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]

No Man’s Sky

Game CoverDeveloper: Hello Games
First Release: 9th August, 2016
Version Played: PlayStation 4
Available: Amazon.com | Amazon UK | Steam

A traveller wakes up by a shipwreck on an alien world. A message is left for them by an entity called Atlas, and sentinel drones patrol for unknown reasons. It’s time to fix the ship and go exploring.

Procedural generation is the core of this game. Every planet is a bit different. Animals are constructed from putting together basic parts, there are different plant selections, different climates, and so on. The art style looks rather like old science fiction landscape covers. It’s somewhat realistic, but much brighter and bolder.

My first planet was an idyllic world with green almost-grass, reddish-orange trees, and lovely weather. As I woke up next to my broken spaceship, I was told something by the exosuit voice that I couldn’t understand, because the voice is difficult to pick out and it didn’t have subtitles. This fortunately becomes less of an issue after that, as the suit voice is just reinforcing things shown on the screen.

Image Caption: My starting planet. The foreground has green grass, and a larger tree on the right with red-orange leaves. The distance has patches of brown earth and more grass, with a forest stretching into the distance. The sky is a pale green colour. At the top, there’s a black curve, which acts as a compass.

The game prompted me to fix the ship. After a long journey for minerals, and an encounter with angry crabs, I got it done. But I still left the ship behind, as planets are made for walking. This became easier when I realised I could call the ship from certain locations, so I didn’t need to worry that I’d wander too far. I quickly got the hang of the different things I could find, like ruins with alien backstory, and drop pods to upgrade my suit inventory. I looked for new animals on the way, to find all the species on the planet. It is a little strange that I was discovering things on a planet packed with alien outposts, where spaceships were flying above me. These things already had names, and there were logs from travellers who’d been here before me. But my traveller liked to think they were the first to discover it, so I wasn’t going to argue.

Just when I was wondering where I’d find the last few creatures, I had a stroke of luck. As I crested the rolling hills, I spied a flock of majestic penises bouncing along on their testicles. It’s said that players given an open creation tool will always make genitals, but it’s maybe time we cut them some slack. Procedural algorithms are no better. It was also at this point I decided that naming everything after what it resembled was a bad idea.

Eventually, it was time to head into space. This was an odd experience, as space was a thick coloured cloud with asteroids everywhere. The controls were like trying to fly in treacle. Planets were all very close, making it feel more like a pretty menu for the planets than being in space. I do give credit for it being a seamless experience, as I could go from space to the planet’s surface without obvious loading screens. It just didn’t feel like space.

The galactic map, used for jumping between systems, was awkward to use. I really wish it had a cursor I could move over the stars, rather than having to move the sticks around and hope it moved to the star I wanted to view. It’s unlikely I could ever find my way back to systems I’d previously discovered.

After jumping between a few systems, ships would sometimes attack in space, but I still felt like I was selecting planets from a menu rather than flying a ship. The combat was nothing special. There wasn’t any depth in weapon choices, with only two kinds of weapon with a few upgrades. Having to go into the inventory to recharge shields was a pain. All round, space combat was something to do for the game milestones (which also link to trophies), not because it was good.

My early experiences were generally fun. I liked exploring, and it wasn’t too difficult to mine stuff to keep my exosuit running. Inventory space is a little tight at first, but it can be expanded. The biggest issue was the game didn’t want to explain anything. Controls were only shown in a diagram in the options menu and there was no explanation of what icons meant. For example, selecting options requires holding the button, not just pressing it. A red shield icon appears on the screen, but it actually means the inventory is full, not that the shield has a problem. Scanned plants and animals have to be uploaded after scanning to count, and again after all animals are found. There’s no air of mystery in withholding basic game functions from the player. All it meant is I paused the game to search for the answers online, which was time I wasn’t spending playing the game.

As the game continued, I got the hang of the interface, and it was mainly down to exploring. I enjoy mining and exploring in games, so I didn’t mind wandering around looking for animals and gathering resources. It’s a relaxing thing to do. There were a few more exciting moments on planets with threats, which were also fun in their own way. I spent a long time on a planet with sentinels that attack on sight, as part of a set of milestones for surviving on extreme planets. I think the family were a bit boggled as I walked slowly over the landscape and said, “I can’t stop. A killer robot is chasing me.” Sentinels aren’t the fastest robots out there.

Encounters with aliens were mostly rather similar, but there were a few that stood out. There was the time I stuck a killer slug up my nose because of a misunderstanding between “don’t stick this up your nasal passage” and “stick this up your nasal passage”. I’d have liked more of those, and less of aliens needing some basic resource for their equipment. These alien encounters could be a good way of showing how their society is now, in contrast to their ancient history, but the game never really got there.

