Showing posts with label collection. Show all posts
Showing posts with label collection. Show all posts

Tuesday, January 20, 2026

Video Game Review: Pokémon Legends: Z-A & Mega Dimensions DLC

Old dog finally learns the trick it should have years ago.

Pokémon Legends: Z-A


Pokémon
is undoubtedly the biggest juggernaut in entertainment history. It’s bigger than Star Wars, bigger than Mickey Mouse, bigger than Harry Potter, bigger than the entire MCU. And while I respect a publisher’s fear of altering too much of a known formula for an established IP, no single entry will derail this franchise. When Pokémon Legends: Arceus released, it temporarily assuaged my exhaustion with Pokémon’s turn-based combat. The game, while still turn-based, took some liberties with catching and including the player character in the world, blurring the lines between the trainer’s gameplay and their Pokémon’s. The follow-up games, mainline entries (Scarlet and Violet) reverted to norms with undesirable results. But finally, the toe Game Freak dipped in that pool of live action Pokémon gameplay with Legends: Arceus has become a full dive. Pokémon Legends: Z-A is the step I’ve wanted the franchise to take for the longest time. And while there are still some kinks to work out, there’s a lot to be excited about.


This is the first full action Pokémon game (and no, I’m not counting fighting games with Pokémon characters or Pokémon Unite). That’s right, no more PP. Instead, the game gives each attack a cast time and a cooldown to ensure a balance between the strongest and weakest. Traditionally, a move like Fire Blast would only come with 5 PP before needing to be recharged; now, it simply has a longer cooldown time and a slightly longer cast time than weaker moves. This creates a new dynamic within the gameplay. You could use Fire Blast, but it might not be ready even after your next attack. Do you wait it out, reposition, and use it again, or do you try to get another two attacks during its cool down? (Fire Blast has a higher chance to miss, so I’m not suggesting you use it—just an example). When fighting wild Pokémon, you’ll find that you draw aggro before your mons do. It’s completely possible to get knocked out this way, and adds an extra layer of immersion to the gameplay, especially early on when facing down a powerful alpha Pokémon or rogue mega-evolved mon. Dodging wild Pokémon attacks while commanding your own to unleash on an opponent can be incredibly satisfying and kept me entertained throughout the entirety of my run.

That said, the combat still needs work. The pathfinding system can sometimes be egregious (which rears its head particularly in the Mega Dimensions DLC that I’ll get to later). Sometimes your Pokémon will line itself up behind a wall or a fence before firing off its move (only to hit into the building instead), sometimes the Pokémon will take a weird path to get to another part of the map before unleashing their attack, wasting your precious speed advantage over an enemy while they pelt your Pokémon in the back. Sometimes they’ll fall off a roof mid-attack. Heck, sometimes a Pokémon just won’t attack. I think what happens is they take so long to follow a path that the system just cancels out the attack you selected initially. When you choose to attack again, it works fine, but it wastes time. This mostly occurs when fighting in the city environment; arenas aren’t problematic.

Another issue I have with the battle system is entering my inventory. Most of the time it works well, but sometimes the game simply won’t let you access it when you need to (and this happens in a lot of the intense mega fights). The game essentially puts a freeze on your inventory access if a Pokémon is mega-evolving. I don’t know if it’s because they may or may not show a mega evolution cut scene (which becomes annoying after the first time you see it). Sometimes there is no mega evolving, and I still can’t enter my inventory. I just have to shrug my shoulders and swap my Pokémon out instead of using a potion and heal them later when it works again.


Legends: Z-A
takes place in Lumiose City, and while not as large as a traditional Pokémon game world with all its regions, it makes up for that by expanding the city, incorporating rooftop exploration and placing wild Pokémon zones throughout the map. The world is bright and welcoming, even if some environments are underwhelming. Considering that Pokémon games always sell millions upon millions of copies, it’s a shame they won’t put more effort into hiring more people to help make the games look better. Some buildings are simple boxes with textures on them. Look at the screenshot above. I mean come on, Game Freak, you can do better than that. You’re charging full price for these games, so don’t give us a budget effort. Luckily, the Pokémon animations look good, as do the models themselves. It’s fun to watch my hulking alpha Dragonite float around behind me on the map.

