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?
The Prize is a fast-paced medical thriller with a compelling plot: Dr. Pam Weller has made a Nobel-worthy breakthrough in Alzheimer’s disease research, finding a drug with the potential to cure it. But a more senior researcher in the same field, the ambitious Professor Eric Prescott, will go to any lengths to steal her discovery and gain the Nobel Prize for himself.
And when I say any lengths, I absolutely do mean any—even illegal and immoral methods are on the table for Prescott in his quest to satisfy his ambition. The only thing Pam has to help her against his machinations are her own wits and the help of her boyfriend Jake, a former FBI agent.
So much of the book hinges on its plot that I don’t want to give away too much here. What I found most interesting is how it presents the field of medical research. The researchers rarely seem to think about the implications of curing Alzheimer’s in terms of what it means for humanity at large. For them—both Weller and Prescott—it is a personal challenge with personal rewards. The difference is that Weller is fundamentally an honest person, whereas Prescott is not.
The author is a medical researcher himself, and his experience clearly shows: issues that might seem trivial to the layman, like questions of which author is listed first on a research paper and the details of tenure review processes, take on extreme importance for many of the characters. He captures the nitty-gritty details of research and its associated bureaucratic logistics very well.
My only criticisms of the book are these: first, some chapters are written from the villain’s point of view as he executes his plan, which takes away the suspense. When we already know what he has done, it makes it less exciting when the good characters uncover it. (On the other hand, it was interesting to explore his motivations and see the twinges of guilt he feels as he commits his crimes.)
Second, some of the dialogue was a little awkward and contained lots of exposition. I sympathize with this—it’s very hard to write dialogue that both sounds natural and conveys the information the readers needs to have. This is especially true for a story set in a highly-specialized field like medical research, where there is lots of jargon the characters would presumably know, but that the reader may not.
But these issues didn’t seriously detract from my enjoyment of the book. The Prize is fast-paced and easy to read. If you like medical thrillers, or really thrillers in general, I recommend giving it a try. It will make you look at every press release and news report you hear about “research breakthroughs” in a new light.
I haven’t played it. I probably won’t play it. I haven’t played a Far Cry game in years. You can read my thoughts on Far Cry 2here. My sense is that not much has changed about the series since then.
For those who don’t know: Far Cry 5 is set in Montana, and the plot involves a doomsday cult of survivalist “preppers”. I don’t know much beyond that, but I gather it follows the standard Far Cry formula of a big open world for the player to run around in, getting in gunfights and blowing stuff up.
The marketing for the game has hyped the political aspects of the plot, and generated lots of controversy as a result.
The reviews I’ve read, however, have almost all complained that the game doesn’t have any real political message, saying things like “it plays it too safe” and “doesn’t want to offend people”. I get the sense a lot of people are disappointed in Ubisoft for not dialing the political commentary up to 11.
I admit, once I learned it was going to be just another open-world mayhem thing, with no major political message, I also lost interest in it. But I can’t blame Ubisoft for making that decision. If you think about it, they hardly had a choice.
Far Cry games are about people in extreme environments, fighting to survive against hordes of enemies with a vast array of deadly weapons. There is no clear morality in the world of Far Cry, save the Law of the Jungle. So if you play these games, it means you want to role-play surviving in a savage world of death and destruction.
Survivalists, doomsday preppers, and militia types are doing the same thing. They’re just acting out this fantasy, as opposed to playing a virtual simulation of it. In gaming lingo, they’re Live-Action Role-Playing, or “LARP-ing”.
So Ubisoft couldn’t go full bore political satire against survivalist/militia-types without also attacking their target audience. For those saying that Far Cry 5 should attack people who fetishize wilderness survival and military hardware: Who exactly do you think is buying this $60 simulation of over-the-top violence and destruction?
Is it possible for a game to criticize its audience? Yes, I have seen it done once: Spec Ops: The Line presented itself as a standard-issue military shooter, only to turn everything on its head and morph into a mind-bending satire of the genre that forced the player to question why they play these things at all.
But Spec Ops was not a huge money-maker, and Ubisoft is not going to alienate a huge portion of its audience for the sake of making a clever satire. The majority of audiences do not want to be satirized. They want to be entertained. It would be kind of like writing a detective novel where the detective fails to catch the killer specifically because he spends too much time reading detective novels.
“Form ever follows function” wrote the architect Louis Sullivan, and it’s a good principle for design in any medium. Because if you try to make a game whose function (satire of gun-loving survivalists) is directly opposed to its form (a simulation of gun-loving survivalism), the customers who want the form are going to be upset, and the customers who want the function probably aren’t going to buy it in the first place.