The planets were the highlight. I found rocky deserts with strange plants and stone pyramids, ocean worlds with swimming eyeballs, and lush planets with plants everywhere. Some things do repeat a little too often, such as there being a limited range of items that grow in caves, and resource items looking the same on most planets. Those zinc flowers are like an invasive species that have found a way to populate nearly every planet in the galaxy. But mostly, I was finding planets that couldn’t have been mistaken for the one before.

Another planet

Image Caption: Another planet, which contrasts starkly with my first planet. Giant red leaves twist towards the sky, growing from a bare rock surface. The air is hazy and orange. The compass is visible, and there’s a white dot in the centre which acts as a cursor in the PS4 version.

Animals have areas where the variation really works, such as individuals in a herd varying. They might have babies with them, for example. Some species have very different individuals, to the point that it takes a scan to see they’re the same species. I did get a feel for some of the elements used to make the animals, as some noticeably repeated. Angry crabs were pretty common on the worlds I visited. The range of animal sounds was also small. But I was always finding new things. The best was when a big animal was given tiny butterfly wings, and it flew along like the universe’s most clumpy fairy.

As might be guessed from the clumpy fairy, the biology isn’t realistic. Herbivores can have carnivore teeth or a planet might only have herbivores. Animal behaviour is not very detailed. There were some nice moments though, like the carnivorous cow trying to chase one of the faster herbivores. There’s a good reason why cows aren’t mighty hunters. I’d like to see more of that kind of thing.

My discoveries

Image Caption: A collage of some of my animal discoveries, showing the range of things found. Animals include a mushroom with eyes on their stalk, a bird with three butterfly wing segments, a biped bird-dinosaur with a unicorn horn on their nose, an eyeball with tentacles, a mite with six legs and a crest on their back, and a green zebra-striped pigcow.

Much as I like exploring, the game promised a story. The strongest point is the lore about the past. Ruins reveal the history of the main alien races. Old logs tell the story of an ancient traveller. Any player can find these by exploring, regardless of other choices.

Things aren’t good when it comes to story where the player participates. The crash site had an item that let me talk to Atlas. This suggested there were two main story paths: helping Atlas and rejecting Atlas. It turns out that wasn’t the case. By rejecting Atlas, I’d opted out of the story, rather than choosing a different story. For those who do follow Atlas, the additional story it unlocks is sparse. There’s also a little bit of information that can be picked up by talking to two other characters, which again, doesn’t add a whole lot.

The game also strongly suggests that getting to the centre of the starting galaxy would be significant. All systems are marked by how close they are to the centre, there are black holes as shortcuts to the centre, and the galactic map really wants to show the player how to get to the centre. But the game sets players up to be disappointed, as it doesn’t follow through on the promise of something special.

The central problem was a lack of satisfying rewards for doing any of these things. That would mean getting a reasonable chunk of story or visiting a unique place. The game could have done with taking a good look at walking simulators. Those games have using story and setting as a reward, often in non-linear ways, down to an art. It’s clear that’s what this game was trying to do, but it didn’t succeed.

There are accessibility issues with the game. The character head movement can’t be turned off. This is particularly a problem as the character sways when standing still, which removes my usual trick of taking a motion sickness break by standing still. Red and green dots are used to mark animals when scanning, which is a colour blindness issue. The dots are also tiny. Making the dots bigger, and putting a symbol in the dots, would make them a lot more usable.

The game has a wide variety of genders for the animals found, including rational, asymmetric, orthogonal, none, and non-uniform. Some aliens are referred to using gender-neutral pronouns. There aren’t any humans, so there isn’t a direct comparison to how well it handles human genders. However, all but one of the trophy descriptions are named after stories by men, which isn’t a good sign in that direction (the exception being short story “Symphony For a Lost Traveler” by Lee Killough).

A concern for how endless the game will be is the design decisions for galaxy creation. My top update would be more types of worlds to explore, more alien races, adding more assets into the pot for the procedural algorithms to use, and other things that mean there will always be more to find. But the universe is already created, so that’s unlikely to happen. It would mean remaking the universe, and destroying people’s discoveries in the process, which I’m sure they won’t do (and I wouldn’t want them to either). I’d have rather the game started out with a single galaxy and had new variations in future galaxies, than to have infinite galaxies that will all be the same.

