, Fantasy, Geoffrey Rush, Gerard Butler, Gods of Egypt, Horus, Movie Review, Nikolaj Coster-Waldau

Bloodborne – Complete

Feb12

71AEYuMzSUL._SL1248_Title: Bloodborne

System: PS4

Genre: ARPG

Developer: FromSoftware

Publisher: Sony Computer Entertainment

Date Played: January/February 2016

Rating: A Masterpiece

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I few weeks ago I wrote a short article on my initial impressions of Bloodborne, and I’d like to come back to it now that I’ve defeated the game. Every boss. Every area. The whole DLC. All the side quests I could manage. The secret special double probation third ending. Now that’s on the “first play-through” (known as NG), I’m only a third through NG+ (a second harder go at it). But still, I think I know the game pretty well.

Let me put it out there, Bloodborne is the best console game I’ve played since The Last of Us, one of the best console games I’ve played in a long time, and one of the best games I’ve played since Diablo 3. It’s a masterpiece.

Perhaps my favorite thing about this game — and there a lot to love — is the setting, mythos, and lore. If you can handle it, this video gives a bit of a taste (SPOILERS ABOUND):

Besides being a great game, Bloodborne is a masterpiece of Lovecraftian horror. Many of you have probably never heard of H.P. Lovecraft, but along with Edgar Allan Poe, he is surely the most influential writer in the entire genre of horror. Enthroned in the genre not unlike J.R. Tolkien is for fantasy. Stephen King, no slouch himself, cites Lovecraft as his own greatest influence.

Bloodborne is like a love-letter to Lovecraft, reveling in a blend of “classic” (vaguely 19th and very early 20th century) influences, including in no small part Bram Stoker’s Dracula and the like. Every element of the game backs up this stylistic choice: The superb art design of world and characters both. The esoteric, cryptic, and complex mythology. The themes of forbidden knowledge explored and perverted. The creepy gorgeous music and terrifying sound effects. The influence of horrific powers from above/below/beyond. The moral ambiguity. Insanity. Dreams. Transformation and metamorphosis.

This is a dark dark game.

Art-bloodborne-screen-03It’s just so deliciously creepy and mythological. Really. Dark Souls has a cool world feel and mythology, and there is significant overlap, but Bloodborne really takes it all to the next level, elevating itself above mere video game (and it rocks in that department) to become a genuine work of art. Surely no chipper happy landscape painting, but a dark broody bloody 1911 horror novel of a game.

It’s quite twisted and disturbing too, in a very gothic fantastic way. There are a lot of awful reoccurring themes: nightmare worlds, bad births, transformations into beast-hood, sadness, tragedy. It’s often slightly Japanese in flavor, which blending with Lovecraft’s very Western horror lends it even more of a sentimental exotic twist.

The above video is a good example. The “Orphan of Kos” is a horrifically difficult boss born from the corpse of its parent — a great one, one of the Cthulhu-inspired demon-gods. It fights you with its placenta as a weapon. Yuck! This fight was so hard too. It took me probably 12 hours to master.

Bloodborne is a very boss centric game. There are a lot of them, 18 in the normal game, 5 in the DLC, and at least 15 in the Chalice dungeons. They are all hard. All different.

Nothing about this game is very obvious. There is little hand holding and there are countless secret and optional areas, bosses, weapons, etc. However, taking the time to explore them is both satisfying and makes it easier — as you’ll need their powerups. Coming late to it, the DLC served as an extra optional area to mix in with the main game. It’s extremely well done, and perhaps even harder than the primary plot. It fits in seamlessly from a style point of view.

bloodborne_the_old_hunters_V2Which brings us to more fantastic points about Bloodborne, the gameplay. The sneaking around and the combat is really quite excellent. It’s extremely difficult, and very skill oriented, particularly the many many varied bosses. But the mechanics are intensely visceral and satisfying. The combinations of feel, exceptional animation, physics/collision driven hand to hand, and amazing art and sound design all serve to enhance the effect. Every strike is satisfying.

The controls are very deep and nuanced, with a ton of variety in weapons. As a control programmer I can really appreciate the effect and tuning that went into them. At times the game appears to read your mind, allowing you to combine combos and hit multiple opponents in the same strike — but really it reads subtle indications from your joystick movements during the long attacks to guide and influence the results.

It’s difficult, and I’m not that great at the highly precise art of parrying with the guns — catching the enemy at exactly the right moment as to stun them — but subtle mechanic changes have made the combat “easier” or at least less frustrating than that in the Souls games. Probably nothing as much as the “regain system” in which you can recover lost hit points by rapid retaliation.

Image-bloodborne-c20The meta game is excellent too. At first I though it cryptic and the investments of blood echoes into levels of little apparent goal. However, I found that Bloodborne is actually a satisfyingly easy game to grind. Having trouble with a boss? Well, there are two options: read up on strategy and practice, or level up and practice — actually, you pretty much have to do both. The game doesn’t discourage a bit of grinding, and rarely makes it take that long. Plus the combat is so satisfying that even killing a room full of monsters over and over again is fun. 15 minutes of grinding will often earn you a level or two. Grinding up weapon upgrade “stones” and gems works pretty well too.

You have to choose how to invest in this game. There are only enough materials to upgrade a few weapons, so you need to choose which to use and spend both on them and on the appropriate character stats wisely.

There are always a lot of options to help you get past difficult spots. The first up being to watch some strategy videos, next are to tune your “runes”, weapons, outfit, and consumables for the fight. There is a lot of variety here. With weird powerups to exploit some vulnerability in most bosses. All challenging to learn and use. The “armor” is interesting. They aren’t radically different in power, and you can often wear what looks cool (and they do look cool — and different). For particular bosses and areas you can cobble together a set as best needed, for poison resistance, or fire, or frenzy.

I also love the way the world is so dense, but all twisted about on itself. Nearly every level has a door, gate, elevator, or ladder that cuts from the beginning to the end — after you sneak around and open it. It comes to feel progressively more accessible as you open up various connections. You learn it REALLY well too, because most areas require so many careful traversals in order to master. This is a game about learning the exact way to get through difficult challenges. It’s about mastery and careful progression.

A deliberate experience to be savored.

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By: agavin
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Posted in: Games
Tagged as: ARPG, Bloodborne, Fantasy, FromSoftware, PS4, RPG, Sony Computer Entertainment, Video game

Bloodborne – Early Impressions

Jan20

71AEYuMzSUL._SL1248_Title: Bloodborne

System: PS4

Genre: ARPG

Developer: FromSoftware

Publisher: Sony Computer Entertainment

Date Played: January 2016

Rating: Awesome (although hard)

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Many years back to played a couple days worth of Dark Souls, by this same developer. So when I was recently perusing some “best games of 2015” and came across the PS4 Bloodborne, a more updated take on the “mega-difficult action RPG genre” I decided to give it a try.

http://www.youtube.com/watch?v=tBGjx-4_R10

Although it might not be obvious, Bloodborne is really a spiritual descendant not only of those older “Souls” games (also by FromSoftware), but of Castlevania. It’s dark, gothic, and a creature hunting action roll playing game with lots of secrets.

Bloodborne-featuredLet’s talk about atmosphere. Bloodborne is Japanese Gothic, with a kind of vaguely european, vaguely 18th or 19th century vibe. Creepy cities, leather, top hats, blunderbusses, werwolves, and all that. It’s a gorgeous gorgeous kind of dark game. Excellent and moody visuals and soundscape.

At the mechanic level, Bloodborne is a sort of brawler. You fight usually two handed, with both a firearm in the left hand (generally a slow shooting blunderbuss or flintlock pistol) and a “trick weapon” in the right hand. The trick weapons switch between a smaller faster version and a bigger slower one. This switch can be done in the middle of combat. In fact, you can have two of each kind of weapon and switch those out too. Combat is careful and calculated, generally up close and personal, very visceral — not unlike a Final Fight style brawler. You dodge slow deadly blows, shoot guys to stun them, and then bash their faces in — combos abound. This refinement of the Souls hand-to-hand combat is faster and more furious. Different kinds of weapons and blows are satisfying. The monsters are varied, their animations clear and effective. A new mechanic where you can steal back lost hit points by attacking immediately after loosing them is very effective to encourage a more furious style of fight.

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But all that is this micro-mechanic. The macro mechanics (i.e. the RPG element) are brutal and different (although less evil that the Souls games). Blood echoes are xp earned by killing monsters, but you loose them all when you die. However, some nearby monster picks them up, and if you return to kill him (after killing everything up to him again), you can regain them — unless you die a second time on route. This mechanic, combined with a ridiculous scarcity of continue points means that you spend a LONG time killing the same guys over and over, learning every corner of the world. In fact, you have to kill one of the hideous bosses to get a continue, and it took me over a week to do that. Long before that I pretty much learned the ins and outs of the first area (which has a choice of two bosses).

And you can spend your blood echoes on leveling up, or weapons, or leveling your weapons, which are all great ways to get better at the game. Too bad you can’t actually spend anything until you at least see the first boss — and this is quite brutally challenging without leveling up.

Nor did the game bother to explain this, or much else about its rather oddball but well crafted macro-mechanics. Bloodborne, like the Souls games is virtually free of the burden of documentation, walk-thru, or any of those niceties for coddled modern player. Instead it relies on painful trial and error — and no small amount of walkthrough video viewing.