What a crazy idea, to make a comedy about the death of Soviet dictator Joseph Stalin. But there is something about the absurdity of the overly-bureaucratized communist mass-murder machine that lends itself to dark humor—the petty logistical concerns and office politics familiar to white-collar workers everywhere, combined with the matters of life and death that concern a government, particularly a totalitarian one.
The film definitely plays this weird juxtaposition to the hilt right from the opening scene, in which Stalin (Adrian McLoughlin) calls the manager of a concert broadcast live over the radio to demand a recording of it. When the manager learns there is no recording, he frantically tries to reassemble the orchestra to perform it again. The piano player, Maria Yudina (Olga Kurylenko) initially refuses, but ultimately gives in when bribed. After the performance is finished, she places an insulting note to the dictator inside the record sleeve.
Intercut with this are scenes of Lavrentiy Beria (Simon Russell Beale), the head of Stalin’s secret police, dispatching his men to seize people from their homes and torture them in secret prisons. Beria holds immense power in the government, and when Stalin dies—on reading the note Maria has written—Beria is the first into his office, hastily removing important documents before other members of the Central Committee, including Nikita Khrushchev (Steve Buscemi), arrive.
They are reluctant to pronounce him dead, and even the doctors hastily assembled to examine him are hesitant to give their assessment. When they finally do, the Committee proceeds with Georgy Malenkov nominally in charge, but with all of the Committee members, Khrushchev and Beria in particular, jockeying for power.
Stalin’s children, Svetlana (Andrea Riseborough) and Vasily (Rupert Friend), arrive for their father’s funeral. Vasily repeatedly launches into drunken rages, attacks guards and makes wild threats. Beria keeps Khrushchev busy dealing with these matters while he moves to consolidate his power by putting the city under the control of the secret police, increases his popularity by pausing arrests, and seizes control of the train system, preventing people from entering the city.
Beria also reveals that he has the note that Maria wrote to Stalin. She is an acquaintance of Khrushchev’s, and Beria uses this to threaten Khrushchev, implying that he will use the note to incriminate both of them should Khrushchev try to cross him.
In frustration, Khrushchev orders that trains to Moscow resume running, causing people to enter the city and be shot by Beria’s secret police. The Committee argues over whether Beria or his lower-level officers should be blamed for this.
Meanwhile, Marshal Georgy Zhukov arrives in Moscow, annoyed to find his army confined to barracks. Khrushchev secretly strikes a deal with Zhukov to help him remove Beria from power during Stalin’s funeral. Zhukov agrees, on the condition that Khrushchev has the support of the entire Committee, which Krushchev manages to secure by bluffing that he has Malenkov’s backing.
At a Committee meeting after the funeral, Khrushchev signals Zhukov and his men to storm the room and arrest Beria. After much badgering from Khrushchev, Malenkov reluctantly signs off on the summary trial and execution of Beria.
The film ends with Khrushchev watching Maria play at a concert while Leonid Brezhnev (Gerald Lepkowski) looks ominously over his shoulder.
It’s an odd movie, with scenes of slapstick comedy (the Committee members awkwardly transporting Stalin’s body from the floor to his bed) mixed with more subtle satire, as in the sequences depicting Committee meetings, and one unforgettable scene in which Khrushchev and Vyacheslav Molotov (Michael Palin) are speaking contemptuously of Molotov’s presumed-dead wife Polina, who was arrested as a traitor to the Party, only to change their tone mid-sentence to singing her praises as Beria appears with her in tow, having released her from prison to secure Molotov’s loyalty.
The humor throughout is very, very dark: for example, there is a running gag in the scenes in the secret police prisons where we repeatedly hear prisoners off-screen exclaiming “Long Live Comrade Stalin!” followed by a gunshot.
But in addition to the sometimes over-the-top satire, the plot is that of a very tight and coherent political thriller, as Khrushchev and Beria joust for power. I went in expecting it to paint all the Soviet elites as villains in equal measure—and they certainly all do some nasty things—but in my opinion the film pretty firmly sides with Khrushchev as the hero and Beria as the villain. The former is depicted as vulgar and a bit corrupt, but reasonably well-meaning. (He reminded me, in both looks and manner, of a Don Rickles character.) It’s impossible not to root for him over Beria, who, besides all his other crimes as head of the secret police, is a sexual predator of the most evil sort. It is altogether fitting and satisfying that the most graphically violent death in the film is Beria’s execution.
As you might expect, the film is very controversial, and was banned in Russia and former Soviet States. A member of the Russian Culture Ministry stated: “The film desecrates our historical symbols — the Soviet hymn, orders and medals, and Marshal Zhukov is portrayed as an idiot.”
I can’t speak to the hymn, the orders, or the medals, but I will say that while Zhukov is certainly a caricature (he’s played by Jason Isaacs, whose hammy acting works much better here than in Harry Potter), for me, he was one of the most sympathetic characters in the film, after Khrushchev and Maria.
