Friday, February 13, 2015

Microreview [book]: The Eterna Files by Leanna Renee Hieber

Gaslamp romp


The Eterna Files is a Gaslamp Fantasy set in the late 1800’s in London and New York City. It centers on Eterna, a secret organization founded by Mary Todd Lincoln after the death of her husband, to seek out the cure for mortality. But tragedy strikes Eterna and Clara Templeton and the remaining members of the team must find out what happened. Meanwhile across the pond, Queen Victoria, who is also mourning the death of a husband, catches wind of America’s spiritual endeavors and creates Omega, her own version of Eterna. But suddenly the Omega scientists go missing and metropolitan policeman Harold Spire is recruited to solve the case.

This book has a lot of potential. The story is fun and the characters are interesting, each with their own special spiritual/clairvoyant talent to bring to the table. Unfortunately though, The Eterna Files is way too much tell me and not enough show me, and this technical flaw is hard to ignore. It is especially evident in the first two-thirds when the story and characters are being developed. There is really nothing for the reader to infer and we are constantly told exactly what the characters’ thoughts and motives are. Moriel is the only one who doesn't suffer from this transparency, probably because we only get a small taste of him and there isn't any room for extraneous musing. But as the action picks up in the latter portion of the book this overuse of 'tell me’ subsides greatly and Hieber's writing really begins to shine. I was finally drawn in and engrossed as things started to unfold, and was eager to find out what would happen next.

But The Eterna Files feels like half of a story. At around 300 pages, it ends just as it was starting to get good, with no real resolution at all. There is no indication that is the first in a series, but I did find an interview where Hieber say she is “hard at work on the sequel”...which is good, I guess. Honestly though, I'd prefer that this book was a little longer to allow for a better, more climactic ending, rather than having to wait around for a potential sequel.

The Math

Baseline assessment: 6/10

Bonuses: +1 interesting story line, +1 for redeeming itself in the last 1/3 of book

Penalties: -1 transparency of characters, -1 lackluster ending

Nerd coefficient: 6/10 “still enjoyable, but the flaws are hard to ignore”


********
POSTED BY: Tia


Reference: Hiebner, Leanna Renee. The Eterna Files [Tor, 2015]

Thursday, February 12, 2015

Steven Erikson Weighs In On A Certain Debate We're Having

Today on reddit's r/fantasy board, Steven Erikson eloquently problematizes the sanctity of authorial intent. At the end, however, he drops this smart bomb:

If, into this invented fantasy world, certain assumptions about gender roles, skin colour, sexual preference, etc, are carried ad hoc from our world, then it is incumbent that they be challenged. Why? Because it matters. Because, every time shit like that is carried over, an underlying assumption is made: that such assumptions adhere to some Natural Law, wherein arguments in defense of such choices devolve into falsehood ('history shows it was always that way' [no, it doesn't], and 'in a barbaric world a patriarchy is given' [no, it isn't], or, 'in a post-apocalyptic world where remnants of hi-tech is akin to magic, men will still rule and dominate every social hierarchy' [say what? That doesn't even make sense!]). The Natural Law argument is a fallacy; more to the point, the Fantasy genre is the perfect venue in which to utterly dismantle those assumptions, to offer alternative realities and thereby challenge the so-called givens of the human condition.

You'll recall I've made similar arguments in the past, referencing debates on whether it was "realistic" to have warrior women in fantasy:


Even if you put aside, for the moment, problematic assumptions of biological determinism (and ignoring what social construction processes and social institutions do to constitute and maintain gender “roles”), there’s still one thing I just can’t understand: why on earth would a fantasy world have to conform to the (supposed) rules of this one?

However, as I'm sure you'll agree, Erikson says it best. And there you have it, folks. 

Thursday Morning Superhero

The big news of the week is that Sony and Marvel came to terms in allowing Spider-man to appear in future Marvel movies.  Sony will retain the rights to the web slinger, but he will be allowed to join forces with the Avengers in the not so distant future.  While people are understandably excited, I don't think it is that big of a deal.  Marvel has been fine without him and I don't personally think he will add to much.  I hope I am wrong as I have nothing against Spidey, but it didn't excite me in the least.  The only hopeful rumor is that Donald Glover, aka Childish Gambino, will be cast as the new Spider-man.  Now that would be exciting!


Pick of the Week:
The Walking Dead #137 - The path that Carl Grimes has been on from the start of this comic to who he currently is amazes me.  I would have never Carl to have grown up the way he has and find myself genuinely scared for what may happen to him.  As a parent, I might connect with him a bit more than other characters, but curse you Robert Kirkman for what may be going down soon.  Lydia is shaping up to be quite the villain and I am fearful of what will happen when her true intentions are revealed.  Also, did I see iocane powder?  I hope that someone spent a considerable time developing an immunity to it.  Yikes!

The Rest:
Darth Vader #1 - Interesting debut for Lord Vader and a bit unexpected.  Following the events of Episode IV, it is no surprise that he is in hot water with the Emperor.  Under his watch, the Rebels were able to destroy the greatest weapon that anyone had ever seen.  When you mess up like that the boss isn't going to be happy.  Thus far in the main series, Vader is a force (sorry) to be reckoned with.  There is a certain level of satisfaction to see him getting chewed out for a major screw up.  I continue to be impressed with Marvel's job with this license.

Southern Bastards #7 - The train wreck that is Euless Boss' life continues as he finally makes his way onto the football field.  As I mentioned with the last issue, Jason Aaron does a great job convincing you to feel sorry for the antagonist from the first arc.  Coach Boss' origin story is rich and complex and has convinced me I don't want to live in small town Alabama.  This tale has been dark, gritty, disturbing, and a whole heck of a lot of fun.

Divinity #1 - Matt Kindt, Trevor Hairsine, Ryan Winn, and David Baron deliver a puzzling debut issue that has me still scratching my head.  Abram Adams was abandoned as an infant, and because of his incredible intelligence was groomed by the Soviets for a special mission.  He was to set out on a trip to the edge of the galaxy.  Challenging the notion of time itself, Adams appears later as a cosmic entity capable of great things.  Not entirely sure what to make of it, but setting up to be a sci-fi title that may warrant additional purchases.






