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]

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.

Love Beyond Body, Space, and Time – Hope Nicholson (editor)

Anthology CoverFirst Published: 24th August, 2016
Genre: Speculative Fiction / Short Story Anthology
Authors: Grace L. Dillon; Niigaanwewidam James Sinclair; Richard Van Camp; Cherie Dimaline; David A. Robertson; Daniel Heath Justice; Darcie Little Badger; Gwen Benaway; Mari Kurisato; Nathan Adler; Cleo Keahna
Available: Amazon.com | Amazon UK

This anthology focuses on Native American two-spirit and QUILTBAG stories. All authors are Native, but not all of them are QUILTBAG. It opens with an introduction from the editor, followed by two pieces that introduce the theme and a little bit about the history of two-spirit people. There are eight stories and one poem, so it’s a relatively short anthology.

There are a number of reoccurring themes. Nations sending out colonists into space is one, and is handled differently in each story that raises it. Another is what makes someone a member of a tribe. “Valediction at the Star View Motel ” (Nathan Adler) has a white girl who was adopted as a child, and “Imposter Syndrome” (Mari Kurisato) is about a non-human trying to get on a colony ship. Both stories share a similar theme, of the tribe viewing a person as a member for being part of the community, and the outside not wanting to acknowledge that. I also liked that “Imposter Syndrome” has an asexual aromantic character. It’s clear this is not because she’s non-human, as another non-human wants a relationship.

A number of the stories are romances. “Né łe!” (Darcie Little Badger) was my favourite of these, as it was about slowly getting to know someone, rather than love at first sight. The concept of transporting pet dogs for wealthy colonists was also fun. A more serious note to the story is about sovereignty, and the contrast between tribes when it comes to being able to maintain it. The Navajo Nation has its own space colony. Whereas the protagonist is Lipan Apache, and her family is forced to leave their farm, with no new home in the stars.

I liked the focus on a parent and child relationship in “Legends Are Made, Not Born” (Cherie Dimaline). Auntie Dave is raising the protagonist, which includes training in two-spirit community responsibilities. It shows ties between two-spirit people outside of sexual relationships, which really shouldn’t be as rare as it is in stories.

Though there are a lot of positive things, I didn’t like “Aliens” (Richard Van Camp). Unfortunately, this was the first story, so wasn’t a good start to the anthology for me. I did like how it was told as people verbally tell stories, but I had some concerns when it was suggested that Jimmy being a gentle person who wasn’t having relationships would mean his life was forgettable. As though it’s not a proper life without sexual relationships. And then once he does have a relationship, the shift is to making fun of his genitals. It’s implied he’s intersex, though even if that wasn’t the specific identity intended, he’s still going to be in one of the groups that frequently gets reduced to being a set of genitals. Those jokes do not feel like jokes to the person constantly on the receiving end of them. Had the story been told from Jimmy’s perspective, and not treated like it was funny, I might have reacted differently. But it was from the perspective of the people doing the laughing. It was presented as a warm and positive thing. Fortunately, it’s the only story in the anthology that isn’t from the perspective of a two-spirit person.

There is some representation across the QUILTBAG, though it’s stronger on LGT than the rest. Lesbians are particularly well represented. Others are less so. I do wish the one possible intersex character had not been handled that way. The binary-gendered language of some of the stories also stood out. This is talking about both genders, rather than all genders. It’s having male roles and female roles, but no room for other roles. Which is an odd choice when the focus is on two-spirit people.

Note that some stories contain descriptions of rape and assault (particularly “Imposter Syndrome”). The term halfbreed is used in a few stories. It’s in a reclaiming context, rather than being used as an insult, but still something mixed race people might want to know is coming in advance.

It’s generally a strong anthology, with a range of approaches to speculative fiction. There are stories where the speculative elements are very light, space adventures, and fantasy. It has cultural representations that do not fall into stereotypes and othering. The QUILTBAG content was mostly good, but there were areas where it was spotty.

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

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]

Pokémon Go: My First Adventure

Developer: Niantic
First Release: 6th July, 2016
Version Played: iPhone 5S (iOS)
Length: Endless
Available: Android and Apple iOS

Pokémon Go is an augmented reality (AR) game that runs on mobile devices. It’s based on the popular Pokémon series of games, with the general theme of catching, evolving and fighting cartoon animals. Game locations are in the real world, encouraging players to travel around. The basic game is free, though players can buy items to help them.

