I don’t often review widely-read books, as you may have noticed. I like seeking out hidden indie gems. This book has over 2000 reviews on Amazon, so it’s not really hidden. But it came recommended to me by not one, but two friends whose tastes run along the same lines as my own, so I had to give it a try. And am I ever glad I did.
The titular “Bob” is Bob Johansson, a software developer and science-fiction fan who signs up to have his brain preserved after his death, to be revived in some distant future. He little expects that a freak accident will cause that death shortly after he does so.
Bob wakes up in the distant future to find himself the subject of a study conducted under the auspices of a religious extremist government called FAITH. The ultimate objective of the operation is to place one of the revived minds aboard a deep-space probe, to be sent out to explore the galaxy. While Bob only gets limited information from the scientists conducting the operation, it soon becomes clear that political tensions on Earth—both within FAITH and elsewhere—are reaching a boiling point, and Bob is fortunate to have his mind sent off into the cosmos just as disaster strikes and full-scale nuclear war erupts.
From there, Bob begins creating a virtual reality interface for himself, just to feel more human, as well as countless “copies” of his mind, using the powerful autofactories at his disposal to deploy more “Bobs” to other parts of the galaxy.
The Bobs begin to develop their own names and personalities, and become different characters in their own right. Some return to Earth, to help what remains of humanity recover from the aftermath of the war, while others venture to new worlds, and encounter new forms of life, including one, the Deltans, who resemble primitive humans in ways that lead to some of the Bobs taking them under their care.
This book is a marvelous exercise in hard sci-fi—Mr. Taylor clearly did his research on every aspect, from space stations to interstellar travel to artificial intelligences. The Bobs make a few derisive references to “hand-waving about nanomachines” in sci-fi, which made me smile since I have been guilty of just that. While obviously any science-fiction work is bound to have some unexplained elements—it has to, otherwise it wouldn’t be fiction—the amount of research and scientific knowledge that went into We Are Legion is impressive.
But despite the technological elements, and the occasionally very abstract scenes where Bob exists as a consciousness with no apparent physical form, the book is written with a light, relatable touch. The tone is humorous, and all the Bobs share a sarcastic sense of humor, a penchant for references to classic sci-fi, and a fundamentally good nature.
I do have a few small criticisms. There is a brief period in the book, when Bob is first sent out into the universe, where things are so abstract it was hard for me to visualize what was happening. But this ends quickly when Bob creates the VR interface.
The religious fanatic government mentioned in the early chapters felt a bit over the top to me, but just as I was feeling this, Bob headed into space, and it became a relatively small part of the plot.
The lack of a large cast of characters might be a problem for some readers. Indeed, there’s really only one true “character”, albeit with multiple versions. For me, this worked–more on that shortly–but I can see that if you don’t like the basic Bob character, the whole book would be less appealing. It’s pretty much all Bob, all the time.
Finally, the ending felt a little abrupt–but then, it’s only the first installment in a series, so leaving the reader wanting more is really a good thing. There are certainly plenty of interesting themes here.
We Are Legion touches on a number of sensitive matters like politics, religion and philosophy. From the fundamentalist rulers of the former United States, to the struggles of humans in the post-war fight for resources, to the arguments among the Deltans on a distant world, the book explores both how political discord occurs and how it can be resolved. There are elements of satire here, but only rarely does it get too heavy-handed.
Religion too is handled in a very interesting way, quite apart from the FAITH government. By the end of the book, one of the Bobs is essentially playing God to an alien race. Again, Taylor is subtle about it, but the theological and philosophical ideas this raises are absolutely fascinating. It reminded me a little of Arthur C. Clarke’s classic, Childhood’s End.
But what I liked most of all is how the book plays with the concept of “self”—as I mentioned, most of the major characters are all copies of the original Bob, but they each evolve in distinct ways. The more senior “Bobs” liken this to having children, and that might be true. What it reminded me of was the experience of writing—as a writer, you create these characters who all have little facets of yourself in them. At least, that’s how it is for me. I can recognize aspects of me in every character I write, even the bad ones or the ones I consciously based on other people.
This examination of multiple aspects of the same personality by spreading it across different characters is really interesting to me. It reminded me of the different incarnations of the Nameless One in Planescape: Torment. And I think you all know what high praise that is, coming from me.
I can’t say too much more without spoiling major plot points, but you get the idea by now: this is a really fun science-fiction novel, and I recommend it. It’s the first in a series, and I am looking forward to reading the next one.