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

Wednesday, February 11, 2015

Microreview [film] : The Congress, dir Ari Folman (2013)

A cocktail of ideas and styles that doesn't quench your thirst 



Ari Folman blew many minds away with his debut, a semi-autobiographical animated documentary about the haunted dreams of a former Israeli soldier and his hunt for the truth. Yes, I know, that description sounds almost like a spoof of obscure art house fare, but Waltz With Bashir was for me one of the best cinematic experiences of the last decade. Therefore, I was hungry for his next work. Yet The Congress passed me by until now. A muted response at Cannes was followed by a stuttered release strategy that meant my first chance to see it is now, online.

Well, the headphones and screen close to the eyes nature of watching something late at night on my phone has its advantages - the swirling mess that is The Congress benefits from complete absorption. Indeed, a cinema viewing might have been tarnished with yawns or snickering from those around. To borrow a device from the plot, this is a story to be taken in pill form with abandon, not to be nibbled at absentmindedly.



I mean that as a compliment, for the experience of the film is often intensely hypnotic and startling, and would like that to be remembered as I now proceed to tear into that same story like a deranged cat astride a woollen cushion. Folman begins with a meeting between Robin Wright (playing a sincere yet winking version of herself) and her agent (Harvey Keitel, floundering with his dialogue). He lays out the background that in this reality Wright is not successfully reviving her career with House of Cards but is passed-it, a former potential great star tripped up by her bad choices. There is something very awkward about an actress playing an actress who is herself debating film choices within a film that could, sans Cards, have been seen as another flop of a choice. Particularly when we first see her weeping about those choices.


Boo hoo Robin.

The agent then takes her to meet with the studio head of Miramount (see what they did there? Teeheeeee...sigh). Luckily he is played by the excellent wolf-grin-in-a-suit that is Danny Huston. Unluckily Huston is, like Keitel, and everyone who interacts with Wright throughout, saddled with verrrry poinnnnted clunky lines, all of which are punctuated relentlessly with repetitions of her name. 'Robin'. Over and over. Not since Wright was forced to say 'Forrest' far too many times to Hanks has such pointless naming occurred in cinema. Anyhow, it seems cheeky to digress when complaining about digression, so I'll return to what Huston says when he isn't saying 'Robin'.

The studio has determined that the emotional unreliability of actors costs projects too much in time and money and so has embraced new scanning technology which will allow them, contracts permitting, to create movies with stars in virtual form. Freed of the need to placate egos, fund lifestyles and arrange publicity tours, the studios could streamline and capitalise. Wright is of course a committed artist of integrity and soul, so we have to sit through slow, quiet, dull stretches before she finally submits and we get to see some cool flashy lights as they scan her essence.



After this lengthy set-up Folman then does not follow the immediate repercussions of all this on the industry and Wright. No, Hollywood is just one man in a small office with a room with a flashy lights thing in it, and we instead skip twenty years to her driving through the desert to a conference in the animated sector. This is when the inspiration, Stanislaw Lem's 1971 dystopian novel The Futurological Congress, about a drugged populace, comes in, albeit not as effectively. Snorting a pink vial she and all around her suddenly turns into wonderful yet ridiculous animation. The desert ripples and rises into an ocean full of giant cartoon boats and a grinning cartoon octopus, before we arrive at a surreally-tall hotel full of macabre creatures and hallucigenic imagery.



Despite the change in medium feeling like a clumsy jolt, the animation is engaging and vivid, although its firmly retro look and referencing weakens the idea we are in the future somewhat. I enjoyed swimming through the psychedelic landscapes, the solemn and haunting score underpinning Wright's sad isolation. Yet it completely tore me from my weary investment in the 'real' first act.


As the film continues its wild yet neutered path, Wright is carbon-frozen after a bad reaction to the hallucinations and awakens decades hence (another jump in time in place of investing in a moment),  to encounter a way out of the animated world and back to find her son. As the plot crunches forward, Folman throws some gorgeous moments at us (the jump back to the real world is very powerful), and I even began to care slightly for Wright's plight. But the uneven pacing, hammy dialogue, and, above all in a film of suck fun imaginative leaps, serious (mono)tone left me ultimately cold. A sci-fi that is all sincere philosophy and no firm story is a weak one, and Folman needs to find a story as compelling as Waltz to get back on game.

The Math
Baseline assessment 6/10

Bonuses: +1 for startling imagery and a wonderful sense of isolation

Negatives : -1 for achingly-dead dialogue and characters; -1 for not capitalising on wild ideas into a compelling plot; -1 for laugh-out-loud-bad sex scene :



Nerd Coefficient : 4/10 problematic, but has redeeming qualities 

Written by English Scribbler, contributor since 2013.


Tuesday, February 10, 2015

Sword of the Stars: The Pit vs. Dungeon of the Endless

Superior 4X Successors



4X stands for eXplore, eXpand, eXploit, and eXterminate. I love 4X games. Master of Orion 2? Amazing. Galactic Civilizations 2? Even better. Sins of a Solar Empire? Great game. I'll give almost any 4X game a shot. The good ones are amazing time sinks. But two games I wasn't particularly impressed with were Sword of the Stars and Endless Space. I found Sword of the Stars rather clunky, and Endless Space good looking but boring.

But something strange happened. Kerberos (developer of Sword of the Stars) released Sword of the Stars: The Pit, and Amplitude (developer of Endless Space) released Dungeon of the Endless. These games are not 4Xs, but both are dungeon crawls with Rogue-like qualities. They're both fantastic, considerably better than the games that came before them. So if you're like me and you weren't thrilled with Sword of the Stars or Endless Space, allow me to convince you to give these two a shot.

Sword of the Stars: The Pit

Of the two games, The Pit is the most straight forward. It is also the most Rogue-like. You choose your class (from marine, engineer, scout, and many others if you buy the DLC), and then you're on the surface. The goal is to reach the bottom of The Pit, an alien research facility that might contain the cure to a deadly plague. To get there, you have to use your strength, finesse, brains, and dozens of skills to overcome traps, locked doors and containers, and mountains of enemy monsters.