I would like to see a historian specializing in Soviet history do a thorough examination of what is and isn’t accurate in this movie. This article mentions some inaccuracies—notably, that Beria’s downfall was more protracted than the hasty arrest and execution depicted in the film. But that’s the sort of change that can be excused for the sake of the drama. I don’t know much about the Soviet Union post-World War II, but on cursory scanning of Wikipedia entries about the people and events depicted, I was surprised (and quite often disturbed) to learn how much of it was accurate.
Of course, the mark of a really good work of historical fiction is that it’s not just about the time period depicted, but that it contains observations about human nature that are relevant to the present-day. This is why, for example, the historical dramas of Shakespeare are still read and performed today.
So does The Death of Stalin contain any interesting lessons beneath the caricatures of historical enemies of Western capitalism and farcical depictions of Soviet state ceremonies? It’s hard to say. Maybe there is something about the dehumanizing effect that power has upon both those who wield it and those upon whom they exercise it. But that has been pretty well picked-over by people like George Orwell. The absurdity of bureaucrats administering lethal force? Joseph Heller covered that. So I’m not sure this picture brings anything new to the table in that regard.
Would I recommend seeing it? I don’t know. If you’re a Soviet history buff, it might be interesting to see what they got right and what they got wrong. If you like your comedy extremely black, then it might be worth a watch. But if you prefer uplifting cinema, or if you don’t like violence, or if you are offended by swearing, or–above all else– if one of your relatives worked for the Soviet Secret Police, then you should probably skip it.
Most fiction is treated as entertainment and nothing more. You watch a movie for two hours, maybe talk about it a little with your friends afterward, and that’s it. There are some works here and there that are so dazzling they make a more lasting impression on you. Really spectacular special effects in a movie, or a particularly good line of dialogue, or a moving character death in a novel can do this.
This is as much of an impression as most fiction makes upon its audience. But there is another level on which a story can function. It is the most powerful, and also the hardest to achieve. That is the type of story that actually makes the audience look at the world differently, and act differently as a result.
This is, I think, pretty rare. There may be many stories trying to achieve it, but only a few succeed. And even those that do succeed probably only do so for a small percentage of their total audience.1
Note that when I say “act differently”, I’m not referring to the people who saw Star Wars or Harry Potter and decided to start attending fan conventions in costume, or to name their children “Anakin” or “Hermione”, or to have themed weddings based on the stories. That’s fandom, and can happen with anything.
What I’m talking about is general knowledge that you can apply to a wide variety of situations. And it has to be something that wasn’t obvious or easy, at least not for you. Lots of stories try to have some overarching theme on the order of “You can do anything if you believe in yourself”. Which may be true, but is so obvious most audiences probably have heard it already.
Naturally, the idea for this post began when I asked myself, “What works of fiction changed how I act?” This is the list I came up with. Long-time readers will probably not be surprised by most of the entries:
“1984” by George Orwell
“Knights of the Old Republic II” (2004)
“Jane Got A Gun” (2016)
“Eating Bull” by Carrie Rubin
Star Wars: Knights of the Old Republic II. (In a nutshell, the big takeaway is that every action has consequences, often ones we don’t foresee. So choose wisely and think about how your actions will influence others.)
Jane Got a Gun. (The lesson here is that you should never assume you know the whole story. You should listen to what other people have to say, even if you think you know better.)
Nineteen Eighty-Fourby George Orwell. (This one is pretty well known, but for me the lesson is that people try to seize power not only by force, but by controlling the thoughts of others. You have to resist them.)
Eating Bullby Carrie Rubin. (The point here is that what people eat is driven by a number of personal, societal and economic factors. Your diet is a more complicated business than you might realize.)
KotOR and Jane changed how I approach day-to-day interactions with people. Nineteen Eighty-Four changed how I read political news and think about government. And Eating Bull changed how I eat.
Obviously, this isn’t an exhaustive list of fiction I consider “good”, though it is a sub-set of it.2 In fact, I was shocked at how short the list is, given how many works of fiction I enjoy in different genres and media.
I am a big fan of weird fiction, but I can’t say I did anything different after reading Lovecraft et al. (Other than trying to write weird fiction myself, I guess.) I love the movies Lawrence of Arabia and Chinatown, but they didn’t change how I approach the world. And the works of Gilbert and Sullivan are also absent from this list, even though it was from a G&S critic, Gayden Wren, that I first learned how to analyze fiction in terms of “levels” of storytelling.
Now, it’s probably true that the stories I listed above weren’t the only way I could have learned these lessons. Maybe the reason I needed fiction to learn them at all is that I’m an especially unobservant person, or else I would have figured them out myself from observing the real world.3
But if so, that speaks to the power of fiction: it can teach people things they would otherwise never have learned.