It started when somebody told me to write a funny story. So, I did. It’s a very short story, but it was sufficiently long that I didn’t want to create yet another page on the blog for it–it’s getting crowded there.
I could publish it on Wattpad, but the trouble is that too many people have told me it’s a hassle to log in to Wattpad. I hate hassles.
Ultimately, I decided to just put it on Kindle. It’s free for the next four days (and permanently free if you have Kindle unlimited.) If you miss the four day window and don’t have Kindle Unlimited, it’ll cost 99 cents. I felt sort of guilty about charging 99 cents for such a short tale, but then I remembered that the vending machine where I work charges $1.50 for a soda. My story might be short, but I can promise it won’t increase your chance of heart disease, diabetes or cancer. All that and you might laugh a few times, too.
Anyway, you can get the story by clicking here or on the image below. Happy almost-Halloween!
Miira tells the story of Miira Tahn, a dying woman who enters a virtual world where she can live in a perfectly realistic simulation of health and youth. However, the medical team tasked with performing the procedures necessary to prepare her for this are not all to be trusted, nor is the corporation overseeing it innocent of unsavory business practices.
The first half of the book tells of Miira’s preparation to enter Innerscape, her psychological distress at leaving the physical world behind, and fear at the procedures necessary to prepare her for it.
I should warn readers: I actually found some the descriptions of the surgeries unsettling to read. They were actually more disturbing to me than many books I’ve read that depict actual violence—I’m not sure why this is, as obviously there is no harm or peril intended in these scenes, but that was my reaction. That’s not a criticism, though; indeed, it shows how well-written these scenes are.
The second half of the book deals with Miira adjusting to the new world of Innerscape, all while dealing with the machinations of the various staff members assigned to help her adjust. At times, in the whirlwind of all the tests they need to run to ensure that all Miira’s senses are functioning properly, it seemed like a sex comedy set in a cyberpunk world. Again, that’s not a bad thing. I’m all for genre-mixing.
I admit, I thought the last quarter or so of Miira felt a bit rushed. Throughout the book, there are also several sub-plots and hints of a dystopian real world outside the virtual Innerscape. These are never fully explored, and the ending felt rather abrupt. But then, this is only book 1 of a trilogy—it’s clear that there are many questions to be answered in subsequent books.
And, make no mistake, I love the premise here—virtual worlds are a neat idea, especially to a gamer such as myself. It was fun to read this after just recently re-reading Ben Trube’s Surreality earlier in the summer. Both books, while very different in style and tone, examine how virtual reality grants a chance at an “idealized” new life, and how it brings out different facets of different people.
Miira is a fast-paced read with a compelling premise. I’m curious to see how the plot and characters introduced in it are developed in subsequent books.
I’ve been following Lydia’s blog for some time now, but I just recently read this entertaining collection of her short stories. Most of the stories have some science-fiction or fantasy element to them, and usually involve some unexpected twist or surprise ending. I won’t write about any one of the stories in too much detail, because I don’t want to spoil them.
My favorite story is the one entitled “Proof”. I don’t think it’s giving away anything to say that I had no idea where it was going or even really what type of story it was until I read the very last line, and then it all clicked into place, and I laughed at how well I had been set up.
Most of the tales in the collection are like that. Some of them seem like fragments of a larger story, still waiting to be fleshed out, because each has a thought-provoking premise.
The collection is small, and takes only about an hour to read. Some readers might be disappointed at the short length, but given that it’s available for free on Kobo, there’s really no excuse for not getting it if you’re a fan of short stories with a touch of irony to them. It’s a quick and fun read, and it left me eager for more of Lydia’s fiction.
One year ago today, I began work on a sci-fi novel. The day before, I had gone to interview for a job I really wanted. I resolved that I’d either get the job or write a novel, and I figured I’d have about a week to start on the novel before I got a call back.
At the start, I called the file for my novel “SFN” for “Science-Fiction Novel”, because I had no clue what the title ought to be. I’d been wanting to write a science fiction adventure with a space elevator in it since I was 12 years old, and had tried several times before, but never got anywhere with it. And at first, it didn’t seem like this time would work out any better. I remember sitting at my computer, wondering how I was ever going to do this, when inspiration struck.
As a junior in college, I’d had an idea for a completely unrelated story about a soldier named Theresa Gannon. It was set in the present day, and followed Gannon as she tried to cope with some sort of traumatic battle in her past. But again, I never got much beyond an outline of the story and a sketch of the main character. I hadn’t thought about it in years.
