Ninefox Gambit – Yoon Ha Lee

Ninefox Gambit CoverSeries: Machineries of Empire, #1
First Published: 14th June, 2016
Genre: Military Science Fiction / Novel
Available: Amazon.com | Amazon UK

Cheris is a soldier who falls out of favour with the hexarchate, but she has a chance to redeem herself by winning back a fortress taken over by heretics. The catch is she has to work with Jedao, a general who slaughtered his own people for no apparent reason.

This is initially a difficult book. There are a lot of concepts introduced with no explanation. It’s worth persevering through the first chapters, as the terminology will fall into place. Until then, it can be a little confusing.

The worldbuilding centres on the idea of using calendars to control people. By making everyone follow the same calendar, with the same festivals and events, it manipulates reality. One result of this is battle formations can change how things work around the soldiers, rather than just providing the more traditional tactical advantages. This reality change also allows faster travel between planets, and helps maintain order across those distances.

Cheris gets in trouble because she calculates new formations based on the calendar of a group of heretics. This wins the battle, but it’s a little too close to heresy. Jedao also isn’t a stranger when it comes to unconventional tactics, given that he’s known for not losing battles, along with the one where he killed everyone on his own side. They make an interesting pair. Their different approaches sometimes clash, but they slowly come to appreciate each other’s strengths.

The siege of the fortress is a relatively slow affair. Cheris is constantly having to decide on acceptable losses, as no plan of action avoids all death. The focus is on tactics and managing resources, including gauging the reactions of the people under her command. As well as showing it from her perspective, there are parts from the viewpoints of other characters, including the troops sent to die. War is shown unflinchingly. There’s nothing glorious about victory. All it means is more bodies.

It’s a very political story. Outside of the task at hand, there’s more going on in the hexarchate as a whole. Issues from the past are impacting the present. The servitors, sentient robots used as servants, also have their own society and agenda. Everything feels very close to unravelling, with the situation at the fortress only being the start.

I have mixed feelings on how insanity is presented. I did like that it’s clearly a social construct. Insanity in the hexarchate means going against the brainwashing and the rigid social control. Jedao is considered mad simply because they don’t know why he acted as he did. However, it didn’t get away from associating violence with insanity.

Jedao is dyscalculic. This is revealed rather late on, so it’s handled very simplistically as dyscalculia meaning being bad at maths. It’s not actually possible to tell that someone is dyscalculic purely by looking at how well they do in exams, which is how it’s presented. It would have been good to mention it earlier, so it could be handled with a little more depth.

I liked the characters and the idea of mathematical manipulation of calendars. It’s a complex political story with some unique worldbuilding. But the ending got too dark for me. There’s a rape scene near the end, which I didn’t know about when I picked up the book. It’s also clear this is a setting where it’s a bad idea to get attached to characters and enjoy seeing their relationships develop, because ultimately, the chances of anyone surviving are slim. Which might be realistic, but I like to have that character connection in a series. Setting and story are not enough for me. For readers who like that darker edge, this may not be a problem.

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

Actual Sunlight

Actual Sunlight CoverDeveloper: WZO Games Inc
First Release: 2013
Version Played: PlayStation Vita
Available: PS Store US | PS Store UK | Steam

Evan Winter is depressed. Nothing has any meaning anymore, but he gets up for work anyway.

This game is about depression and suicide, based on the game developer’s own experiences. It’s mainly told through text transcripts. These can include imaginary therapist conversations or chat show appearances. Between these sections there are pixel art locations which Evan can explore, uncovering more comments about his life.

There aren’t any happy endings here. Evan has internalised a lot of bad things about himself, and nothing that happens causes any change in that. He hates himself because he’s fat and sees that as a reason why no one will love him. He feels alone and as though his life is worthless. He does things like watch porn (not shown in the game) and play games to take his mind off things, then hates himself for it.

Evan has a lot of prejudices and is highly judgemental of the people around him. He doesn’t believe he has privilege as a white man, as his life is hard and he doesn’t feel part of a community. At the same time, he shows some awareness of the issues faced by others, such as realising his workplace is very white and discriminates against talented non-white people. There’s also a woman with a chronic illness, who he almost manages to empathise with, but not quite. In the end, it doesn’t feel to me as though the game world reinforces Evan’s view as being correct. It’s more that he has a narrow perspective and he doesn’t see much beyond himself. Though that doesn’t make it any less unpleasant to read for someone on the receiving end of some of his comments.

Actual Sunlight Screenshot

Image Caption: Evan, a small pixel art man wearing a red scarf, is standing outside an apartment building. The building has glass doors. Against the wall is an ATM, popcorn machine, lamppost, rubbish and trees/flowers. Ahead is the road with a streetcar stop.