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It took me about a week to kill the first boss. By the time I even faced him seriously, he really wasn’t that hard, but my initial encounters at low level had been so punishing I took my time leveling and exploring. For while the monsters respawn every time you die or return to the leveling hub, rare items and “doors” are persistent. That is you can only collect an item once, and a door, once opened stays open. It is this last, since the level is folded around itself, that makes the long traversal through the level more manageable after awhile. For example, an initially locked gate near the checkpoint, when unlocked from the back allows “quick” (killing “only” 11 monster) access to the first boss.

And while one might think that slinking around killing the same monsters over and over again would be boring, the addictive rhythm to the combat and the slow progress in both leveling and skill makes it all quite rewarding — if dastardly difficult.

All ARPGs involve a grind. Diablo 3, one of my favorites, is nothing but grind. That’s not necessarily a bad thing. In Diablo, you just slay slay with abandon in order to earn xp and small changes at gear upgrades. In Bloodborne, you pick your way through carefully, for the consequences of death are much sharper. Still, fundamentally you kill monsters, collect XP, and improve your character for more more monster killing. Such is the name of the game.

More thoughts to come after I progress…

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Bloodborne-3

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By: agavin
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Tagged as: ARPG, Bloodborne, Fantasy, FromSoftware, PS4, RPG, Sony Computer Entertainment, Video game

Untimed Bundle For Sale!

Apr15

StoryBundle has just launched a new collection of indie Fantasy and Science Fiction titles including my time travel novel Untimed and 8 other awesome books!

Is there a common theme to these masterpieces? Why yes, they all survived the ImmerseOrDie Challenge!

The premise of the ImmerseOrDie challenge is simple. Every morning, the host, Jefferson Smith, gets on his treadmill, opens a new indie fantasy or science fiction ebook, and starts his morning walk. Any book that holds his attention for the duration of that forty minute stroll gets labeled a survivor. But getting there isn’t easy. Every time he reads something that breaks his immersion in the story — bad grammar, inconsistent worldbuilding, illogical character behaviors, etc. — the book earns a red flag, called a WTF. If he finds three WTFs before he finishes his walk, the clock stops, the book closes, and he ruminates on what went wrong. Whether it survives or not though, he writes up a report about his reading experience and about what sorts of things he might have learned from it, and then share that with all the folks who follow his stream. (You can read more about the IOD and see all the archived reports here.)

How has that worked out so far? Well, as anyone who has tried to sample the firehose of indie publishing can confirm, few of the titles being released these days meet even basic professional production standards. So it should come as no surprise that by the time he was ready to submit this collection to StoryBundle, he had read 114 titles, of which only 13 had survived that basic probe.

But this StoryBundle is not just about being clean enough to squeak past his forty-minute guard dogs. After surviving the first round, those thirteen survivors were then run through a second gauntlet as well. To survive that round, they had to do more than simply avoid WTF triggers. They had to grab his attention and hold it, and then deliver a complete and satisfying story. Not just clean production, but an entertaining read. And not just for forty minutes either, but for the entire book.

What he had left with at the end of that second round was the collection of books you see here today, snatched right out of the fury of that indie firehose. These were not written by established writers who are diversifying their revenue streams, but by truly unknown writers who happen to have game. In his view, these are the writers waiting in the wings for their big breaks. And he (and I) are hoping this StoryBundle just might be the break they’ve been waiting for.

story-bundle-brand

So after all that, it is now my great pleasure to introduce the champions. But rather than just regurgitate the usual marketing blurbs to describe them, he’ll tell you both about the books and what it was in those first forty minutes that pulled him in.

iodcentury-sm
Century of Sand, by Christopher Ruz (Fantasy)

An old warrior rescues a young girl from the clutches of an evil wizard and then flees with her into exile. It’s a desperate bid to find something—anything—that can put the world right again, and hopefully, undo whatever darkness has been done to the girl. His daughter.

For Century, it was the setting. I was intrigued enough by the premise of an old warrior on the run with an uncooperative girl-mute in tow, but it was the oppressive landscape that captivated me. The heat and sand and dehydration were almost palpable—enough to make the drama of the army that pursued them almost secondary.

(Read the full IOD Report.)

Crimson Son
Crimson Son, by Russ Linton (SF)

In a world where government-manufactured super-heroes have replaced war and terrorism as the world’s greatest threats – and it’s only source of salvation – there’s only one thing that sucks worse than having no powers at all. And that’s being the powerless son of the greatest hero of them all, and a prisoner inside the family fortress of solitude. For his own protection, you understand. Well, Spencer Harrington, son of the Crimson Mask, has had enough. He’s tired of playing by dad’s rules, and this time, he’s going to do things his way.

Here it began with the premise. Lots of people have tackled superhero fiction before, but taking the POV of an un-super child in a dysfunctional super-family had me hooked from the beginning. What’s not to love when you first realize that the teen protagonist is being held prisoner—not by some archvillain, but by his own super-father, who has trapped him in the family fortress of solitude? But it takes more than just premise, and I was ultimately sold by Linton’s empathetic handling of the opening situation. Rather than focusing on heroics, this starts out in a very relatable way, hooking us with hints of the fraying family dynamic before anything super-powered even gets onto the stage.

(Read the full IOD Report.)

improb
The Improbable Rise of Singularity Girl, by Bryce Anderson (SF)

A scientist’s life is thrown into chaos when a grad student’s suicide turns out to be more than it seemed, and ends up triggering a singularity breakthrough in AI computing. What follows is a tour-de-force adventure in politics, technology, and human achievement, with some epic smack-down battles to top it all off.

Most AI stories make what I think is a mistake, having scientists set out to create something sentient that later gets away from them. As a computer scientist myself, however, I have never been able to buy that whole “sentience by intentional design” gambit. If we don’t understand how human consciousness works, how can we ever expect to build an artificial one on purpose? But Anderson’s approach seemed at once so brilliant and so obvious that I was immediately hooked. Why hadn’t anybody ever taken this angle before? I don’t want to ruin the story for you, so let me just say that the AI in Singularity Girl doesn’t begin with some hyper-clever act of scientific creation—it begins with a simple suicide.

(Read the full IOD Report.)

journeyman
The Journeyman, by Michael Alan Peck (Fantasy)

To Paul Reid, life as a homeless teen seems pretty bleak. But it turns out that was nothing compared to being dead. After an untimely accident takes him out of the world, Paul finds himself locked in a battle between the forces of light and dark – a battle that dark appears to be winning. And light seems too apathetic to care.

The first appeal for me with Journeyman was the absolute economy of scenes, and how brilliantly they supported each other to introduce a rich and believable cast of characters. As a result, Peck was able to get to the main crisis very quickly, but at no time did I ever feel that he was rushing. The second appeal was the premise. Lots of writers have tackled the “life after death” story, but this was something fresh. Not just a battle between the forces of Good and Evil, which Evil appears to be winning, but one in which Good doesn’t even seem to give a damn? Count me in.

(Read the full IOD Report.)

tinker
Mad Tinker’s Daughter, by JS Morin (Fantasy)

In a dual reality, where people live free on one side, but are enslaved by aliens on the other, a young woman and her crew of renegades have formed a resistance of sorts. Armed with the bits of tech they can either steal or reverse-engineer, these few hope to change the world – both worlds – for the better. Or die trying.

Tinker is built on an unusual twist. I understood right from the outset that something odd was going on. Pairs of characters seemed to be “twinned” in some fashion, but the nature of how that worked was doled out slowly, and that worked as a lure that kept pulling me further and further into the adventure. It’s a delicate balancing act for an author to try keeping something as fundamental as “how reality works” as a mystery from the reader, and still not alienate them from the story, but Morin manages to do just that. And by the time things had slowly unfolded into not one, but two steampunk worlds, each with a rich and well-lived-in feel to it, I was hooked.

(Read the full IOD Report.)

pay
Pay Me, Bug!, by Christopher Wright (SF)

If you miss Firefly, this is the kind of book that’s gonna ease your goram aches and lamentations, for a spell. Join Grif Vindh and the space-faring crew of the Fool’s Errand as they try to pull off the greatest heist in history. Again.

One of the harder things to put into a story is a believable sense of history between the characters, but Wright makes it seem easy. I was immediately drawn to the sense of camaraderie between the captain and his crew in this rollicking space adventure. At once easy and familiar with each other, but also professional and competent at their jobs, I instantly wanted to be a part of the good natured banter that passed among these freelance rogues. Beginning on page one, I felt like I was back on board the Serenity, and that feeling never went away.

(Read the full IOD Report.)

analog-sm
Strictly Analog, by Richard Levesque (SF)

In a decaying world where even your pet ferret has a live-to-net video feed, some problems require a guy who couldn’t leave a bit-trace if he tried. In that case, you go to Lomax. Ex-military, tough as nails… And strictly analog.

The 1st person POV is something that I see over and over again on my treadmill, but it almost always ends up with a bad case of what I call “Galloping ‘I’ disease”—those interminable paragraphs full of “I did this,” “I did that,” “I went here,” and “I went there.” When every fifth word is “I,” it can be hard to hear the story for all the echoing that’s going on in your head. But not so here. Levesque skillfully avoided that “I”-trap. He then sold me completely on the reality of his future LA when it was revealed that he and all his neighbors lived in illegally converted We-Store storage lockers, putting a totally unexpected spin on the notion of the self-storage industry. Details like this are what raise an SF story up out of the usual mire of recycled tropes and convince me that the author has something new to offer. And when I got all that in the first five pages, I couldn’t wait to see what else was in store.