And as I sat there, staring at the blank page, I decided to put Gannon in the space elevator story. (Previous drafts had been written from various perspectives, including that of the character who would eventually become Chairman Wilson, as well as various denizens of the space station connected to the elevator.)
Making Gannon the protagonist turned out to be the spark I needed: after that, the story came together relatively quickly. I finished the first draft by early October, and from there started revising based on beta readers’ and editors’ comments. There were a few moments of frustration, but for the most part, it was exhilarating. During those few times when I felt the creeping shadow of discouragement, I reminded myself that Chris Avellone had written Planescape: Torment when he was my age. If he could manage that, surely I could do this.
The end result was The Directorate. That it took pulling together multiple threads of story ideas from my past makes me all the prouder of it. And the fact that I’ve met so many wonderful authors along the way has just made it even sweeter. Thanks to all of you wonderful folks who read the book, follow my work, and provide such terrific feedback and support. I’ve said it before, and I’ll say it again: you guys are the best!
Oh… and that job I mentioned interviewing for? I didn’t get it. But I’m not sorry–in fact, I’m glad, because if I had, I would not have finished the book. And you know what? My 12-year-old self would not be remotely impressed if he knew that I got some slightly higher-paying office job. But if I could go back and tell him that yes, we finally did write that story about the space elevator, he’d be absolutely thrilled.
To hear me read an excerpt from The Directorate, click here.
To read reviews of The Directorate on GoodReads, click here.
I didn’t know what to expect from this book. Glancing at the categories and the description, it didn’t match any genre I was familiar with. I figured it would be a romance set on a scientific voyage. And it kind of is that, but there’s way more to it.
The book follows marine biologist Ellen Upton, an expert on jellyfish whose grant money is rapidly dwindling. In desperate need of a breakthrough to save her career, Ellen ventures out on a research ship into the Pacific, hoping to find something that will earn her more funding.
The majority of the novel is told from Ellen’s perspective, and in many ways, her plunge into the unknown depths of the ocean mirrors her journey into her own equally complex and mysterious psyche. I usually don’t like using such lit-crit terms, but that truly is what happens here, and what’s more, it works. It never feels like an overplayed metaphor, but rather an organic marriage of character and plot development.
Ellen has great difficulty feeling close to others, having gone through a painful break-up when her fiancé stole her research ideas for his own. Unwilling to trust others easily again, she loses herself in her work, much to the disappointment of Ryan, her loyal research assistant.
On the cruise, she meets other scientists and students, including one researcher whose skepticism of man-made climate change sparks a friendly rivalry. She and the other scientists also visit a small island populated with a tribe of welcoming natives, and a family whose patriarch has gone missing at sea. Ellen and Ryan later find him on another island that formerly housed a military installation.
The book is filled with strange vignettes that make Ellen’s experience feel more like a surreal journey into a mystical realm than a scientific expedition. From her encounter with a waiter who speaks of ghosts following her, to the magical rituals performed by the islanders, to the antics of one of the students on the expedition who has a penchant for dressing up as a gorilla, the book gradually builds a feeling of melancholy mystery woven from bizarre, dream-like incidents.
When Ellen finally makes the major discovery she has longed for, it is not a triumph, but rather a frightening experience—one that disturbs her so much she questions her own sanity. As did I, I’ll admit. I wondered if Ellen might be transforming into an “unreliable narrator” of sorts, though the book is written in the third-person.
Hurst’s prose throughout is haunting and hypnotic. The tale unfolds at a slow pace, but the writing is filled with evocative descriptions and intriguing turns of phrase. At times, it reminded me of Steinbeck in the way it dwells upon seemingly minor things without ever becoming dull or tedious. Little details, like the apparent changing expressions of a rock face the islanders believe represents the moods of the sea, stick in the memory to create a beautifully odd atmosphere. (It reminded me of Mal, the demonic face in the trees in Patrick Prescott’s Human Sacrifices.)
Maybe it’s just because I saw the film adaptation so recently, but the book also put me in mind of Jeff VanderMeer’s Annihilation. Like VanderMeer’s nameless biologist, Ellen’s seemingly cold reserve and preference for biology over human interaction mask a wounded soul with deep emotional scars. And also like Annihilation, Ocean Echoes depicts nature as simultaneously dangerous, mysterious, and eerily beautiful; all while weaving an environmentalist warning of humanity’s potential to unwittingly cause unimaginable harm to our own planet.
