Love, Lattes and Angel – Sandra Cox

Love, Lattes and Angel CoverSeries: Mutants, #3
First Published: 12th April, 2016
Genre: Young Adult Science Fiction / Novel
Available: Amazon.com | Amazon UK

Piper is a dolphin-human hybrid, called a dolph. She and her friends are on the run from the scientist who created the dolphs. Her friends include her human boyfriend Tyler, her baby daughter Angel, dolph siblings Joel and Amy, and her human grandfather. Angel was recently created in a lab, from Piper and Joel’s DNA, and seems to have many new abilities. They’ll have to deal with strange storms, voodoo, and love triangles. Note that though it’s generally a light book, there are some scenes of medical torture.

I like stories centred around oceans and mermaids, so I thought I’d give this one a try. Dolphin-human hybrids sounded as though they could be interesting, even with a mention of a love triangle (which isn’t my thing) and voodoo (often handled very badly) in the description. Sometimes I regret my choices.

It’s told from the alternating perspectives of Piper and Joel. The book is not well-written right from the start. It has confusing and awkward lines, dialogue that doesn’t sound real, and paper-thin characters. The opening makes little sense, as it has Joel waking up from having his tracking chip removed. But no one considered that taking off the suppressor he was wearing would lead the bad guys right to them. There’s no obvious reason why the suppressor couldn’t be kept near the chip at all times during surgery, except that the plot couldn’t happen if they were sensible.

So Piper, Joel and Angel need to get back to the others immediately, as the bad guys might be on the way. That means time to stop for a swim, which mainly seems to happen so Joel can admire Piper’s long legs, flat belly and perky breasts. That’s obviously more important than getting to safety.

Piper doesn’t get to make her own decisions about the love triangle (with Tyler and Joel). It’s all about what the men decide to do, not about what she decides. They decide if it’d be wrong for her to have a relationship with them. They decide when it’s over. Piper is often likened in the narrative to her daughter. They do the same things, get the same gifts from Joel, and he thinks of them together as his girls… but Piper is an adult and Angel is a child. Everyone seems to forget that Piper is not a child, and should be able to make her own decisions.

At one point, Piper does complain that a decision was made for her. But the narrative is quick to confirm she’s just being silly, as Joel knows best and is doing what’s right. Later, Piper thinks of herself as being female and irrational. Thank goodness she has some rational men around to guide her and save her from danger.

Angel is the perfect child. She doesn’t smell like vomit, never needs her nappies changed, and is always cooperative. She is the best dolph of them all, as she can speak as a baby, swim faster, is telepathic, and knows the languages of all living creatures. I was waiting for some crack, but she remains perfect in every way. I suppose she had to be, because it’s not like her parents were about to come up with a plan before rushing into certain death.

This is science fiction that doesn’t realise it’s not hard science, so keeps trying to explain things in ways that break the suspension of disbelief. More handwaving the details would have gone a long way, because the science is magic.

For example, having DNA from a certain species wouldn’t magically give someone the abilities of that species. Only having the traits the DNA codes for would do that. But in this book, dolphin DNA means they can swim faster, without any fins, flippers, webbed hands/feet or anything of that nature. When Angel can swim even faster, they think she must have some fish DNA that causes that. But still no outward physical swimming adaptations.

What dolphin DNA does give them is a blowhole and the ability to hold their breath for a long time. It also gives them eyes the colour of the ocean, hot model bodies, wonderful body scent, and beautiful voices. Because dolphins are known for all those things.

There’s also the discussion about dolphin telepathy. Saying that dolphins are telepathic, and therefore that’s why Angel is telepathic, is the sort of handwaving that goes on in science fiction. However, it actually says, “Dolphins can encode information with their echolocation and whistles. Some folks consider that telepathic.” I encode information in sounds from my vocal chords all the time, which I like to call having a language.

On to the part I was concerned about from the initial description: the voodoo. Molita is a vodou high priestess, who does various rituals for them. Angel, of course, is wiser than anyone who practises vodou and teaches Moilta better ways to do things. Later, there’s a conversation between the characters to explain to the reader about vodou. The whole thing is awkward, and full of the white characters thinking of it as dangerous dark magic and the like. There is at least some pushback that it’s a religion, but I wouldn’t call this a good example of vodou. It’s about on a level with the rest of the book.

Amy is barely there as a character, until she needs rescuing. One of the bad guys is described as albino, which reinforces the trope of albinistic people being inherently evil. Everyone falls in instalove. There are just so many points where I regretted thinking dolphin-human hybrids sounded fun.

Bad writing, worldbuilding and characterisation mean there’s not a lot going for this. I can see people reading it to boggle at the badness, but there’s not a lot else to recommend it. I did like the pet chicken.

[A copy of this book was received from the publisher for review purposes]

The Honey Mummy – E. Catherine Tobler

The Honey Mummy CoverSeries: A Folley & Mallory Adventure, #3
First Published: 1st March, 2016
Genre: Steampunk / Novel
Available: Amazon.com | Amazon UK | Smashwords

Eleanor Folley and Virgil Mallory travel to Egypt to assist their friend Cleo. There’s a mystery surrounding a set of unusual iron rings and a sarcophagus that may hold answers to Cleo’s accident.

There’s a lot going on, as this is the third in the series. Virgil is a werewolf and Eleanor can turn into a jackal, due to being a daughter of Anubis. She’s still getting used to this, as well as her romance with Virgil. She’s also in the process of cataloguing the archives of Mistral, a society that’s been gathering artefacts from Egypt for study.

All of that is thrown into confusion when someone attacks the archive, leaving one of the rings. They travel to Egypt to attend an auction with Cleo, hoping to find out what’s going on. Also accompanying them is Auberon, who had been on the verge of a romantic relationship with Cleo before her accident.