The Pit is simply a well-made dungeon crawl. It's got a cartoony style, and relies heavily on the random number generator, but its interface is easy to understand and there is a lot of lore to find. It's difficult, but not entirely unforgiving. Once you learn an item or food recipe, it's remembered across playthroughs and the Gold Edition DLC adds stasis chambers, where you can bank items and experience for future playthroughs. Presumably, you go as far as you feel like you can make it on your current run, then bank your best stuff to carry it over to the next run, which would make it easier. I'm entirely too ambitious to have taken advantage of it properly, but it's one of those touches that makes a difficult game less of a shear wall, and more of a steady incline. I haven't reached the bottom of The Pit, but I always feel like I'm one more run away from doing it.

Dungeon of the Endless

Turn-based strategy. Real-time strategy. Tower defense. Rogue-like. These are all qualities that influenced the design of Dungeon of the Endless. You control a team of up to four heroes as they escort a crystal power source up 12 levels. Each level starts at the crystal. You open doors until you find the exit. Each time you open a door, you increment a turn, which both increases your available resources and potentially summons waves of monsters. You can use your heroes to fight the monsters, or any modules you've researched, such as a simple laser turret, or a tear gas module that does damage over time to monsters in that room. Some monsters want to fight heroes, some want to fight modules, and some only want the crystal. Once you find the exit, one of your heroes has to carry the crystal to it, and that's when all of the doors in the dungeon bust open and a flood of monsters tries to stop you from exiting. The game instantly goes from methodical search, to manic dash and carnage.


I may not have done a great job of explaining Dungeon of the Endless, but the tutorial does an even worse job than that. Dungeon of the Endless has a lot going on, and a lot of it could use a better explanation, but all of it works great together to make a complex, unique game. On top of that basic explanation, heroes gain levels and skills and can equip items, modules must be researched and operated, hero abilities used efficiently, power managed, etc. And on top of all of this, you're fighting against the RNG, and you only get two difficulty choices: easy, and too easy, and they are neither. I recommend reading a beginner's guide once you've crashed out a couple of runs, but it is very rewarding to get to the end with a team of four heroes alive.

---

It's likely coincidence that these two fairly dull 4X franchises have spun off some amazing dungeon crawls, but I'm thrilled they did nonetheless. I mostly wrote off Sword of the Stars and Endless Space, but I'm particularly happy I took a chance on these two games. I absolutely recommend them to anyone who's into sci-fi and Rogue-likes. I titled this as "versus" as if these two were competing, and perhaps they are, but it's us, the people who play the games, who win here.

***

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

Monday, February 9, 2015

Introducing...CYBERPUNK REVISITED

I'm highly susceptible to nostalgia, especially if that nostalgia references the formative decade of my life--the 1980s. Sure, '80s nostalgia has been done. And redone. And then done again. But let's be frank--the decade is like a golden goose for the nostalgia-inclined. I mean...


So it was with some glee that I grokked a budding nostalgia movement for cyberpunk, the path-breaking science fictional literature of the 1980s--the one that gave us terms like "cyberspace" and predicted the rise of hacker collectives and online corporate espionage. The one that envisioned a future marked by endless, inescapable urban sprawl, in which transhumanism and cybernetic enhancement would become commonplace, multinational corporations would grow autonomous from the control of national states while the states themselves withered away. And the one that birthed a million tropes, from "jacking in" to virtualized data fields via a physical plug to the head (typically located on one side of the requisite mohawk) to the ubiquity of...er..."street samurai."

Clearly while some elements of cyberpunk are as plausibly futuristic now as they were thirty years ago, and other things have already happened, certain visions of the future feel, well, a bit silly from our 2015 perch. So what is it like to (re) read Neuromancer or Mindplayers in 2015? What are the enduring legacies of cyberpunk--in literature, film, music or popular culture? This series, which will unfold over the course of an as-of-yet-undetermined period of time will explore these and other questions. It will envelope many of our bread-and-butter post series: reviews, We Rank 'Ems and an episode each of Blogtable and Perspectives.


An Abridged History of Cyberpunk

Though William Gibson's 1984 novel Neuromancer is often credited with launching cyberpunk, it is perhaps more accurately described as the first novel to capture the attention of science fiction writ large. As such, it is arguably the most important work of cyberpunk. But it was not the first--either Rudy Rucker's Software (1982) or John M. Ford's Web of Angels (1980) has that distinction, depending on what you count as cyberpunk. And the term "cyberpunk" was actually coined by Bruce Bethke--the title of a short story about hackers, written in 1980 and eventually published three years later within the pages of Amazing Stories. In Bethke's words:
[In 1980] I was living in River Falls, Wisconsin (population 7,000), selling Radio Shack TRS-80 Model 1's, taking courses at the local college, and hanging out on the very distant periphery of the Minneapolis music scene. I thought I was doing okay; after all, I'd gotten the sales job by a dazzling display of computer prowess (I'd shown the Radio Shack store manager how to load and run the BASIC demo program for his display model), and I was making as much money each month as I'd made in the previous year as a musician. (Which mostly speaks to how badly the music business sucks if you're not doing Top 40 covers.) 
Then one day a trio of kids, the oldest maybe 14, came into the store and started puttering with the demo computer. I turned my back on them for about two minutes. When I looked again the kids were gone, the demo program was trashed, and in its place they'd left me with something that had the Model 1 jumping through hoops. I took a few minutes to admire their ingenuity, then broke out of the program and looked over the code. Damned if I could figure out what it was doing. Okay, no problem. The Model 1 had this big orange RESET button on the front panel. I hit the button, reloaded my only copy of the demo program (can you tell where this is leading?), keyed in RUN -- And that's when I discovered their other little surprise.
That got Bethke thinking: kids and teenagers were wired for language acquisition in way adults never would be, yet were also, when left to their own devices, loose cannons. So what would the next generation of kids be like, particularly if they were living in a social environment in which power was a function of your ability to manipulate computer systems? He continues:
The kids who trashed my computer; their kids were going to be Holy Terrors, combining the ethical vacuity of teenagers with a technical fluency we adults could only guess at. Further, the parents and other adult authority figures of the early 21st Century were going to be terribly ill-equipped to deal with the first generation of teenagers who grew up truly "speaking computer." THEREFORE, if you thought that punks on motorcycles were a problem, just wait until you meet the -- the -- You know, there isn't a good word to describe them?
The term stuck--mostly due to the influence of editor Gardner Dozois, who felt "cyberpunk" captured the essence of an emerging style of science fiction that matched an abiding interest in cybernetics to visions of the near-future marked by urban sprawl, the rise of megacorporations accountable to no one but shareholders and a concomitant decline of the social and political institutions that would otherwise provide the checks and balances.