One of the main gameplay mechanics of Legends: Z-A is an oldie they introduced over a decade ago with X and Y: Mega Evolution. Most of the Pokémon you’ll find throughout Z-A can mega evolve, which is necessary to help quell the rage of rogue mega evolved Pokémon. At night, you try to climb the Z-A Royale list. You start and rank Z and climb your way up to; you guessed it, rank A! You do this by entering battle zones at night and challenging other NPC trainers. You can pick up cards that give you mini quests to fulfill that fill your challenger ticket bar faster (for instance, land five psychic-type attacks on unaware opponents). Sneaking up on an opponent and landing a critical move is fun, though sometimes the game randomly makes you get caught unaware by an opponent and stuns you momentarily. This would only make sense if you were sneaking, and they caught you, but sometimes I’m running full at them for a battle and I get the de-buff anyway. Once you have a challenger’s ticket, you can face your next ranked opponent. This is the closest thing the game has to gym leaders, and many of the higher-ranked characters get used throughout the narrative and into the DLC.


For those of you worried about EVs and IVs, worry not. They’ve included it all. There are some specific Pokémon moves that have been altered to work in an action-paced setting, so you may find one of your favorite moves isn’t what it used to be. It’s also wonderful to have access to your Pokémon boxes anywhere you go.

There isn’t much going on in the story. It’s a typical “save the city” trope, but with a Pokémon skin. It’s not abysmal by any means, and I thank the heavens there isn’t anything so terrible as Team Star from Scarlet and Violet, but there isn’t too much here that will stick with me in the coming years. The characters are fine; some deliver some well-timed zingers, but mostly just serve the narrative. One thing I find bizarre is that there is absolutely no voice work. Why? This is 2025 (well, 2026 now, but the game released last year), so there is no reason for there not to be. It works in some games, but when characters are moving their mouths and no dialogue comes out, it’s odd.

The side quests are a mixed bag. Some are clever and genuinely made me laugh, while others are quite simple and boring. You never know which one you’ll end up with, unfortunately. A few were long and tedious, while others were engaging and well thought out. I particularly enjoyed engaging in the wild zones and catching everything available; it reminded me of the mainline games, and I always jumped over to a new spot whenever it was introduced.


The game ran smoothly (though I was on Switch 2, so I had a little extra processing power to back me up). Minus the in-game issues, I had no performance problems or stutters like I had with the last few entries in the series. Collecting Pokémon was a breeze, and battling was fun and intense. While there are still many things Game Freak should address with the Pokémon pathfinding, this is a massive step toward creating a more immersive experience with this series. I hope we get more advances in this direction instead of the uninspired Terastallization they introduced in the last games. With the power of the Switch 2, I also hope to see better effort from the developers to make the world look like it’s part of the number one entertainment IP in the world. There is a lot of good here, and I’m hoping it becomes great. If you want to see what a live-action Pokémon game plays like, it’s right here; it’s fun, and it runs well. If you remember wishing you could be more like Ash from the anime, controlling your mons around a battlefield, give this game your support.

--

The Math

Objective Assessment: 7.5/10
Bonus: +1 for full-action gameplay. +1 for Pokémon designs and animations.
Penalties: -1 for poor Pokémon pathfinding. -1 for having to watch mega evolution a million times.
Nerd Coefficient: 7.5/10
------

Maybe save your money.

Mega Dimensions Review



I purchased Mega Dimensions for two reasons. One; because of my desire for mega evolutions that weren’t in the main game (that I thought were going to be, but I’d been misled by the advertisements), and two; because I had just about finished the main game when the DLC came out and was still enjoying the experience. Plus, I know myself; if I didn’t play it immediately after I finished the game, I would never have gotten to it. And to be honest, I wish I had saved my money.

