patchwork warriorsI don’t read a lot of epic fantasy. But when Audrey Driscoll recommends a book, I pay attention, regardless of genre.

Of Patchwork Warriors begins with a glossary of terms used in the world of the novel, which is called the Oakhostian Empire. These include amusing words like “kerfluffeg” and “blimping,” a mild obscenity, as well as terms like “Stommigheid,” which is a peculiar sort of ether—indeed, sometimes called “the Ethereal”—which is not entirely understood. It’s something like the Force in Star Wars, but it has a Lovecraftian element as well, in the sense that messing with it can summon unspeakable monsters from beyond the known world.

Naturally, a villain by the name of Lord Ragithyl is trying to do exactly this, and so creates a ripple effect across the empire, catching the attentions of Meradat, one of the Custodians, (a sort of religious order) the LifeGuard, (the army) as well as merchants, mercenaries, and an eccentric young woman named Karlyn, who has a nose for evil spirits related to Stommigheid—or, in her colorful dialect, “storm-higgle.”

Karlyn and Meradat travel together, and eventually meet a LifeGuard named Arketre Berritt, a medician. Karlyn and Berritt gradually become friends, as their adventures lead them to a port town under attack. In this attack, they meet a woman named Trelli, who has unwillingly gained mysterious magical Stommigheid powers which among other things, make her hands glow red and blue. The three women are gradually drawn into discovering and combating the wicked Lord Ragithyl’s plot, as well as political jockeying from various factions of the empire.

It’s a strange tale Llewellyn weaves, with lots of different threads to it, but the heart of the book—and for me, the best part—is the banter between the three main characters. Berritt (Or “Flaxi,” as Karlyn calls her) is very likable, Trelli’s down-to-earth, good-natured personality is relatable, and Karlyn… well, Karlyn is almost indescribable. From her obsession with fire, to her keen sense of smell, to her bizarre jargon, she’s a unique character. Sometimes she was annoying, but she was supposed to be, and like Trelli and Berritt, I grew to like her in spite of it all.

The book ends on a satisfying note, but still leaves a lot to be explored in the sequel. It’s actually supposed to be a four-part series, I believe.

The language in this book is very clever, and Karlyn is only the most obvious example. As Audrey mentioned in her review, some of the invented swear words are quite addictive. I applaud Llewellyn for that. 

The big flaw is the familiar trouble with most indie books: typos. I felt they were more numerous here than in the average indie, although that may be an illusion simply because this book, as befits an epic fantasy, is longer than average. And because of Llewellyn’s creativity with the language, it sometimes makes it difficult to follow some passages. The typos seemed heaviest in the middle of the book—the beginning and end were smoother.

Beyond that, there were times when it was confusing as to what was happening, and some of the concepts relating to the Stommigheid were so abstract, it was tough to visualize. One thing that I would have found helpful would be the inclusion of a map of the world at the beginning. I know the Oakhostian Empire is based on Europe, but that wasn’t enough for me to get situated. Certain groups were similar to European nations, but that still didn’t give me a good idea of where things were relative to one another.

But despite these flaws, Llewellyn obviously put a lot of time into building this world. More than any novel, it reminded me of the famous fantasy RPGs of yore: Planescape: Torment, Baldur’s Gate, Neverwinter Nights, Pillars of Eternity and so on. Even the lead trio fits into the mold of classic RPG archetypes: Berritt is a healer/soldier, Karlyn is a quintessential rogue, and Trelli is a mage. 

In fact, as I think about it, I really want to play an RPG set in this world. Chris Avellone or Josh Sawyer ought to see if Llewellyn will be willing to license a game adaptation.

I originally was going to end my review there, adding only that I’ve already started Volume 2, Our Skirmishers of Lace, Steel, and Fire, and then link to Llewellyn’s blog.

But, alas! The blog no longer exists. In fact, going to the post where Audrey originally re-blogged the news about the launch of Volume 2, which was how I discovered the series, I find all that’s there now is Audrey’s text—Llewellyn’s post is gone, along with the rest of his blog.