Though styling themselves a movement, the early practitioners of this style were, in reality, a small and close-knit group of writers developing the "meta-world" of cyberpunk. Writing in the New York Review of Science Fiction, James Patrick Kelly describes the "movement" thusly:
...the first Cyberpunks were less a “self-willed aesthetic school” and more a group of ambitious, like-minded, American late baby-boomers who read and liked each other’s work. Mostly writers at the beginning of their careers, their influence on one other grew until they coalesced into a self-styled Movement. They included William Gibson, Bruce Sterling, Rudy Rucker, John Shirley, Pat Cadigan, and Lewis Shiner. As their stories hit home, their ideas about science fiction began to gain traction, in part due to the withering attacks on the status quo that appeared in their fanzine-cum-propaganda organ, Cheap Truth.
Cyberpunk, then, was to be a vanguard literature--a self-styled revolutionary literature, and one its progenitors framed as a total break from the past. In truth, though, like all other things cyberpunk had its antecedents--many of which have been explicitly acknowledged by Sterling, Bethke, Gibson and others. Among the most significant and influential works of "protocyberpunk" are:

John Brunner's futureshock novels Stand on Zanzibar, Shockwave Rider and The Sheep Look Up; the films Blade Runner and Videodrome; James Tiptree Jr.’s The Girl Who Was Plugged In; Alfred Bester's The Stars, My Destination and The Demolished Man; Nova by Samuel R. Delaney; Through a Scanner, Darkly by Philip K. Dick; and the non-fiction futurism of sociologist Alvin Tofler--all of which laid groundwork for cyberpunk in significant ways. Some, like Shockwave Rider, are as close to cyberpunk as Kraftwerk is to techno.


It is, however, undeniable that cyberpunk captured genre's collective imagination, with a cultural influence that has reached far beyond the relatively small confines of science fiction fandom. Cyberpunk ideas not only appeared to describe an emerging future, but began to shape it as well. And its main themes have been revisited and repackaged again and again--in films like The Matrix, video games like Deus Ex, in music, fashion and even farther afield. Whether one cares for it or not, cyberpunk is, without question, one of the most culturally impactful styles of science fiction to emerge in the past half-century--perhaps second only to the New Wave.


Themes and Tropes

Cyberpunk's central thematic concern is with the integration of "high-tech" and "low-life." As Sterling notes in his introduction to the influential Mirrorshades anthology:
Thus, "cyberpunk"...captures something crucial to the work of these writers, something crucial to the decade as a whole: a new kind of integration. The overlapping of worlds that were formerly separate: the realm of high tech, and the modern pop underground.

In another era this combination might have seemed far-fetched and artificial...But the gap is crumbling in unexpected fashion. Technical culture has gotten out of hand. The advances of the sciences are so deeply radical, so disturbing, upsetting, and revolutionary, that they can no longer be contained. They are surging into culture at large; they are invasive; they are everywhere. The traditional power structure, the traditional institutions, have lost control of the pace of change.
And suddenly a new alliance is becoming evident: an integration of technology and the Eighties counterculture. An unholy alliance of the technical world and the world of organized dissent - the underground world of pop culture, visionary fluidity, and street-level anarchy.
Cyberpunk writers self-consciously rejected the elite heroes of classic SF--the brilliant scientists, the wealthy industrialists, the space-faring starship captains and other "leaders of men"--in favor of antiheroes living on the margins of society--hackers, mercenaries, anarchists, criminals and streetwise punks. It is, in essence, technonoir, a conscious inversion of the social and moral order situated at science fiction's institutional center. Sterling again:
Science fiction - at least according to its official dogma - has always been about the impact of technology. But times have changed since the comfortable era of Hugo Gernsback, when Science was safely enshrined - and confined - in an ivory tower. The careless technophilia of those days belongs to a vanished, sluggish era, when authority still had a comfortable margin of control.

For the cyberpunks, by stark contrast, technology is visceral. It is not the bottled genie of remote Big Science boffins; it is pervasive, utterly intimate. Not outside us, but next to us. Under our skin; often, inside our minds.

This was an explicitly political stance. Rucker sums it up thusly:
All of us had, and still have, an implacable and unrelenting desire to shatter the limits of consensus reality....We started writing cyberpunk because we had a really strong discontent with the status quo in science fiction, and with the state of human society at large.
 Or as Gibson put it to David Wallace-Wells:
It seemed to me that midcentury mainstream American science fiction had often been triumphalist and militaristic, a sort of folk propaganda for American exceptionalism. I was tired of America-as-the-future, the world as a white monoculture, the protagonist as a good guy from the middle class or above. I wanted there to be more elbow room. I wanted to make room for antiheroes.
These antiheroes were positioned within clearly dystopian futures--marked, in varying degrees, by: unchecked globalization; urban sprawl; the accumulation of power by autonomous multinational corporations; the privatization of violence; rising crime; the decline of democracy, social welfare and the nation-state; and rapidly scaling inequality. Yet there is nothing Orwellian about the cyberpunk dystopia--it is a loose, chaotic hotbed of social activity. It may be horrible, but it is also, fundamentally, a place of opportunity--even for the "low-lifes."