(Read the full IOD Report.)

Untimed-sm
Untimed, by Andy Gavin (SF)

Charlie is a young man who’s been entirely forgettable for as long as he can remember, but on his 16th birthday he suddenly learns the reason why: he and his family are unstuck in time. But before he learns what that means, his father disappears. In a desperate bid to find him and finally get some answers, Charlie follows a strange man into a dark alley. And emerges into 18th century London.

Some rare books can hook you with the very first line. Not just intrigue you, but hook you—convince you not only that the story will be interesting, but that the writer knows what he’s doing and that your precious spare time is in good hands. And that’s what happened for me here.

My mother loves me and all, it’s just that she can’t remember my name.

As soon as I read that one sentence, I knew this was going to be a good story. I didn’t know yet if it would be well edited, but story-wise, this was a writer’s opening, with an entire novella hiding behind it. So when the protagonist went on to reveal that his entire family was somehow “unstuck in time,” I was on board with both feet and my steamer trunk already packed for the journey.

(Read the full IOD Report.)

Untimed-sm
Brotherhood of Delinquents, by Jefferson Smith (Fantasy)

For me as a writer, premise is everything. If I can’t find an interesting situation to explore, I can’t stay interested in the project long enough to write it. But for Brotherhood, I wanted to do more than just tackle an intriguing premise. I also wanted to tackle a challenging audience—one that most authors have given up on as a focus: teenage boys.
When I was really young, I read things like The Hardy Boys, Tom Swift, Danny Dunn, and The Three Investigators. But once I’d reached my teens, it seemed that those sorts of buddy-based adventure stories had all dried up. There certainly weren’t any in the fantasy genre. What had happened to the stories full of mystery and sleuthing, secret tunnels, codes, and boys being smarter than the adults around them? Those had been the hallmarks of boyish fascination that had made a die-hard reader of me, but as a teen I couldn’t find them anywhere. Eventually I moved on to more grown-up stories, but in the back of my mind, that vacuum has always stood out as a beacon to me. Fantasy adventure buddy-fiction for teen boys. All I had to do was find a way to take all the stuff I’d loved as a kid, put it all together, and then flip the conventions upside down.
Thus was born the premise for Brotherhood of Delinquents. Take a group of boys who don’t know or like each other, and who are generally perceived as useless wastrels by the adults around them, and put them in the middle of a mystery that the adults aren’t even aware of yet. Add in a dash of secret clubs, hidden passages, and a sense of swash-buckling adventure, and we’re off to the races.
I can’t point you at what other people have said about it yet, because Brotherhood is making its publishing debut in this StoryBundle. But all the fancy punditry in the world means little to me on this one. If there’s a boy in your life who hasn’t been able to find books that hold his interest, show him Brotherhood of Delinquents. I’ll be happy to stand by his judgment. After all, I wrote it for him. – Jefferson Smith

Sounds like a great collection, right? Well it is, and I hope you’ll join us over at StoryBundle.com to show your support for indie writing. And can I ask for a favor? Please consider sharing this announcement. If you or your friends have ever complained about the tide of low-quality books that swamp the indie byways, this is your one-stop opportunity to set the record straight. There really are some great books out there in indie-land.

And here are nine of them to prove it.  Get it before May 10!

Related posts:

  1. Untimed but not Unbundled
  2. Untimed officially for Sale!
  3. Untimed for sale at B&N and iTunes
  4. Untimed – Two Novels, Two Drafts!
  5. Book Review: XVI (read sexteen)
By: agavin
Comments (0)
Posted in: Untimed
Tagged as: bundle, Fantasy, ImmerseOrDie, Science Fiction, StoryBundle, Untimed

Untimed but not Unbundled

Mar13

I’ve been sitting on this for a long time, but at last I can finally announce that on April 15, StoryBundle will be launching a new collection of indie Fantasy and Science Fiction titles. And what’s going to be in that bundle, you might ask? Only my time travel novel Untimed and 7 other awesome Indie SciFi/Fantasy titles that passed the ImmerseOrDie Treadmill Gauntlet.

What is that?

For those who don’t know about ImmerseOrDie, it’s simple. Every morning, the host, Jefferson Smith, gets on his treadmill, opens a new indie ebook, and starts walking. Any book that holds his attention for the duration of that 40:00 minute stroll gets labeled a survivor. But getting there is not easy. Every time he reads something that breaks his immersion in the story— bad grammar, inconsistent worldbuilding, illlogical character behaviors, etc. — that book earns a red flag, called a WTF. If he finds three WTFs, the clock stops, the book closes, and he goes off to write up the report of what went wrong.

But this upcoming StoryBundle is not just a random grab-bag of some books that managed to squeak past the 40:00-minute guard-dogs. Those survivors were all run through a second gauntlet and these eight champions are the ones that came out of that round unscathed as well. See, unbeknownst to any of the authors, every title that joined the IOD Survivor’s club was then entered into a secret Round 2. To survive that round, Jeff reads the entire book and they would have to do more than simply avoid WTF triggers. They had to grab his attention and hold it, and then deliver a complete and satisfying story. Not just clean, but entertaining, as well.

So that’s exactly what these 8 books have done, and I’ll stack these up against any collection, anywhere—indie or otherwise. So on Apr 15, when the doors open on this collection, you’ll be able to get all 8 of the winners (plus a surprise or two that will be announced later) for the low, low price of “whatever you want to pay.” That’s right. Just decide how much you want to tip the authors, type that number into the box, and then download the entire set. And as an added bonus, every StoryBundle has a designated charity that will receive a portion of the proceeds.

story-bundle-brand

But you probably want to know what books are in the collection. So here they are, your 2015 ImmerseOrDie Double-Champions, in alphabetical order:

iodcentury-sm
Century of Sand, by Christopher Ruz (Fantasy)

An old warrior rescues a young girl from the clutches of an evil wizard and then flees with her into exile. It’s a desperate bid to find something—anything—that can put the world right again, and hopefully, undo whatever darkness has been done to the girl. His daughter. (Read the full IOD Report.)

Crimson Son
Crimson Son, by Russ Linton (SF)

In a world where government-manufactured super-heroes have replaced war and terrorism as the world’s greatest threats – and it’s only source of salvation – there’s only one thing that sucks worse than having no powers at all. And that’s being the powerless son of the greatest hero of them all, and a prisoner inside the family fortress of solitude. For his own protection, you understand. Well, Spencer Harrington, son of the Crimson Mask, has had enough. He’s tired of playing by dad’s rules, and this time, he’s going to do things his way. (Read the full IOD Report.)

improb
The Improbable Rise of Singularity Girl, by Bryce Anderson (SF)

A scientist’s life is thrown into chaos when a grad student’s suicide turns out to be more than it seemed, and ends up triggering a singularity breakthrough in AI computing. What follows is a tour-de-force adventure in politics, technology, and human achievement, with some epic smack-down battles to top it all off. (Read the full IOD Report.)

journeyman
The Journeyman, by Michael Alan Peck (Fantasy)

To Paul Reid, life as a homeless teen seems pretty bleak. But it turns out that was nothing compared to being dead. After an untimely accident takes him out of the world, Paul finds himself locked in a battle between the forces of light and dark – a battle that dark appears to be winning. And light seems too apathetic to care. (Read the full IOD Report.)

tinker
Mad Tinker’s Daughter, by JS Morin (Fantasy)

In a dual reality, where people live free on one side, but are enslaved by aliens on the other, a young woman and her crew of renegades have formed a resistance of sorts. Armed with the bits of tech they can either steal or reverse-engineer, these few hope to change the world – both worlds – for the better. Or die trying. (Read the full IOD Report.)

pay
Pay Me, Bug!, by Christopher Wright (SF)

If you miss Firefly, this is the kind of book that’s gonna ease your goram aches and lamentations, for a spell. Join Grif Vindh and the space-faring crew of the Fool’s Errand as they try to pull off the greatest heist in history. Again. (Read the full IOD Report.)

analog-sm
Strictly Analog, by Richard Levesque (SF)

In a decaying world where even your pet ferret has a live-to-net video feed, some problems require a guy who couldn’t leave a bit-trace if he tried. In that case, you go to Lomax. Ex-military, tough as nails… And strictly analog. (Read the full IOD Report.)

Untimed-sm
Untimed, by Andy Gavin (SF)

Charlie is a young man who’s been entirely forgettable for as long as he can remember, but on his 16th birthday he suddenly learns the reason why: he and his family are unstuck in time. But before he learns what that means, his father disappears. In a desperate bid to find him and finally get some answers, Charlie follows a strange man into a dark alley. And emerges into 18th century London. (Read the full IOD Report.)

Sounds like a great collection, right? Well it is, and I hope you’ll join us over at StoryBundle.com on Apr. 15 to show your support for indie writing. And can I ask for a favor? Please consider sharing this announcement. If you or your friends have ever complained about the tide of low-quality books that swamp the indie byways, this is your one-stop opportunity to set the record straight. There really are some great books out there in indie-land.

And here are eight of them to prove it.