That’s not to say that this DLC is broken or unplayable. It’s fine if you want something to do, but it is an expensive something to do that feels like a cash grab. At the price of thirty steep dollars (which is the most I’ve ever paid for a piece of DLC) I was hoping for something really neat, maybe an expansion to the map or a completely new zone. Instead, you get to enter the hyperspace Lumiose, which is essentially just recycled pieces of Lumiose with a different skin that you have to visit repeatedly. At first, exploration was interesting, but once I discovered it was simply a grind, it felt more and more like a chore.

They introduce two new characters with the content, one to help you with mega battles, and another that makes donuts to feed Hoopa, which allows the player to traverse hyperspace. The gameplay loop here comprises finding berries to craft donuts, which allows you to enter hyperspace, which allows you to research the other dimension (through minor tasks like catching Pokémon, battling, destroying floating Pokéballs) which allows you to find better berries. Once you progress through the story, you can create better donuts. All the Pokémon in hyperspace Lumiose start out at over level 100, so using your donuts will give you a level buff. You want to be at level 100 to maximize their effects; this content isn’t really feasible without having high-level mons.

The problem is the story is not enticing, and after a while, I simply wandered hyperspace Lumiose for better and better berries, but the whole thing is RNG. You’re not guaranteed the good berries. Worse yet, the donuts you make get random abilities, so if you want a specific ability (which is more important at higher levels) you lose out if you don’t get lucky (unless you save scum it by loading a backup save).

Besides increasing your level a certain amount, the donuts have other perks as well; calories being paramount. The more carbs a donut has, the longer you can stay in hyperspace. That’s right; the player is timed each time they go into hyperspace. The better the donut, the longer you can stay. But the higher the difficulty of the zone, the quicker your calories drain before getting ejected from the other dimension. This wouldn’t normally be a problem, and on the lower levels it isn’t. But on the higher levels, when my energy was draining incredibly fast and every single move counted and I saw my Pokémon take a random, unnecessary path around some area to come to do its move, or worse, whiff the move completely, I lost my mind a bit.


I finished the main part of the Mega Dimensions DLC. There was, as to be expected, a powerful Pokémon at the end of the trail, but the thing is, there’s even a bit more beyond the main DLC storyline. Rayquaza is teased early on, and I know Groudon and Kyogre come first, but I just can’t get myself to care. The donut system is bad, the story isn’t great, the flaws in the gameplay are exacerbated in the timed segments, and it’s expensive. It works mostly, which is fine, but it’s a grind. If you decide to pick this up, do yourself a favor and use Mewtwo and have it use psychic on all the floating Pokéballs in hyperspace. You’ll thank me for it.

--

The Math

Objective Assessment: 5/10
Bonus: +1 for cool new mega evolutions.
Penalties: -1 for RNG/Grind. -.5 for high price, repetitive content.
Nerd Coefficient: 4.5/10

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Friday, April 25, 2025

Whose Science Fiction: Recognition and its Absence in a Reading of Colourfields by Paul Kincaid

A deeply thoughtful collection that muses on the nature of SF and its sub-categories, though not one without blind spots

Cover art by Tom Joyes

I am not, by nature, someone uninterested in history; my degree was, after all, somewhat directed into the ancient world, and the study of the past has long captured my attention. And so it is very strange to find myself reading a book that contains reviews (a thing I love) many of which focus on histories (also a thing I like) of science fiction (a genre I greatly enjoy), and feel... disconnected from it, as was my experience with Colourfields: Writing About Writing About Science Fiction, the new Briardene Books volume from long-time critic of the genre, Paul Kincaid.

Split into three sections, the volume collects his reviews of Histories, Topics and Authors, covering a broad span of work on a wide-ranging set of texts, all in Kincaid's enjoyably acerbic tone. It's not a collection to pull punches either; when Kincaid dislikes a text he is reviewing, or finds it wanting at the fundamental or surface level, he doesn't hold back in offering up his critique (and as someone with a strong ideological support for the negative review, this was extremely welcome reading). Each review digs deep into the substance of the book in question, offering a clear view both of what that text is setting out to achieve and how well it does it, and any blind spots, omissions or unusual choices made in the process, alongside interesting bits of contextual information drawn from a frankly alarmingly broad knowledge of the field.

