As the follow-up to [Hannu Rajaniemi’s] much-lauded 2010 debut, The Quantum Thief, this sophomore effort had a lot to live up to. By and large, it delivers.
Find out how in my Free Press review.
As the follow-up to [Hannu Rajaniemi’s] much-lauded 2010 debut, The Quantum Thief, this sophomore effort had a lot to live up to. By and large, it delivers.
Find out how in my Free Press review.
It’s not that dystopias are anything new, or even stories of environmental collapse. But the SF stories and novels of the last several years have to be placed differently than the catastrophes imagined in the 40s, or even the 70s and 80s.
We’re living in a heavily depressed economy. Our countries are waging resource wars. We’re seeing the effects of a changed climate. The stories written today . . . exist in a different real-world context, and therefore might be part of a new speculative genre that couldn’t have existed until recently.
Read my full review of this excellent Canadian anthology at AESciFi.
In the modern-day story, emotionally-damaged survivors of the war put a human face on a national ordeal. In Jaya’s epic kingdom-building tale — what I like to think of as Shogun, the Cambodian edition – the plot still comes down to individual human will and spirit. In the conquering of nations, sometimes even the lowliest slave has a necessary part to play.
Read my full review at AESciFi.
One of the publicists at No Starch Press alerted me to this recent title, knowing my enthusiasm for the excellent Manga Guide science text series, whose English editions they publish. I was expecting this latest made-in-Japan outing to be similarly quirky, and it did not disappoint.
Would it have ever occurred to you to visualize the noble gases as afro-sporting Japanese men? It hadn’t crossed my mind, but after reading this book of comic-strip style element characters, now I can’t summon up xenon or helium without a full, puffy top. Halogens like chlorine, meanwhile, have a cueball look, while other chemical groups share anything from punk rock spikes to buzz-cuts.
On the other hand, each unique element is also dressed up in anything from an apron to a lab coat to a business suit — or even a simple pair of white underwear — depending on their most common uses. The basic idea of the book is to put the elements in a real-life context of where we’re most likely to encounter them, their important properties, and their uses and threats to people individually or society in general.
A slim read at 200 pages, just over half of this space is given over to brief descriptions of each element in a standardized format. A brief paragraph illuminates a few of the more significant facts of each type of atom, perhaps a bit of its history or important uses. Some other basic data (density, atomic mass, etc.) and an epigram also accompany each profile (radium is the element that “bit the hand that fed it”, no doubt a reference to Marie and Pierre Curie who discovered it, then perished from radiation poisoning), but the centerpiece is always the anthropomorphic sketch.
Other parts of the text include brief sections on the most expensive commercially available elements, elements necessary to human health, and an argument for rare element conservation as part of an ecologically-sustainable future. But the book is never text-heavy, and can be read from start to finish in just a few hours.
The central conceit is cute; an original approach to connecting the reader with abstract yet critical components of our world. It doesn’t make memorizing the periodic table a breeze (what could and who would?), but it has resulted in some patterns sticking in my head better than before. The fold-out poster-sized table is a nice bonus, though educators might be careful of how they use it, or images from the book itself, both of which sometimes contain some cartoonish male nudity (the Japanese simply aren’t as uptight about that stuff as us).
All in all, it makes for a fun little coffee-table book for either the chemically-minded or the simply curious.
(No Starch Press, 2012)
Reprinted with permission from The Sleeping Hedgehog
Copyright (2012) The Sleeping Hedgehog
It’s hard to believe the Pokémon series is still going strong when all logic suggests it should have completely saturated its own market position. The series began when I was 14, and has now been running long enough that I could have gotten married, had kids, and bought them their own brand-new Pokémon games by now.
Pokémon Black and White marked the fifth generation of Pokémon games, and as was the case with every previous generation, the games make up a duo. Released together, they are essentially the same game with some minor changes in the Pokémon type availability or frequencies, and a single in-game area unique to each version.
Unlike previous games, Black and White provided a sense of “back to basics”, perhaps in a bid to introduce a whole new generation that had grown up since the start of the franchise. Like the very first games in the series, the available Pokémon have not appeared previously. Now, with the release of Black Version 2 and White Version 2, this generation has offered another first for the series: a direct sequel to a previous game.
While previous series have always seen an enhanced follow-up or deluxe edition a year or two later on the same handheld (from the original Game Boy all the way to the current DS/3DS titles), not to mention a flurry of spin-offs and tie-ins on other systems, both iterations of Version 2 provide a whole new story set in the same Unova region as the first Black and White, but with new characters and towns, a brand new main character (which, as a stand in for the player, has no defining characteristics whatsoever; not even a default name), and some new mini-games.
The basic gameplay is unchanged and includes the same features introduced with this generation of the series. However, the availability of Pokémon is different. While 151 new species were introduced with Black and White at the expense of seeing any old favourites (series mascot Pikachu, for example), Version 2 includes a selection of previous Pokémon mainstays along with the new set introduced for this generation.
