Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Monday, September 28, 2026

Game Review: Denshattack!

Is there somewhere we can play? Again and again and again...



Look. I’m autistic. As you can imagine, I like trains.

Sure, I’m not the biggest railfan, and trains aren’t a major special interest nowadays, but I do remember loving my Thomas the Tank Engine table with a whole setup when I was a little boy, and I was enchanted by the train setup that one of the museums in DC would have at Christmas (I think it was one of the art museums). There is also something deeply satisfying about an old steam engine that I can’t quite put my finger on. I also am blessed to live in the only part of the US with good high-speed rail. I’ve traipsed through Virginia on it as well as points north.

Denshattack! is a game about trains. It is not about steam trains, or Amtrak, or anything vaguely resembling an actually realistic portrayal of actual rail transit.

And my god it is one of the coolest things I’ve ever seen.

My sister sold this game to me with something like “imagine making a game out of the rail grinding sections from a Sonic game,” and that’s still the best description of it I can come up with. Its creators have said they’ve taken influence from games like Crazy Taxi and Jet Set Radio and the Tony Hawk Pro Skater games but I confess to having played none of those. I am, however, a Sonic fan, so that is how I think of it.

The goal of any given level of Denshattack! is to drive your train through whichever prefecture of Japan you are in, do absolutely wild tricks as you soar through the air, racking up points for the final score, collect the scattered trinkets that unlock you various goodies, and progress to the next level. Sometimes, you are on errands, like delivering ramen. Sometimes, you are vandalizing the megaprojects of the dystopian megacorporation that rules Japan. Sometimes, you are racing another gang of outlaw train drivers, ramming them off the track.

There is something about that previous description, though, that feels almost gutless. There are several moments while playing through this game where I audibly said “holy shit” at the panoply of color, breakneck speed, and pure chaos that the game was displaying for me all at once. You are darting through a technicolor Japan, with torii and forests and mountains and all the beautiful things that country has to offer, but you also get to drive a train up through the innards of the Tokyo Tower. I’m struggling to use words to get the impression of this game across, as it is simply so hectic, so all-consuming, so demanding of the senses and of reflexes. It is, and I mean this in the most complimentary way imaginable, “a lot.” But if you like fast, or if you enjoy the experience of a pastel-colored sensory overload, you will love Denshattack!.

If this game is to be believed, Japanese trains can fly. So much of this game is spent leaping and soaring over rails. After a certain point in the story, you literally get to learn how to harness the winds and soar over great distances. This is one of several ways the game shows off the beautifully drawn environments it has in every level. You go all over Japan, performing wild tricks in the mountains, on the coasts, and in the cities. You grind on rails, like a skateboard, and bounce off of gigantic billboards.

Many commentators have compared this game’s narrative skeleton to that of a shonen anime and I think that’s right. Your protagonist and player character is Emi Araki, a young woman who, by virtue of delivering ramen in her train to the right person, is set on her way to becoming the greatest denshattacker in history, as well as toppling the tyranny of the Miraido corporation, which rules Japan with an iron fist covered by the velvet glove of domed cities claiming to be the last inhabitable places in the archipelago. Outside of the domed cities-cum-fortresses that Miraido rules, the country is essentially Mad Max: Commuter Rail Edition, with roving gangs of trains vying for dominance in lives that are nasty, brutish, and short.

Despite all this, Emi keeps her head held high and has nothing but the utmost confidence in herself, and I found that to be one of her most endearing qualities. Whenever you, the player, send your train careening off the track, you get one of the characters either encouraging you or rebuking your incompetence. As you go through the game, winning duels between your little engine that could on the one hand and souped-up battle trains on the other, winning more and more to your cause, more characters join the carousel of people either reassuring you or mocking you as you die. This means that, in the beginning, you mainly see Emi or Fernando (the aforementioned right person) saying nice things to you. Emi simply says that she (represented by you, the player) will do it right this time. I find it quite sweet, really, that this game finds it right to encourage you after making a mistake, rather than insulting you for getting it wrong. I’m tempted to contrast this with something like the difficulty settings of a Wolfenstein game, for example, with easier difficulties paired with pictures of action hero B. J. Blaskowicz with a baby’s bonnet on his head and pacifier in his mouth. There’s a goodheartedness here, an agape, that I found to be quite joyful, and it was a big part of what propelled me to keep playing to the end.

Players with a frothing hatred of what neoliberal capitalism is doing to the world (which is really the rational response to the state of said world) will find the plot of this game positively cathartic. Miraido, the corporation ruling Japan, is an organization run by the callous, the cruel, and those absolutely willing to tell brazen lies for profit, which makes it a very accurate depiction of corporations. Also like real corporations, it hides all of this, not particularly convincingly, behind a facade of geniality and friendliness. Miraido has this orange mascot in a blue uniform named Molty, a faux-endearing animal who delivers dehumanizing policy in the chipper voice of a mandatory all-staff meeting where the CEO tells you that we’re a family.

I can imagine that last bit made at least a few readers tense up, or breathe more quickly.

Now imagine ramming a train through all of that. That, ultimately, is the story of Denshattack!, and it ends in the most satisfyingly explosive way imaginable. It also ends in a way that is thematically relevant to our current moment, with enough profundity and enough topicality that it goes beyond a simple excuse.

One last thing that stands out: the music. I am not particularly familiar with the artists featured on the soundtrack, but I can vouch that every single stage has its own unique song with so much craft and so much love poured into it. Likewise, as someone whose musical tastes tends towards jazz and blues I wouldn’t be the person to give a proper genre taxonomy of all this, but I will say that my sister showing me this song from the soundtrack is what piqued my interest in the game as a whole. If you want more, I recommend this one and this one and this one and also this one that’s a bonus on the soundtrack. This soundtrack has been a good majority of what I’ve been listening to at work the past few weeks.

Trying to explain Denshattack! in words still feels hollow, unsatisfying. The game is such a sensory experience - the music, the art, the sheer speed and force of your train slamming down on the rail - that trying to convey the sensation of being there with words on a screen just feels woefully insufficient. Suffice to say, it is fun, colorful, and joyfully optimistic, with a swinging soundtrack to boot. But don’t take it from me - take it from the thrill you’ll feel when you start zipping through such a colorful Japan in that refurbished train car. I’ll see you on the rails.

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POSTED BY: Alex Wallace, alternate history buff who reads more than is healthy

Thursday, February 5, 2026

Looking Back at War Front: Turning Point

What if World War II happened ... this way?


There is a lot to be said about War Front: Turning Point, as I have discovered it after marching through its twenty-two missions. It is a real-time strategy game from 2007, made by the Hungarian studio Digital Reality. Its premise is a knockoff of Command and Conquer: Red Alert and its gameplay is ultimately a knockoff of Command and Conquer: Generals; I kept thinking about the latter during those missions as Generals was my first RTS and as such it has a place in my heart, for all its silliness.

I fear that that beginning paragraph sounds rather harsh. I enjoyed the game, mostly because I enjoy the primal experience of building an army of tanks and artillery and using it to just wreck shit, which this game provides in spades. I will say I really enjoyed the Eurogamer review of the game, from the year of the latter’s release, and it makes a lot of good points.

As I said, this game draws a lot from Generals, gameplay wise; there’s a version of the battle plans available at the American strategy center from the former game in all three factions of the latter. The resource gathering feels like the halfway point between Red Alert 3 and StarCraft. Base defenses feel closer to CNC than StarCraft, being formidable on their own and not so easily mobbed with basic units. The building is a clone of Generals, down to one faction having the builder be an infantry unit rather than a vehicle. That same faction has a black market, like the GLA, but it is involved with stealing units rather than generating cash (buildings can be built to do such a thing). You have CNC-style oil derricks.

What makes the game frustrating, at first, is the realization that most units are glass cannons, especially tanks. This makes any given mission prone to devolving into a war of attrition, based around economy and sheer patience, veering on resilience, on the part of the player. At least, it did for me until I remembered that upgrades exist, which then breaks the stalemate and turns the gameplay into the sort of tank mob I am fond of (I know it is monotonous, sometimes, but it scratches my animal urge to just wreck shit, when I’m in the right mood). Large formations of tier-two tanks and tier-one artillery, with some anti-air thrown in, will win you campaigns. That tendency towards glass cannons also makes artillery far more important than in comparable games in my experience.