Related posts:

  1. Untimed, Unheard no More
  2. Untimed – Two Novels, Two Drafts!
  3. Untimed officially for Sale!
  4. Untimed nearly here!
  5. Untimed Fourth Draft Finished
By: agavin
Comments (2)
Posted in: Untimed
Tagged as: Fantasy, Immerse or Die, Science Fiction, Story Bundle, Untimed

The Goblin Emperor

Mar11

goblinemperorTitle: The Goblin Emperor

Author: Katherine Addison / Sarah Monette

Genre: High Fantasy

Length: 447 pages

Read: February 22-4, 2015

Summary: A fabulous little jewel-box of a book

_

I found this book on a list of Hugo/Nebula award candidates and it had me at the title.

The youngest, half-goblin son of the Emperor has lived his entire life in exile, distant from the Imperial Court and the deadly intrigue that suffuses it. But when his father and three sons in line for the throne are killed in an “accident,” he has no choice but to take his place as the only surviving rightful heir.

Pretty good setup actually, and the book drops the bombshell by page two. I was hooked right away and dragged through all 447 pages in 48 hours. I love when that happens. Most books are a bit of a chore and when you find one that isn’t… well it’s great.

But while griping, GE isn’t your typical action novel. Addison/Monette’s writing is gorgeous. Not in a highly stylized way, as the prose is straightforward and easy to follow, but there is a certain elegant tone. This is a tight third person from the Emperor’s point of view and his voice deserves credit for a large part of the charm. What isn’t so easy to follow is the byzantine (and authentic feeling) names of the courtiers. Or the near pervasive use of the formal first person. We were required to use all of our mental facilities to remember the large cast, to differentiate members of the same family by small suffixes, to decode their genders and marital relationships from their formal prefixes, and to remember that under different circumstances or times the same personage may be called by entirely different names. Not entirely unlike our royal experiences with Anna Karenina.

Back to the informal first person. Despite these challenges, and the near absence of any action, and a certain lack of agency on the part of the protagonist — the book is great.

The world feel is both complex and realistic (in a fantasy) way and our immersion into the emperor’s like-able little self and his intriguing situation highly entertaining. The slightly naive tone is perhaps a feature. The author is quite adept in her use of detail and language to sketch (it’s not ponderously descriptive) this detailed realm. She hints at a jeweled nobles and scintillating chambers. The names are unpronounceable but evocative. The world feels Renaissance, with a bit of steam tech, a hint of World of Warcraft, a touch of humor, and a lightly used magic and mysticism. An elvish venice minus the canals.

The Emperor Maia is sympathetic and engaging, although perhaps his narrative ability to gauge the meaning and veracity of others borders on magical. His staff and friends are often charming, if not always overly complex. He tries to do the right thing, and it generally work out for him, which is hard to resist.

The author seems almost afraid of action. My biggest gripe with the novel is the curt and abbreviated action (all two scenes of it) and the perfunctory “resolution” to the central drama. The whole mystery pretty much resolves itself in about 2 pages without the protagonist doing much. In fact the action makes him nauseous. Then we are granted a nice long dénouement where everything is wrapped up neatly, including just about every relationship in the book. It’s forced sure, but the artful and artificial structure of the novel softens the blow.

The bottom line: if you like the immersive quality of fantasy, and don’t mind pawing through some long elvish names, this is a lovely and absolutely first rate novel.

I should note that Katherine Addison is actually Sarah Monette, a well regarded but lackluster selling fantasy author. As she herself says on her blog, “because publishing is deeply, deeply weird” she was unable to sell this rather lovely little novel under her own name, but “brand new debut author” (aka pseudonym) Katherine Addison could. Obviously: a) all those readers who didn’t buy her previous books have committed to memory her actual name, and would never buy her new book because of the ill feelings brought on by not noticing her earlier books. b) There is a telepathic hate list of poor selling authors imprinted in the brains of all would be readers. c) Telepathy is not used, but instead racial memory is a fact and not selling well is an archetype. Or d) genius buyers at book store chains are easily fooled by name changes.

Find more fantasy reviews here.

Related posts:

  1. Words of Radiance
  2. The Wise Man’s Fear
  3. The Godling Chronicles: The Sword of Truth
  4. The Way of Shadows
  5. Jonathan Strange & Mr. Norrell
By: agavin
Comments (0)
Posted in: Books
Tagged as: Fantasy, Katherine Addison, Sarah Monette, The Goblin Emperor

Furies of Calderon

Nov19

Furies_Of_CalderonTitle: Furies of Calderon

Author: Jim Butcher

Genre: High Fantasy

Length: 516 pages

Read: November 3-6, 2014

Summary: Solid escapist fantasy that delivers on the fun

_

Apparently, Jim Butcher started this novel (and series) after being dared to write about Roman Legions and Pokemon. It’s clear from Butcher’s writing that he has a sense of humor, but in running with that “premise,” he certainly brought the story in a direction designed not to give his agent and editor seizures. The Roman element pretty much ends at some Latinate names, sandals, and officers called Centurions. The “Pokemon” manifests itself as a thoughtful but conventional elemental based magic system.

Furies is normal third person past with a number of specific points of view laced through a medium sized cast. The characters vary, include both genders, a kid, and even a villain (who is reasonable enough in his thought processes that his side, while not exactly sympathetic, makes sense). The prose is that kind of deft, workmanlike style that feels like it isn’t a style. It’s not artsy, but it never gets in the way either — nor is it overwritten. There is less humor and casualness here than in The Dresden Files, but it’s still there, giving this a lightish tone for High Fantasy. Not comic, but informal in a way foreign to heavier traditional fantasy authors like Martin, Jordan, or Sanderson. Nor does the book have the edge found in recent entries like Weeks or Abercrombie. To me, it feels like 90s fantasy: generally safe.

But this novel works, and works well. Kind of A- on every front. No real weaknesses. Perhaps the worldbuilding itself is a little thin, but the characters are good (not Abercrombie’s Glotka good, but good) — and certainly likable. The pacing is fast. The action solid. The magic system quite good, falling into the “hard style” of magic where the rules are fairly well defined. Mystery isn’t central here. Nor is a sense of great wonder. But boy do the characters manage to get themselves into a constant series of predicaments. And just as they do, the point of view changes, forcing us to read along furiously (haha) to find out what happens.

So is this great literature? No. Does it redefine the general? No. But it’s really solid escapist fantasy that delivers on the fun. I already downloaded the sequel.

Find more fantasy reviews here.

Related posts:

  1. The Rules of Magic
  2. Book Review: The Way of Kings
  3. Inside Game of Thrones
  4. Maximum Weird – Perdido Street Station
By: agavin
Comments (3)
Posted in: Books
Tagged as: Fantasy, Furies of Calderon, Jim Butcher, Pokemon, The Dresden Files

The Slow Regard of Silent Things

Nov03

91QidfpRuaL1Title: The Slow Regard of Silent Things

Author: Patrick Rothfuss

Genre: High Fantasy

Length: 35,000 words, 160 (sparse) pages

Read: October 28-19, 2014

Summary: Unique.

_

The Name of the Wind and The Wise Man’s Fear are Patrick Rothfuss’ excellent “normal” high fantasy novels. The brand new Slow Regard is a novella set in the same world, featuring a minor character (Auri, the fey girl at the University). This intriguing little book sits completely aside from the main series of novels. But it should not be read on its own.

Properly, Slow Regard feels like a short story. A long one, but Rothfuss is a verbose writer. Or perhaps it’s a poem. It lacks most of the things that stories (particularly novels) normally have. In Rothfuss’ own words there is no: conflict, dialogue, or action. It has one character. It’s very beautifully written. This isn’t much of a surprise, as Rothfuss is one of fantasy’s most artful prosesmiths. Basically, this is an exploration of Point of View, specifically Auri’s more than a little schizophrenic/OCD POV. It captures that masterfully, being simultaneously beautiful and heart-wrenching. Rothfuss deftly slips us into her strange world view. Pretty much he wrote it for himself, but some of us will enjoy it as well.

Does it work? Mostly. As a portrait of madness? yes. As entertainment? the prose carried me through about 3/4 of the way. I started to falter at the 10-15 page “soap making adventure.” Ultimately I liked it. The story has an ethereal quality that is rare and delicate. But would I if I wasn’t a writer and fond of technique? I’m not sure. It’s not so long that one can’t power through.

I would have liked to see a little more (some) fantasy. As written, Auri’s worldview could be entirely psychological. There is one dark hint that something bad happened to her at some point — but I’m not sure. I would have liked to learn a little more about the world and the “lore.” We don’t. We learn about the basement and the vast collection of empty rooms and small trinkets that Auri “cares for.”

You’ll have to judge for yourself if Slow Regard is for you. If you loved Rothfuss’ other books (as I did) and also have a fondness for arty “plot-light” creatives like David Lynch or Terry Gilliam (as I do) you’ll probably love it. If you require something to actually happen in your stories… well, maybe not.

Find more fantasy reviews here.

Related posts:

  1. The Wise Man’s Fear
  2. The Name of the Wind
  3. The Alchemist – Fantasy Snack
  4. The Lost Gate
  5. Words of Radiance
By: agavin
Comments (1)
Posted in: Books
Tagged as: Fantasy, Patrick Rothfuss, The Slow Regard of Silent Things

Words of Radiance

Aug06

17332218Title: Words of Radiance [1, 2]

Author: Brandon Sanderson

Genre: High Fantasy

Size: 1088 pages!