Before I get into the musing about why I felt that disconnection, I want to emphasise—I did enjoy reading this book, at times, immensely. It came with me on a flight, and I found myself giggling despite my deep discomfort with flying, so it must have been doing some things right. But I found, as I read, increasingly there was one lens through which I was viewing the whole of the book, and so the thing that affected most deeply my reading of it both as a text entire, and in its individual components: namely, that I very often looked at the science fiction(s) being presented to me on the page, and simply did not recognise them.

I don't have a clear answer for why that is, though I have some theories. The first of which is simply one of the passage of time: the SF I grew up into and the one often portrayed on these pages have between them a gulf of years that encompassed a great deal of change. But I don't think it's just that.

Kincaid alludes in various of his essays and reviews herein to the multiplicity of science fiction—the idea that it is not a single, coherent genre (indeed, he talks about disliking that word as well) with a single, coherent history. And so my discomfort in many ways proves him precisely right—whatever my conception of science fiction was, and is, it occupies a different strand of the weft (or a different shade of the colourfield, I suppose) than the ones under discussion here. But even with that acknowledgment that these reviews and essays look only at part of the story, it is still peculiar to see so little of the parts I do recognise—chiefly, the references to the Puppies and their Hugo activities. It's not even necessarily in the specifics of what's on the page, rather sometimes in tone, or in feel. This isn't a place I find myself or my experience within, and that's just downright odd, especially as I generally think of myself as at least reasonably curious and relatively informed, up to a point. Perhaps that self-image needs some adjustment.

However, my suspicion is that alongside the time gap there's a confluence of factors that lead to the genre I grew up into bearing little resemblance to the one Kincaid references, and I rather suspect gender plays a big part in it. The fiction I grew up reading, the fiction that coloured my childhood and my perceptions well into my time at university is what I might call, for want of a better term, girl-coded. It was aimed at children, and it was particularly geared at a market of female children. It was only at university (and sometimes rather later) that I encountered things I now see taken as universals. The SFF magazines of short fiction are a particular example, because I don't think I was more than passingly familiar with the barest concept of them until the mid-2010s. So maybe I wasn't connected to fandom, or only to a more forward-looking (or possibly just gender-segregated) subsection? Except... I don't think I was. Until fairly recently, I'd have called the university SF society I was a member of extremely backwards-looking, at least when I initially joined—they didn't read or discuss, for the most part, contemporary releases in my first couple of years, and if I think back to our society library, the overwhelming sensory memories are the feel and smell of slightly mouldering, very yellowed paperbacks. I was also, when I joined, one of three women in the whole society. Bastions of the futuristic we were not.

I am also, to be blunt, not the fresh face of the youth anymore, being a whole thirty-five. But that is exactly what reading this collection makes me feel—young, and terribly, terribly ignorant. Because, despite his clear awareness of that multiplicity of SF, there feels to be a coherent subsection of it on show here that does lean heavily backwards, not just in the sense of looking at histories (which would entirely make sense, given the topic of a whole third of the book), but in the sense of approaches and conceptions of what the genre is, where it is, and even more nebulously, but perhaps most crucially, how it is discussed. This is not a way of talking about the genre that maps to the vast majority of the conversations I have, many of which with people much smarter and more knowledgeable about both genre and fandom than myself.