I felt the book did a good job at recapping what needed to be recapped. The recaps weren’t confusing or overly longwinded. They were spread where needed through the story.

Cleo’s accident involved being pinned under a statue. Her arms had to be amputated below the elbows, and were replaced with steampunk mechanical arms. Some of her recovery is shown in flashbacks and letters, as she learns to use her new arms, and comes to terms with the loss of her old ones. I was a little concerned at first that it’d be a story about someone deciding life wasn’t worth living with disability, but her reasons for pushing Auberon away are not directly about her arms.

A large theme is the handling of Egypt’s history and property. This is a steampunk version of the era when Westerners raided Egyptian tombs, damaging much of the archaeology out of greed. Eleanor pushes back against this to an extent, as she believes in properly cataloguing finds, and wants to keep things safe. She finds mummy unwrappings repugnant. But she still believes that removing things from Egypt is a good way to keep them safe, as they can be returned later. An opinion that is only directly challenged by people who are either villains or not entirely trustworthy. I wasn’t comfortable with that, given that in our history, most of those items still haven’t been given back. It would have been nice if someone who wasn’t shady had wanted to keep the items in Egypt, and away from Mistral, as a counterpoint to Eleanor’s optimism about it.

For that matter, it would have been nice to see more Egyptian characters. Eleanor and Cleo have some Egyptian ancestry, but the Egyptians without European ties don’t have big roles.

I did like the interaction between the characters, as this was about strengthening relationships, rather than starting fresh. I also liked that Anubis acted in ways that didn’t always make sense to Eleanor, as he’s a god and has a rather different perspective on things. It’s an interesting story, and took some turns I wasn’t expecting. It mixes together steampunk with Egyptian tradition and time travel, in a way that works. I just couldn’t really get on board with the idea that Mistral were the good guys.

[A copy of this book was received from the author for review purposes]

Beyond Eyes

Developer: tiger & squid
First Release: 8th September, 2015
Version Played: PS4
Length: Short

 

Beyond Eyes is a short exploration game, about a girl called Rae going to find her missing cat friend.

The marketing descriptions for Rae’s backstory are a bit of a mess, and don’t line up with what’s stated in the game. In the game, Rae is blinded in a fireworks accident. She becomes reclusive, staying in her garden, as a reaction to the trauma of the accident. That summer, she befriends a cat she calls Nani. The seasons travel through to winter, Nani starts to visit less and less often, and by spring he’s disappeared. Rae heads out to find him.

The difference is the marketing versions say she’s been blind since she was a toddler. However, the game shows her as near the same age (and wearing the same clothes) when she has her accident. The passing of the seasons would make it about a year later when she heads out. This also fits better with her general level of skill in moving around. If she had been blind since she was a toddler, it would come across as strange that she wasn’t more skilled at moving around. This would mean she’d been blind for most of her childhood, which just doesn’t fit.

But anyway, if I hadn’t read those descriptions, I’d have said this takes place about a year later.

The strength of the game is the way the world is painted around Rae. As she uses her other senses to navigate, she imagines the world, and it appears around her. This means she sometimes gets things wrong, such as thinking cloth flapping in the wind is a clothesline, when it’s a scarecrow. She might imagine a gate as closed because it was when she first encountered it, but someone’s opened it since then. As this representation exists only in her mind, it’s also influenced by her current mental state. When she’s frightened, the colours are less bright. When she’s confused, areas can disappear.

Though there are some sadder/tenser moments, it’s overall a gentle experience. Rae’s world is an idyllic village with flowers and birds singing, rendered in watercolour. The threats she faces are common ones, such as crossing the road or a loud dog.

I liked that Rae’s accident was not portrayed as the end of her life. Withdrawal is a normal (though not the only) response to trauma. The key here is it’s also showing her facing that, by leaving to find Nani. Life carries on.

There were two things I noted as not ideal in the portrayal of blindness. It’s odd that Rae’s eyes are closed all the time. Even in cases where the eyes are removed, the eyelids are not usually sewn shut in humans. I wonder if this was done to avoid showing damaged or absent eyes. The second point also doubles as a gameplay issue. There’s a misconception that blind people can’t move quickly. That blind children don’t run when they play, adults never run for the bus, and even a fast confident walk is seen as out of the question. This isn’t true. It’s natural for someone who is re-learning how to navigate to be cautious, but slow movement speed is not inherent to being blind.

The gameplay issue being Rae moves slowly all the time. For the initial exploration, this speed is fine. But it gets painful when backtracking to explore all the areas, which isn’t a good gameplay choice for an exploration game. It makes sense both from a real world perspective, and a game perspective, to have her pick up the pace in areas she’s already been. Even a cautious child is going to move faster going back down the path she knows is fine. It also would have been a nice touch if her basic walk had slowly increased in speed during her adventure, as she got more confident.

In terms of gameplay, I would have liked more events. There were some already in the world, such as being able to feed flowers to a cow, and finding memories of Nani. But there were also places that felt empty. Some of these had objects that could have triggered events. I didn’t feel the balance of things to find, versus the time taken to explore, had been hit.

Accessibility options for blind players would have been good, such as the option to have a narrator reading the story (it’s text only) and controller vibrations when hitting obstacles. Also worth noting the undiscovered areas are white, which can be a migraine or motion sickness trigger for some people. If you’re in that category, keeping game sessions short is advisable.

Overall, Beyond Eyes is a nice addition to the exploration genre. It has some strong points, such as the way the world is painted from Rae’s perception and the beautiful artwork. I would have liked a faster backtracking speed and more things to find, but this didn’t stop me enjoying it. Fans of quieter exploration games and walking simulators are likely to enjoy the game. It took me around six hours to finish everything, including reruns for trophies.