All the glass cannon issues are tripled when concerning aircraft. When playing CNC games, I would often make flying units (comanches, helices, hammerheads, venoms, chopper-VXs, twinblades, harbingers, battle angels) and rip apart enemy bases, but was always careful enough to veer away from anti-air guns whenever possible. StarCraft games on the other hand never really had this issue as the base defenses were comparatively weaker; Terran battleships or Protoss carriers never had the issue. This game takes the CNC balancing and tilts it comically in favor of the anti-air guns; this renders plane-based support powers (another thing lifted from Generals) absolutely useless most of the time as one or two emplacements can cut them into paper. Like, I wanted to drop an atomic bomb, but it was cut down so quickly! Imagine if the Japanese had these guns in 1945! If I had to fix this, I would double if not triple the speed of the aircraft, as they are very slow: the EA CNC games did this well and added real uncertainty to air strikes, which this game should have had.

The tier-two tanks and tier-one artillery I mentioned previously tends to be weapons that historically existed in World War II, and it is telling that most missions can be won with only historical units and not the crazy science fictional units available later on. The most useful of these is an Allied tank that projects a large shield for aforementioned tank mobs. The Germans get a sonic tank and a small mecha of sorts (called an exo-skeleton, reminiscent of the human walkers in the Avatar movies, although this game predates them - and is prominently displayed on the cover art), as well as jetpack troopers (who likewise get mauled by anti-air to a comical degree). The Soviets have even bigger tanks than historically, a giant artillery gun that calls to mind the Schwerer Gustav more than anything else, and lots of cold-based weaponry (a bit stereotypical, but can be really annoying in the field).

In all these fancy doohickeys being easily beaten by historical weaponry, the game ends up reproducing a real dynamic of the actual Second World War in a way that cannot have been deliberate. Rather, the wonky balancing serves historical accuracy; what are ice tanks and exoskeletons and sonic tanks more than wunderwaffen, the overengineered monstrosities made by the Germans in our world in a desperate attempt to win the war when it was obviously lost to anyone actually paying attention. Most didn’t work; the war was won by the dependable Sherman in the West and by the equally dependable T-34 in the East. The Americans, in particular, were a massive economic engine that kept out-producing the Germans. Likewise, the zeppelins you can make as the Germans are sitting ducks for anti-air, which is why zeppelins were phased out as weapons of war in reality. In the game, focusing on the economy to mass produce Shermans (as an Allied player) will win you the battle. It’s not to the level of The Campaign for North Africa by any means, and it wasn’t even intentional, but it was a fun thing to notice.

The more interesting and clever things come in terms of the story, subverting a lot of expected plot beats of World War II alternate history, as well as RTS game stories. When looking at the campaigns, there are only two available: the Allies and the Germans. Starting the game, I thought that the Allied campaign would include both the Western Allies and the Soviets, but I turned out to be wrong; the Soviets are the ultimate villains. The two campaigns are ultimately two sides of a coalition defending Europe from a Soviet invasion after a peace agreement, which itself came after German rebels overthrew the Nazis.

In the menu you will see the Allied campaign first, and then the German campaign. This appears to encourage the player to go the Allied route, and then the German route, as I did. The Allied route is the more generic of the two, obligatorily fighting Nazis, and then fighting Soviets with German allies. The German campaign, on the other hand, only has you a loyal servant of the Nazi regime for at most two missions, when your commanding officer reveals to you he is trying to overthrow the Chancellor and ropes you in. In an eleven mission campaign, the German player only fights the Western Allies twice. Three of the remaining missions are fighting other Germans (one with Allied support), and the rest are fighting the Soviets. In other words, you are fighting a civil war as much as a world war, to the point of backing a military coup, something I’ve only seen in Tiberian Twilight with the New Adana insurrection. In my opinion more games should have military coups. There is storytelling potential there.

If you play the Allied campaign first, and then the German campaign second, you see the former colored by the latter in interesting ways. There are three missions that are played from different perspectives in each campaign, the other army being represented by an AI that is not particularly smart (there is a mission set in Poland where you, the Germans, have to defend an Allied base from the Soviets, and you practically have to babysit them). Unlike Red Alert 3 a year later, which did a multiplayer version of this, each mission told from different perspectives is subtly different in terms of the respective objectives, particularly the penultimate level, which feels like a proper massive battle with different flanks with different objectives. Unfortunately, the final battle, a gruelling siege of Moscow, plays almost identically for each army.

I find the lack of a Soviet campaign both narratively disappointing and somewhat problematic. The Soviets are the most ‘Eastern’ of the nations at play, as Russia and its empire have so often been considered, not entirely unreasonably, as more Asian than points west. This is often racialized unpleasantly; the Nazis considered Slavs to be subhuman and subsequently treated Eastern Europe far more brutally than Western Europe; in the latter, razing a village was a unique atrocity (see Oradour-sur-Glane or Lidice), while in the former it was de rigueur. Perhaps more chillingly, one recalls that Hitler originally wanted to ally with the British and the Americans to destroy the Soviets; in a game and a world where Hitler is killed early on, he ironically gets his wish.

I have complicated thoughts on that last bit. I think it is very telling that the studio that created this game is Hungarian, a country whose government (led by an Admiral without a Navy) allied with the Nazis, engaged in its own territorial irredentism, helped the Germans invade the Soviet Union, and then was invaded in turn by the Soviets who turned it into a puppet state that lasted until 1991. I cannot help but think that 1956, year the Soviet Army violently crushed a reform movement in that country (and grippingly retold in James Michener’s book The Bridge at Andau), hangs heavily over this game’s story. Having been released in 2007, the developers would likely have been born under Communist rule, known people who lived through 1956, and may well have seen the Soviets as the century’s great enemy more so than the Nazis (a not uncommon sentiment among certain segments of Eastern Europe; see the memorials to Nazi collaborators in Canada, put up by Eastern Europeans who hated the Soviets, or see also the neofascist groups in these countries that often feel similar, such as the Ukrainian Azov Battalion).

On the one hand, there’s a part of me that feels like this is whitewashing the Nazis a bit. On the other hand, I don’t want to minimize the very real suffering that the Soviets unleashed in much of Eastern Europe. But more concretely I think the story told, minus the fantastic weapons, is scarily plausible inasmuch I can imagine a world where this particular alignment of forces happened; indeed, after World War II the British had drawn up plans to invade the Soviet Union as a contingency. In this regard, I think the story succeeds the most, by doing what all great alternate history does: making it very obvious to you that the world we live in exists due to a great multiplicity of contingencies, any one of which going differently leading to a totally different result. But on a more visceral level, you are seeing recognizably Nazi tanks and troops and planes participate in what is cast as a somewhat heroic effort - but that dissonance is what makes that sense of contingency really work. It is a truly different world, not beholden to our aesthetic sensibilities, and where a stahlhelm may not conjure images of genocide.

As expected for games of this period set in World War II, the Holocaust and the other Nazi atrocities are not really dwelt upon (one of the only games I can think of in this ecosystem that does is Company of Heroes 2, which puts the player in charge of the liberation of Majdanek). These may be butterflied away by the assassination of Hitler, but the absence does give the plot an eerie quality (using ‘eerie’ as Mark Fisher did, as the absence of something that you feel should be there).

The game’s cutscenes are really, really good. Each campaign focuses on a few commandos and officers, so there is a good degree of character development. They bicker and complain and wish for things they get to do on leave or after the war, and you can get some affection for them. These cutscenes are obviously done in the game’s engine, but they are done with a certain cinematic verve that really escalates it (the crowning glory being the ending cutscene for a certain mission in France). Some of the personal drama, though, is a bit hackneyed, with each side getting a female commando who inevitably falls for a respective male commando. A detail, but a jarring one; the male commandos keep talking about their desire for ‘babes,’ a word that I don’t think had its modern slang meaning back then, and I can’t remember it being used in any period media, or even works from the sixties. I admit to being pulled out of the story by that a bit.

War Front: Turning Point is ultimately a curiosity, never really becoming a classic of its genres. But it is an enjoyable experience that does some interesting things narratively and gives your monkey brain plenty of opportunities to just break things in the way only RTS games can. There was potential, though, for something deeper, something more epic, and part of me is sad we won’t really get that. But, all in all, I enjoyed the experience.

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POSTED BY: Alex Wallace, alternate history buff who reads more than is healthy.

Monday, February 17, 2025

Game Review: Squirrel Stapler

I am never going to be able to look at a squirrel in the same way ever again - and there are a lot of squirrels near me



There are many squirrels in the neighborhood I grew up in and still live in. They are out and about, darting back and forth across streets, across yards, across trees. Even as a child, it would not be uncommon to see the corpse of a squirrel, its life cut short by a car, splattered across the road. As such, to teach my sister and me to be careful when crossing the street, my parents told us to “look both ways, or you’ll be squashed like a squirrel.” (every time I told my friends in college that, they looked at me like I was weird - they were correct). As such, I suspect I have a subconscious linkage between squirrels and death, which is probably why Squirrel Stapler was such an unnerving experience for me.