If you're unsure from the way I'm talking about the book whether I think this is a good or a bad thing, well... join the club. I vacillate between poles as I consider it. Because on the one hand, I feel like I'm benefiting from this thoughtful, considered and extremely thorough look back at a part of the genre that is alien to me, and that kind of thing is surely always a benefit? But then on the other, the incompleteness rankles, on a more emotional level. The inner voice that goes, "Well, where's the bit I'm in? Why doesn't that get a look in?". I think, if I try to boil it down, my opinion is that what it does is done extremely well—if you like an acerbic turn of wit, an inclination towards sass and a very analytical eye on the specifics of what a particular work is doing, this will absolutely be provided. But, like all these kinds of projects, it has a limitation, and it may come to the fore if, like me, your experience of SF doesn't match up to what is being put under the microscope. And of course, that limitation may come from a number of places; as this is a selection of pre-existing work, it is predicated on what Kincaid has previously reviewed. The selection bias can come from any point on the journey: what was offered, what was accepted, what was actually written about, what was chosen for this project particularly. I don't know, and in many ways it doesn't matter, as all I have and can assess is the text in front of me.

However, to move away from the navel-gazing before it consumes all possibility of interesting thought, we should talk a little more in depth about the content of the book:

The three sections do pretty much as they say on the tin. Histories provides Kincaid's reviews of a selection of histories of the genre, and in general he seems somewhat dubious of them at a project conception level. When talking about Adam Roberts's The History of Science Fiction, he is fairly clear in his rejection of the idea that there can be a single, canonical history of the genre, not least due to the fact that SF as a single entity cannot first be defined. To quote:

"But when your subject is science fiction, famously undefinable, a protean literature that takes on the characteristics of its observer, no history can be anything but partial."

This argument crops up again and again, with variable strengths of expression, throughout the chapter, as he grapples with various attempts by a range of authors to both pin down and explain SF and its past. He takes pains to spell out his position well too, that many of these characterisations of the genre limit themselves in their inclusions and exclusions, often on gender, race or linguistic lines. It's an argument I think is made well, and one I mostly find myself in agreement with (I too have done a big sigh and rolled my eyes at the idea that there was a single progenitor of the genre and that it was Mary Shelley). The one downside, outside of my previous discussion, with this section is something that becomes apparent as you keep reading: he is dissatisfied with approximately every single text he discusses, possibly even exasperated, and it becomes quite wearing to get to another history and... oh yep, this one's bad too. He's right and he should say it, but structuring the book with these collected together and as the first section is a little of a trial by fire; if you can weather the grumbling, you can get to the good stuff.

Which brings us around to Topics, by far my favourite of the sections. Because, by nature, the works under discussion in this section are narrower in their scopes, the tone is much lighter—the fundamental objection to the project of them is much reduced. The reviews here feel much more wide-ranging, and include possibly the most positive section in the volume, a chapter that I had to put down and stare off into space for a little while after reading because it was such a glowing paean to its subject that it felt wildly out of place. It was, of course, the Clute chapter. I should not be surprised.*

As someone without a huge depth of knowledge on what was being discussed, I also found this section the most informative about the genre that I wasn't recognising—the different texts being reviewed start to paint a picture of some key areas of import, from Marxism to utopias to Gnosticism to grammar to the prehistoric and its role in genre works that may (or may not, depending on the light) be counted as SF. Names crop up over and again, and a web starts to form of connected thoughts, schools and ideas. This is the section where I found myself wanting to pick up the books under discussion, although Kincaid is more easily inclined to declare something universally necessary for those interested in SF than I would be, an assertion I am often moved to distrust. There are no universals, not even in criticism, and certainly not in worth or value. But the works held up as vital in this way are not ones I'm familiar with, and so I cannot say for a certainty that I don't agree, only that I distrust the instinct to make such bold declarations.

That being said, the confident tone in which Kincaid feels comfortable making quite broad statements felt more apt here than in Histories, or perhaps I had just acclimatised. Likewise, I felt less sandblasted by my ignorance, more just informed, and I think that is also down to the reduction of scope. It's easy to look at a specific topic and be ignorant, and then to learn about it, whereas trying to behold the genre at large and finding it unrecognisable has something of a humbling effect. If there's a downside to it here, it is that occasionally Kincaid will confidently assert something—that X is author Y's best work, or similar—and it is unclear whether this is relaying the information presented in the book under discussion, or his own opinion thrown in. I don't particularly mind which; I am generally in favour of reviewers not feeling they have to hedge every single opinion as being just an opinion (it's a review; surely that's a given?), but it would be nice, in general, to know.