It bothers me when a blog vanishes. I don’t like to be nosy, and no blogger is obligated to keep their work around if they do not want to. But all the same, it makes me uneasy when years’ worth of writing just vanishes. It disturbs both the blogger and the historian in me. I only read a few posts of Llewellyn’s, but I enjoyed those that I did, and had been planning to read more about his process once I finished the first volume.

In retrospect, perhaps Llewellyn’s conception of the Stommigheid is not so abstract after all; for we blogger-folk are met upon an equally precarious and mysterious plane of existence.

But enough! If you like epic fantasy, consider giving Of Patchwork Warriors a try. After all, I don’t like epic fantasy, and even I thought it was fun, in spite of its flaws.

Star_Wars_The_Last_JediYes, it finally happened. I watched it.

As some readers may recall, I was, shall we say, not impressed with the first film in the Disney Star Wars series, The Force Awakens. It was so bad that I had no interest in seeing any of their subsequent efforts.

But then I started to hear things about The Last Jedi. It’s controversial and polarizing. The alt-right is griping that it’s full of preachy progressive politics. There are hundreds of YouTube videos made by angry fans complaining about multiple aspects of the film. At the same time, I also heard elements of the film’s plot compared to the game Knights of the Old Republic II, which I consider the greatest Star Wars story ever, and one of the best works of fiction I’ve ever experienced.

This sounds like fodder for an interesting review, I thought. Could be a lot to talk about here. I enjoy writing reviews, and I am no stranger to unorthodox opinions on Star Wars movies, whether it’s my hatred for Force Awakens or my defense of the prequel movies. I wondered how I would react to this most divisive Star Wars film.

Well, there certainly was no lack of things to talk about. This is going to be one of my signature long, sometimes meandering reviews, so settle in for the long haul and prepare to read my thoughts on The Last Jedi.

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51GOZPH3rhL._SY346_I stumbled across the author’s blog by chance while at KingMidget’s Ramblings. I was excited to see that she, like me, was a fan of Weird and Lovecraftian fiction, and I read her spot-on analysis of the short story The Repairer of Reputations, which I love. And so I decided to check out The Friendship of Mortals, the first entry in her series featuring Lovecraft’s corpse-reanimating doctor, Herbert West.

The plot broadly follows that of Lovecraft’s original episodic short story until the end, but with numerous edits, alterations and additions. It is a “reimagining” (or “reboot” in modern lingo) rather than a mere retelling. For one thing, it’s far longer. Lovecraft’s original seems like a mere outline in comparison.

Very often, when people say their work is “Lovecraftian” what they mean is that it has some names or artifacts from Lovecraft’s mythos, or perhaps that their tale concerns large alien monsters resembling sea creatures. Very few writers imitate Lovecraft’s tone, which is detached and serious. Usually these wannabe Lovecraft stories are written in the somewhat flippant manner of a Stephen King narrator, with a few references to “Cthulhu” and “Abdul Al-Hazred” thrown in.

Within a few pages of Friendship of Mortals, I was blown away by how well Driscoll managed to imitate HPL’s style. The tone, the pacing, the careful descriptions of everything from people to books to the architecture in Lovecraft’s fictional town of Arkham – all of it was there, just as in the canonical stories of Lovecraft himself. While Friendship of Mortals may take its general plot and characters from one of Lovecraft’s shorter (and generally less well-regarded) tales, its style and pace resemble his longer and more developed works, particularly The Case of Charles Dexter Ward.

This would be impressive enough on its own, but Driscoll manages another feat: she explores the psychology and backstory of not only West, but the narrator (unnamed in Lovecraft’s original, but here named Charles Milburn) and other characters of her own creation. And though the human element was something that Lovecraft, for good or ill, deliberately minimized in his stories, Driscoll examines it, and does it well, without ever becoming unfaithful to his style.

Each of the major characters—West, Milburn and Alma Halsey, Milburn’s lover– are given detailed backstories and for the most part behave in believable and consistent ways. The romance between Milburn and Halsey was particularly impressive, because Lovecraft never wrote romance. In general, one of the major red-flags that a would-be Lovecraft imitator is about to become decidedly un-Lovecraftian is the introduction of sex or romance.