You start out in a cabin in the woods. You have a gun. There is a corpse near your bed, which appears to be your wife. There is a room with a refrigerator in it, as well as a dining room. On a wall, right next to the exit, is a countdown of the days until God arrives. The nature of God is never explained. You use the aforementioned gun to shoot squirrels, which you bring back to your wife. Some of the squirrels are not happy you are here and will try to kill you. There are signs that other people were in this forest at one point, but you never meet them.

So much of this game is the mood. The game explains to you how the game works - which is, by itself, a first person shooter which is not terribly complex - but not why literally anything is the way it is. You have been dropped on what may have been a desert island, if not for all the living things here, some of which want to kill you and some of which you kill with the aforementioned gun (not terribly detailed, but it could easily be a .22 like the one my father taught me to shoot with when I was about ten years old). The entire sensation is that of a deeply unpleasant isolation.

Squirrel Stapler does not merely cut you off from people, leaving you alone with animals and with what may be the divine. This game cuts you off from reality, from sense, from logic. Being a game that explains to you almost nothing, you are left to fill in the gaps with a litany of unpleasantries. The few things that are explained are done in such a way that leaves ever more questions open, gaping like a door into a haunted house. To borrow a concept from Mark Fisher’s book of criticism The Weird and the Eerie, this forest is Fisher’s ‘eerie-’ you get a feeling that something is missing among this familiar woodland, but you can’t quite say what that is. Eventually, by the end of the game, you are confronted with the fact that it is the basic condition of everyday life, or even most abnormal times in life, that is gone. In basically every second of living, you have some idea of what is going on. This game denies you that, and it gets under your skin.

Those looking for deep, complex gameplay here will be disappointed. The actual gameplay is to walk into the forest with your gun, shoot squirrels, bag the squirrels, collect items as needed, and occasionally run away from things. This is done with no music. The only sounds that accompany the proceedings are your footsteps, the skittering of squirrels, a rather quiet gun, and the occasional unexplained voice. The end result of all of this is a gaming experience that is stripped-down, minimalist, quiet, too quiet. That’s what makes this game so eerie, I think. It’s like meditating, but instead of focusing on what your mind is doing, you are focusing on all the ways your mind projects its fears, and on the whole rationality and irrationality of how you process the game, versus the sparing manner of the game’s exposition.

A similar affordance, I think, is there in the game’s graphics. They are graphics that could easily have been on the PlayStation 2, among the many games I played as a child in the 2000s on that console. I know there is a trend in indie gaming towards sparse graphics, but in this case they also emphasize the horrors. The squirrels are obviously fake, which increases the uncanny valley effect; ditto for the trees and the rest of this isolated forest. Your wife is fake. Your house is fake. God is fake. For all you know, you are fake (I am certainly fake). What remains is the fact that your fear, the meanings you concoct to rationalize what appears to be on some level noise, is very real, all too real. Your reaction is unnervingly, sometimes frustratingly real. I can vouch, as I felt almost dizzy by the end of this game.

The game is short, mercifully so, because I think a game this disturbing being longer than the ninety or so minutes I played it would border on the sadistic. It is a very good game for a single session, something short when you are in that mood. The end result is efficiency, conciseness, and an overall sensation of leanness.

Once I was talking with my sister and one of her friends about this very game, and we came to the conclusion that the horror genre of media, broadly construed, can be defined as ‘recreational bad vibes.’ That is a very good description of this game. I sometimes wonder why I let my sister talk me into playing this game, but I can’t say I regret the experience. There is something very expressionist about this game - it is about the vibe of fear, more than anything else, and it soaks you in that fear, and never lets you go until the very end, when you are called to answer for your crimes. There’s a sadism in the design that is quite compelling, in that it raises a bunch of questions and never at any point gives the player an answer for any of them, at least without raising several more questions of a similar nature. It is hands down one of the most unnerving experiences in my life. I don’t know if I can recommend it to anyone who isn’t into this sort of horror, but if you can handle it, go right ahead.

I’m still not convinced I’ll ever be able to look at a squirrel in the same way ever again.

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POSTED BY: Alex Wallace, alternate history buff who reads more than is healthy.

Monday, May 27, 2024

Let's have a look at Tales of the Valiant, an alternative to D&D 5e

The rules of Tales of the Valiant are backwards-compatible with 5e, but include several improvements both in pure mechanics and in presentation of information

If the repeated blunders from Wizards of the Coast got you tired of Dungeons & Dragons, there are compatible options to pick from. On May 7th, news came out that Kobold Press had released the Reference Document for its upcoming TTRPG Tales of the Valiant (ToV), a backwards-compatible clone that aims to replace D&D 5e. Kobold Press has been working on this project since early last year, after the official D&D publisher, Wizards of the Coast, fired multiple shots at its own foot in its ill-advised attempt to change its licensing terms to gain more control over third-party creations. One consequence of that disaster was the drafting, at Paizo's initiative, of the Open RPG Creative (ORC) license, which is much less aggressive than Wizards of the Coast's own Open Game License (OGL). Another consequence is the ongoing emergence of 5e-compatible game materials by independent publishers. Kobold Press is just the latest publisher to launch its alternative to 5e, so this is a good moment to compare editions and see what new ideas are to be found in ToV and other similar games. As can be expected from a Reference Document, the one just published by Kobold Press contains only the minimal rules to play ToV. But it's detailed enough for the reader to get an idea of what the game is like.

The core mechanic has undergone no change from D&D: characters have the usual six ability scores and modifiers. Rolls can be improved by Luck, which is this game's version of D&D's Inspiration mechanic. In addition to PCs earning Luck points for good ideas or good roleplaying, they also gain a Luck point on any turn in which they fail an attack or save roll. While D&D only lets PCs have one Inspiration at a time, ToV lets PCs accumulate up to 5 Luck points. In D&D, a PC spends their Inspiration to gain advantage on a roll. In ToV, that effect costs 3 Luck points. ToV also lets PCs use fewer (or more) Luck points to instead add a bonus to their roll equal to the number of Luck points spent.

For character creation, ToV introduces a system of Lineages and Heritages instead of D&D's races and subraces. According to the ToV conversion guide, a Lineage refers to biological traits (such as size, speed, and senses) and a Heritage refers to cultural learning (such as languages and proficiencies). In addition to this system, ToV has Backgrounds, which, as in D&D, correspond roughly to the occupation that the PC had before taking up the adventuring life.

  • The Lineages listed in the ToV Reference Document are: Beastkin, Dwarf, Elf, Human, Orc, and Halfling Smallfolk. Alignments no longer exist, and choice of Lineage has no effect on starting ability scores.
  • The Heritages, which, again, must be understood as the circumstances of a character's upbringing, include: Cosmopolitan, Cottage, Diaspora, Grove, Nomadic, Slayer, Stone, Supplicant, and Wildlands.
  • The Reference Document only lists Criminal, Scholar, and Soldier among the available Backgrounds.

Character classes are the area where changes from D&D are most noticeable. Subclass features now have a uniform progression: all characters get them at 3rd, 7th, 11th, and 15th levels.