Cyberpunk is, then--like other forms of genre focused on "low-life"--centrally concerned with questions of agency. In cyberpunk, however, agency is typically mediated by cybernetics--enhancements rendering the bearer "more than human"; modules that allow the user to navigate visualized data streams; drugs that heighten sensory perception; and so forth. These are not just elements of world-building, but tools--mechanisms through which agency is realized and with which opportunities are seized.

By the end of the 1980s, the boom had largely run its course, with many cyberpunks authors beginning to distance themselves from the style, or at least from the label. Presumably what had once felt like a shot across the bow of genre convention had become a straightjacket of tropes and expectations. After all, like any art movement based on a strong critique of reigning conventions (real or imagined), cyberpunk risked losing its edge once it was accepted as part of the mainstream, and that's exactly what happened. Bethke again:
Cyberpunk fiction went from being something unexpected, fresh, and original, to being a trendy fashion statement; to being a repeatable commercial formula; to being a hoary trope, complete with a set of stylistic markers and time-honored forms to which obeisance must be paid if one is to write True Cyberpunk.
And Shirley:
But on the whole what happened to it, is that it was appropriated, co-opted, by other people, into other forms…cannibalized…

Cyberpunk's Ending Legacy

Fans of other media--film, TV, games, etc.--probably associated cyberpunk more with 1990s culture than the 1980s literary artifact. After all, the 1990s were the decade that gave us a slew of cyberpunk-inspired films, most of which--like Timecop (1994), Hackers (1995), Strange Days (1995) and The Matrix (1999)--had the form but not the substance of the 1980s literature. (It also gave us the occasional gem, like the 1995 anime film Ghost in a Shell).


For gamers, the 1990s were the golden decade of the Shadowrun franchise (launched in 1989 as a pen-and-paper RPG but later also serving as the basis of a revered 1993 Sega Genesis game), which mixed traditional fantasy elements (non-human races, magic, etc.) into a dark cyberpunk world littered with tropes lifted straight out of Neuromancer. And it concluded with Deus Ex, technically released in 2000, but with its cultural feet planted firmly in the 1990s--a video game that is still considered one of the best ever made.

The 1990s were also, of course, the decade in which the internet evolved from something some people do to that thing everyone does all the time. And like Neuromancer, Neal Stephenson's 1992 novel Snow Crash seemed to perfectly capture where everything was headed from inside the moment of change. Snow Crash is, among other things, a defining work of postcyberpunk, a style that strips off the tropes and adapts the framework of 1980s cyberpunk to the new reality and the new futures that reality implies.
In the years since we have seen countless works--fiction, comics, film and games--resurrect and reconfigure the initial formula--testament to our enduring fascination with cyberpunk. Some have even been good and original and forward-thinking--like Charles Stross' collection of linked, singaularity-themed short stories, Accelerando. Others have been...well, not so much.

Also worth noting is the cyberpunk revival movement. It is driven by nostalgia for the aesthetic and atmosphere of first-wave cyberpunk, the best examples of which ooze retro cool, but which--in celebrating the outmoded futurism of days past--arguably tilts more fantasy than science fiction. Nevertheless, this is an active fan culture that can be really fun for the nostalgia-minded. There are high-quality cyberpunk blogs, a dedicated subreddit with an active community and a dizzying array of cyberpunk-themed tumblrs--all testament to the enduring legacy of cyberpunk. I love it.


"Cyberpunk Revisited"

...which brings us back to the idea I had: to re-examine cyberpunk as a distinctly science fictional literature and as a set of themes within science fiction, from our position 30 years into the future. So we'll be doing that--starting with a series of structured reviews of classic cyberpunk fiction from the 1980s, but eventually moving on to other media and decades. We'll critically examine both the positives and negatives about the approach--the stuff cyberpunk does well, not so well or not at all--and also ask the tough questions, such as whether cyberpunk suffers from an "orientalism problem." Throughout the project, we will try to contextualize cyberpunk within broader histories of science fiction and global culture, and we'll draw in diverse voices (both among and beyond ourselves) to do so.


Practically speaking, our reviews will take the form of dossiers with standardized subheadings to help tease out the comparables, such as:
Filetype: whether it's a book, film, comic, game, etc.
File under - whether it's cyberpunk (i.e. the 1980s literature), proto-cyberpunk (i.e. something that foreshadowed cyberpunk), postcyberpunk (i.e. later evolutions/adaptations of the cyberpunk framework to new conditions), a cyberpunk derivative (i.e. something that draws from cyberpunk but is not cyberpunk) or a cyberpunk legatee (i.e. a derivative that is more substantively attached to the legacy of cyberpunk). 
High-tech - the technologies involved and how are they portrayed.
Low-life - how the nitty-gritty of life at the lower rungs is portrayed.
Dark times - the essence of the future envisioned, the degree and form of dystopianism involved and the key structures of the sociopolitical environment action takes place in. 
Legacy - the significance/influence of the work in question. 
In retrospect -  what it's like to read/watch/play it today.
The Cyberpunk Revisited project, of course, won't just consist of reviews. As I mentioned earlier, we'll be doing other stuff too--essays, lists, interviews, discussions and so forth--drawing in many of our writers and also some illustrious guests.

So sit back, jack in and enjoy the ride, decker.


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POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a
Feather founder/administrator (2012).


Friday, February 6, 2015

PERSPECTIVES II: "The Pornokitsch Theory of Grimdark"

Welcome to Perspectives II, the yin to Blogtable II’s yang!

Perspectives has now adopted the Blogtable format, so here’s how it works: an editoral, opinion piece or critical essay written by an external blogger, critic, journalist or creative person is presented by a regular contributor to nerds of a feather, flock together; it is then answered by three other regular 'nerds of a feather, flock together' contributors. Crucially, each respondent will also respond to each preceding respondent. This episode's cast o' characters:



The G (Prompter)



The G is founder and co-editor of ‘nerds of a feather, flock together’, which covers SF/F, crime fiction, comics, cult films and video games. He moonlights as an academic.