Read: 6/30-7/8 2014

Summary: Great followup

_

After a 3+ year hiatus, I return to Brandon Sanderon’s epic fantasy world. And if any new fantasy can be considered epic, it’s certainly this one. Planned at 10 books the first two are each over 1,000 pages! But don’t let that scare you off. For fantasy lovers this is some serious entertainment.

As I mentioned in my review of the first volume, that book possessed some (minor) structural problems partially addressed in this excellent followup. Two point of view characters (Kaladin and Shallan) dominate the narrative, and while last time the ratio was about 70/30 it’s now closer to 50/50. This improvement feels more balanced. Both stories are gripping and don’t let up — during those parts I didn’t want to put the book down even for a minute. There is a small percentage of the story told from the POV of other major players. While not quite as good, these at least remained in the same theatre of action. Unfortunately a few “interludes” with one-off stories from people all over the world remain. These stand outside the main narrative flow and are a tad annoying. As an editor I probably would have cut/shortened most — but they aren’t too long.

I loved these books, but be aware this is no Game of Thrones with a fairly realistic world. It’s alien. Full of strange creatures, terms, politics, magics and a dizzying and complex mythology that is as mysterious to the characters as to us. Therein lies one of Sanderson’s many strengths as he doles out the answers to the mysteries at a satisfying rate without giving away the whole kit and caboodle. The writing itself is clear, confident, and polished. Not literary exactly, but quite first rate. And for a book with such a byzantine plot and titanic length, highly engaging and fast paced. There is a good amount of action and it’s very well described. The powers of the Shardbearers and Surgebinders are pretty epic and you can really imagine them whirling through the air in complex battles. During the most exciting parts (usually near the end of the various “books” that break up the long story) the various narratives converge and alternate back and forth more rapidly in a tense and well engineered way.

All and all, I’m not sure these books are for everyone as they are imaginative to an extreme, but if you like made up worlds this is one of the best. It’s highly complex, well designed, elegantly plotted, well told, and just a darn fine fantasy read. Few writers have the imaginative scope required to create such an exotic beast. The Stormlight Archive harkens back to Eddings, Jordan during their glory days — but somehow much more modern.

For more book reviews, click here.

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Related posts:

  1. Book Review: The Way of Kings
  2. The Way of Shadows
  3. The Wise Man’s Fear
  4. The Godling Chronicles: The Sword of Truth
  5. The Name of the Wind
By: agavin
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Posted in: Books
Tagged as: Book Review, Brandon Sanderson, Fantasy, High fantasy, Stormlight Archive, Way of Kings, Words of Radiance

The Republic of Thieves

Jul19

2890090Title: The Republic of Thieves

Author: Scott Lynch

Genre: Epic Fantasy

Length: 609 pages

Read: June 23-30, 2014

Summary: a bit weaker

_

Most of the good things about books 1 and 2 of the Gentleman Bastards are also true of The Republic of Thieves. The latest installment serves up good fun, great characters, and all that. Lynch again moves the setting, this time to the city of the Magi, Locke’s bitter enemies from book 1. It brings into the foreground Locke’s mysterious and absent former lover/rival. Again the story is told both in the present and in flashback.

The two timelines don’t fit together entirely harmoniously. The present focuses on a contest/rivalry between Locke and Sabetha (his former lover) while the backstory details their childhood relationship and a long episode where the Gentleman Bastards crime gang played Elizabethan Actors for a summer. Partly, this addition feels gratuitous, like the pirate episode in Red Seas Under Red Skies, and certainly it exists because Lynch read a lot about this period and wanted to include it. It’s also (IMHO) the best part of the novel. We get to see a few of our favorite dead bastards alive and well (the twins) and (briefly) Chains. Plus, it’s just a fun romp and a bit of a caper.

And that’s sort of the problem with the main story. The back and forth with Sabetha was great, but the “caper” wasn’t really a caper. Both rivals are chosen by the Magi to run two sides of a strange election process — which is entirely trumped up and serves as a human proxy for the nearly all-powerful Magi. It just never felt very real, urgent or exciting.

Still,  it’s an enjoyable book, and if you enjoyed the other two, read it. But The Republic of Thieves is a notch below its predecessors, perhaps 4 stars instead of 5.

But the epilogue was interesting!

For more book reviews, click here.

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By: agavin
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Posted in: Books
Tagged as: Book Review, Fantasy, Lies of Locke Lamora, Locke Lamora, Lynch, Oceans Eleven, Red Seas Under Red Skies, Renaissance, Scott Lynch, The Republic of Thieves, Venice

Dragon in the Hole

Dec16

MV5BMzU0NDY0NDEzNV5BMl5BanBnXkFtZTgwOTIxNDU1MDE@._V1_SX640_SY720_Title: The Hobbit: The Desolation of Smaug

Director/Stars: Martin Freeman (Actor), Peter Jackson (Director)

Genre: Fantasy

Watched: December 15, 2013

Summary: More is more!

_

First some technical bits: Again I saw The Hobbit in HFR 3D (at the Arclight). Last year, I found this new flickerless tech fascinating, hyper realistic, and more than a little disquieting. This year, either I’ve gotten used to it (thanks to my 120hz TV) or Peter Jackson and crew really worked the solve the problems. I’m pretty sure it’s the later. Sure, the film was crystal clear, and sure, you could still count every pore on the actor’s faces, but it no longer looked as crazy fake. I suspect they added a lot of motion blur. I bet it cost a lot of money.

I’ve also gotten used to the 3D, although there were some technical glitches with my Dolby glasses. They only work well in the center, and I had to keep my eyes in the middle of the large screen to keep the whole frame in 3D. Plus, every time I tilted my head slightly to the side it began to degrade. I found this considerably more distracting than the HFR. The 3D is still a bit dim. Popping them off (and the projection actually looked ok — however 2D — to the naked eye) and I could appreciate the brightness.

But how was the film? Again, it’s interesting to see how Peter Jackson (and his 3 other co-writers, including Del Toro) have taken a 275 page novel and expanded it into roughly 8 hours. Smaug is a long movie, 160 minutes, and it takes its time to luxuriate with the material. This is more than just the middle section of the fairly self contained novel, but has swelled to become part Hollywood blockbuster, part piece of the Tolkien Universe. This world is rich enough, so they drew on earlier (later?) films and copious extra Tolkien material to plump it up. Frankly, it works.

The film luxuriates in the bits and pieces of this world: Bilbo on top of the Mirkwood surrounded by butterflies, Warg riding orcs on top of mist covered peaks, the dark dank stone of the crypts of the nine, an elf king’s crown, a giant dragon curled beneath a sea of gold.

Straight from the cover of The Dungeon Master's Guide

Straight from the cover of The Dungeon Master’s Guide

For me this transcends the deviances from the book. Gandalf chanting in Dol Guldur belongs, and Lost‘s Kate is surprisingly good as an elf captain. If the tone has shifted, becoming more Peter Jackson and less Tolkien, well then at least it’s consistent with the other films. Smaug is considerably darker, faster paced, and overall better than the previous installment.

The pacing is pretty relentless, with just brief little spells of calm. It’s a quest story. The dwarves are chased, captured, chased, captured, chased, captured, and fight a dragon. The action sequences are breathless with that Jackson signature camp (shades of Dead Alive). Dwarves in barrels plummet down a river while elves dance on their heads shooting at orcs. In other hands, it might be cheese, but again, it works. Then Bilbo’s cat and mouse game with Smaug. Then dwarves fighting him with their furnaces. I’m just such a geek.

Love it.

Read my review of last year’s Unexpected Journey.

For more Film reviews, click here.

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By: agavin
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Posted in: Movies
Tagged as: Benedict Cumberbatch, Bilbo Baggins, Desolation of Smaug, Fantasy, HFR, Hobbit, Ian McKellen, Lord of the Rings, Martin Freeman, Movie Review, Peter Jackson, Smaug, The Hobbit

Serene Republic of Quippy Thievies

Oct28

51xAZnvLHvLTitle: The Lies of Locke Lamora

Author: Scott Lynch

Genre: Epic Fantasy

Length: 752 pages

Read: October 15-25, 2013

Summary: Best fantasy I’ve read in a while

_

The simplest pitch for The Lies of Locke Lamora would be Thieves World Venice. Fantasy often borrows heavily from history, and LLL is no exception. I’d place the  era as roughly 17th century. The book is set entirely in the fictional city of Camorr. It’s got canals, bridges, Italian names, a Duke (Doge), nobles, masks, and pretty much all the trappings of the real Venince. It’s also got sorcerers, alchemy, and giant towers built of indestructible Elderglass.

Like the brilliant Perdido Street Station, LLL features the city as character. This outing isn’t quite as purely imaginative, but also isn’t nearly as weird, and  far more approachable. I’m a big Venice fan anyway, and so I very much enjoyed the feel. There is a nice balance struck here between atmosphere and pacing. LLL is a fast book with a lot of flavor. The underworld and the city proper are both excellently realized. I particularly enjoyed the glimpses into a  well developed religion. Camorr is a city of 13 gods, and as such borrows more religious spirit from antiquity, but at the same time Lynch colors it with an extremely Renaissance/Baroque feel.

The novel is fairly focused. No Game of Thrones, LLL concentrates on a single hero and a few of his friends. It’s written in a slightly bizarre third person omniscient, without a heavy distinct narrator, but feels free to flit around between time and characters (even if it hovers 90% on our protagonist, Locke). Interludes discussing historical aspects of the city or flashing back to (mostly) relevant childhood events in the lives of our heroes are frequent. While these stray from the spine of the story, they are entertaining and add depth. There is some slight of hand played with the chronology. Occasionally some action is undercut with the preparations for the same action in a way which is a little confusing.