This is a journal of my first Pokémon Go adventure, as well as my overall thoughts on the game. I’ve played a few of the Nintendo DS Pokémon titles. This includes the one that came with a pedometer that let players earn things by walking. It turned out this was an issue, as I played those games in the USA, and I had a trainer account set to that region. I couldn’t change my region or my display name for the old account, which seems like really obvious things people might want to change. I had to start a new account. So the account side of it was not exactly at the cutting edge of account management systems, but at least I could get that set up in advance.

Something that’s an improvement on previous titles is it asks the player to choose a style, rather than asking if they’re a boy or a girl. I prefer it being framed as how I want my character to look, rather than my own gender (unless the game is going to actually let me enter my gender). In general though, there are very few options for the characters, which is an odd choice in a social game.

I caught my starter, a Bulbasaur, at home. The mechanism is to flick the ball on the screen with a finger. It’s a little tricky, but I got there in the end. Over the next few days, it became apparent there was a colony of bug Pokémon in the garden, as there were little flurries of leaves on the map and a few wandered inside. There were also quite a lot of bats over the road, in the house where someone was murdered, which was creepily accurate.

The game instructions are very sparse. I can understand why people think they have to walk towards Pokémon that appear on the map, because it seems logical. However, it isn’t required. As soon as they appear, they can be tapped and the catching process will begin. I could get those bats in the murder house without leaving my house.

starter

Image Caption: My hand holding a phone in my sitting room. On the screen, the image seen through the phone camera is shown. Bulbasaur (a green dinosaur with a plant bulb on the back) is sitting on a computer tower. A Poké Ball is on screen, with an arrow and hand icon showing how to throw it.

Finally, it was time, and the main adventure began. My fellow traveller was Spiritunicorn, because safe trainers go together, to deal with those really big Pokémon. We hadn’t gone far before a child shouted, “Excuse me. Are you playing Pokémon Go!?” I nodded, and they gave us a thumbs up. I’m apparently accidentally fashionable again. It happens sometimes.

There turned out to be quite a few PokéStops and Gyms nearby. The PokéStops let the player spin a coin for some rewards, such as more Poké Balls to catch Pokémon. The Gyms are where people can battle, but we were too low level for that at the start. All went well as we collected items and caught a few Pokémon on the way. We tried not to think too much about why we trusted this strange guy on the basis that he said he was a scientist. Why does he need all those Pokémon? What’s he doing with them? What’s actually in these pieces of candy we’re getting as rewards? I’m not saying this stranger was illegally harvesting animals, hiring children he could bribe with sweets without too many questions being asked, and liquidising the animals for his experiments. But it doesn’t exactly look like a proper catch and release programme to me.

Anyway, the choice of PokéStops was interesting. Quite a few are signs for things, rather than the things. An example is one sign that’s placed right next to the tower blocks. Unlike many towns, mine only has these few towers, so they’re a distinctive landmark. Other PokéStops were things like temporary artwork that was no longer there, so they’re lagged behind in history.

pokestop

Image Caption: On the right, a pale tower block with a sky blue stripe running down it. In front of the building is a sign with a map saying “Welcome to Greater Hollington”. The sign is the PokéStop. On the left, the image from the phone screen, showing a Spearow (bird Pokémon) sitting by the building, waiting to be caught.

We continued on towards the coast and the sea mist rolled in. I finally hit the level to join a team, which I did at the next Gym. It was a brick church with a tower. As the Gyms look like little towers on the map, this seemed rather apt. I went with Team Mystic because blue is a nice colour.

mapgym

Image Caption: On the right, a red brick church tower. On the left, the phone screen showing a character standing on a 3D map. Two gym towers are shown. The yellow one on the left is the church tower.

The available Pokémon should change based on the environment, which was clear on our outward route. Home had lots of bugs and a few birds. Asda had a bunch of rats around the back. And the coast had weird tentacle monsters and little lobsters with mushroom ears. The PokéStops also got a lot more historical as we moved into the older parts of town. One marked the house of Elsie Bowerman, a suffragette. Another marked the stone on the divide between the two towns, which is about the only sign it is two towns.

elsie

Image Caption: A blue history plaque on a wall, which is a PokéStop. The writing reads: Elsie Bowerman / 1889 – 1973 / Suffragette, Barrister and Survivor of the ‘Titanic’ disaster lived here / Hastings Borough Council.

Heading further into town, we stopped for lunch and to look around the shops. Pokémon Go players were everywhere. The town centre has a number of PokéStops, including the cricketer statue just outside the shopping centre. But other than Game promoting preorders of the next Pokémon DS title, the shops really weren’t getting in on it. If they’d had cuddly toys and other similar things, I’m sure people would have bought them.