The final section brings us onto Authors, and this section is... tricky. I'll come onto the content/tone in a moment, but I want to first look at who the authors chosen are, especially in conjunction with Kincaid's assertions back in the Histories section about people looking at the genre with a closed-off scope of who fits (and who isn't included).

Of the 12 authors covered in 11 chapters, only three are female. As far as I can tell from cursory research, every single one of them is white (with a complication in that the Disch chapter talks just as much, if not more, about Delany, who is a queer black man). They hail from three countries in total: the UK (7, of which 2 from Northern Ireland), the USA (4) and Canada (1). Only three of them are living, and I'm unsure if one of those is still actively publishing. Their careers fill a gap between 1895 and the present day, though I would personally suggest most of them had their zenith... I'll say before I was born rather than pinning it to something more specific. If we're going to talk about limited scope, and especially if we're going to talk about genre being a spectrum whose constituent parts stretch back before Aldiss's claim about Mary Shelley and forward up to the present day... well, the selection here somewhat undermines that assertion. And again, I don't know the factors that led to these specific authors being selected. I don't know what biases operate on the books Kincaid has been offered over the years to review. But I have this work in front of me as itself, and as that text, at this time... I have some questions to ask about this selection, when placed alongside those earlier critiques.

So let's see how Kincaid talks about it in his own words:

Preface to the third section of the book, entitled Authors

So yes, he alludes to the editorial selection issue, but then assures us that this selection is a designed one. And to take up the metaphor, if there is a figure emerging from the rock... well, it's a white, British man. That mirror being held up is indeed perhaps to the reader and to the reviewer himself.

But it's not just the demographics. When I said earlier that the way this feels is backwards-looking, this selection of authors only highlights that feeling. If this is the fascinating ecosystem we call science fiction, did it end in 2005 or so but for Margaret Atwood? And where, in Histories and Topics, that backwards glance feels more apt for the subject matter, here... here I struggle. For all the interest in each chapter of this section (plenty, let me stress), when I step back a ways and think of it holistically, I cannot stop myself from thinking about what this, as an indicative selection, says about SF. Because ultimately this book is about SF, what it is, what it isn't, and the blurred boundaries of its edges into other work. If I weren't thinking about the shape of the thing under the blanket, I wouldn't be engaging properly with the work.

To be blunt, the shape of the thing under the blanket looks exactly like the thing Kincaid has critiqued. That he has seen the problem and nonetheless himself gone on to replicate it is frustrating. Hopes dashed and all that.

Tonally, this section lies closer to Topics than Histories, and for me is the better for it. Particularly, not all the chapters are reviews—Peter Ackroyd, for instance, is covered in a short essay for an anthology about supernatural fiction writers, and this gives more leeway for the personal opinions and assertions of objectivity that are the mode in which I find myself enjoying Kincaid the most. Call it an opinionated potted biography, perhaps. Likewise the "impressionistic response" to M. John Harrison's anti-memoir.

It also made the better for many of the authors in question being people Kincaid has met—I enjoyed the brief digressions into personal anecdote a great deal, and again fit into the tone I seem to enjoy most in Kincaid's work, with added connectivity out to these figures who for me are distant and august, if I've heard of them at all.

Of the book's three, this section also generated by far the most online research and interest in discovering more. With each new author under the glass, I found myself tabs deep in discovery, and trying my best to withhold the onslaught of tbr additions. These are often authors familiar to me but now fundamentally more interesting by his discussion of them. Previously my interest in H. G. Wells was... well, not zero but hardly significant. Now? We're trending upwards, for sure. And the previous interest I had definitely had in M. John Harrison's Viriconium works has likewise been given a fair boost. When he's convinced of a work (or an author)'s worth, the value it has, whether aesthically, ideologically or contextually, is very well spelled out, and even when he's not trying, what he loves, he sells. When it's there, the enjoyment in a work is palpable, and because it exists in contrast to pretty honest and blunt critique, it is clearly authentic, making it all the more valuable.