As a study in depression, this game does a good job. Evan’s thoughts of worthlessness go round in endless cycles. He constantly thinks about jumping off the roof. When the destinations in the lift pop up, the option for the roof is always there. It’s clear from the start that things aren’t going to get better. Evan has no support network to notice or care that things are falling apart.

This is one of those games that could be exactly what some people need. Seeing someone else facing similar issues can help people. For others, it may be too much, particularly the frequent suicidal thoughts and lack of hope. There is also a message from the creator encouraging young people not to kill themselves, but at the same time, suggesting once people get to their late twenties it’s hopeless.

The game lasts about an hour and doesn’t have a lot of interactivity. It plays more like a short story with brief game interludes. I found it somewhat interesting, but it’s not something I’d want to replay. I always felt a certain distance from Evan because of his level of privilege. I’d never be in his situation, not because it’d be impossible for me to be depressed, but because it’d play out very differently based on my other marginalisations.

Everybody’s Gone to the Rapture

Game LogoDeveloper: The Chinese Room
First Release: 11th August, 2015
Version Played: PlayStation 4
Available: PS Store US | PS Store UK | Steam

Everyone has disappeared in a small village in Shropshire. All that remains are the things they left behind and a mysterious light.

This is an exploration game, where the story of the apocalypse is uncovered by searching around for scenes. These act out what went on before and during the event. The people are made from light, showing it’s a memory of what’s happened, not something happening in real time. Each area is named for a person, and finding all their important scenes unlocks the finale to their story.

Though it’s a story about strange events, it focuses much more on the human side. It’s about how people in the village cope with what’s going on. It’s about their relationships and history. Tying it all together is the story of Kate and Stephen, the scientists working at the local observatory. Kate is African American, a woman with a doctorate, and kept her last name after marriage. All things that don’t go down well in an insular village. Stephen, her husband, is a local lad. He doesn’t really understand the issues Kate is facing.

I enjoyed the way the story unfolded, from finding the first blood-stained tissues to the final revelations. There are some answers, but there’s also a lot left open to interpretation.

The village is a great setting for the game. The beautiful countryside is a strong contrast to the horrors. There’s a feeling of isolation from walking around the empty houses and streets. It’s also a little surreal due to the way time moves around the player. Each area is at a different time of day, so the sun swings around quickly at the transitions. Then it waits until the player moves on. I felt as though the light was trying to explain what happened, though why remains a mystery, as the character controlled by the player is never revealed.

A farm field in the game

Image Caption: An open gate leads into a field of golden wheat, ready for harvest. Trees surround the field. A barn and a windmill are in the distance.

Accessibility is a problem, due to the terrible save system. There’s no manual save. The autosave only happens at points where the player has to tilt the controller to see a scene. Nothing else makes the save happen, including story scenes that happen when close by (the majority of them), listening to radios, and finding collectibles. As there are a limited number of tilt scenes, this means it’s very easy to lose progress. My first two goes at the game, I didn’t get very far before I had to stop due to motion sickness. My next attempt, I avoided activating the tilt story scenes. Instead, I kept a list, and only backtracked to them when I needed to stop. Being able to save frequently is really important for people who need to keep playtimes short.

There is a decent density of things to find for the size of area. There are also quick routes to previous areas if required. However, the game does have collectibles and players may need to search for missed scenes. Which means the lack of a proper run to backtrack is an issue. There is sort of a run, as holding one button down will eventually increase the speed, but it doesn’t help much. Restricting players to walking speed only really works when there’s no need to go backwards. I probably felt this more because of the need to backtrack to saves all the time (often whilst feeling sick, so getting there quickly would have made it a lot more comfortable).

I realise developers do these things because they think it helps immersion and makes the experience more magical. So to be clear, this does not make me feel immersed and does not improve my gaming experience. Nothing kills the mood more than having to keep lists of where I can save and hoping I can get there before I vomit on my PlayStation.

In terms of story and setting, it’s an interesting game. It relies on creating a chilling atmosphere, rather than jump scares and the like. There’s some blood and dead animals, but it doesn’t go heavily into gore. It’s likely to appeal to anyone who likes that quiet horror feel. I only wish some of the technical aspects, such as running and the save system, had been as carefully done. It feels like the way someone who doesn’t play games might design those features, which isn’t very practical for actually playing.

Sword and Star – Sunny Moraine

Series: Root Code, #3
First Published: 21st May, 2016
Genre: Space Opera / Novel
Available: Amazon.com | Amazon UK | Riptide / Anglerfish

The rebel fleet is recovering after a major battle, but more losses are to come. This puts a strain on Adam’s relationship with his husband Lochlan. Meanwhile, Sinder has a plan to get rid of the rebels and save the Protectorate.