Once we left town, we went through the park. The mist thinned, meaning it was a good time to recharge phones. Spiritunicorn has all the gadgets, so we plugged the phones into a solar panel. The game needs to be running in order to count the distance travelled, so it is hard on batteries.

solar

Image Caption: A portable solar panel on a wooden bench. Two phones are plugged in.

Across from our recharge point was another Gym, which I decided to try. It’s a war memorial with a figure on the top, because I have a thing about Gyms that look a bit like the Gym icons on the map.

It wasn’t an epic battle. I did manage to damage the Gym guardian a bit though. I bet that stung for a few seconds. It’s trickier than usual Pokémon games, as it isn’t turn based. Dodging and attacking are done in real time. It’s hard to say how good I was at that, as my Pokémon were so underpowered.

gym

Image Caption: On the right, a white pillar with a statue on top, viewed across the water. A flock of pigeons are between the pillar and the water. On the left, the phone screen showing a Paras (orange lobster with mushroom ears) fighting a Hypno (yellow biped).

Another unexpected thing about battles is the healing system. Potions are the only way of healing them up. I would have liked to see an alternative to this, like having Pokémon heal over time or by travelling a certain distance.

By the time we got to the end of the park, our phones were getting very low on batteries. We turned them off and headed home. All in all, we walked about 15km (9 miles). It only used 20MB of my phone’s data allowance, though this may be on the low side as the maps would have loaded through my home Wi-Fi. I caught many Pokémon and got a few nice shots through the game’s camera system.

pokemon

Image Caption: Three images taken with the game’s own camera system. Left is a Paras (orange lobster with mushroom ears) on a shingle beach, with the water and mist in the distance. Centre is a Pidgey (bird) on grey pavement stones, with people and scaffolding in the background. Right is a Zubat (blue bat) flying in a garden, next to a standing stone with a hole in it. All pictures have the username (PolenthBlake) placed in the lower right corner.

Our last adventure was close to home, where local players have taken to gathering in a church lych gate. It has a roof and is in range of two PokéStops. The police had evidently been called, though not for one of the players. The person of interest to the police was someone who just couldn’t stop talking. “I didn’t do that. Well, maybe that one time, but not today. Okay, maybe more than once, but not in the last ten minutes.” I do wonder if crime will go down in that area (it has a particular problem with people dumping rubbish) due to the number of people with mobile phones there at all hours.

Heading home meant collecting my thoughts about the game. An obvious one was accessibility. For someone who can leave the house, it isn’t required to actually walk. It uses distance rather than detecting walking gait, so wheelchairs and mobility scooters can also travel the distance. Players don’t have to visit certain PokéStops and Gyms, so can stick to those in accessible areas. This isn’t a game that would work very well for someone who can’t leave the house. It is possible to catch a few Pokémon at home, but it’d mean not getting new supplies at the PokéStops, not being able to hatch eggs, and all the rest.

Catching Pokémon could be tricky for some people, as it requires swiping the ball in the right direction. Some sort of automatic throw on tap would have been a good idea. It’s not like it’d harm the game if some people used the feature who didn’t need it, as catching the Pokémon is more about enjoying the AR.

My main criticism of accessibility in a nutshell: there aren’t alternative ways for doing things or options to customise the game controls.

I also think the instructions need work, as so little is explained. This is particularly true of how to catch Pokémon, as it’s not clear that the player doesn’t have to move towards them, and can keep going until they’re safe before they tap them. For example, one popped up while I was crossing a road. I had time to cross the road and step to the side of the path (out of anyone else’s way), before tapping the Pokémon and starting the catching sequence. Someone who doesn’t know that might think they have to stop in the road or cross back to get closer to the Pokémon.

Criticisms aside, it’s a very fun game. It’s not required to buy things to take part, outside of paying phone costs. Moving between free Wi-Fi areas would be an alternative, as town centres often have PokéStops and Gyms and places with free Wi-Fi. It was fun to see so many others playing the game, including adults, families with young children, and groups of teenagers. People who weren’t playing were still discussing Pokémon, such as reminiscing about the previous games. Everyone who spoke to us was friendly. This was a welcome change, particularly given the current political climate, where the “Go back where you came from!” brigade is out in force.

All I need now is some more Bulbasaurs, so I can feed candy made from their ground-up bones to my own Bulbasaur, and take over the world for Team Mystic. It’s a simple goal.