At the prose level, Lynch is a good writer, with some style and flair. He does a nice job dotting the text with certain archaic words that lend flavor, but all the while keeping the text modern and lively. And he has a knack for deft and humorous descriptions. At the same time, there is a hint of anachronism. LLL isn’t a Jonathan Strange & Mr. Norrell with pitch perfect historical tone — but it is also much faster paced and transparent to the reader.

The action of LLL is part heist, part swashbuckling adventure, part orphan tale. Like a Venitian Ocean’s Eleven, Pirates of the Caribbean, and Oliver Twist all rolled into one. The tone is quippy and cavalier, but also contains a dose of nastiness and torture (night that I mind). The dialog is full of zingers — many hit, some miss. And often it sounds oddly modern. The plot is easy enough to follow but has a certain byzantine quality — and more than its share of deus ex machina — but essentially it all works. The action is fast, furious, and easy to follow. A dizzying mix, but one that works well.

I pounded through the second half (at 752 pages, hardly a novella) in one sitting. Flaws aside, it’s fun and ambitious without being overwrought in scope. All in all, The Lies of Locke Lamora was no chore, instead a genuine pleasure, and certainly the best fantasy I’ve read this year!

For more book reviews, click here.

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By: agavin
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Tagged as: Book Review, Epic Fantasy, Fantasy, Locke Lamora, Reading (process), Red Seas Under Red Skies, Republic of Thieves, Scott Lynch, The Lies of Locke Lamora, thief, underworld, Venice

Game of Thrones – Episode 30

Jun09

game-thrones-dragon-posterTitle: Game of Thrones

Genre: Historical Fantasy

Watched: Episode 30 – June 9, 2013

Title: Mhysa

Summary: Satisfying, but more staid

ANY CHARACTER HERE

After last weeks intense and narrow(er) focus, this week hits on each and every thread in Westeros (and beyond). The result is more diffuse, and is typical of GOT’s first/last episodes in that it’s mostly positioning the characters for the season to come. Still, there are some great moments like:

Arya and the Hound – Bolton ascends the keep to survey the chaos below. This part of the battle — achem, slaughter — feels big for TV, and it’s good to see it on screen (unlike the seige of Yunkai!). We zoom below through the chaos to follow the Hound fleeing with Arya. In the background is the grisly spectacle of the wolf head staples onto Robb’s body. This was suitably graphic and is a very medieval touch. Bodies of the vanquished were rarely treated with respect and this kind of symbol defilement is pretty  authentic.

Later, Arya and the Hound stumble (a tad too coincidentally) on a bunch of Frey soldiers boasting of their participation in the above grisly bit of business. Arya, now stripped of all hope and ties has only her connection with the God of Death left. She uses Jaqen’s coin (oh so appropriately) to trick and stab one — the hound finishes off the others. And so she moves into position.

I liked this moment, and it’s bit of savagery. Valar Morghulis.

Birds of a feather (a sharp one at that)

Birds of a feather (a sharp one at that)

Bolton and Frey – just in case we wondered exactly what happened, Walder Frey gives Bolton a bit of an info dump (including that Edmure is alive and the Blackfish on the loose) — certainly continuing to establish his self-serving character and Bolton’s cold one. Since it wasn’t totally clear to new viewers, Bolton takes a moment to fill us in about his bastard Ramsay and the (second) taking of Winterfell, which segues too…

Theon and Ramsay – Our nut job continues to  be quite effective. Not only does he tease poor Theon with a sausage, but he teaches him his new name. And so Reek is born. Another piece in position. Oh, and finally non-readers will (sort of) understand who the hell is holding (and chopping) Theon!

GRRM loves his boiled leather!

GRRM loves his boiled leather!

Balon and Yara/Asha – Ramsay sends a note to Balon along with “Theon’s favorite toy.” Poor Theon. Fortunately for us, we never see inside the box. Balon could care less, but Yara puts together a raiding party and a ship to go for a rescue. This felt a tad forced. Not that I begrudge Yara the sentiment, I just didn’t quite by the dialog.

Nice mood lighting

Nice mood lighting

Davos – has a chat with Gendry and they bond over their common origins in Fleabottom. This is fine, but hardly exciting stuff. Then Davos continues his reading practice with Shireen and stumbles across a note from the Night’s Watch. He goes to Stannis  to argue (again) against sacrificing Gendry. We’ve heard it before. Then he sets the boy free himself in a boat and returns to confess his treason. Stannis sentences him to death, but when Davos shows the note from Castle Black Mel steps in to save him and divert the king in this direction. Piece on the move.

Don't fall in!

Don’t fall in!

Bran – and crew approach the night fort. While camping inside Bran tells a creepy tale of a cannibal cook that is partially lifted (by Martin) from Herodotus (the first historian back in our world). They think they hear a ghost, quite effectively, but it’s just Gilly and Sam. When Sam recognizes Bran he tries to get him to come with them to Castle Black, but Bran knows he must go North of the Wall. Still, Sam passes on his dragonglass.

Soon, Sam and Gilly make it back to Castle Black where after long absence Maester Aegon returns. I nice scene, and I like the old man as well as ever.

Jon – is washing his eagle scratches when Ygritte catches up with him. Nicely done and touching, he speaks the truth and professes their love, and she, also now choosing loyalty has to shoot him. Kudos for excellent use of “you know nothing, Jon Snow.”

A wounded Jon escapes, then rides up to and collapses outside Castle Black. Sam and Pip drag him in. This last felt a little quick and forced.

Don't mess with a woman scorned!

Don’t mess with a woman scorned!

Tyrion – strolls with his wife (and Shae just a step behind). Their banter and building friendship is nicely handled. Pod flirting in the background is a nice little nod to the squire’s “bedroom powers.”

But when he’s summoned to a small council the company isn’t so nice. The news of Robb’s death has arrived and Joff takes every opportunity to gloat. The hostility between Joff and Tyrion, obvious enough before, continues to ferment. Tywin, however, has no time for the King’s nonsense, and quickly proves who has the power. Pieces in place.

Lannister road trips must've been a blast!

Lannister road trips must’ve been a blast!

The following conversation with Tywin and Tyrion is good as usual, full of both Tywin’s philosophy and more biting back and forth. This is a complex relationship. Can we say daddy issues? Ty doesn’t forget to remind the Imp of his duties in the bedroom. It seems dad knows he’s not sticking it to her — I wouldn’t thought Ty would keep this to himself.

When Tyrion returns to his wife to deliver the tough news she already knows, and what little trust he was beginning to build shattered. Like several critical moments this week, there is little or no dialog.

Later, Ty teaches Pod how to get drunk everyday, when Cersei arrives for another of her little chats with Tyrion. Again, as has happened a number of times in the show, they are actually slightly sympathetic to each other. As I’ve continued to state, show Cersei is much more likeable than book Cersei.

Two's company, three's... or don't mess with a woman scorned

Two’s company, three’s… or don’t mess with a woman scorned

Shae – meets up with Varys who attempts to bribe her into sailing away to another land. This continues to show Varys as a man who prefers the carrot to the stick, but Shae is having none of it, preferring to fight for her man.

Jaime and Brienne – arrive at Dubrovnik (I mean Kings Landing) after a long flight from Ireland. Due to jetlag no one recognizes him, but he must be persuasive because he gets back into the castle and finds Cersei. This segment felt quick and wasn’t a very satisfying ending to what was one of my favorite arcs in the first half of the season.

Dany – and crew wait outside Yunkai, which being a composite of some Moroccan town and CGI looks pretty great. A bunch of slaves emerge and she does another rousing speech and they declare her mother. This leads to crowd surfing, or really a tradition used (invented?) by the Roman army, in which victorious leaders are passed above the crowd. The first half of the scene felt a little cheesy, but the crowd, augmented with CGI extras, has a bit of scale at the end and the final up sweep with circling dragons is nice and rousing.

By ending the season each time with Dany, it seems the producers recognize her as the structural backbone of the larger multi-book story.

Look Ma, CGI Unsullied!

Look Ma, CGI Unsullied!

Overall, this was a solid episode with some good scenes, but the sheer breadth of handling every narrative thread left many of them feeling a little thin. I was also surprised we didn’t see the return of that other mother — next year I guess, for a lot of stuff. This was a great season, and it contains some of the scenes from the books. I think it solved the main season 2 problem of over-compression, allowing for more character moments, and upped the visual ante so that things felt big (gigantic for television even). Nicely done. Even if there were a few cheap outs — sacking of Yunkai! Given that GOT is now HBO’s second biggest show ever (after the Sopranos) we can hope season 4 is even bigger!

On a minor note, I’m disappointed not to see Olena or Marg in the finale.

Another excellent analysis of this episode.