To a degree, it’s a personal thing. The unique circumstances under which somebody sees a film, plays a game, or reads a book, probably play just as much of a part as the work itself.
It’s important to realize that a story can also be pretty bad, from a technical perspective, but still change how people see the world. Many people seem to get life-altering epiphanies from reading Ayn Rand’s novels, but they still have many flaws as works of drama. This raises an important point, which is that some people “cheat” and try to tell a story about big, powerful themes without first having a solidly-constructed plot and characters. If you do this, you usually just end up making something incoherent and pretentious.
I guess this is the central difference between fiction and non-fiction. Fiction is entertainment, and it’s a bonus if you learn something from it. Whereas every work of non-fiction should teach you something new, or it’s a waste of time.
I keep writing reviews that include a line to the effect that “it’s like Lovecraft, but it also explores aspects of human psychology that Lovecraft always ignored.” This has happened with The Ballad of Black Tom, Annihilation (the book and the movie), Prey, and The Friendship of Mortals. I’ve been writing this so much that I can’t call this an exception to the rule anymore. It has become a style of its own.
It feels wrong to call it “Lovecraftian” horror. Lovecraft deliberately minimized the role of human emotions and thoughts in all his stories. Lovecraft’s philosophy was that human beings were unimportant “incidents” in the grand cosmic scheme, and he wrote accordingly. That was part of the horror. (Hence “cosmic horror” as a synonym for “Lovecraftian”.)
The works I listed above certainly retain elements of cosmic horror, but flesh out their human characters, making them interesting and relatable. Whereas Lovecraft approached the horror of humanity’s place in the cosmos with a detached, dispassionate tone, subsequent writers have framed it by humanizing their characters first, then pitting them against the unimaginable outside forces.
This style is also different from the kind of horror that humanizes things too much to be called “cosmic”. Stephen King, for example, writes in a style more like that of noir detective thrillers that feels too immediate and gritty to be “cosmic”—even in stories that have what you might call Lovecraftian elements. (e.g. 11/22/63) The works I’ve described above are much closer to a 50/50 balance than King’s style of an “earthly” horror story with a few cosmic elements.
My point isn’t that any one of these styles is better or worse than the others; but just to point out that they are distinct, and that I don’t know of any term that fits stories like those I’ve listed here. Calling them “semi-Lovecraftian” or “semi-cosmic” feels too weak. “Weird fiction” or “New Weird fiction” is too broad. The best I can come up with is “humanized cosmicism”, but that sounds awkward.
I read Carrie Rubin’s first two books last year and enjoyed them tremendously, so I was very eager to read her latest effort, The Bone Curse. It tells the story of Benjamin Oris, a young medical student who injures his hand on an ancient bone in the Paris catacombs. Soon after, his loved ones begin to succumb to a mysterious illness. Oris, as one would expect of a med student, is a rational and logical sort of person, dismissive of supernatural explanations for the affliction.
But gradually, as more bizarre events begin to occur all around him, Oris discovers that he is descended from a cruel plantation owner who raped the daughter of a powerful Vodou mambo (female High Priest). To avenge her daughter, the mambo placed a curse upon the plantation owner’s bloodline.
Oris stubbornly continues, in spite of his friend Laurette’s urging, to maintain his faith in medical science and reject supernatural explanations, but as more and more of his loved ones begin to fall ill—and as events in his personal and professional life begin to spiral increasingly out of control–he finally has to admit the possibility that there is something beyond a normal illness at work. This leads him into a desperate effort to end the curse through extreme measures, and brings him into conflict with an ancient Vodou conspiracy.
I’ve never read anyone who can write a page-turner like Rubin can, and Bone Curse is similar to her previous books in that it quickly becomes impossible to put down. The last line of one chapter late in the book was an absolute gut-punch, and I just had to keep going to find out what happened. She has a real talent for writing lengthy but well-paced action scenes that hold the reader’s attention. (I’m probably unusual in this regard, but I often start to skim when I read fights or chase sequences in thrillers—but never in Rubin’s books.)
While Bone Curse, like her other books, has many medical elements—including a possible alternate scientific explanation for the mysterious illness afflicting Oris and those he cares about—the book struck me as primarily a supernatural thriller, and it’s clear the author did her research on Haitian Vodou. Many of the eerie rituals are described in some detail, and she does a great job of differentiating between true spiritual practices and the “Hollywood” caricature that the word conjures up for most people.
All in all, The Bone Curse is a gripping and fast-paced thriller. And as it is the first in a series, I must say I’ve been looking forward to reading the next installment ever since I finished it.
[The Bone Curse releases on March 27, 2018. This review is based on an ARC of this book I received from the publisher through NetGalley.]
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.
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 CaseofCharles 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 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.