Charles (Respondent #1)


Charles is a reader, reviewer, and writer of speculative fiction. He's been a contributor to 'nerds of a feather' since 2014.

Jemmy (Respondent #2)


 

Jemmy is a failed leprechaun trainer and renowned domesticated cat tamer who has been moonlighting as a blogger for ‘nerds of a feather, flock together’ since 2012. Jemmy is in the process of repenting for a sordid history as a tool used by the darker elements of society, one where he was taken advantage of to force open windows and doors.

Tia (Respondent #3)


Tia is a writer and editor with background is in criticism, rhetoric, and culture, and has been a contributor here at 'nerds of a feather, flock together' since 2014. She has published works but doubts you would want to read them.

But enough about us...



EPISODE 2: In which three nerds of a feather react to “the pornokitsch theory of “grimdark” fantasy...


Link: http://www.pornokitsch.com/2015/01/new-releases-the-goblin-emperor-by-katherine-addison.html
 
Within a review of Katherine Addison’s The Goblin Emperor, often cited as a work of “anti-grimdark,” Jared has problematized commonsense understandings of what defines “grimdark” fantasy. In his words:

The Goblin Emperor has been heralded as a "defiantly anti-grimdark" fantasy, the "antithesis" of the movement. But I tend to disagree - that's an oversimplification of both this book and the movement it is being pitted against. Of course, for that, we'll need a working description of grimdark, so... let's make one, shall we?

For this purpose, I think grimdark fantasy has three key components: tone, realism and agency.

Tone is, of course, the bit that makes "grimdark" so noticeable - indeed, the very title is stylistic, taken as it is from the opening lines of Warhammer 40K, the most brutal of game settings. But grimness and darkness are a matter of relativity - and, frankly - of talent. A brutally ultra-violent setting where the protagonist is raped six times before sunrise isn't, by necessity, any grimmer. Contrast, for example, the opening pages of Luke Scull's The Grim Company with those of Mark Lawrence's The Prince of Thorns. In the former, we have an entire city wiped out by dark magics. In the latter, we have a few carefully-crafted words about the rape of two teenage girls. By the numbers, the genocide of tens of thousands should be grimmer and darker. But it is the deft casualness of The Prince of Thorns that makes that book the far more haunting. (Despite the author's own protests, grimness isn't a matter of word count, but of reader impact.) Splatterpunk is numbing. "Good" grimness and darkness is a matter of insight and impact. There's a difference between actual darkness and the exacerbated symptoms thereof.
...
But to take "grimdark" on tone alone is a mistake - one that, in fairness, many of contemporary grimdark authors are also making. What the best "grimdark" books have going for them is a sense of "realism" - as contrasted with the high fantasy, high magic, high concept books that preceded them. Clothes get dirty. Food tastes bad (and is is prepared by angry peasants). Monarchs are useless. Justice is uneven. And, most importantly, the heroes and heroines are flawed human beings in understandable ways. They're not wrestling with were-bear curses (Eddings) or love triangles with disguised princesses (everyone); they're dealing with creaky bones and empty purses and misunderstandings and a lack of clean clothes and occasionally being wrong about stuff. High fantasy characters aren't permitted to make mistakes - they're being railroaded by destiny. Grimdark protagonists are just as lost as we are.

And that leads us to the last key point - agency. Ultimately, where grimdark differed from its literary predecessors is that it featured characters carving out their own destinies: for better or for worse. High fantasy is the high church of predestination; grimdark is fantasy Protestantism - characters choose between good and evil.

High fantasy - from Tolkien to Brooks to Hobb to Jordan to Rowling to Eddings to Sanderson - features shades of a single plot: everything is predestined, the tension is around how that will be achieved. The great writers make that fascinating with compelling characters or absorbing worlds. But with grimdark, the future is mucky and undefined - evil could very well win.Perhaps that's the most realistic part of the genre. Or perhaps that's the grimmest - there's no longer a cosmic safety net for either the characters or the readers. Anything can happen. Remember the outcry that followed the ending of Abercrombie's The First Law? It was, in a sense, perfect - everyone got exactly what they deserved. Similarly, what George R.R. Martin brought with A Game of Thrones was that sense of surprise. Characters weren't being rewarded as the tradition demanded, instead their decisions - whether Good or Bad - brought them the appropriate, in-world consequences. This is the randomness of real life, coupled with a sort of karmic brilliance: there's a casual link between choices and conclusions.
Is this an appropriate way to describe/explain “grimdark” fantasy? What are the strengths and weaknesses of this approach? What does it add to the discourse and what’s missing? Oh, and if that wasn’t enough...how ‘bout that term, “grimdark?” Is it a synonym for “gritty” fantasy, as Jared uses it? Is it, by contrast, a distinctly pejorative term for “gritty,” as some have implied, or does the term denote something specific as (*cough*) someone else has argued?


Charles

I have something of an aversion to genres, or perhaps I should say an aversion to the tendency of labeling genres so specifically that one can say "I like near-future-Earthbound-hard-medical science fiction but not far-future-Earthbound-hard-post-apocalyptic-medical science fiction." Because that sort of dogged defining of genre normally isn't just to say "these are the things I like" but rather a way of saying "this is my Team and all other books are the Opposing Team." It's a way of applying tunnel vision to speculative fiction, and I find that incredibly limiting.

Perhaps that's being a little dramatic. But it's what I see with narrow genres or categories within genres, especially with ones like Grimdark. To me, defining Grimdark in terms of tone, realism, and agency both narrows the genre far too much and also cannot stand to its own definition. Most every novel labeled Grimdark would then only be Grimdark in degrees. Maybe they would be 2.5/3 Grim-points, or even 3/3 to someone but then someone else would claim, really, it's only a 2.25/3. So while it's an interesting way of looking at Grimdark as a genre and trying to quantify it objectively, I personally don't find it helpful in knowing what Grimdark is.

So I'd like to posit more of a subjective definition of Grimdark. And to do that I want to look at what I would say Grimdark has arisen in opposition to. The review claimed that Grimdark was concerned with agency, a reaction to the common trope in fantasy of there being a Chosen One who is predetermined to win. But I think that's too narrow. I think that, instead, Grimdark has risen to oppose the idea in fantasy that an individual can make a difference and make the world a better place by hard work and doing "the right thing."