But Driscoll somehow pulls it off. As I was reading the love episodes between Halsey and Milburn, I thought to myself “If Lovecraft had written romance, it would have been like this.” That might sound like a joke, given Lovecraft’s antipathy toward all emotions except fear, but I mean it as a sincere compliment: Milburn and Halsey’s affair, while being relatively explicit, still seems in keeping with the period setting, both in terms of how it is described and what the lovers actually do.

Driscoll reinvents the vignettes of Lovecraft’s serial, changing or removing certain details here and there, fleshing out the views of the sentimental and romantic Milburn and the rational, calculating Doctor West, and then bringing them, over the course of West’s increasingly disturbing experiments, into conflict. Minor characters are just as vividly-drawn as the major players, from one of West’s numerology-obsessed professors to his overbearing businessman father.

Driscoll plays down the horror and violence of the original, but the relatively little space given to the monstrous results of West’s experiments renders them more powerful as a result. It’s dark and disturbing stuff, but again, true to the spirit of the source material.

I have a few quibbles: the book is lengthy and slow-paced, which readers expecting a thriller may find forbidding. But I doubt Lovecraft fans will be put off by this, as HPL could take his time with a story as well, and part of his style is its slow, gradual pace. A feature, not a bug, in other words.

In the last quarter of the book, the psychological character-development aspect takes center stage over the plot and horror elements, which some readers may find disappointing. Milburn’s philosophical musings, while quite interesting, begin to overtake all the other components at this stage.

One other note: there is one scene in which a character uses a racial slur—it’s perfectly logical for the time and circumstances, but nevertheless it is shocking enough to see on the page that I think I ought to warn readers about it. But again, anyone who has read HPL’s own works will have seen far worse, alas.

But these are all ultimately minor points, which don’t detract much from the book’s many virtues. The Friendship of Mortals is the first in a series, and I’m eager to read the next installment. It’s certainly a must-read for Lovecraft fans, and I think it works quite well even for readers to whom things like the “Necronomicon” or “Cthulhu” are meaningless, provided they like a good psychological drama with tinges of the supernatural.

I can’t stress enough the magnitude of what Driscoll accomplished here—she took one of H.P. Lovecraft’s lesser short stories and made it into his greatest novel. I say “his” just because she imitates him so well that at times, I swear I could forget the author’s identity, and believe that HPL really had returned to flesh out his tale of the amoral re-animator and his increasingly reluctant assistant. Like Dr. West, Driscoll has made her subject live again.

(I forgot to mention this in the clip above, but here is the tweet that originally set me thinking about this.)

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I’ve heard lots of criticisms of video games over the years, but Jeff Vogel’s critique that they have too many words is a new one. He makes a strong case against one particular game–Obsidian Entertainment’s Pillars of Eternity. After reading his article, it’s hard to argue against the claim that Pillars is too verbose. The character creation and menu screens are packed with tons of text for the player to wade through.

I’m less sure about whether this is really a trend in gaming generally. After all, Pillars was explicitly designed as a throwback to the beloved text- and lore-heavy Black Isle RPGs. For example, Planescape: Torment has over a million words. Even I tended to ignore some of the esoteric descriptions in Planescape, and I love that game.

Scene from “Planescape: Torment”

Some players really do seem to enjoy the atmosphere of a game rich with background material. It may be true that much of the information is irrelevant to the game’s mechanics, but this is High Fantasy, and one of the things High Fantasy fans look for is a sprawling world filled with many interesting details that don’t all fit into the main narrative.

Using lots of words is indeed a problem, as Vogel says, but not just in games. The High Fantasy trope of giving tons of background information can be traced back to J.R.R. Tolkien. The Pillars of Eternity intro is nothing next to the dense opening chapters of The Fellowship of the Ring. In general, when writing in a genre, you will try to emulate the most successful authors in that genre, so it’s hard to blame Obsidian for looking to the work of Tolkien and his successors for ideas.

I myself have never been a fan of this style. And that’s despite the fact that some of my influences favored verbosity. Take H.P. Lovecraft for example–he was a pioneer in writing horror, but he tended to go overboard with some of his descriptions. I think some of that crept into my own early attempts at writing horror.

It’s much easier to use too many words than to use just the right number. The old line about “writing a long letter because I didn’t have time to write a short one” applies.  It’s easy to waste words, and that dilutes their intended effect.