It ended very much on a high—the section on H. G. Wells covers several works, but reiterates a point made earlier in the volume about the depth, range and contradictory nature of his character and body of work. It feels like the best of what the volume does (Clute lauds aside), capturing a person and their relevance to the body of SF, such as it is, in all their variety. This? This was the stuff I loved.

But it cannot erase what came before, nor the context in which it sits in that final section.

And so, somewhat contradictorily, my conclusion is this: In presenting only a subsection of SF, only a few colours of the field, Kincaid proves his own assertions about the nature of the genre entirely correct, and my inability to recognise them shows only how wide and deep the field ranges. But, on an aesthetic and personal level, I found it strange to read, and sometimes alienating, because, even as he acknowledges that there are many science fictions—acknowledges the absence of women, people of colour and non-Anglophone voices in frequent attempts at categorising them—the one presented in the book slowly feels as though it coheres into a single beast, one overwhelmingly white, male and British, and whose focus ranges backwards, a preoccupation I sometimes feel undermines SFF's ability to accurately assess itself, and the issues it faces in the present, except as viewed through the lens of that past. I know there is a value in history, and on the merits of that it delivers a thorough, thoughtful and fascinating insight. I learned much, developed my existing understanding more, and had a great time with the thoughts of someone with a deep feel of his part of the field and a knack of sharing it clearly. But in my inner self, I wished the mirror held up had shown at least a little of a face I recognised. Demographically, but also environmentally and contextually.

Ultimately, I may need to look backwards to understand where SF has come from to reach the point it's at now. But equally, when attempting sweeping discussions of "what it is we write about when we are writing about science fiction," that "fascinating ecosystem" cannot be understood fully if we excise the last ten years either. The present owes its debts to the past, but must also be understood on its own terms—partly shaped by the ideas and people covered in this exploration of the genre, but not wholly defined by them. This is a snapshot of what SF was rather than is, a work I find in some ways limited, but within those limitations—fascinating, thought-provoking, discussion-provoking, occasionally laugh-provoking and more.


*I have yet to grapple with Clute myself but I am beginning to understand that he operates as a sort of saintly figure, or perhaps the icon of a mystery cult, for a lot of British SFF criticism. If I start babbling about him as Dionysus reborn, you must assume that I too have been initiated.

--

The Math

Highlights:

  • Acerbic tone of voice, leading to occasional snicker-out-loud moments
  • Huge depth and detail of information about SFF history, criticism and its discussion
  • Thoughtful discussion about the nature of the genre

Nerd Coefficient: 7/10.

Reference: Kincaid, Paul. Colourfields: Writing About Writing About Science Fiction [Briardene Books, 2025].

POSTED BY: Roseanna Pendlebury, the humble servant of a very loud cat. @chloroformtea.bsky.social

Thursday, January 30, 2025

Review: The History of the World Begins in Ice by Kate Elliott

A diverse set of stories and essays set in Kate Elliott’s world of Cold Magic (Spiritwalker)

The Spiritwalker/Cold Magic books by Kate Elliott are self-described as taking place in a post-Roman Afro-Celtic icepunk regency fantasy setting. That’s a lot of adjectives and nouns, but the complexity of this Earth, that never was but resonates with our own, is a rich invention that, beyond the bounds of the three novels, begs for more development, involvement and exploration.

The History of the World Begins In Ice: Stories and Essays from the World of Cold Magic is here just for that. We get a curtain pulled away to watch the author develop and create a setting from more angles and facets than the novels you “see on the screen.” A lot of worldbuilding for novels, especially in SFF, is below the waterline of the iceberg, never to be seen. Given the wide range of writing that Elliott had already done in developing this setting, bringing it all together seemed like a no-brainer. And given that the Spiritwalker series is (unusually for Elliott) a first-person point-of-view series, having stories from other perspectives is a way to get some of the wider-screen experience you get in many of her other works, in bite-sized formats. And the essays give a look underneath that waterline.