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or all my Game of Thrones posts or episode reviews:

Season 1: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]

Season 2: [11, 12, 13, 14, 15, 16, 17, 18, 19, 20]

Season 3: [21, 22, 23, 24, 25, 26, 27, 28, 29, 30]

Season 4: [31, 32, 33, 34, 35, 36, 37, 38, 39, 40]

Season 5: [41, 42, 43, 44, 45, 46, 47, 48, 49, 50]

Season 6: [51, 52, 53, 54, 55, 56, 57]


The official “Inside the Episode”:

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By: agavin
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Posted in: Television
Tagged as: a game of thrones, A Storm of Swords, Episode 30, Fantasy, finale, Game of Thrones, George R. R. Martin, HBO, Mhysa, Season 3, Season 3 Episode 30

Game of Thrones – Episode 22

Apr07

game-thrones-dragon-posterTitle: Game of Thrones

Genre: Historical Fantasy

Watched: Episode 22 – April 7, 2013

Title: Dark Wings, Dark Words

Summary: Lots of great scenes

ANY CHARACTER HERE

There is a process of narrative separation happening with GOT, inherited from the novels. The first book of the series begins with two story threads and fractures into four. With the second, and increasingly so as the series progresses, the number of plots grows and grows. They interweave, split and merge. For good reasons of pacing and tension, the editors of the series inter-splice these during an episode, but I’m going to put them back together for the purposes of discussion.

Bran – Opens with a dream (he’s walking after all), that in several ways harkens back to both his previous three-eyed raven dreams and to the beginning of the first episode of the entire series. Two of the magics of Westeros are introduced and explained in this episode, with a clarity not present in the book. Martin is pretty much the ultimate example of “soft magic” in the fantasy genre, and rarely explains his mystical systems. But, for the sake of the TV audience, they’ve made it pretty clear here that Bran is both a “Worg” (able to cast his spirit into an animal — Summer) and has “The Sight” (clairvoyance of a classic sort). The dream here foreshadows the eminent arrival of the Reeds — who I actually thought the writers had compressed out of the story.

748660_GOT_HS_08.17.12_8996-2-1359137474080-AIt’s also worth noting that several of the kids, most notably Bran, look A LOT older this season. It makes sense, he’s hitting puberty, and he’s taller, leaner, and his voice (and presumably balls) have dropped. Rickon looks older too.

In the second Bran vignette the Reeds actually show. Both of them. This show is sometimes willing to cast woman that aren’t always “cute” in the typical fashion of American productions. Anyway, the male half of the Reed duo (Jojen) serves to explain both mystical systems, hinting into actions of book 5. I also like that the wolves get some real presence, and they look good, and big.

Robb/Cat – The Robb portions always feel anemic because they don’t exist in the source material, although technically this merges in chunks of Cat’s narrative. We have a little moment with his wife, then Bolton (the usual go to man here) bringing double bad news. That of Winterfell’s destruction, and of Cat’s father’s death. This is a substantial change from the book where we go to Riverrun on several occasions and Cat hangs out with the dying Holster Tully. No more.

The second vignette has them on the move to the funeral and takes an opportunity to remind the audience that Robb’s new marriage was politically disastrous. Then a moment with the wife and Cat, which given Cat’s hard side in season 2 is uncharacteristic, but perhaps she’s shaken up by the loss of her father. It’s also a change from the books, where she makes up a complex emotional story about her feelings toward Jon Snow, which in season 1 were pretty cruel. The scene shows to return our sympathy toward her, and I have to say, given how hard she felt, it’s probably a welcome change.

It’s also worth noting a favorite stylistic technic of the series, in that the last line/thought of one scene sets up the next. So we transition from thoughts of Jon to:

Jon – Sure has gotten in close with Mance quickly, as their marching together across the countryside. We learn a bit about the composition of the Wildlings and then get a sort of show and tell demo of the Worg powers where a guy is remote controlling his hawk. We hear about dead crows and then again to:

Sam – Our viewpoint back with the crow expedition. Not my favorite scene, as Sam isn’t looking to good. Although I like how the Commander handles the situation.

Theon – We have two Theon scenes! More and more the show is taking on a life of its own. Theon is basically absent from books 3 and 4. But here he’s captive of the Bastard of Bolton (presumably) and subject to some nasty torture. Nail pulling and a some variant of the knee splitter? Yes, I know way too much about medieval torture, as clearly do Martin and the other writers (they did after all, last year, include the Rat Torture, and it’s alluded to in this episode). But then at the end, we have a big change: a guy is there “sent by his sister” to rescue him! Does he evade the long skinny shadow of Reek in the show?

game-0f-thrones-s3-teaser-gallery-joffrey

Joff – He’s such a shit, but such a delicious shit to watch in action. We get a study of contrasts in terms of the relationships with the two major women in his life. First up is mom, and she ain’t doing too well because while this Cersei comes off as considerably smarter and more reasonable (if still a cold bitch) than in the novels, she sure is losing control over her madman of a son.

Second, Marg comes to visit, and even with Joff being not only a shit, but in a shit mood, she manages to wrap him around her little finger. This is one talented handler, as she knows just how to appeal to his vanity and perverse interests. Here we see Joff at his more vulnerable, really a disturbed little boy (and still an unredeemable human being). Also, I have to admit, Marg with the crossbow was kinda hot. There is also, some what oddly, continued and voluminous mention of Renly’s sexual orientation. This was only vaguely hinted (obvious, but subtle) in the novel, but is a subject of continuous over the head beating here. I wonder why?

Sansa – She and Shae are talking and Shae is getting protective. She too has taken on a depth and complexity not present in the novels. Loras visits and brings Sansa to have tea with Marg and her Grandmom, Dame Tyrell. Well, the dame is one funny lady, well played, and disarmingly direct. Good fun. Sansa does a deft job handling the crisis, because she’s under A LOT of emotional pressure with no outlet, and she can’t help but seize one.

Tyrion – Uncharacteristically has only one brief scene in the episode, with Shae, but their back and forth is highly entertaining, and further develops her character — and his.

EP301EP301Arya – Finally we return to beloved Arya (my favorite character along with Tyrion), alas, all too briefly. As she, Hotpie, and Gendry march through the forest, Gendry makes obvious what we all felt last season: that Arya chose rather poorly who to have Jaqen kill. Then  they wander right into Thyros of Myr’s little party. This is an amusing scene and I’m already liking the lush of a priest (although no mention of his relgio-magical side yet).

Arya has also grown over the year and it’s getting harder for her to pass as boyish. Nice longbow also.

In the second segment, Thyros gets into his cups and Arya scenes are great as always. Then some of his men drag in the Hound. I can’t remember if this happened so soon in the books, and I don’t think in the same way. I’m wondering if the undead Lord Beric Dondarrion will make an appearance.

Jaime – I saved Jaime for last because we end with him, even though he shows twice. He and Brienne make for great fun because she’s such a stick in the mud and he’s a riot. I particularly like the way in which he’s so endearingly baiting, only to occasionally soften with a meaningful and honest line (like the “we  don’t choose who we love” from the above clip). Perhaps it’s because his style of banter is actually so honest, if deliberately provocative.

His maneuver to trick the sword away from Brienne and the fight that follows is delicious as well. Nikolaj Coster-Waldau really does have a natural charisma. And we end with the usual uh, oh.

game-0f-thrones-s3-teaser-gallery-brienne

Overall, a fun episode, if not particularly meaty in any one area. Lots of great scenes. Each individual story is but a blip in the bigger picture. When viewed one at a time, they feel a bit fragmented, but from the perspective I’ve gotten watching seasons 1 and 2 all together on Blu-ray (which looks awesome BTW), I think it will feel coherent as part of the continuous whole.

Another interesting review of this episode.

Or see my review of A Dance With Dragons.

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or all my Game of Thrones posts or episode reviews:

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Season 3: [21, 22, 23, 24, 25, 26, 27, 28, 29, 30]

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My three year-old at the gardens where Sansa chats with Grandma Tyrell

My three year-old at the gardens where Sansa chats with Grandma Tyrell

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By: agavin
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Tagged as: A Song of Ice and Fire, Episode 22, Fantasy, Game of Thrones, George R. R. Martin, HBO, Major houses in A Song of Ice and Fire, Season 3 Episode 2, World of A Song of Ice and Fire

Game of Thrones – Episode 21

Mar31

game-thrones-dragon-posterTitle: Game of Thrones

Genre: Historical Fantasy

Watched: Episode 21 – March 31, 2013

Title: Valar Dohaeris

Summary: Excellent start

ANY CHARACTER HERE

Right off the bat you can feel a difference in pacing. Season 2 suffered from the crunch required to compress a gigantic book into 10 hours, and given that A Clash of Kings is even longer, the decision to split book 3 into two seasons is clearly a smart one. Valar Dohaeris has some leisure to establish (in many cases reestablish) the situations for its gigantic cast. This episode doesn’t even try to handle all of them, leaving Jamie/Brienne, Arya, Bran, and Theon for episode 22.

We begin where we left off, with the decimation of the Black Brothers by the White Walkers (an ironic reversal of color). In somewhat typical budget saving fashion the battle itself is left off screen (sword clanks under black). Sam is our focal point although he doesn’t do much except run through the snow and get rescued by Ghost. This first scene is anticlimactic, turning last season’s big “event” into more of just a reveal (there are lots of White Walkers, uh oh!).

The award winning titles have been updated with a smokey Winterfell and Astapoor (the harpy slave city).