Does the book have flaws? A few, yes. Some of the scientific exposition sounds a bit awkward as dialogue, and I swear that a couple times some background information about jellyfish was repeated almost verbatim. Also, the above-noted slow pace of the book may not be to every reader’s taste. If you have a strong preference for fast-paced action, it might not work for you, at least early on.
But even then, I still encourage you to give Ocean Echoes a try. It’s a weird, haunting, hypnotic mystery of a book, a love-letter to the ocean, written with respect for its dangers and fear for its fragility. When it rambles, it rambles in the way the best novels do—with love and understanding of its theme that commands the reader’s attention.
It’s very bold to write and publish a book that doesn’t easily fit into any pre-defined genre, and that goes double for an indie author. And yet some of the greatest works of fiction ever created defy categorization. So I admire Hurst tremendously for going through with it and taking the risk to write this mesmerizingly weird and thought-provoking tale. It may not always be what you expect—but then, what better reason could there be to read it?
WARNING: I AM GOING TO SPOIL THE WHOLE MOVIE. DON’T READ THIS IF YOU WANT TO BE SURPRISED.
Annihilation tells the story of a biologist exploring a mysterious region called “Area X”, where the fallout from a meteor strike has enveloped the landscape. In the film’s first scene, we see the biologist (unnamed in the novel on which the film is based, but here called Lena and portrayed by Natalie Portman) being interrogated by a man in a hazmat suit, whose questions she can answer only vaguely, or not at all.
The film then flashes back to a meteor crashing into a lighthouse, and then forward again to a scene of the biologist giving a lecture in her class at Johns Hopkins. (It seemed hard to believe she would have been giving a lecture on the basics of cells to pre-med students, but whatever.) After class, she meets a fellow faculty member named Dan, who invites her to his house for a party. She refuses, as she is still mourning the loss of her husband, Kane (played by Oscar Isaac, and yes, apparently Kane is his only name)—a soldier missing and presumed killed in action. She stays home and paints their former bedroom, thinking of happier times.
Then her husband suddenly appears. She’s overjoyed to see him, but it soon becomes clear he is not well, and has no memory of what his mission was or how he got back. He begins to bleed from the mouth, and Lena calls an ambulance. En route to the hospital, they are intercepted by a SWAT team that drugs Lena and forcibly removes her husband from the ambulance.
She awakens in a holding cell where she is interrogated by a psychologist called Dr. Ventress (Jennifer Jason Leigh) who eventually reveals that they are in a research station just outside of Area X—where Kane was deployed. He is dying, and Lena realizes the only way to find out what happened to him is to join the team of researchers about to deploy into the mysterious Aurora-like substance called “The Shimmer” that covers Area X.
The team consists of physicist Radek (Tessa Thompson), anthropologist Sheppard (Tuva Novotny) and medic Thorensen (Gina Rodriguez). They are led by Dr. Ventress. Ventress throughout seems cold and distant, and in early scenes has her hood pulled over her eyes like she’s Darth Sidious or something. She also sounds almost bored when describing to Lena how Area X will slowly grow until it consumes the entire planet. Leigh is a fine actress, so I’m assuming the director told her to deliver her lines in this awkward way.
After entering the Shimmer, Lena and her team awaken after a few days with no memory of how they reached the part of the jungle they are in, or of setting up their camp. Moreover, they discover that none of their communications equipment works, while Ventress lurks ominously at the edge of the camp, saying dismissively “Did anyone really expect our equipment to work?”
In other words, Ventress is pretty much the worst leader imaginable, and gives them every reason to distrust her.
The team makes their way into the jungle, trying to find the coast and the lighthouse that lies at the epicenter of the strange phenomena. At one point, they find an abandoned boathouse where they are attacked by a huge albino alligator.
This scene really annoyed me, because when the creature attacks Radek and pulls her into the water, Lena immediately runs in after her, dropping her rifle. And then Sheppard and Thorensen follow suit.
Lena is supposed to have been in the army! I find it hard to believe she would just throw down her gun and blindly jump into the water. The fact that the others would do the same, leaving no one to cover them, is just inexcusable.
Miraculously, they rescue Radek, and then–despite inexplicably letting the gator get too close before firing on it–kill it and examine its corpse, discovering it is mutated, with teeth like a shark.