The economy of any piece of writing is a very important consideration, but few people ever think about it. It wasn’t until I saw the movie Lawrence of Arabia that I really learned to appreciate it.

Think of it this way: whenever you write something, eventually you will have to stop. You only have so many words before you have to hit send, or mail it to the publisher, or whatever. While the supply of words is theoretically infinite, in practice it’s severely limited–by the reader’s attention span if nothing else.

So, you want to maximize the value you get per word. What do I mean by “value”? Well, it’s whatever idea or feeling you are trying to communicate in your writing. If it’s an informational document or a bit of technical description, then you want to be as clear and concise as possible. If you are writing a character who prefers to communicate non-verbally or who is just mysterious, you use few words, and you make them vague and open to interpretation.

Sometimes there is value in deliberately using too many words. The dramatist W.S. Gilbert (another of my favorites) would often have characters say things in as complicated and lengthy a way as possible for comic effect. “Quantity has a quality all its own,” as they say in big organizations.

Vogel is right that the Pillars opening screens are bad at conveying information. They could have communicated the same points more succinctly. But the problem is that in addition to giving the player some information, they are also supposed to be atmospheric. And you usually need more–or at least different–words to create an atmosphere than to just convey information.

It’s a difficult balancing act–the writer(s) must both communicate technical detail about how to actually play the game while also keeping the player immersed in the virtual world in which the story is set. (For an example of a character creation intro that is more integrated with the game and doesn’t bore the player, I recommend Fallout: New Vegas-also by Obsidian.)

The “optimal” number of words is dependent on what the writer is trying to convey, as well as on the medium they are using. Obviously, a screenwriter is going to use fewer words than a novelist to describe the exact same scene, because the screenwriter knows they will have actors and sets that will communicate certain things visually.

To summarize, all writers, regardless of their subject, style or genre, should follow Einstein’s advice: “Everything should be as simple as possible–but no simpler.”

"Prey" cover
“Prey” cover. Image via Wikipedia.

I think it was somewhere in the arboretum of the TranStar corporation’s Talos I space station, about six hours into Prey, that I started to realize what was wrong.

Something had been gnawing at me; a vague sense of discomfort in the back of my mind.  It wasn’t the apprehension that every object in every room might turn out to be an alien mimic waiting to ambush me, nor was it the thought that at any minute the possessed remains of crew members might teleport in to attack me with psychic energy blasts.

No, these things I had expected, and indeed become accustomed to.

In fact, that was the problem.  What was really bothering me was that none of it was all that scary.

Prey sounds like a game almost engineered to my personal taste.  It’s a horror RPG in which you play as Morgan Yu, a scientist on a space station overtaken by mysterious aliens called “the Typhon”.  As you explore the station and fight the Typhon, you gradually uncover the backstory by reading logs of deceased crew members, and talking with the few survivors. All the while, you must overcome obstacles placed by Morgan’s brother, Alex–the scientist who seems to be responsible for the disaster.

Some of the Typhon, called “mimics”, have the ability to take any form, including such innocuous items as coffee mugs and even health kits and other useful items. So, you never know what might turn into a monster and attack as you creep through the dark, eerie corridors.

In addition to the usual video game weapons–pistols, shotguns, etc.–Morgan can use an experimental technology called “neuromods”, which grant the user all sorts of abilities, but can erase the user’s memory–a significant point, as it accounts for why Morgan has no memory of events that occurred before the beginning of the game. (This is explained by a character named January–a robot assistant who holds Morgan’s memories and acts as a guide in the early stages of the game.)

Prey has multiple paths and endings, and many different ways of accomplishing your objectives–a style of gameplay I strongly prefer.  And to top it all off, Chris Avellone, perhaps the greatest game designer ever, helped write it.

It’s like a hybrid of Doom 3 and Deus Ex (two games that I love), along with many other influences.  It also evokes the mining station episode that starts off my all-time favorite game, Avellone’s Knights of the Old Republic II.

With all this going for it, I was a bit dismayed by how weak the first act was.