748660_GOT3_HS_1119_EP301_DSC2280-1359138834542-ASticking to the North for the moment, Jon Snow arrives at Mance Rayder’s camp with Ygritte. I do like her, although the way she shuffles on the snow in her heavy boots and parka looks anything but fearsome. Perhaps no one looks fearsome in Eskimo outfits. Perhaps she’s too cute for fearsomeness. In any case, the production takes the time to show off a giant in all its CGI glory, which I’m very happy with. I worried that they might try to play down some of the fantasy elements, particularly as they pick up in intensity in later books, but it seems not. The first meeting with Mance is well handled. I’ve liked Ciaran Hinds since Rome, and the writers hit on the crux of the meeting, with Jon having to convince them why he’s really there. He does.

Our return to Kings Landing fittingly comes down (haha) to Bron in a brothel. GOT loves its whores, and this one is cute, although serving of little purpose. Back in his dungeon of a room, Tyrion contemplates his new scared face. Just as the show didn’t ugly up Peter Dinklage to begin with (he might be height challenged, but he’s a handsome guy), it didn’t dare maim Tyrion like in the book. Just a scar, no missing nose and the like, although when Cersei visits in this scene, she alludes to the missing sniffer. These Tyrion/Cersei scenes are always fun. My favorite line this time is “You’re not half so clever as you think you are” followed by “still, that makes me cleverer than you.” Bron comes to defend Ty, bookending his earlier appearance. Last season they would have cut both bits out of expediency, but this time around they have room for more nuance and secondary characters. The visual scope feels somewhat bigger too, as Bron and Tryion go for a wander on the Dubrovnik (achem, Kings Landing) walls and we get a sense of space. It’s funny too, having been there myself last year, I have a sense of the positioning in the real city.

748660_GOT3_HS_1120_EP301_DSC0286-1359138809787-ITurns out Davos survived his encounter with green fire only to be stuck on a rock (I recognize those too, as they’re just North of Dubrovnik, I believe). He’s rescued by Salladhor Saan. More characterization and setting up what’s going on with Stannis at Dragonstone. First time we’ve seen his missing fingers too in a nice artsy shot.

Robb and Bolton show up at Harrenhal after the Mountain has deserted it. This is pure setup, showing the nasty pile of corpses the big guy left behind, Robb with his new wife, and Cat a virtual prisoner of her son. The slight unrest of his men… well, little in a TV show is an accident.

Tyrion goes to visit his father Tywin, having not himself been visited during his presumably lengthy convalescence. Given that Tywin seemed fairly reasonable last season, and Tyrion really did do a pretty decent job (considering) in his defense of the capital, you’d expect him to get a little love — but no, poor Tyrion, and this is one of the many reasons we love him, just never gets the tall straw (see what I did?). Tywin lays it on pretty thick. Poor little guy.

In another scene that expands the visual grandeur Sansa and Shae hang out together at the little harbor near Dubrovnik’s north gate watching the ships sail. Littlefinger comes to work his little plot involving her, with Ros in tow. Parallel conversations between Sansa/Littlefinger and Shae/Ros allow for compact establishment of character. This is substantial compression from the books, but deftly done. And Ros isn’t a real character anyway, but her exchange isn’t bad.

Tyrion may not have gotten any love, but the dragons do. Drogon in particular has a very fun draconic take on fish BBQ. We learn that Dany is headed to Astapoor to get herself an army. A slave army, which she’s not necessarily a fan of.

At Dragonstone, Davos finally shows up and confronts Stannis and Melisandre. I’m no fan of all three of these characters, but Mel does do a good job being fey and spooky, like an evil shadow mom version of Cate Blanchett’s Galadriel.

GameOfThronesS3-2

Joffrey, the king we all love to hate, doesn’t bother to ride a horse, he takes a fancy litter, clutching a handkerchief to his nose (they should have used an orange stuffed with cloves). Margaery, his new finance, has a mosque shaped litter herself, but she isn’t afraid to get out, step through some shit (literally) and work the people. A talent that not only extends to orphans, but to Joff and Cersei as well as we see next scene when she manipulates them all at dinner. I’m liking Natalie Dormer’s take on this character.

game-0f-thrones-s3-teaser-gallery-daenarys

Dany arrives at Astapoor in all its CGI grandeur, and from a distance it does look damn good. But close up, it’s probably Dubrovnik again, or perhaps a nearby Croatian city. I guess it could be Morocco. I’m not sure yet, but it sure looked like Croatia. This scene is basically an intro to the slave culture of Astapoor and the concept of the Unsullied. The subtitled back and forth between the translator girl slave and the master was particularly hilarious, and the slave soldiers well enough handled. They probably won’t be able to justice to what is to come because it involves citywide happenings, but we’ll see.

As the “previous scenes” reminded us about season 1’s dismissal of Barristan Selmy. His return involves some interesting adaption from the novels. Martin loves to reintroduce characters by new names and only slowly reveal their identity, which is great fun, but it isn’t really realistic in a TV show where the audience will just recognize the actor. So Barristan’s return is stripped of his extended posing, and the fun but unnecessary character of Strong Belwas seems written out. But I did love the warlock girl with the blue mouth and the bug ball!

All in all, a great start, if not exactly action packed. My concerns from season 1 about visual scope have been addressed as best as possible on TV. This is a grand looking show, probably one of the most impressive productions in the history of the medium. And it looks like they’ll have room in the script to do far more justice this season to Martin’s nuanced character portraits.

Another interesting review of this episode.

Or see my review of A Dance With Dragons.

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Me at Kings Landing

Related posts:

  1. Game of Thrones – Episode 13
  2. Game of Thrones – Episode 12
  3. Game of Thrones – Episode 11
  4. Game of Thrones – Episode 3
  5. Game of Thrones – Episode 19
By: agavin
Comments (11)
Posted in: Television
Tagged as: a game of thrones, Dubrovnik, Fantasy, Game of Thrones, George R. R. Martin, HBO, Jon Snow, Major houses in A Song of Ice and Fire, Natalie Dormer, Season 3, Season 3 episode 1, Tyrion, World of A Song of Ice and Fire

The Wretched of Muirwood

Mar25

wretchedTitle: The Wretched of Muirwood

Author: Jeff Wheeler

Genre: Epic Fantasy

Length: 300 pages

Read: March 3-15, 2013

Summary: Great prose, characters, and setup

_

The first half of this novel was pure and unadulterated fantasy pleasure. The prose is very good. Descriptive but quick and lively. It’s pretty straight up third-person past, but it has a tinge of the poetic about it.

The story tightly follows Lia, an orphaned kitchen drudge living in an alternate Medieval Abbey. She’s a very lively personality and a lot of fun. There’s an interesting magical/religious system which is about halfway between “hard” and “soft” magic. I’m not going to get into the plot, per se, but this first half is basically of the “something new and strange comes into someone’s life” variety. This part is excellent.

About halfway through the book, this intrusion forces Lia to leave the Abbey and go on a quest. This occupies the second half of the novel and in the end the secret of her parentage is more or less revealed. There was nothing seriously wrong with this second half and I read it easily enough, but it somehow lacked the visceral grab that the setup did. Putting on my structural hat, I’d have to guess that the problem was one of drama and complication. There are complications, but they just sort of pop up and are resolved one way or another without a tremendous amount of agency from the protagonist. I’m excepting the final confrontation, which while abbreviated, did have said agency. This is all in contrast to the first half of the book where Lia is extremely proactive, even if it got her in trouble.

But there could be other factors. In the first half, she’s pretty sharp tongued, but this takes a back burner outside the Abbey.

I admit to sometimes having this “second act” myself, as it’s hard to both adhere to the plot target and simultaneously make the protagonist proactive rather than reactive. Still, it robbed Wretched of some drama. I felt less engaged.

There is also the possibility that it’s all me, as I seem to be having this problem in recent years where I enjoy the first act and not the second or third. Maybe I’m jaded. But this complaint aside, Wretched is still one of the better fantasies I’ve read in some time. It’s more personal (and shorter) than the traditional epic novel, but that seems to be a trend in this new e-book centric age.

For more book reviews, click here.

Related posts:

  1. The Way of Shadows
  2. Book Review: The Gathering Storm
  3. Book Review: White Cat
By: agavin
Comments (1)
Posted in: Books
Tagged as: Fantasy, Fiction, High fantasy, Jeff Wheeler, The Wretched of Muirwood

The Alchemist – Fantasy Snack

Aug08

Title: The Alchemist

Author: Paolo Baciqalupi

Genre: Fantasy Novella

Length: 96 pages

Read: July 28-30, 2012

Summary: Nice little short

 

Having recently read Baciqalupi’s excellent Ship Breaker I thought I’d breeze through his fantasy novella — and breeze I did. Written in first person, yet with a bit of almost Arabian Nights allegorical style, this is a story about a world where all magic has consequences, specifically in that it feeds deadly bramble vines, causing them to choke and strangle the city. As usual for Baciqalupi the world building and the writing is first rate. This a very contained story with a small character count and a lot of focus so it isn’t bogged down by some of The Windup Girl’s problems. The mains are good too, but I did find the villains slightly contrived. Like many shorts there is a bit of a twist.

Overall, the vibe of the story is excellent, and this is conveyed through the skilled use of voice. A tasty snack indeed.

For more book reviews, click here.

Related posts:

  1. Short Story: The Merchant and the Alchemist’s Gate
  2. Very Best Fantasy
  3. Quick Eats: Italian-Iberian Snack
  4. The Way of Shadows
  5. The Wise Man’s Fear
By: agavin
Comments (6)
Posted in: Books
Tagged as: Alchemist, Book Review, Fantasy, Fiction, Paolo Baciqalupi, review, The Alchemist
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