  • Barbarians get proficiency with herbalism tools. Barbarian Unarmored Defense gives an AC of 13 + Con regardless of Dex. The Fast Movement feature lets Barbarians automatically move up to half their speed upon rolling initiative. Feral Instinct has been moved from 7th to 6th level. Brutal Critical also applies to a natural 19 on the attack roll. Relentless Rage has been moved from 11th to 14th level and is a little riskier to use. Persistent Rage has been moved from 15th to 10th level as an optional feature; 10th-level Barbarians can choose to instead rage instantly when rolling initiative. Indomitable Might has been replaced with a feature that improves Str and Con saves and grants extra damage against objects and structures. In the Berserker subclass, Frenzy no longer causes exhaustion; in fact, 7th-level Berserkers can ignore any exhaustion while raging. Berserkers get proficiency with Intimidation for free. Intimidating Presence is now a bonus action and is harder to resist; it also grants extra damage against frightened enemies. Retaliation can now be used in response to any type of attack, regardless of distance, and even if the enemy misses.
  • Bards lose proficiency with hand crossbows and gain it with all Finesse martial weapons. Tool proficiency has become a little more flexible. Starting equipment no longer includes the option of a longsword, but has wider tool options. Bards know one more cantrip than D&D Bards of equivalent level. The Bardic Inspiration die now increases to a d12 at 14th level instead of 15th. Bard Expertise has been moved from 3rd to 2nd level, and its expansion to more Skills has been moved from 10th to 6th level. The Song of Rest Celebrate Life ability can be used at any time as an action, but heals fewer hit points and has a limit of daily uses. Cutting Words is now a standard feature of all Bards, while Jack of All Trades is exclusive to the Lore subclass. The Countercharm Clarity of Thought ability grants temporary immunity to becoming charmed, but has a limit of daily uses. Font of Inspiration has a new power that lets Bards grant an Inspiration die as a reaction to a failed roll. Magical Secrets has been moved from 10th to 9th level and from 14th to 13th level. At 10th level, Bards get the option to let allies either recycle a failed Inspiration die for later use or apply their Inspiration die to alter damage dealt or received. At 20th level, Bards can regain a few more uses of Bardic Inspiration than in D&D, and this ability can be used on any turn. In the Lore subclass, Bards can grant allies advantage on specific ability checks, have a wider selection of Feats Talents, learn more Rituals and can cast them faster, and keep successful Inspiration die from Peerless Skill.
  • Clerics get the choice at 1st level to either gain one more weapon proficiency or learn one more cantrip; either choice deals extra damage. Channel Divinity gets one extra use at 13th level. Turn Undead Turn the Profane now works against Fiends too. The chance of success of Divine Intervention now progresses more slowly per level. At 10th level, Clerics get the option to get either immunity to disease and poison or resistance to radiant or necrotic damage. At 20th level, Divine Intervention can be used once per day instead of once per week. The list of domain spells for the Life subclass is now even more focused on healing effects. Divine Strike has been removed, but the Life subclass has a new power at 11th level that lets the Preserve Life ability remove diseases, poisons, and some conditions. The War subclass also has a more focused domain spell list. It offers a wider selection of Feats Talents and, instead of adding bonuses to attack rolls, as in D&D, it has powers that give advantage on attacks and increase rolled damage.
  • Druids are no longer forbidden from wearing metal, and their weapon proficiency is expanded to all simple weapons. They know one more cantrip than D&D Druids of equivalent level. They also get a 1st-level healing power and, at 10th level, the choice to either speak with animals permanently or regain a use of Wild Shape once per day. Timeless Body Nature's Grace has been moved from 18th to 17th level and lets Druids survive without food or water. Druids start with fewer uses of Wild Shape than in D&D, but go on to gradually get many more. Wild Shape is limited to a number of known animal forms equal to the Druid's proficiency bonus, and the progression of allowed animal CRs is slower, but at 14th level, animals with a CR of 2 become available. Wild Shape also lets Druids regain expended spell slots instead of transforming. There's no direct analogue to D&D's Moon subclass, but the new Shifter subclass lets Druids choose stronger forms at earlier levels, speak while transformed, make extra unarmed attacks, and gain some elemental powers.
  • Fighters get Second Wind Last Stand at 1st level instead of 2nd. It heals more hit points and can be used more often, but only as a reaction. Fighting Style has been removed. The new Martial Action ability gives Fighters a bonus action in every turn to execute one from a list of combat maneuvers. Action Surge gets more uses at a faster rate than in D&D. Fighters get a third attack at 9th level instead of 11th, and a fourth attack at 17th level instead of 20th. The Indomitable Defiant ability has been moved from 9th to 10th level and no longer needs a reroll; 10th-level Fighters can choose between having this ability or being able to end a condition on themselves. At 20th level, Fighters gain a power that increases damage once per turn. There's no direct analogue to the Battle Master subclass, but the new Weapon Master subclass lets Fighters reroll damage once per turn, execute specialized maneuvers, and score critical hits on natural 19 rolls.
  • Mechanists are a new, non-spellcasting class that resembles the D&D 5e Artificer and the PF 2e Inventor. They get 10 hit points per level (more than either Artificers or Inventors), proficiency with medium armor and martial weapons, and Con and Int saves. They can learn an object's magical properties by touch. With the Shard of Creation ability, they can craft a permanent, transformable piece of magical matter that can turn into a weapon, a shield, or any object of comparable size (the allowed size increases at higher levels). Similar to the D&D Artificer's Infuse Item ability, the Mechanist's Augment ability can be used to add magical effects to objects. Mechanists know fewer effects than Artificers of equivalent level, but can have more enchanted objects at a time. At 10th level, Mechanists get the choice to either make a touched target vulnerable to all damage or heal a touched target; either ability is usable once per day. Similar to the PF Inventor's Armor subclass, the Mechanist's Metallurgist subclass grants the power to create a unique suit of armor with enhanced properties.
  • Monks lose the option of a shortsword as part of their starting equipment, but gain the option of a sling. Unlike Barbarians, Monk Unarmored Defense remains unchanged from D&D. Deflect Missiles has been moved from 3rd to 1st level. Monks start with more Ki Technique Points than in D&D, but the progression slows down to become identical after 9th level. Flurry of Blows allows one attack with a monk weapon in addition to the usual choice of two unarmed attacks. Slow Fall has been moved from 4th to 9th level. Evasion has been moved from 7th to 6th level. Stillness Purity of Mind is now a bonus action and has been moved from 7th to 10th level; Monks can choose between this ability or the standard Purity of Body. Tongue of the Sun and Moon Astral Teachings now costs Ki Technique Points to use. Perfect Self Boundless Technique can now restore Ki Technique Points in any turn. In the Open Hand subclass, the new Focus Intent ability lets Monks alter rolls made by creatures nearby. Wholeness of Body heals fewer hit points, but can be used more often. Tranquility Tranquil Soul now costs Ki Technique Points to use. Quivering Palm costs 4 Ki Technique Points instead of 3 and is less lethal.
  • Paladins no longer prepare spells; now they have a repertoire of known spells with the same progression as Rangers. Divine Sense can be activated more often, without spending any action, and lasts for one minute instead of one round. Lay on Hands is a bonus action if the Paladin uses it on themself. Fighting Style has been removed, but Paladins get a smaller version of Fighters' Martial Action ability. Channel Divinity can be used more often at higher levels. Aura of Courage has been moved from 10th to 9th level. The expansion of Paladin auras has been moved from 18th to 17th level. The Improved Divine Smite Radiant Strikes ability has been moved from 11th to 10th level; Paladins can choose between this ability or using Lay on Hands to let an ally spend a hit dice. At 20th level, Paladins gain a 30-ft aura, usable once per day, that grants resistance to nonmagical damage and automatic success on death saves. In the Devotion subclass, Turn the Unholy Sanctifying Light also works against Aberrations and Fey, is resisted with Charisma instead of Wisdom, and causes blindness instead of fear. The oath spells of this subclass are more focused on protective effects and fewer in number than in D&D. Purity of Spirit has been moved from 15th to 11th level. Holy Nimbus has been moved from 20th to 15th level, now grants advantage on all saves, and deals more damage.
  • Rangers get an option of tool proficiency. Instead of the Favored Enemy, Natural Explorer, and Land's Stride abilities, 1st-level Rangers gain a mode of movement (climbing or swimming) and advantage on all checks to track, and unreduced speed in difficult terrain. Similar to the PF 2e version, ToV Rangers get a 1st-level power that increases damage against an enemy that the Ranger has magically marked as their prey. Fighting Style has been removed, but Rangers get a smaller version of Fighters' Martial Action ability. Primeval Awareness Empowered Mark has been moved from 3rd to 6th level, no longer costs a spell slot to use, has a range of only 60 feet, and can only be used against a marked enemy, but now reveals the enemy's exact location. Instead of an improved mundane hiding ability, Rangers can turn invisible. Feral Senses Keensense has been moved from 18th to 14th level.
  • Rogues have their weapon proficiency redefined as all simple weapons and martial Finesse weapons. At 10th level, Rogues have the choice to either receive even less damage on saves or get a wider selection of Feats Talents. Critical damage increases at 13th and 17th levels. Slippery Mind has been removed. In the Thief subclass, the Supreme Sneak ability has been replaced with Appraising Eye, which lets the Rogue discern the properties of magical items at a glance. With the new Trap Specialist ability, 11th-level Rogues can attempt to disarm a trap (even a magical trap) as a reaction when it's activated.
  • Sorcerers have their weapon proficiency expanded to all simple weapons. They know one fewer cantrip than D&D Sorcerers of equivalent level, but end up with one more spell slot for 6th- and 7th-level spells. Font of Magic has been moved from 2nd to 1st level. Sorcerers learn one more Metamagic option. Careful Spell can now protect more targets. Distant Spell has a longer range. Twinned Spell costs 1 more Sorcery Point. New Metamagic options let the Sorcerer increase a spell's area of effect, change a spell's damage type, cause half damage on a successful save, improve a spell attack roll, avoid losing concentration, or gain temporary hit points. Sorcerous Restoration Sorcerous Renewal has been moved from 20th to 5th level as a scaling ability. At 10th level, Sorcerers get the choice to either add a bonus to ability checks or learn a spell from another spell list. A 14th-level power lets Sorcerers absorb the energy from incoming spell attacks to regain Sorcery Points. At 20th level, Sorcerers can share the effect of ongoing spells with another creature. In the Draconic subclass, a few combat spells are added to the Sorcerer's repertoire depending on the selected lineage. Dragon Wings has been moved from 14th to 11th level. Draconic Presence has been replaced with Draconian Vengeance, a power that makes a target vulnerable to one type of energy damage.
  • Warlocks gain proficiency with medium armor and shields. Warlocks now have a repertoire of known spells with the same progression as Rangers, and regain their spell slots only with a long rest. All Warlocks get Eldritch Blast by default, and its damage progression is faster. The progression of known Invocations is also faster at higher levels. Attack and damage rolls made with Pact of the Blade can use the Warlock's Charisma. The options for Pact of the Chain replace the sprite with the blink dog. At 3rd level, the redesigned Pact Magic ability lets the Warlock cast a few spells per day without expending spell slots. Later abilities include choices to add more known spells beyond the standard number. Mystic Arcanum is now an Invocation that must be selected. Eldritch Master can now be used during a turn of combat without expending an action. In the Fiend subclass, the extra known spells are mostly fire-themed. Dark One's Blessing grants more temporary hit points.
  • Wizards have their weapon proficiency expanded to all simple weapons. Arcane Recovery no longer restricts higher spell slots. The new Magic Sense ability detects magical creatures, items, and effects within 30 feet. Signature Spells Rote Spells has been moved from 20th to 5th level. At 6th level, Wizards can swap some prepared spells with other spells from their spellbook. At 10th level, they can choose to learn either Rituals from other spell lists or spells from other spell lists. The new Spellguard ability grants advantage on saves against spells and resistance against spell damage. Spell Mastery can now be used only once per short rest, and only works with the spells selected as Rote Spells. The new Archmage ability gives Wizards a way to regain expended spell slots. Wizard subclasses don't seem to be tied to the traditional eight schools of magic. The one listed in the Reference Document is the Battle Mage tradition, which is similar to the way the Remaster version of PF 2e themes its Wizard subclasses. However, whereas the PF Battle Magic school just grants some extra known spells per level, the ToV Battle Mage offers a wider selection of Feats Talents, a power to create a magical shield around the Wizard, the option to exclude allies from the area of damaging spells, an ability that redirects the Wizard's failed spell attacks, and improved damage with spells.