Not that it’s bad.  It’s good enough.  Especially the opening 20 minutes or so; which are very disconcerting and disturbing. Not since Spec Ops: The Line has a game so successfully pulled the rug out from under me. But I’ll talk more about that later. (This is probably a good time to mention I’m going to spoil the game’s plot here, so don’t proceed any further if you want to play it without knowing what happens.)

I reference Spec Ops because it’s another favorite game of mine–again, Prey mimics elements from many of the classics. There are elements of Bioshock (takes place in a remote futuristic art-deco station) Half-Life, (the mimics look like headcrabs) Alan Wake (the shadowy phantoms murmur phrases spoken by the victims they now possess) and Dishonored. (This is only to be expected, since both are made by Arkane studios.) Indeed, there’s so much mimicry here, it makes the clever “not a mimic” marketing slogan seem rather ironic.

And yet… it doesn’t quite work as well as it should in the the beginning. And by “the beginning”, I mean approximately the first five hours after the opening sequence.

It’s like how all-star teams in sports don’t necessarily play up to the potential of all the great players on the roster.  This is usually because all-star teams don’t have time to develop chemistry–the sense of timing that makes a team function well as a unit.

Something similar is going on with Prey: it is built up of some very excellent parts, but they don’t always work together to create a coherent whole.

It’s not always clear what Prey is supposed to be. A lot of it looks like survival horror, but it’s not particularly scary. (One exception is an enemy called the Poltergeist. It’s invisible and causes all sorts of disruptions. Very effective, especially the first time it happens.)

Portrait of JFK from alternate future game "Prey"
Portrait from “Prey”

Prey‘s setting is also somewhat puzzling. It’s set in an alternate future in which John F. Kennedy was not assassinated, and the U.S. and Soviets worked together on space exploration.  But it’s not clear to me why this background was needed for the story. It felt like a gimmick.

Then there are the graphics.  They are good, but strangely cartoonish, which makes it hard to take anything seriously. I had this same problem with Bioshock and Dishonored as well. The people in these games all have soft, caricatured features, which creates a feeling of unreality.

I’m not sure why this particular style bothers me more than the outdated graphics of older games like Deus Ex or even Doom 3, but somehow it does

It is probably true that if I weren’t so well-versed in the simulated experience of exploring a creepy station overrun by monsters, the beginning of Prey might have been a lot more intriguing. If you haven’t played Doom 3 or Bioshock or System Shock 2 or Half-Life or Dead Space or the Fallout: New Vegas add-on Dead Money or… well, if you haven’t played many survival/horror games, everything in Prey will be new and interesting.

To get back to the Arboretum, where I first began to have thoughts of just giving up on Prey–well, I didn’t. I pressed on, and was soon rewarded for my efforts.  Because not too long after this, I started to run into some survivors with whom I could actually interact, as opposed to just constantly sneaking around in the dark, trying to alternately fight and run away from the Typhon.

The game really picks up once you start to meet some of the other characters. One suspects there must be a behind-the-scenes reason for this…

Helping officer Sarah Elazar and her men prepare for and then win a battle against Typhon forces massed in a cargo bay was the first really satisfying part of the game, and meeting some characters I cared about (who weren’t already dead) made me feel much more invested in the plot.

Even better were the quests involving Mikhaila Ilyushin. She guides you through a section of the station, and eventually you have the opportunity to get her some life-saving medicine.  It’s an optional quest, but really satisfying to complete.

See what I mean about the graphics?
Best character in the game.

Mikhaila was my favorite character in the game, because the quests relating to her are both rewarding and emotionally “true”. After returning to Morgan’s office, she asks you to find data about her father that is stored in the station’s archives. On finding it, it reveals that Morgan ordered her father’s death. You have the choice of whether to tell her about this, or destroy the evidence. In the end, telling her is ultimately the right choice. “Honesty is the best policy…”

Between her and the security personnel in the cargo bay,  I started to care about the story in a way I hadn’t for the first six hours or so. And so I found myself once again heading to the arboretum to meet with Alex, and hear his explanation for the whole thing.

On reaching his office, you learn that in fact everything he’s been doing has been to fulfill orders previously given to him by… you.  Alex isn’t evil; he’s just doing what he believed the “real” Morgan would have wanted him to do, before neuromods and other experiments changed his sibling into someone he no longer recognizes.