So what’s here?

The three quarters of the book are fictional pieces arranged in chronological order, starting decades before the events of the novels, up to a story about the youngest daughter of Andevai and Cat, thirteen years after the series ends. We get a variety of points of view, characters, themes, and styles, ranging from the origin story of Kemal, far to the east, to the epic poem of the Beatriceid, to a story about a little girl who is convinced what she wants to be when she grows up... but more importantly, wants to find her stuffed animal. The stories are relatively light, fresh, and delightful. I had read several of these before, and it’s good to have them in one place. Many were unavailable for years until this volume came along.

For me, the last quarter is where this book really sings and comes to light. Don’t get me wrong, I love the Beatriceid, and The Secret Journal, and much else in the fictional section. But it is when Kate starts talking worldbuilding that I sit up and *listen*. We get essays on why Kate wrote this book, the thinking process behind the magic system, the geography (Doggerland represent!), the development of the Antilles creole, character development studies, maps, and more. You can guess how much detail and research goes into a thick Kate Elliott book and series; here is where she shows her work and the way it’s done. The true extent of the “iceberg” is revealed. I found the essays on the creole language particularly fascinating; it’s the deepest dive I’ve seen on the subject short of talking with a full-on linguist.

One last thing to note is that the book is well illustrated throughout. Some of these stories and works, such as The Secret Journal of Beatrice Hassi Barahal¹, already had copious artwork, but others are newly commissioned for this edition. Like the artwork for The Secret Journal, the addition of art for this work really completes the book, and it would not be nearly as compelling without it. Through the history of the Spiritwalker series, the art really has gone hand in hand with the writing, and I am pleased that tradition continues here. The galley review copy proudly lists the artists’ names on the cover. Part of the reason to get this book in print is to get the artwork (which really is wasted on a digital screen).

The last and important thing to ask about this book is: Who is it for? If you are a fan and reader of Kate Elliott’s Spiritwalker series, this review just confirms known facts, and you may have purchased this already. (If not, get thee to a bookstore or library.) If you are a reader of hers but haven’t read the Spiritwalker books and have been curious about them, you might like this collection if for no other reason than its “back half.” The process of Elliott’s worldbuilding and the facets of it may well be in your interest... and this collection in general might then spur you to pick up Cold Magic.

But what if you haven’t read any Kate Elliott? Is this volume for you? This is where I feel uncomfortable and conflicted. I want to say yes, because I do want her work widely read and loved as I love it. But the stories are atypical of her longer SFF works (when she’s written things like even novellas, it felt like an ill-suited fit for her). She’s widescreen, big screen all the way. So while you get tastes of the world she has built in Cold Magic, the stories do resonate better if you have some “buy-in” to that world, so reading the origin story of Kemal, or the Beatriceid, or the funny misadventures of Rory in To Be a Man may just not land quite as much without that background.

So I’m going to have to reluctant come down on the answer of *mostly* no. If you’ve never read any of the Spiritwalker books, or any Kate Elliott, this is not the place to start with it. Unless, maybe if you are a fantasy writer, or aspire to be, and want to see how a master writes an intensely built and created world. For those people, the last portion of the book may be an invaluable guide.

For those curious, Kate has a blog post on where to start with her work, written in a unique format.


Highlights:

  • Great art that compliments the writing
  • Fascinating worldbuilding essays
  • Welcome return overall to the Spiritwalker 'verse

Reference: Elliott, Kate. The History of the World Begins in Ice: Stories and Essays from the World of Cold Magic [Fairwood Press, 2024].

¹ A formatting criticism that really doesn’t fit elsewhere: I am glad that I had read The Secret Journal before. As it so happens, the electronic review copy I had was not formatted well, and treated this section of the book like a PDF, which made it impractical and unpleasant to read on my Kindle. I skimmed through a physical galley I had to make sure I had not forgotten details of the story. I hope the final electronic copy does not suffer the same issues.

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I’m just this guy, you know? @princejvstin.