ToV has taken several cues from how magic works in Pathfinder 2e. There are now just four spell lists: Arcane (Bards, Sorcerers, Wizards), Divine (Clerics, Paladins), Primordial (Druids, Rangers), and Wyrd (Warlocks). To avoid confusion between character levels and spell levels, the latter have been renamed spell circles. Rituals are now their own category of magic, counted separately from a PC's known spells.

An interesting new system in ToV is Weapon Options. These are combat maneuvers that can be performed with certain weapons. For example, the Hamstring maneuver is available with the sickle and the handaxe, while the Ricochet Shot maneuver is available with the sling. Many of these maneuvers exist in D&D 5e as class options for Fighters, but in ToV they're open to all characters.

Other noteworthy changes from D&D 5e include:

  • The options for light armor add brigandine, described as made of metal-reinforced cloth. Armors are tagged with properties, such as Noisy, which gives Disadvantage on Stealth rolls, or Cumbersome, which require a minimum Strength to wear.
  • The list of tools has been condensed. For example, what D&D classifies as carpenter's tools, mason's tools and woodcarver's tools is handled in ToV as a single set of construction tools.
  • The limit of magic items that can be attuned to a character is now their proficiency bonus instead of a fixed number.
  • ToV adds meticulously detailed rules for PCs who want to socialize, craft, research, train, or work. These rules are more generous than the much briefer ones in D&D 5e; for example, crafting progresses at a rate of 10 instead of 5 gold pieces per day, and training costs 1 gold piece per week instead of per day.

The last area where ToV improves upon D&D is in graphic design. The Conversion Guide mentions monster entries as a topic where special care was put into ease of readability, but the change can be felt all through the Reference Document. Even in the sections where the mechanics of the game remain the same as in D&D, the rules have been reworded for clarity and precision, the formatting of the text helps the eye catch the dependencies between sections and subsections, and the order in which topics are presented follows a more logical criterion of relevance. This is in marked contrast with D&D 5e's notoriously convoluted prose.

As I said above, Tales of the Valiant is not the only creation born from this movement to break away from the restraints of both the official Dungeons & Dragons rules and the licensing ambitions of Wizards of the Coast. Other 5e clones worth checking out are Level Up: Advanced 5e by EN Publishing, Iskandar by M.T. Black Games, and the upcoming project codenamed C7d20 by Cubicle Seven.


POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Tuesday, September 20, 2022

A look back at Ancestry & Culture, an Alternative to Race in 5e

OneD&D still doesn't know how to fix the game's long-standing racism problem, but an independent publisher already offered a solution two years ago

Must all elves know how to shoot bows? Must all dwarves be talented at masonry? Must all halfings have a knack for sneaking where they're not supposed to?

All these are more learned than inherited traits, yet Dungeons & Dragons has consistently failed to acknowledge the difference. It was Tolkien who first popularized the image of elves as ethereal paragons of beauty and orcs as savages basically made of evil, but in the decades since Tolkien, Dungeons & Dragons has reinforced and cemented that bioessentialist paradigm in the popular consciousness.

The current owner of the D&D brand, Wizards of the Coast, has been taking tiny steps toward removing the problematic implications of bioessentialist descriptions of fantasy creatures. Last year, errata files were published that removed default moral alignments from playable characters and some monsters. This change aims to do away with the decades-long trope that certain populations of intelligent beings are innately evil. Of course, attributing one single moral stance to an entire people is not only lazy storytelling, but also an extremely dangerous mindset with real historical consequences. So, for example, sending the heroes to raid an orc encampment just because they're orcs and they must be killed on sight is no longer an acceptable plot point. It's bad enough that Tolkien reinvented orcs as the incarnation of a plethora of Orientalist clichés; we don't need to add on top of it the idea that there's a group of people whom it's always OK to kill.

However, this update to the rules did little to correct the fundamental problem, which is linking behavior to lineage. In the Fifth Edition Player's Handbook, the description of elves still says they "love nature and magic, art and artistry, music and poetry, and the good things of the world," while halflings "are easily moved to pity and hate to see any living thing suffer," and half-orcs "are not evil by nature, but evil does lurk within them." You'd think these behaviors must have a cultural origin, which would make them contingent and malleable, but the manual treats them as fixed elements of their respective heritages.

In a further attempt to separate characters' cultural and biological traits, Wizards of the Coast has recently released playtest material for an overhaul of the Fifth Edition rules. This new project, called OneD&D, consists so far in a revision of the steps for character creation. The proposed update would take into account a character's background in addition to their ancestry (an approach that competitor game Pathfinder has been using since 2019). For example, a character with the Cleric class and the Acolyte background would begin play with different skills and proficiencies compared to another Cleric with the Pilgrim background.

While this system is a move in the right direction, it's definitely not enough, and in some respects it goes backwards. The OneD&D playtest links languages to backgrounds, resulting in absurd assumptions such as all characters with the Farmer background speaking Halfling, or all Hermits speaking Sylvan. It still carries heavy bioessentialist baggage to designate Draconic as the language of nobility or Goblin as the language of warfare. And the core ancestries of the game keep much of the original problem: dwarves are still assumed to be trained in forge tools (presumably from birth), gnomes instinctively know how to magically create a tiny machine, and halflings are born with Stealth proficiency. And when it comes to characters of mixed heritage, the suggested mechanics make no sense, and the text reaches a degree of exoticization you'd expect from a 1980s game.

D&D has a lot of catching up to do. Strangely, it still uses the term "race" to refer to Tolkien's canonical humanoid species. Replacing "race" with literally any other descriptor should be the very first step to keep D&D relevant to future generations of players, and the immediate next step should be to pay attention to the inexcusable missteps that keep occurring and keep damaging the good faith the game has cultivated.