The book is told from the perspectives of several characters, though Adam is presented as the main protagonist. Adam is a former member of the Protectorate. Lochlan is from the Bideshi, a group of space nomads. The rebels are made up of a mixture of both. Previously, Adam had been accepted by the Bideshi and trained by their Aalim (people with powers) to use his own powers.

The core of the story focuses on character relationships. A lot of time is spent recovering from attacks, with the tensions that arise when the initial rush of action is over. I liked the general idea of that, but I wish it hadn’t mainly been romantic relationships. Friendships and other family relationships were pushed to the side, such as someone’s children being conveniently absent and only mentioned in passing. It was that odd feeling of a community made up of a series of couples, rather than having a range of relationships.

I did like the political elements, as both sides have to make alliances and plan strategies. Sinder’s sections were particularly good for this, as it explores the ways he convinces himself the end justifies the means. He enlists the help of Julius, an exiled Bideshi, and tries to ignore that there might be very good reasons for the exile.

The worldbuilding had some elements with potential. Bideshi ships have a forest inside and an alien race appears briefly. Those things didn’t appear as more than background detail though.

The characters are various races, such as Lochlan and others of the Bideshi being black, though culturally things are pretty Western. The story of Abraham is told in detail and Western history is remembered. But other cultures are down to a few names and a forgotten statue. The main relationship is two men, though the other relationships are men and women. So there’s some diversity, but not perhaps as much as I’d hoped.

Some areas aren’t handled well at all. The Aalim are blind, which is connected to their abilities. It uses the common trope of them having magical sight. Their blindness was also constantly reinforced, in a way that felt very othering. The characters couldn’t appear without some reference to them being blind. Their eyes were blind eyes. When they looked at things, it was emphasised that they weren’t really looking, because they were blind.

Julius is albinistic. He’s described as having unnaturally pale skin, and that it’s disturbing when he’s dressed in white as that matches his skin. It could be argued this is from Sinder’s perspective, but the narrative also reinforces it as being true. Julius has supernatural abilities gained through violent means (some of which is shown graphically). He’s portrayed as an irredeemable monster. This falls into the stereotype of the evil albino, with a side helping of blaming his evil on insanity.

There were other things that didn’t work for me, like describing Adam using his abilities as though it was rape, Lochlan almost hitting Adam, and the general white saviour feel of Adam’s story.

It’s not a bad science fiction story. I liked the political parts and the interactions between the antagonists. It could appeal to someone who likes a strong focus on romantic relationships during difficult times. But the parts that didn’t work for me really didn’t, to the point of putting the book down for long periods.

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

The Rowanwood Curse – Elizabeth O’Connell

The Rowanwood Curse CoverSeries: Hal Bishop Mysteries, #1
First Published: 23rd January, 2016
Genre: Historical Fantasy / Novel
Available: Amazon.com | Amazon UK

Jem is the apprentice of his magician brother Hal, and is bored of the dull routine work they’ve been taking on. Then Hal is called to break a curse on Sir Jasper Pryce’s daughter. In order to break it, Hal must figure out who cast the curse and why.

The story is told by Jem as he aids Hal. It has a very Sherlock Holmes vibe, being set in a similar era with the companion of the genius sleuth as the one writing the story. That said, the relationship dynamics are different, as they’re brothers. As well as the case at hand, it explores some of the circumstances around their father’s death. Hal initially tries to keep those things from Jem, but does start to share before the end. It looks like that mystery will continue to be developed as the series progresses.

This is a world where magic was the major push in the industrial revolution. Spirits and elementals are bound into machines to make them function. Industrial magic is treated as a science, with formal teaching and rigid thinking about how it works. The result is local folktales and magical teachings are dismissed as superstition. Local wise women aren’t considered true magical practitioners, unlike the learned gentlemen who’ve studied it at academic institutions. I liked the handling of this aspect of the world, as it mirrors the real systematic bias against local knowledge. It’s also clear the bias is wrong. Hal realises there’s a lot the magical institutions don’t know, and the local yarbwoman has valuable information for the case.

It’s an interesting mystery, weaving in folklore with family secrets. The focus on understanding the curse is a twist on usual murder mystery formats.

I wasn’t comfortable with the handing of disability. All examples of mental illness are people who’ve been affected by magic. They’re possessed, cursed, or otherwise been driven mad by magic. It would have been nice to see a contrast to this, rather than having magically induced mental illness as the only sort that existed. There’s also a heavy layer of pity towards the idea of being disabled, and Jem is upset that people will think him an invalid for having to take medication (for his magic sensitivity). Sir Jasper is blind in one eye, but as that aspect is barely there, it’s not really a counterpoint to the idea that disability is the end, and caused by magic.

Overall, it was an entertaining story, and sets up some bigger mysteries for the future. It will appeal to people who like crossovers between mystery and historical fantasy.

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