As they move deeper into Area X, they discover an abandoned army base where they find a video memory card left behind by the previous team–including Kane. On playing the card, they see a disturbing scene of Kane cutting one of his comrade’s stomach open to reveal his intestines writhing like a living creature. Later on, they find the remains of this unfortunate man, with strange vine-like structures radiating out from his skeleton and covering the walls.
Unable to sleep after studying the strange behavior of the cell samples, Lena joins Ventress taking the night watch. Ventress tells her that, in light of the disturbing footage, it’s a good thing that Lena didn’t tell the other team members that Kane was her husband. Ventress’s musings on the human urge for self-destruction are interrupted when a monster breaks through the perimeter and drags Sheppard into the night. Lena finds her remains the next day
After this, Thorensen grows (rather abruptly, I thought) distrustful of the other members of the team. She comes to suspect that Lena murdered Sheppard.
Now might be a good time to mention that all of this has been interspersed with flashbacks to Lena and Kane’s marriage as she thinks back on their relationship. First, she recalls their happiness together, but gradually, her thoughts turn to his deployment–and her infidelity with Dan during his absence.
She wakes from a dream of one such memory to see Thorensen holding a gun on her. In her escalating paranoia, Thorensen has found a locket of Lena’s with Kane’s picture in it, and realized he was her husband. She is now convinced that Lena, possibly working with Ventress, killed Sheppard, and ties both of them up, as well as Radek. She seems on the verge of slicing them open when the monster that killed Sheppard appears and kills her. (Eerily, the sinister beast growls in Sheppard’s voice.) Radek gets free and kills the monster, saving Lena and Ventress.
Ventress decides to press on, heading alone for the lighthouse. Lena and Radek remain behind in the ruins of suburb overrun by strange vegetation and trees that resemble human beings. Radek wanders off, apparently deciding to become one with Area X, leaving Lena to find her way to the lighthouse alone.
The lighthouse scenes were some of the best in the film–it’s a tower surrounded by human skeletons and strange glittering trees; a perfectly creepy set. Inside, Lena discovers a camera (which mysteriously still has power after all this time) that contains a recording of Kane giving a chilling speech that ends in instructions to “find Lena”. He then commits suicide with a phosphorous grenade, after which a doppelganger of him steps into the frame.
Lena enters a small hole in the lighthouse floor, leading to a strange catacomb structure where she finds the psychologist, who says some threatening stuff and then explodes into a dazzling display of light and strange alien forms.
I know a lot of reviews talk about how weird and trippy this scene is, but honestly, it was not nearly as weird as it is in VanderMeer’s book:
“Not a wall of light–gold, blue, green, existing in some other spectrum–but a wall of flesh that resembled light, with sharp, curving elements within it, an textures like ice when it has frozen from flowing water. An impression of living things lazily floating in the air around it…”
Weird lights as shorthand for the Great Unknowable Cosmos is a pretty common science fiction idea. I thought of this line from Lovecraft’s The Music of Erich Zann:
“I saw… only the blackness of space illimitable; unimagined space alive with motion and music, and having no semblance to anything on earth.”
I even fancied I heard the demonic pipings of some nameless flute on the soundtrack, another Lovecraft standard.
After the light show ends, Lena is confronted by a strange creature that resembles a person in an oddly-colored full-body suit. (Honestly, you could be forgiven for thinking the special effects department gave up and said “Just send the stunt person in their mo-cap garb.”)
This creature fights Lena, prevents her from escaping the lighthouse, and mimics her every move. It’s a mesmerizing and well-choreographed dance-fight, although I couldn’t help thinking of this classic Marx Brothers routine.
The creature gradually starts to take on Lena’s physical features, creating another doppelganger. Lena–at least, I think it’s the “real” Lena–takes a phosphorous grenade from Kane’s pack and thrusts it into the creature’s hands. It explodes and Lena escapes as the creature and the lighthouse are engulfed in flames.
Flash forward to the interrogation chamber, where the man in the hazmat suit reveals that The Shimmer disappeared after the lighthouse was destroyed, and that Lena’s husband–or, the person who looks like her husband–has recovered. She asks to see him, and a flicker of The Shimmer is seen in their eyes as they embrace and the credits roll.