Grimdark seems very concerned with the idea that the "hero" really isn't a hero. Under the guise of "realism" the protagonists can perhaps have small, personal victories, but the worlds they live in are ugly, oppressive, violent, and utterly unchangeable. Grimdark basically calls other fantasy naive and instead claims that in a truly ugly world, "good" is not enough to win. That it is somehow more realistic for "good" to fail and for the only road to justice or revenge or whatever it is that the protagonist is seeking to be accomplished by being better at being violent, deceitful, and ruthless. It refuses to reward doing "the right thing" in favor of rewarding "whatever is required to win." Or, perhaps more troublingly, it claims that "the right thing" is "whatever is required to win."

But even that I find too confining a definition. So where does that leave me? What is Grimdark? To me, it must be about self-identification. If a novel claims to be Grimdark, then it is. If it claims not to be, then it is not. If it makes no claims at all about being or not being Grimdark, then put a big question mark on it and move on. Because the lines being drawn as to what is and what isn't Grimdark seem made in sand. What would make a novel truly Grimdark to me is its insistence that that is what it is. To declare that it wants to be separate and distinct from the rest of fantasy. That urge to separate itself and insist on its own specialness as strictly Grimdark is what defines Grimdark to me. It’s a very subjective definition of the genre, but one that I find more personally useful.



Jemmy

First off, let me state that I totally agree with Charles’ notion that labeling genres is overly limiting and obscures more than it illuminates. The problem with labels is that they destroy inclusivity. They allow people who dislike the term “grimdark” to define out of the genre the very books that grimdark fans see as essential reading. Is George R. R. Martin’s A Song of Ice and Fire grimdark? What about Steven Erikson’s Malazan Book of the Fallen? N.K. Jemisin’s Dreamblood Duology? The answer depends on our pre-existing notions of grimdark as a genre or style of fantasy. Personally, I am open to as wide a definition as possible for the genre. That way, the best works of literature could never be classified out of the genre, and grimdark would never be mistaken as a mere pejorative term for excessively dark, rapey, torturey, malevolent splatterporn (although the terrible term “grimdark” makes it particularly susceptible to such interpretations). And the books that wallow too deeply in betrayal, rape, or violence would simply be dismissed as “bad literature.”

That said, I disagree with what Charles wrote about self-identification. Sure, we can say that grimdark is as grimdark does, but I am not convinced that many authors actually claim to be writing grimdark. More to the point, even the author doesn’t have the final say on whether his/her novel is grimdark. It is the audience, the readership and fanbase, and the discussions that develop within the industry itself that attribute these limiting labels to works of fiction. The readership in particular has decided that grimdark is its own genre, so it is a label we all either have learn to love or learn to live with. Most authors are not writing grimdark, but grimdark lives on nonetheless.

This is why I appreciate Jared’s attempt to define the genre. But although his tripartite division of grimdark into tone, realism, and agency is brilliant, it runs into the problem of unintentionally defining out of the genre many books that grimdark fans love (or assigning only partial grimdarkness, which is simply confusing). In particular, I wonder about his notions of realism and agency.

Let’s take realism, for instance. Putting aside the notion of realism in stories that feature dragons, magic, beasts, gods, demons, and godlings in all their power, many novels in the genre maintain rather static impressions of what realism entails. As Foz Meadows noted in an earlier Blogtable on the subject, grimdark:
...is invariably justified by a commitment to a realism that is, in fact, selective at best and fictional at worst, and highly unimaginative in any case, given that we’re discussing the same genre that happily admits dragons and spaceships. To give just one example: while the average American man has a 1 in 33 chance of being raped, compared to roughly 1 in 4 for American women, the gender gap disappears in warzones, prisons and other violent environments. That is a verifiable reality; and yet for all that grimdark is happy to write in ugly detail about women being raped in war, I’m yet to see such a story apply this fact to its treatment of men.
Further, good, moraled, principled characters are rarely rewarded, which is hardly realism. Perhaps this has more to do with the logic of writing than anything else. Principled characters are boring, or do not help drive the story forward (other than through their deaths). The Ned Starks of the genre no doubt find themselves thrust in the unenviable position of waiting to die. But true realism would note that life is even more capricious. Sociopaths would die off, only to have worse individuals take their place (the Stringer Bells of the world replaced by the sociopathic Marlos). Principled, good characters might also benefit from dumb luck, as can happen in real life. But true realism (in this sense) is boring, and not interesting writing.

Agency, too, is a problematic notion. Where, for instance, can we find agency in the novels of Joe Abercrombie? Whether in his First Law trilogy, Best Served Cold, or Red Country (all notable examples of grimdark), Abercrombie’s protagonists are often characterized by an utter lack of agency. Perhaps the only true agents in his first major trilogy were Bayaz and Khalul (and perhaps Glotke, on a more limited scale)… everyone else could be characterized as mere pawns in their game of power and revenge. No group symbolizes this lack of agency like Abercrombie’s Northmen. Oftentimes, they have dreams of becoming better men, to redeem themselves as individuals and escape their fate as moral pond scum. But one wonders whether Abercrombie’s characters are ever able to redeem themselves. Instead, they are trapped in a cycle of violence, and find it next to impossible even to influence their own fate. Take the example of Logen Ninefingers or Caul Shivers. Both characters try to become better people. But they always appear to teeter on a giant precipice, waiting for the gentle push to fall back into the morass of lies, cowardice, and brutality that define them as individuals. In a sense, they are non-agents in their own lives, predestined to spend their time lives of the morally challenged. They are not even able to choose between good and evil.

So if realism and agency are out, where does the real heart of grimdark lie?