This discussion is by no means new, and fans have been thinking of alternatives faster than Wizards of the Coast can make up its mind. In 2020, independent publisher Arcanist Press saw the problem with D&D "races" and launched an unofficial supplement: Ancestry & Culture, which contains a clearer, more practical set of rules for character creation. The approach is, in a nutshell, what it says in the book's title: each character is born from a certain lineage and is raised in a certain culture, and the two can be freely chosen in any combination. Biological traits are limited to lifespan, size, speed, senses, monstrous body parts, and when aplicable, physical resistance to damage. Cultural traits refer to everything that comes from education and training: languages, weapon proficiencies, ability score increases, and starting cantrips. So, if you want, you can have an elf raised by tieflings, a dragonborn raised by humans, an orc raised by gnomes, and so on. Notably (and rightly), alignment is neither an inherited nor a learned trait. Alignment is a strictly individual matter, unrelated to whichever society your character comes from.

Furthermore, Ancestry & Culture contains remarkably sensible (and sensitive) rules for creating characters born with mixed lineage and/or raised in a multicultural environment. If you've ever wanted to roleplay the child of a halfling and an orc who grew up near a dwarf-gnome border, this supplement is exactly what you need. For an even more granular method of character creation, there's an appendix for you to build your own combination of cultural traits. As unofficial material, it only includes the ancestries enumerated in the Open Gaming License, but, anticipating the players' understandable wish to adapt other ancestries to this system, the author explains how to generalize the application of these principles.

The standard of quality of this supplement received the highest endorsement when it won two ENNIE awards: Best Electronic Book and Best Supplement, in addition to a nomination for Product of the Year. Since the publication of Ancestry & Culture, Arcanist Press has gone on to launch half a dozen other similar rulesets, with a total of over a hundred alternative ancestries to choose from. As a final treat, Ancestry & Culture includes two playable adventures, one centered on protecting a multicultural city, and one about convincing various peoples to cooperate.

So we don't need to wait for Wizards of the Coast to learn its lesson. We're living in the middle of an explosion of creativity in the roleplaying community, and it's evident that players and independent creators have moved on from the outdated mindset the game was created with.


The Math

Baseline Assessment: 8/10.

Bonuses: +1 for beautiful character illustrations that show precisely how the various combinations of bloodline and upbringing can produce wonderfully unique stories.

Nerd Coefficient: 9/10.

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Reference: Marshall, Gwendolyn. Ancestry & Culture: an Alternative to Race in 5e [Arcanist Press, 2020].

Wednesday, November 16, 2016

Microreview [board game]: Mystic Vale from AEG

A Card Crafting Gem


Mystic Vale is a card crafting game that generated a lot of buzz this summer at both Origins and Gen Con.  This title from Alderac Entertainment Group (AEG) is not only stunning on the table, it is a game that will leave you wanting to immediately reshuffle and play as soon as the game is over.

In the game you assume the role of a druid who is attempting to heal the suffering lands of the Valley of Life.  While playing the game you are calling on various powers and allies to help you save the forest.  I would agree with other reviews that have complained the theme feels a bit tacked on, but that is a minor complaint in one of the most mechanically solid games I have ever played.  In addition it allows for some of the most stunning cards that have ever graced my table.

When I first saw the clear cards and the term card crafting, I was sure this was going to be simply a gimmick.  After playing the game for the first time I knew that designer John D. Clair had stumbled upon something brilliant that will be used in many different games in the near future.  Similar to what Dominion did for deck building, Mystic Vale will likely do for card crafting.

In Mystic Vale, players start with identical decks of cards.  These cards are all sleeved, and throughout the game you will purchase new cards, or enhancements, that you sleeve into your starter deck.  These enhancement cards are printed on a clear plastic base that allows them to sleeve into your starter card and modify its effect the next time it is in play.  There are many combinations of enhancements that you can craft and by not adding to your deck size you are able to reap the rewards of your new purchases much quicker than a deck builder. Whether you want an efficient deck that turns over more frequently, you want to earn spirit symbols to buy Vale cards, or you want to increase your spending, the way you craft your cards is up to you.  In addition, each turn has a push your luck element that really builds tension and adds another layer of strategy to an already exciting game.  When you are drawing your starting hand, you can always attempt to gain one more card, but if you reveal a card with decay then you "spoil" and you lose your turn.

Once the pile of victory points has vanished and the final tally is calculated, a victor is crowned and you will immediately think about how you could have crafted a card slightly different and what combinations would work really well together.  It is rare to play a game with a mechanic that you have never experienced before, but one that is so intuitive and familiar.

AEG has also just released an expansion to Mystic Vale, Vale of Magic, which adds cards that provide greater rewards at a greater risk.  Powerful cards that add to the decay and can increase your chances of spoiling on your turn.  It is a great addition that adds a lot of really interesting cards.

The Math

Baseline Assessment: 8/10

Bonuses: +1 for an amazingly intuitive and new mechanic, +1 for high quality components with stunning artwork.

Penalties: -1 for a theme that feels a little tacked on, -1 for a box that is too big for the game's britches (although more expansions are always welcome!).

Nerd Coefficient: 8/10 (well worth your time and attention)

POSTED BY MIKE N. aka Victor Domashev -- comic guy, proudly raising nerdy kids, and Nerds of a Feather contributor since 2012. 

Monday, August 8, 2016

The Last Game




No Man's Sky comes out this week, and a lot of words have already been written about it. In an article about a player who managed to buy a leaked copy of the game, Vice's Austin Walker touches on the idea of The Last Game, which he defines as such:

The Last Game: One infinite leisure product that can be a permanent, pleasurable escape from our bills and our bodies, from our politics and our pain. It is not so different from the desire milked by films like Interstellar, which promised us that while "mankind was born on Earth," with all of its dirt and hunger and difficulty, "it was never meant to die here." We want to ascend so badly; to procedurally generate an escape. But the challenging truth is that we aren't going anywhere anytime soon—and more, that wherever we go there we'll be, with all of our dirt still on us. 

Reading that, I couldn't comprehend where the idea that such a game would be attainable, but I am a gaming dinosaur. Where as the infinite playablilty of the games I grew up on is relatively low, there's an entire generation whose first game was Minecraft. Procedurally generated, infinitely moddable, enormous player base, supportive of many play styles, and doing it all with multiplayer, on basically every modern gaming platform (and many non-gaming platforms), for less than $30. Everyone knows what it is. All of your friends are playing it or have played it. Its value proposition is extremely difficult to beat.

But it's not The Last Game, which means there's room for improvement. It gets frequent updates and there's a legion of mods made for it, but it's still controlled by developers. It's got a huge number of biomes, but it's largely terrestrial. Its creative roots make it a little goal-less. Much of the fun almost requires friends. No doubt, Minecraft can have an enormous theoretical playability potential, but it's not infinite.

This chase for an endless game has resulted in some really weird interactions for me with other video game enthusiasts. I've seen plenty of game reviews with hundreds of hours put into the game telling me that it's not worth playing at all. I had a conversation with someone who purported to put 500 hours into Destiny and tried to convince others that it wasn't worth $60, comparing the game to cigarettes. It didn't seem to matter to that person that the game was fun. They felt like they were promised an infinite amount of things to do, and it took them 500+ hours to determine that they'd not only exhausted the playability of the game, but that it wasn't worth what they'd paid for it.

Ever since No Man's Sky was announced, it's seemingly captivated an audience that believe it could be The Last Game. The hype for the game is essentially out of control, with fans both clamoring to get their hands on it while avoiding any information that might temper expectations. An enormous day one patch seems to communicate that the game needs a large amount of post-release support, or it shipped in a state of 90% completeness. Regardless, it's likely not The Last Game, and that's going to cause an awful lot of hand wringing. No Man's Sky might blow some minds, but it'll still be a disappointment to people expecting it deliver on the promise of an infinite world.

This might just be old man brian here, but this feels like the new normal. I was going to write a review of the wonderful Quadrilateral Cowboy (it's fantastic, get it), but consider how it compares to The Last Game. It's $20 for a 3 hour story, with a definitive end and limited replayability. For many consumers of the Minecraft generation, it won't even register on their radar. It's not multiplayer, or social, or exploratory, or infinite in any part of its scope. Sure, it's unlikely to get bombarded by negative user reviews by people whose unrealistically high expectations have not been met, but there may come a day when a well-crafted game that does meet most expectations doesn't sell enough because it's not The Last Game.


***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Monday, March 30, 2015

INTERVIEW with Steven Erikson

Today, Nerds of a Feather "sits down" with bestselling novelist Steven Erikson, author of the influential epic fantasy series Malazan Book of the Fallen, the irreverent Star Trek parody Willful Child, as well as a number of other works (most of which are set in his Malaz world). Always generous with his time, Steven Erikson today discusses a wide range of issues with us, from grimdark to tragedy, satire, anthropology, gaming, and the need for empathy in human relations. We hope you enjoy this awesome interview! 