For all the talk of Annihilation‘s many influences–Apocalypse Now, Alien, 2001, everything Lovecraftian–it reminded me most of the video game Spec Ops: The Line. The scene of Lena gazing back at the flaming tower reminded me of a similar surreal shot in Spec Ops, and both game and film are driven by an ever-increasing uncertainty as to what is real amid mounting death and destruction. (Also, minor note, but Spec Ops was the first time I ever heard of white phosphorous.)
Annihilation is a solid sci-fi thriller. Portman and Isaac’s performances are the standouts, but everyone is good–in later scenes, Leigh makes up for her early flat line readings about the end of the world. There are a few truly disturbing scenes, but it wasn’t as bad as I expected. The special effects occasionally look cheesy, but for the most part they were decent. The soundtrack is a little weird. A strangely soothing stringed instrument crops up at ill-timed moments, but it wasn’t a major problem.
The script is likewise solid: the love scenes, Kane’s final message, and the very last line are the best parts, and there are only a few pieces of clunky exposition, including Lena’s opening speech to her class.
If you like science-fiction, horror, and especially weird fiction of the cosmic variety, this one’s for you.
And that’s my review. What are you waiting around for? Go on, shoo! Go watch the nice movie. There’s nothing to see below the page break, I promise.
I had low expectations for this game. After the fiasco of the Mass Effect 3 ending, coupled with EA’s general business practice of filling out their games with overpriced DLC and tacked-on multiplayer, I wasn’t expecting them to do much with a new entry in the series.
Besides, the original Mass Effect trilogy was a lot of fun, but also wildly uneven. The first game had a brilliant story and atmosphere, but clunky controls and emotionless characters. The second game, as re-imagined by EA, had great characters and terrific voice-acting, but an incoherent mess of a plot that was only tangentially related to the story set up by the first game. And the third game had tighter controls, better combat, and a surprisingly good crafting system—but it compounded the story errors of its predecessor tenfold, while also doing major disservices to the characters. And that was before the infamous disaster that was the game’s finale.
All in all, while I had a lot of fun with the Mass Effect trilogy, there was no avoiding the fact that it was a decidedly mixed bag—some brilliant elements; some rather shockingly bad ones. For years, I’ve said that if someone made a game that had the story and atmosphere of Mass Effect 1, the characters and voice-acting of Mass Effect 2, and the gameplay mechanics and crafting systems of Mass Effect 3, it would be a true masterpiece.
And now I know I was right. Because Mass Effect Andromeda is that game.
I don’t think I have ever been as pleasantly surprised by a game as I was by this one. I was expecting a Gears of War clone with a Mass Effect coat of paint. Instead I got an epic adventure in a sprawling galaxy, complete with likable characters, clever writing, and what just might be the best-designed combat and exploration mechanics I’ve ever seen.
You play as Ryder, a special operative who, in the early stages of the game, assumes the mantle of Pathfinder—the person tasked with setting up colonies in the Andromeda galaxy on behalf of an organization called “The Initiative”. Like Shepard in the first three Mass Effects, Ryder can be either male or female. The official canon has male Ryder’s name as “Scott”, and female Ryder’s as “Sara”, but the game allows you to choose your own first name. So, as I have traditionally done in RPGs at least since Fallout: New Vegas, I’m playing as a woman named Jane.
I have never felt such a connection with a player character before. Not with Shepard, not with the Courier, not with J.C. Denton—not even with the Jedi Exile. Something made me feel attached to my Ryder. Fryda Wolff’s terrific voice-acting is part of it, I’m sure, as she manages to at least match the great Jennifer Hale’s Commander Shepard, and perhaps even raise the bar a little higher. Tom Taylorson also does a good job in the brief but important scenes Scott has in a female Ryder playthrough. (I haven’t played the full game as Scott. I’m not sure if I ever will–to me, there can only be one Ryder.)
I can’t give a full plot summary, or this review would be longer than War and Peace. Ryder leads her team across the various worlds of Andromeda, battling the hostile species known as the Kett, making alliances with the native Angara species, setting up outposts, uncovering the remains of a bygone species known as the Remnant and in the process making the worlds of Andromeda livable for the Milky Way species—humans, turians, asari and krogan.
The first planet Ryder explores, Eos, was where I really started to grasp that Andromeda was something far more epic than I had expected. As I drove around the gorgeous, sprawling deserts, listening to Cora and Peebee banter while we fought the Kett and secured our outpost, I realized I was 10 hours in, and the save screen informed me I was only 10% of the way done with the game. For comparison, a typical playthrough of KotOR II or New Vegas (two of my all-time favorite games) takes me between 20-30 hours.