The basic story is two-fold. As always, the player character (who could be either eighteen or eight) is sent out by his mother to travel the world and become a Pokémon master. To do this he has to capture and train up Pokémon (through the usual RPG expedient of battling, levelling-up, and learning special moves in multiple ways), defeat eight different gym leaders for their badges, and then enter a major tournament in order to battle and best the greatest Pokémon trainers around.
As a parallel and interweaving plot, the player, through no fault of his own, will find himself constantly battling against an organization of supervillains, the remnants of Team Plasma from the previous games, ultimately stopping their nefarious world-dominating plots while en route to Pokémon mastery.
The player eventually has the opportunity of encountering one of the two legendary Pokémon of the Black and White games. In Pokémon White Version 2, it’s the Vast White Pokémon, Reshiram. His anti-thesis, Zekrom, the Deep Black Pokémon, was capturable in Pokémon White, where Reshiram appeared as a boss battle, but was not obtainable by the player. So players of both the original and this sequel can get the matching set of legendaries. The same end may be achieved by trading, or by playing Black Version 2 along with this game.
I find the battle strategy in Pokémon is not as deep as other RPGs. Though the sheer numbers of Pokémon available, not to mention the potential for move customization in each one, mean there are many, many ways to skin a Meowth, it’s also true that, by simple weight of variables, the results of a given match-up can be a bit of a crap-shoot.
Not all Pokémon are created equal, and while it would be nice to pull out one’s fire-type Pokémon to wipe the floor with an opponent’s grass-type choice, the player is probably better served pumping up the all-around fighters with few weaknesses. I have a Genesect who never loses to anybody, and a little Sunkern who can’t win against opponents 15 levels lower than him. Que sera sera.
Of course the theme song of the uber-popular anime series is “gotta catch ’em all”, and indeed, the collection of pocket monsters and completion of the Pokédex is what plays on the obsessive-compulsive personalities old-school gamers are known for. The battles aren’t particularly interesting because most any match-up is one-sided, and the story is pretty bland. The world-building has reached a point after so many games where credulity is nearing the breaking point.
(Is every non-human living thing a Pokémon? What do people eat? How does an economy function where anything and everything has something to do with Pokémon? What about basic things like farming and manufacturing? And if every ten-year-old goes out to capture weird monsters for glorified cock-fighting instead of attending school, where do nurses, engineers, and other professionals come from?)
The battle animations, though revamped already for the first Black and White, are still basically NES-era Dragon Warrior. The sprites move slightly, an effect happens. I know Nintendo’s handhelds have always striven for gameplay over power, but this pseudo-animation is a bit weak for a 2012 RPG on any system.
But with the main game finished, will I still pick up my DSi for a few more rare Pokémon hunts, some online trading, and a more complete Pokédex? You better believe it. Despite my nitpicks, this series is still quicksand for completionists. Stay far away if you don’t have forty-plus hours to spare in the near future.
Article first published as Nintendo DS Review: Pokémon White Version 2 on Blogcritics.
Even after Sega officially stopped production of the Dreamcast system, the console continued to sell steadily, used Dreamcasts quickly being gobbled up from second-hand store shelves. It became, for a short time, the gaming equivalent of Latin: a dead interface that would never see any new works, the beauty of it and the quality of its existing library drew gaming aficionados to it.
As I contemplated reviewing this particular title, I wondered if this manga-based port might be one of the ill-fated console’s many hidden gems. Only one way to find out, of course.
JoJo‘s Bizarre Adventure is a Street Fighter-era 2D brawler with a cast of characters that, excepting the chihuahua, seems no more bizarre than any other fighting game of its time. The fighting system seems fairly typical at first, with various types of punches, kicks, and projectile attacks, depending on the character. What sets this title apart is the “Stand” ability–a second fighter–possessed by each character.
A sort of inner spirit or projection of the fighter, both the appearance and behaviour of this second self varies wildly from character to character. Some will hang back and let their Stand do the work, allowing the player to control it directly. Others manifest the stand as a shadow that mirrors their movements, allowing every attack to, potentially, hit twice.
Others are in-between. Jotaro, for example, can send his Stand forward as a type of projectile attack. A certain attack calls up the Stand to rush forward and let off a flurry of punches before fading away. One useful strategy therefore is to have the Stand perform its one-off as either an opener or a distraction, while simultaneously diving in after it with a follow-up attack.
The strategic possibilities of this tag-team style fighting are intriguing, though they’re also very different from character to character and Stand to Stand. And, of course, there’s a defensive side as well. A character takes damage either from direct attack or attacks on his Stand.
Use of the Stand can leave the main character wide open to attack, especially for those characters who stay still while the player controls the Stand remotely. Too much damage on the Stand itself also has its risks: the Stand will fade and the character will be left dizzy and open to further punishment.
The game is 2D sprite-based so the HD aspect of this re-release is less important than it might otherwise be. Some parts of the game are a bit dated. The gameplay is perhaps a little less fluid than Street Fighter and other series would become, but the Stand system is also unique, even today. Somehow the idea hasn’t (to my knowledge) been copied and appropriated into other game franchises.