NoaF: You've recently waded into the meta-debate over “grimdark” fantasy, and we wanted to follow up on a few points you've made—here and also in your two essays for r/fantasy. Our understanding of your argument is that grimdark is not synonymous with “grit,” nor is it an extreme manifestation of grit. Rather, it seems that you are positioning grimdark-the-adjective as qualitatively rather than quantitatively different different from gritty-the-adjective. You seem to see “gritty” as the centering of narrative on the unflinching portrayal of hardscrabble lives under difficult circumstances, whereas “grimdark” is defined by the notion that catharsis, which is possible under gritty circumstances, has now been rendered impossible or unobtainable. Is that a correct reading, or would you instead say that the potential for catharsis is just one marker of several? And, if so, could you tell us why the potential for catharsis is such an important marker of grimdark/non-grimdark--both in and of itself and relative to more commonsense markers, such as the extremity or pervasiveness of violence, splatter and so forth?

SE: First off, thanks for this invitation: I have been very impressed with the level of discourse on Nerds of a Feather and am delighted at the chance to participate. Coincidentally, I was only a few days ago sitting on a panel at ICFA, addressing violence and nihilism in Fantasy, in which we rehashed the whole ‘Grimdark’ debate, and, as is often the case, the informal follow-up discussion that took place at the pool-side bar offered up a whole host of new ways of thinking about this. With the caveat that what I’m going to relate here comes from observations made by other people, and that I make no claim to authorship, I’ll see if I can summarize some intriguing points that came from that discussion.

If we can consider the evolution of modern Fantasy as derived from two parallel and rather distinct lineages (Sword & Sorcery emerging from the pulp tradition on the one hand, and on the other hand, the Tolkien exegesis), we could certainly track the drive towards a ‘realistic’ or ‘authentic’ approach to the fictional portrayal of violence in both streams, although there are qualitative differences between the two (for example, Howard’s take on violence is arguably more visceral than is Tolkien’s). Given that, the place to look for what distinguishes the two tracks has to come from asking what the violence serves. Answering that question can call on myriad sources, from biographical (Tolkien’s experiences in WWI) to direct textual analysis seeking pervasive thematic explorations, but that I’ll leave to the scholars. 

As a writer I can’t help but look at another author’s work of fiction from a perspective of what, how and why. What is being said, how is it being said, and finally, why is it being said. Only when satisfied that I’ve parsed some answers out of those questions does the potential for entertainment kick in. While this may seem odd to the general fan or reader, I’d humbly suggest that it’s little different for them, if less analytically: what rings true, or authentic, or honest, is how we all measure a work of art.

But every work of art is contextual, bound to its time of creation, and no matter how inventive a fantasy world, it can’t help but derive its inspiration from the real one. It doesn’t help that, these days more than ever, much of the (and here I’ll invent a word on the fly) ethosphere (as in, the ethos of the culture surrounding you, an alternative for Zeitgeist) is itself a fantasy, created by the incessant needs of market forces, consumerism, titillation and spectacle, and this is why in my own essays on Grimdark I drew in the culture of modern action films, superhero films and the like, to suggest that what we’re seeing in the Fantasy genre is no more or less than a delayed and not-particularly-original reflection of that ethosphere of nihilistic, sociopathic violence so prevalent in modern action flicks, which likely derived from the nonfictional ethosphere in which despair, random violence and mass destruction seem so prevalent (cool, I got to use my new word, twice!). 

Anyway, all of this is leading up to my saying that gritty violence in Fantasy is nothing new, especially if you backtrack along the Sword and Sorcery path. So everybody running around at the new ‘gritty’ Fantasy waving their hands in the air and going ‘ooh ahh!’ is kind of silly.

So, distinguishing ‘grit’ from Grimdark is, to me, rather easy. Grimdark may be characterised by ‘grit’ but something else is going on, and that something else is fundamental to what Grimdark is (and let me add, I no longer see Grimdark as a pejorative, and now use it as a descriptive). Nihilism is the key word here: the death of hope, the pointlessness of existence and, by extension, the indifference to suffering.

If we as authors are all driving towards authenticity, we still have to ask, introspectively, what are we really saying here? But let me emphasise: that is a neutral question. If the author, having asked that question of her or himself, then answers: ‘Hope is dead and so is God and nothing in this world means a thing so just fuck it’ they have the right to do so. There are moments in the lives of many of us when we may think precisely that. There are moments when despair simply overwhelms. These are genuine moments. They are authentic. Accordingly, many of us have written works that, years later, make us cringe.

As you may discern here, I’ve mellowed somewhat on the whole Grimdark thing. It’s all contextual, momentary, and quite possibly short-lived. But I will reiterate my central point in my essays, addressed to authors everywhere: Think through what you’re saying and ask yourself why are you saying it.

Catharsis is not possible in a nihilistic world. That’s why it’s such a rare concept these days. 

NoaF: Along those lines, there’s some debate over whether the Malazan Book of the Fallen counts as grimdark. You appear to be arguing that it’s something else--perhaps superficially related to grimdark but not substantively. What, in your opinion, demarcates the series from the archetypal grimdark story? And if Malazan is not grimdark, then what are some examples that you think do clearly fit within those boundaries?

SE: Given what I’ve said about Grimdark above, it’s pretty easy for me to distinguish the Malazan Book of the Fallen from that descriptive. The series was born of compassion and that is precisely what it sets out to explore, and at the risk of spoilers, it ends in a place of hope and redemption. But none of that would have any resonance without an adherence to some form of authenticity, and the conveyance of authenticity is a product of craft more than anything else. It comes from the use of details, touching on every sense (smell, touch, taste, sight, sound) in a way that immerses the reader as much as possible in that created world. It comes from characters who feel real, living in a solid, physical world; and who occupy an internal landscape that we can recognise, and who may walk the steps we’ve walked, think thoughts we’ve thought, and feel what we’ve felt. Detail can be seen as synonymous with ‘grit’ but again, ‘grit’ is merely descriptive. Finally, the Book of the Fallen adheres quite deliberately to a structure of Tragedy, and as such, catharsis is implicit, and exists for the characters in the tale (even as it is offered to the reader), which is, I suppose, what makes it post-modern (one can even say that the tale was told for the benefit of those characters and the journeys they undertook; and that, accordingly, it was told out of deep sympathy for these invented characters).

Again emphasising that I’m using Grimdark as a descriptive, not a pejorative, I’d suggest that both Joe Abercrombie and Mark Lawrence are writing Grimdark.

NoaF: Much of the grittiness in the Malaz world involves the Bridgeburners and Bonehunters (or in Ian Esslemont’s storyline, the Crimson Guard), all of which feel strongly inspired by Glen Cook’s Black Company. What impact did the Black Company have on your own writing? And if you could name any other single author as exercising an important influence on your own body of work, who would that be? 

SE: Both Cam (Ian Esslemont) and myself were well-read in Fantasy and Science Fiction (if somewhat diversely) all of which provided a mostly formless foundation for the eventual creation of the Malazan world through our gaming. But, curiously, we were both attending the Creative Writing Program at the University of Victoria, immersed in ‘non-genre’ literature, at the time of the first glimmerings of what would become Malazan. If I recall correctly, Cam was buried in the existentialists and exploring their connection to Latin American Magic Realism (heady stuff), while I was lost in virtually every novel and story and nonfiction work related to the Vietnam War.

Cam was the first of us to discover Glen Cook (Dread Empire series) and it wasn’t long before I too was devouring everything he’d written. The Black Company was in its first run back then, and considering what I was reading in conjunction with it, that perfect meshing of the world-weary Vietnam War veteran voice, tone and atmosphere, left me reeling.

Years earlier, Donaldson’s Covenant trilogies stood in for my personal ‘Lord of the Rings’ (I was not a reader of Tolkien). So I would place these two authors as directly formative for me. And if you think about it, with Donaldson’s highly Latinate, complex writing style and Cook’s terse, droll understated style, I pretty much ended up somewhere in the middle of the two styles. 


NoaF: The Malaz world deconstructs and subverts many common fantasy tropes, from that of the noble savage to that of overly static notions of gender roles. We particularly enjoyed how you dismantled the gender gap in the Malazan Army. Both male and female commanders are called “Sir,” and soldiers high and low only gain respect if they are competent. Gender, in fact, has little to do with anything. Could you speak a little to your approach on this topic? 