Wow, I thought. I’m sure I’ll pick up the pace soon, but I’m looking at a 40-hour game here.
Try 73 hours. And counting. The game goes on after you beat the final boss.
I have trouble being a completionist my first time through an RPG. I usually start off vowing to do all the sidequests and explore every nook and cranny, but then I get impatient and want to see what happens in the main story and wind up rushing to finish it. That didn’t happen with Andromeda—the game made me feel like I really was exploring new worlds and discovering new wonders, not just mowing down wave after wave of bad guys en route to the end.
Now, it’s true, there are tons of bad guys to be mowed down, and what a system BioWare has designed to do so. As with the other games, there are combat powers, biotic (telekinetic) powers and tech powers. All of these lead to remarkably different playstyles. As if that weren’t enough, Ryder’s weapons are highly customizable. You not only can build new ones from scratch, but you can add augmentations and mods that drastically alter their behavior. (I made all my weapons super rapid-fire laser guns, for example.)
I almost never bother with crafting systems in RPGs, but I was hooked on this one early on. After every mission, I was always rushing back to the modding table to see what new armor and weaponry I could put together.
The way you acquire new equipment is also ingenious. Throughout the game, you can scan various objects for research points that you can spend on building new items. This again reinforces the need to explore every inch of the galaxy in order to build new equipment that leads to better combat. It’s all a very nice feedback loop.
Now, again, good game mechanics don’t count for much without a good story and characters. After all, Mass Effect 3 had a good crafting system too, but nobody walked away from it thinking “I was really satisfied with that shotgun I built!”
Andromeda’s overall story, while not terribly innovative, avoids descending into utter nonsense like Mass Effect 2 and 3 so often did. And its character interactions are every bit as good as those in ME 2. There are even a few scenes that do something very rare for a video game (or even most Hollywood films, for that matter): scenes where the characters don’t say anything in response, but instead convey what they are thinking solely with the facial expressions. There was one scene where two crew members are arguing over something silly and Ryder silently facepalms in the background. This was a level of nuance that I was not expecting. For all the complaints about animation glitches (I’ll get to that), it was nice to see that degree of realism.
Each member of Ryder’s crew has a backstory, as does Ryder herself. The Ryder family history is quite interesting, and gradually piecing it together makes for a very satisfying subplot, with a great payoff during the endgame sequence.
All the backstories are slowly revealed over the course of the game, and the development of relationships works much better than in past Mass Effects because of Andromeda’s slower pace. It seems more plausible that a crew member would fall in love with you over the course of many conversations and missions together, rather than the old model of “three conversations and then bed”.
Now, as you are likely aware, the knock on Andromeda is that it’s glitchy. The animations are awkward and there are weird bugs and incomplete quests.
Yes, all of this is true. The game crashes abruptly sometimes. There are some sidequests that are broken. (One was a simple “scan three things” mission, and the game never gave me the option to scan the third.) The facial animations, while sophisticated and nuanced in concept as I described, do sometimes look a little bizarre. When talking to her AI assistant, SAM, Ryder sometimes turns her head around 180 degrees on her neck, like she’s possessed. In one cutscene, one party member was placed directly over top of another, causing them to meld together—I hadn’t seen anything so weird since the sex scene in Blade Runner 2049. And the krogan party member makes the game’s framerate slow down to a crawl if you enter combat with him. (On the flip side, this glitch also makes Ryder immortal.)
All of these are indeed annoying bugs, and if you came to Andromeda as someone used to polished AAA games, I can see it would be pretty appalling.
Let me explain why I can forgive it: my introduction to RPGs was BioWare’s Knights of the Old Republic, which I first played on the Xbox 360 in 2006. Because it was an original Xbox game that had to be made compatible with the new console, it had all kinds of slowdown issues in combat, random crashes during loading, and a host of other issues. But I enjoyed the thrill of a grand adventure across the galaxy with my rag-tag band of party members so much that I could forgive all. I’d never played anything like it before, and a few bugs here and there couldn’t interfere with the ambitious scope of the game.
Then I played Knights of the Old Republic II, by Obsidian, and again had to deal with broken quests (fuel for Telos, anyone?), glitches, and an ending that seemed (on the first playthrough) confusing and abrupt. But I loved it even more than KotOR I for the brilliance of the writing, the complexity of the characters, the brooding, ominous atmosphere, and the deep, philosophical questions at the core of the story. To this day, it remains my favorite game—perhaps even my favorite work of fiction, regardless of medium.