Perhaps the most notable quirk of the game (I hesitate to call it a weakness) is its high learning curve. No effort is made to ease the player into it’s fighting system. There is no tutorial, no in-game hints, no move lists, nothing. You have to experiment and play around if you want to master your character. This is old-school 2D brawling, arcade style: play, lose, get frustrated, experiment, and make joyous discoveries.
Since many likely missed it the first time around, this might just be a chance for classic fighter enthusiasts to experience a new game like it’s 1999 all over again.
Article first published as PS3 Review: JoJo’s Bizarre Adventure HD Ver. on Blogcritics.
Viral programming has infants discussing Shakespeare, toddlers running storefronts or repairing sewage lines. But knowledge which is downloaded from a standard package rather than built up from individual experience creates a uniform way of thinking and being that is particularly frightening for outliers.
Read my full review at AESciFi.
My first three Library Journal reviews have run, and are partially or completely available online. Parts of my review of X and the City can be found here.
My full review of Benoit Mandelbrot’s memoir, The Fractalist, is quoted on the Barnes and Noble page for the book here.
My review of the coffee table book, Spectrums, gets the lead in a recent Xpress Reviews post at the Library Journal online.
I could make some surface comparisons to another critically-acclaimed debut from years past. Richard K. Morgan’s Altered Carbon is also set some centuries hence, also takes place in a universe of heavy extra-terrestrial human colonization, and also features the altered social, legal, and economic dynamics of a humanity that’s bested mortality. But as excellent as Morgan’s post-cyberpunk whodunit is, comparing the two titles, even favourably, sells The Quantum Thief short.
The speculative fiction/noir crossover is not a new thing, from Jim Butcher’s private eye wizard to Neal Asher’s Agent Cormac to any number of genre-tinged Holmes pastiches. Maybe SF and Chandleresque plots just go together like peanut butter and chocolate. I’m sure not complaining. I devour these things.
But Quantum isn’t just a mystery. It’s a caper. And the thief and hero of this title, with the completely appropriate name of Jean le Flambeur, is more in the vein of Arsene Lupin than Marlowe.
Through alternating chapters with titles like “The Thief and the Goddess”, or “The Detective and the Chocolatier”, we follow the parallel stories of a master criminal, and the one man who may perhaps trap him.
At book’s opening, the titular thief is trapped in a literal prisoner’s dilemma. Once every hour, for a subjective near-eternity, he picks up a gun and either shoots or doesn’t shoot. This pseudo-virtual game of betrayal and co-operation with other prisoners is based on a genuine idea from game theory, along with a reasonable application of both conditioned response in psychology and evolutionary algorithms in computer programming. And this is just the first chapter!
In short order he’s been busted out and you don’t think about the dilemma prison for awhile. Yet it’s such a cool idea for something which is more of a prologue to the main story.
The book switches both between and within chapters from the thief’s first-person viewpoint to a third-person focus on his keeper, the mysterious Mieli, and his antagonist, the detective Isidore. Most of the story unfolds on a Martian city which has developed a rather unique privacy-based culture.
The Gevulot is a sensory- and memory-mediating technology which accomplishes everything from blurring out individuals who don’t wish to be noticed or recognized in public, to preventing which experiences an individual is allowed to remember after the fact. Combined with the Exomemory, which stores and encrypts everything anybody ever sees, the result is a world where personal information is both ubiquitous and unattainable.
The social protocols of such a society are weird but plausible. Although intensely private with strangers, citizens of the Oubliette (literally a place of forgetting) are capable of sharing thoughts and emotions directly, by granting access to memories. In fact, everything from street directions to meeting plans are frequently shared in the form of a co-memory, rather than words.
I haven’t even mentioned the other unique aspect about life on Mars. The only currency that matters is time. Everything from a cab ride to a valuable work of art is measured in kilo- or megaseconds. What happens when somebody runs out of time? They drop dead, wake up in a robot slave body, and spend a few years earning back the time to rejoin the human world.
The ideas are dense in this book, and the more you know about both the SF tropes and the actual science he extrapolates from, the more you can appreciate just how clever and thoughtful this first-timer’s writing is. But first and foremost, Rajaniemi always manages to keep moving the plot forward. It’s like fractal bonus material: read between the lines and these subtle throwaway references lead to deeper and more intricate implications, but gloss over them and the big picture remains intact.
(Another thing I like about this book is that the base science is fairly accurate: Flambeur literally is a quantum thief — by which I mean he commits quantum theft, not that he is himself a quantum object, although, in the dilemma prison, that’s arguably true as well.)
By the time I’d gotten a third of a way through the book, I was pretty hooked. Rajaniemi is aware of and respects his genre tropes, but there’s still so much in the world-building of this novel that seems, near as I can tell, wholly new. And there’s something refreshing about a future that isn’t just the American culture, redux. Who ever heard of looking to Provence for inspiration when imagining 25th-century Martian society? Apparently only a Fin living in Edinburgh.
(Tor, 2012)
Reprinted with permission from The Green Man Review
Copyright (2012) The Green Man Review
An odd collaboration from two writers I wouldn’t have thought of putting together. Check out the Free Press to read my review of Charles Stross and Cory Doctorow’s fix-up novel.