SE: We were anthropologists (Cam and me). We’d met on a dig. We’d both worked with the original (now displaced) inhabitants of the New World. We’d spent summer after summer immersed in the remnants of their cultures -- recovering the modest evidence of when they were free, unsubjugated and unsuppressed. There exists a strange disconnect between the past and the present, and it is a poignant one. Sympathy is often patronising, and some would argue that empathy is impossible, but I would suggest that human history is a litany of displaced peoples (some being displaced, others doing the displacing, round and round since Day One), and empathy, no matter how open to challenge, remains a worthy goal. These days, it seems, such empathy (and the right to seek it, much less feel it) has become a target. This in itself is not necessarily a bad thing, but to imagine two peoples reaching an understanding without empathy strikes me as a lost hope. If anything, the constant attack on allies of the wrong colour, wrong persuasion, wrong religion, or whatever, is having the effect of isolation, making exceptionalism a virtue and polarisation the common condition.

Many epic Fantasy works drew on a social structure that was demonstrably Eurocentric in inspiration. Employing a kind of romanticised and privileged interpretation of that Medieval European world-set brought with it the assumption of patriarchy as a self-evident baseline of normality, not to mention all the other obvious tropes of dark-skinned hordes from the East, decadent (and still dark-skinned) civilizations to the South, blonde and blue-eyed barbarians to the North, and so on. It was a bag crammed full of assumptions, stereotypes, pre-packaged conflicts, an obsession with aristocracy, and virtues born of birthright. Alas, the modern revisitation of all those assumptions and stereotypes also happens to be the most popular Fantasy series by a long mile, and to that I can only shrug in bemusement.

The Malazan world took shape in conscious refutation of that Eurocentric model. Point by point, we just hammered away at it. We did it in our gaming, we did it in our writing. We wanted colour-blind, so we made the Empire colour-blind. We wanted the utter absence of gender-based hierarchies of power, so we invented a magic system based on discipline, and we made that magic system effective enough to remove the ‘baby-making-factory’ trap of women in most pre-industrial civilizations. Then we took away the assumptions underscoring the language of sexism, particularly in, as you point out, the Malazan military.

Trying to imagine (and indeed, wish for) a world without sexism and a world utterly colour-blind was liberating in itself, making it a delight to dismantle all those pissy, miserable, pernicious tropes. Although it damn-near broke me, I have never had such (occasionally savage) fun as I did when writing the ten volume Malazan Book of the Fallen. Maybe it showed too much in the books on occasion (especially in Gardens of the Moon), but fuck, I’ve got no regrets at all. If there is anything of the wish-fulfillment in the Malazan series, it is found here.

NoaF: Malazan Book of the Fallen is in many ways a tragic tale, but it is punctuated with some of the most outrageously funny comedy scenes we at ‘nerds of a feather’ have read in a long time. We particularly enjoyed the interplay between the destitute Tehol Beddict and his manservant, Bugg. What do you see as the function of comedy in your series? Is it simply the other face of tragedy, something to lighten the heavy, dark, and gritty load, so to speak? Or do you see comedy as a more poignant way of making a statement about the world in which we live?

SE: I would think that comedy serves both the function of relieving pressure and providing another, perhaps more subversive, vehicle for social and political commentary. Tehol and Bugg are good examples of that, as they work to dismantle the rapacious economic structure of their native land. But also, it’s worth bearing in mind that humour often serves as a defense mechanism, both from the author’s point of view and also from that of characters who find themselves in extreme or traumatic situations, so it’s always worth it (when writing fiction) to keep that little pocket of irreverence near to hand for every character in a story. They need a break just like we need a break. They need to cut loose on occasion, same as we do. I would think that no matter how dark a story, or how repressive, humour remains a vital release-valve. And besides, sometimes it pays to impose a little perspective from a creative point of view.

NoaF: We would like to switch gears here and discuss authorial intent, something you discussed in a comment on our blog (here) and in your essays for the r/fantasy subreddit. You have argued that authorial intent does not equate to narrative “truth,” and have made an implicit criticism of authors who do not fully consider the assumptions they carry into their world. We think this is a valid point, but believe it is also possible to criticize the works of authors who have fully considered the assumptions they bring into their world. In this context, we’d like to discuss the role of humor, and specifically the deliberately "offensive" humor that permeates your recent book, Willful Child. One review deeming it "more than borderline offensive" on a number of fronts. Another review noted that it is hard “to not feel disgusted by the choices made,” but nonetheless found that the book revealed an important message of “the absurd, horrific consequences of Western Culture.” Is that an accurate summation of your intentions? Do you believe that in this case authorial intent, and the full consideration of the assumptions held by your characters, obviates criticisms of the delivery? What were the specific challenges of this kind of satire--say, in the case of Captain Hadrian?

SE: ‘More than borderline offensive,’ huh? Well, given that I set out to write the most offensive novel imaginable, I guess I pulled it off. It would strike me as an odd defensive tactic to claim authorial intent as a means to silencing critics. That just seems slightly skewed thinking, doesn’t it? No, the value of deliberate authorial intent is one of preparation: by knowing what you were up to, you can defend yourself rationally when a critic lets fly. Beats stumbling unwittingly into a firestorm. But having said that, why respond at all? The book is out there. It’s fair game to any and all critical review and commentary.

Satire is all about pushing the envelope. When I envisaged Willful Child I understood, almost immediately, that this would be, at its simplest level, Cringe Comedy. The kind that makes you flinch (often recoiling in disgust) or squirm. But it was also necessary for me to acknowledge to myself that comedy is a very personal thing: what works for one person won’t for another. I was aiming for the Family Guy kind of crowd, in terms of audience. Not everybody laughs at Family Guy.

Something of the range of comedy employed in Willful Child may have actually worked against the level of savage satire I was engaged in, since that satire was often portrayed subtly -- perhaps too subtly (so one reviewer argues) given the over-the-top humour surrounding it. I can see that it would be easy to react to the over-the-top stuff with such revulsion that the underlying satirical stuff doesn’t even get noticed. Gauging how a work is going to be received (especially a work as chancy as Willful Child) is always a crapshoot. I’ve given up trying to predict such things. For Willful Child, the only measure I have is that TOR has signed me for two more.

But to reiterate, nothing of my intent as an author obviates criticism, not just of delivery but also content itself. Intent for me is simply a means by which I guide and control what I write, how I write it, and my reasons for doing so. If a critic wants to engage me directly in a discussion of Willful Child or any other of my works, I would welcome the opportunity. Being told that something I wrote offended somebody won’t see me running for cover. Instead, let’s talk. 


NoaF: We’d like to shift to gaming for the moment. You’ve have outlined the impact of gaming on your fantasy fiction before, and we find it fascinating that parts of your series were gamed. In light of this, can you point to an instance in the series where something in the game went off the rails? Also, do you continue to play RPGs and draw stories from them?

SE: A game session going off the rails is not necessarily a bad thing, though it might seem so at the time. It all settles out in the end, and indeed, that clusterfuck may actually turn out to be the best outcome after all. Cam and I both approached running a game with the aim of thoroughly messing with the heads of our victims players, even when that player was just me, or Cam. It was a back and forth contest in how badly we could fuck up each other’s character. That’s what made it so entertaining, not to mention highly comical.

I have tried running a campaign again, but I find that my creative energies are more limited than they once were. 


NoaF: Before we end this interview, we have to ask a rather silly question. Do you ever have problems keeping track of all your characters? After all, Dust of Dreams alone has at least a few hundred who make an appearance or who are discussed in some way, shape, or form. How do you avoid inconsistencies, or simply keep track of all the characters that populate your stories?

SE: Keeping track of my characters is a pain in the ass, and it’s only getting worse. Crap, sometimes just remembering their names is a problem. But once I track them down, slipping back into their situation still seems easy, as does rediscovering their voice.

As for avoiding inconsistencies, well, I’ve managed a big fail on more than one occasion. I’ve got what, sixteen years of story-telling to keep in my head. Three and a half million words of it, and, as you say, more than a few characters wandering through all of that.


NoaF: One final question. If given the chance to write any of your manuscripts over again, would you have done anything differently? If so, what? And why?

SE: Apart from correcting inconsistencies, no. I’m no longer that person, the one who wrote, say, Gardens of the Moon, or Deadhouse Gates, or, for that matter, The Crippled God or Forge of Darkness. My creativity has a different flavour now. It sees things differently. And yet, where it is now is precisely because of everything that’s gone before. Accordingly, if I could jump in a time machine, defy this linear progression of time, writing new versions of old stuff would screw the timeline pooch. The Malazan Book of the Fallen, as we know it, wouldn’t exist. Is there any guarantee that what replaced it would be better? Any guarantee that I would have reached whatever level of skill I now possess, in the absence of lessons learned, or beneath the pressure of new lessons?

I have enough problems with this timeline! 


NoaF: Thank you so much for this fantastic interview!

SE: Thanks again for this invitation.