The real heart of grimdark, I believe, lies in Jared’s notion of tone, or what I think of as a moral realpolitik. Grimdark represents the darker turn in fantasy, a darker turn that was presaged by Glen Cook’s masterpiece, The Black Company (see my tribute to his work here). With The Black Company, fantasy began to move beyond the notion of climactic battles between universal notions of Good and Evil. The forces of “good” (the White Rose) were often responsible for unspeakable acts of depravity, whereas those of “evil” (personified by the Lady) often helped preserve law, order, and a variety of beneficial public goods. And the famed Black Company worked for the forces of evil, so readers find themselves rooting against the White Rose! A Song of Ice and Fire also highlights the difficulties in locating a definite moral compass. One would think the readers are rooting for the forces of fire to beat back the evil legions of ice. But the world is not so simple. Fire consumes and destroys, while cold preserves. People make horrible decisions for flawed understandings of the greater good. And “evil” characters oftentimes accomplish good, sometimes purposefully, other times not. Power, it seems, can create both good and evil in equal measure.

One can see similar trends in the epic fantasy of Steven Erikson, Peter Higgins, Scott Lynch, and N.K. Jemisin (to name but a few really good authors, some of whom may be shocked to find their works as classified as grimdark!). Instead of climactic fights between the forces of good and evil, what we really see are battles between two opposing sides for control over the emerging order. This is not realism. Instead, what grimdark is (despite my hatred for the term) is merely a reaction against the universalism of the fantasy of Terry Brooks, David Eddings, and others. It sees the world as a series of choices, none of which are truly black or white. There are no true heroes, as Charles argues, and some protagonists will do whatever it takes to win. If they hold to overly firm notions of morality, they may meet the fate of Ned Stark.

In exploring such notions, authors can lay bare the human condition, with all the positives and negatives it entails.

Grimdark is thus best understood in terms of its moral realpolitik--that there is no universal, objective “good” or “evil,” and that interests rather than moral fiber govern decision-making. The best writers in the genre generally use violence (in all its forms) as a means to probe this moral realpolitik, and in doing so offer important explorations of justice, hope, and the depths of the human soul. Re-reading the genre as such offers more of a sense of inclusivity. Instead of dividing fans between those who think that grimdark is rapey or splatterporn and those who believe the genre has literary value, it would bring us together and allow us to discuss--without scorn, without derision, and without division--the books we truly love.


Tia


I disagree that genre is too limiting. Sure, when we try to pick genre apart and subdivide it into categories like near-future-Earthbound-hard-medical science fiction then yes, definitions can become so narrow that only a select few will meet the criteria. But I don’t think grimdark falls into that narrow of categorization. Because labeling fantasy as high, low, epic, grimdark, sword and sorcery, etc. isn’t mutually exclusive. When you categorize genre in that way it becomes more like a venn diagram, with much overlap. It can be argued that A Song of Ice and Fire is part epic fantasy, part low fantasy, part historical fantasy, and part grimdark. I’d say all are right and I definitely don’t think any one of those labels is limiting. And really, who, or what, is being limited anyway? The reader? The work? It seems to me that if someone chooses to only read within a narrow subset of genre, then they are self-limiting, and that’s the fault of the reader not the fault of the construct of genre. We shouldn’t tiptoe through theory because people won’t read something that isn’t categorized to their standards. That’s a bigger cultural/societal/human nature problem and not one that can be fixed by eradicating genre classifications.

Right now grimdark is in its adolescence, androgynously clad in platform boots and black nail polish. It’s trying to discover itself and find its place in this world, but is facing much resistance. Some of the claims are founded but others are just petty mockery and bullying by those who don’t understand it. Grimdark’s identity crisis holds the blame for this resistance, because how can we effectively engage in discourse about something if we can’t even agree on what we’re talking about? Essentially, when we discuss grimdark we are really only talking about what it means to each of us, individually.

Charles is absolutely correct when he says, the lines being drawn as to what is and what isn't Grimdark seem made in sand. I was thinking of it more as being like mercury, an amorphous blob if you will, but lines drawn in sand is much more poetic. I also agree with Jemmy though, in that self-identification is too problematic a way to define grimdark, or any type of genre for that matter. As you may recall, J. K. Rowling doesn’t even like that Harry Potter is considered fantasy.

As for Jared’s definition, I agree that tone is central to grimdark, but I don’t think that agency is indicative of grimdark at all. In fact, I find lack of agency quite grimdark in itself. Jemmy has a nice list of characters in classic grimdark who lack agency, but what about those in definitive non-grimdark works that don’t lack agency? I mean, even Harry had the option to walk towards the bright light.

I was going to argue that realism is central (but not exclusive) to grimdark, and I will to some extent, but Jemmy just rocked my world with moral realpolitik. In my review of Brian Ruckley’s The Free, I called the book gritty but not quite grimdark, and I made that distinction based on the fact that no matter how grimdark the book’s tone seemed, I couldn’t consider it as such because the central characters were either inherently good or inherently bad, no in between. I always knew exactly who to root for. The bad guys were evil just because they were evil. There was no compassion drawn for them, and certainly no POV that made us fall in love with them and forgive that they pushed a kid out a window.

The argument that grimdark is uncaring and misogynistic and that shock has lost its value is problematic, in my opinion. In a poorly written book, yes, these things are true. But that’s true of ANY trope in any poorly written book. Critics complain that in grimdark and other related works we are just waiting for characters to die and that it’s all overdone. To that I say, go read The Malazan Book of the Fallen. Because it’s one thing to know your characters can die at any moment, but it’s a whole other thing to know that they could die at any moment for no reason. To me, that is realism in grimdark.

Charles says, under the guise of "realism" the protagonists can perhaps have small, personal victories, but the worlds they live in are ugly, oppressive, violent, and utterly unchangeable. Is that not reality? Yes, perhaps some of us don’t live in as ugly, oppressive, and violent a world as others, but I don’t think anyone can say that the world as a whole is not these things most of the time. We can have small personal victories, we can sometimes even have larger, positive impacts on our immediate surroundings, but often we are helpless to change the greater atrocities of this world. Really, the only thing we can do is act, and hope, and attempt to do the right thing…all why trying not to get our heads chopped off.

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POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a
Feather founder/administrator (2012).