This was a very powerful plot twist, because the game does a good job of making you hate Alex in the beginning, and then does an equally good job of making you want to work with him. The switch is accomplished very economically, and does not feel at all forced or contrived.

Alex explains that the key to understanding the Typhon has to do with the “coral”–a mysterious luminescent substance they have woven throughout the station as they have taken it over. After you study it further, it confirms what Alex claims Morgan initially suspected: the coral is a neural network.

For me, this development happened at about the 15 hour mark, and I was really getting into the game at this point. I returned to the arboretum (Alex’s office is there) to bring back the data I had collected and upload it for analysis. This, I figured, would trigger the endgame sequence.

But no–the upload gets interrupted by a surprise attack from a mercenary named Walther Dahl. He’s been sent by the TranStar corporation to steal back all the data and kill everyone on the station.

He’s also the most annoying character in the entire game. He blows in at the eleventh hour with his army of military robots, totally disrupting the pace of the narrative. He may have been referenced earlier in the story–although I sure don’t remember it–but certainly not in any way that counts as meaningful foreshadowing. My reaction to his arrival wasn’t “oh, wow; it’s that Walther Dahl guy I heard about earlier”, but instead “who the hell are you?”

It reminded me of Stephen Leacock’s mockery of a common trope in detective novels that explains the crime by concluding: “It was the work of one of the most audacious criminals ever heard of (except that the reader never heard of him till this second)”.

Even worse, Dahl undercuts the main enemy of the game, the Typhon. It’s like in Mass Effect 2 and especially 3, when Cerberus and the Illusive Man kept getting in the way of fighting the Reapers.

I actually found myself rooting for and counting on the Typhon to get rid of Dahl’s inexplicable army of robots for me.  This is detrimental to the plot in two different ways: first, it makes you feel sympathy for what had previously been an unambiguous enemy; and second, it undercuts the Typhon’s effectiveness–they can’t be that powerful, if Dahl was able to show up and take over the station in the space of about five minutes.

This whole sequence was undoubtedly the weakest point of the game, and it took about two hours to resolve. (In fairness, defeating Dahl was extremely satisfying, but not so much as to justify his existence in the first place.)

So now, I found myself going back to the arboretum yet again, to do the same thing I had been about to do two hours before, prior to the pointless Dahl episode. And that wasn’t even the worst thing about it–but I’ll get to that later.

There had been several points throughout the game where it seemed like they were just throwing obstacles at me to  make everything as hard as possible. There were quests that went something like this:

  1. “Go get some files from a computer on the other side of the station.”
  2. <Goes there, fighting and hiding from Typhon all the way>
  3. “Oh, the door is broken. You have to get parts to fix it.”
  4. <Gets parts>
  5. “Shoot, the power’s out. Backtrack and turn it on.”
  6. <Goes back; fights more Typhon>
  7. “Hey, the power is out because the reactor is broken. Fix it.”
  8. <Rebuilds nuclear reactor>
  9. “What were we doing again?”

This had been frustrating enough, but the Dahl interruption was just too much.  I prefer games in which each objective involves uncovering new information that advances the plot, rather than have most of the objectives be about doing busywork that eventually uncovers information that advances the plot. It felt at times like they were just dragging it out. And this turned out to be a big problem, but again, more about that later.

Once the coral data is analyzed, Alex explains that the coral is used by the Typhon to transmit a signal.  Morgan, he continues, had suspected this from the beginning and had designed a device that could destroy the Typhon by taking over the neural network.  He suggests using this, instead of following January’s suggestion of activating the station’s self-destruct mechanism.

At this point, a massive Typhon creature appears from deep space and begins to consume the entire station. Morgan then has to choose between whether to destroy the station and the Typhon along with it, or activate the device and destroy the Typhon but keep all the research and technology the team on Talos I has developed.

I chose the latter. I’m always a big one for keeping knowledge–same reason I always leave the Collector base intact at the end of Mass Effect 2. It never hurts to have more technology at your disposal; you can always choose not to use it if you don’t want to.

In either ending, the Typhon are destroyed, and the credits roll. But Prey still has one final twist in store. And it’s significant enough that even though I warned you about spoilers earlier, I’m putting it after the page break…

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