Since then, I’ve loved lots of games that had their technical flaws, be they bad graphics, (Deus Ex) frequent crashes (Fallout: New Vegas) bizarre texture glitches and entire rooms that didn’t load (Alpha Protocol) or just being so utterly broken they couldn’t be played without cheats. (Mask of the Betrayer) I loved them all, in spite of their technical shortcomings, because they more than made up for it with the sheer ambitiousness of their stories, the scope of their settings, and the depth of their themes.
Mass Effect Andromeda is another in that class. Its flaws are the flaws of a work so daring that it pushes the limits of the possible. Unlike the original Mass Effect trilogy, which always felt oddly constrained despite its space-faring setting, Andromeda really does shoot for the stars. It gives you a sense of freedom, of exploration and of adventure. Whereas Mass Effects 1 -3 boiled down to the story of Commander Shepard vs. the Reapers, Andromeda feels like a universe of countless stories, in which Ryder’s is but one—an important one, with significance to all the others, but still, just one. As I discussed in my KotOR II video, the interplay of galaxy-spanning concerns with deeply personal ones gives the game a truly epic feeling.
That’s another difference with the original series: unlike the Lovecraftian bleakness of the Reaper threat at the heart of Shepard’s story, Andromeda belongs to a different strain of science fiction—the optimistic sort, about life surviving in alien settings and using technology to overcome adversity. A fittingly pioneer spirit underlies all of Ryder’s adventures, and when, after long fights and lengthy treks across strange worlds, Ryder establishes a new outpost, you feel a sense of accomplishment—like you really did use your powers to help out humanity. It’s an inspiring theme; a throwback to the “space cowboys” epics of the past, when space was viewed as another frontier to be tamed and made habitable.
While the writing is not as deep, and the themes are lighter and less complex, Mass EffectAndromeda is the first game I’ve played since KotOR II that really made me feel like I was part of a universe, and even more importantly, made me think about what that really means. Like Obsidian’s epic, it makes the player ponder the meaning and the scale of their decisions, and reflect on, ultimately, humanity’s place in the cosmos. There is no higher compliment that I can pay a work of fiction.
At long last, here is the novel I’ve been talking about for the last few months. I started writing this back in August, and polished off the first draft some time in October. I’ve wanted to do a Space Opera/Science-Fantasy military adventure for some years now, because those were the sorts of books, movies, and games I liked best as a kid and teenager. Some elements of this story have been kicking around in my head since I was 12 years old. (Others, of course, are as old as science fiction itself.)
It’s definitely slower-paced than The Start of theMajestic World—there’s a lot of backstory, world-building and political machinations in this one, but I enjoyed being able to set the scene a little more compared to the deliberately vague setting of Majestic World.
I wrote several posts about my process as I was working on this book:
–Here you can read my concerns about how there is one scene and character who is similar to one in Majestic World, and why I decided it’s OK.
–Here you can read my musings on “Mary Sues”, whether my protagonist is one, and why they are so popular.
–Here is where I addressed whether it had enough words, too many words, or not enough words.
–Here is where I considered whether it was funny enough
On most of these questions, I decided that what I was doing was probably right, or at least that any other approach I could think of wouldn’t have been as good. That’s not to say that another author might not have been able to tell the story better, but only that I didn’t know how to tell the story any better. Your mileage may vary.
So, this is the project I’ve been hinting about on Twitter these last few weeks. I decided to do it on a lark, and ultimately it turned into way more work than I expected. Yet for some reason I kept going. I’m not even sure why; I had more or less accepted the fact that some technical glitch was eventually going to scuttle it, but I just kept plugging away at it, and here we are.
I’m not happy about the reduced size of the video and all the black space on the screen. I’m a total newbie when it comes to making videos, so there’s probably an easy fix that I just failed to figure out. It might have something to do with the resolution (The original was saved at 720p. At 480p the footage is in an even smaller box.) If I figure out how to solve it, I might do a re-upload. But that probably won’t happen for a while; I’ve got other stuff I want to work on first.
Consider this video a supplement to the KotOR II retrospective I wrote a few years ago. The essay is more thorough—and more eloquent—than my remarks here, but I hope having some footage from the game helps make my points a little more clear, especially for people who haven’t played it. The reason I keep talking about this game so much is that I think it contains lots of useful examples for writing fiction generally, not just games.