This is a game that has its extremes. The weak areas, like the story and the space flight, are very weak. The strength is the range of planets produced from the procedural algorithms, which is something unique. It will appeal to anyone who wants to wander alien planets. I loved finding the animals, swimming in the oceans, and naming everything. The main thing is for players to know what they’re getting. Exploring other worlds and seeing strange creatures, for sure. A story that explores the mystery of the setting and great space combat, not so much.

Rebel Galaxy

Rebel Galaxy CoverDeveloper: Double Damage Games
First Release: 20th October, 2015
Version Played: PlayStation 4
Length: Long
Available: PS Store US | PS Store UK | Xbox One | Steam

Your aunt Juno sends you a message to meet her at an out-of-the-way space station. Turns out she’s gone missing, but she’s left you a strange artefact.

The story is an adventure with a space Western feel to it. There’s nothing deep about the plot. It’s intended as a lighter tale, and that’s what it is. I would have liked something a little more concrete about the artefact’s origin, but the story basically does its job of guiding the player through the game.

A lot of the game is in the side activities, as the player needs to do these to get better gear between story missions. The basic setup reminded me of Elite. Money can be made through missions, trading, attacking other ships, mining asteroids, and similar things. It’s possible to be a pirate or fight them for the bounties. Where it differs is the game has a much easier learning curve, making it accessible for anyone looking for a little space action without having to perfectly line up a ship to dock it at a station (it’s a simple button press in this game). The scope is also smaller, as it spans a limited number of systems.

Combat was a little unusual, as the ship can only travel on a flat plane, rather than being able to go in any direction. Some of the enemy ships in the game can fly all over, but the big ones stay on that flat plane. It’s more like an ocean ship game, where ships fire weapons from their broadsides. Plus there’s a little help from the turrets, which are controlled by the game by default. This does make combat a lot easier, as there’s no spinning around aimlessly trying to find attackers. There’s a good mix of weapon types to choose from, as well as a range of ships, so I found the fighting fun.

The art direction of the game is pretty. Space is not an empty void. Colourful gas clouds fill each system, with a few nebula storms adding to the feel of space as an ocean. There are more asteroids than is realistic, but the aim is clearly not for realism. It’s creating a certain feel, of space as something a little more cosy, where there’s always something going on. I liked the range of asteroids to mine, as I’ve always been down for a bit of space mining.

Image Caption: A spaceship firing a mining laser at a shiny metallic asteroid. In the distance, there’s a gas giant with two rings. Game interface icons show on the screen, with the message “Distress Beacon Detected”. Even space miners don’t get any peace.

Where the art is weakest is the character models, which are seen on contacting ships and in the space station bars. There are basically two models for humans, which have been tweaked a little for the different roles. These models are coupled with a limited range of dialogue options. This is an area where the budget of the game really shows. However, it’s notable that the models are a man and a woman, meaning that every role can be a woman, from pirates to miners. A lot of high budget games fail on this, not because of money, but because they’ve actively chosen not to have women in the NPC groups (even if the story says they are there). This equality is treated as usual in the setting, with no sexist comments aimed at any of the women. The player is not gendered and is never shown or described.

Race is not as well handled, as the human models are all white. Even with a limited budget, there could have been some skin tone variation.

Overall, it’s a fun space adventure that isn’t too difficult in terms of gameplay. The different solar systems and side activities aren’t variable enough to really keep a player going beyond the story, but this isn’t much of a criticism. There’s a solid 20-30 hours of gameplay. A little more for people aiming for all the trophies (some of which are a bit of a grind, but nothing too difficult). I’d recommend it for anyone looking for something to hit that space exploration itch.

Submerged

Submerged Cover: Miku carries TakuDeveloper: Uppercut Games
First Release: 4th August, 2015
Version Played: PlayStation 4
Length: Short
Available: PS Store US | PS Store UK | Xbox One | Steam

Miku’s brother Taku is badly hurt. When their boat drifts into an abandoned city, she hopes to find supplies to help him recover.

The setting is a flooded city in a post-apocalyptic world where the sea levels have risen. Despite the main aim of finding supplies for Taku, there are no time limits and the player can take as long as they want to explore. Miku travels around the city in her fishing boat, and can climb the buildings sticking out of the water.

I liked the general feel of the game. Rather than showing the decay of the city as destruction, it’s something that’s brought new life. Sea creatures swim through the streets and jungles grow on the buildings. There’s a day and night cycle, as well as the occasional storm.

The past is told through picture sequences. Finding supply crates unlocks the story of Miku’s family. Finding books unlocks the story of the city. The present story is told through brief cutscenes. This all worked well enough, but the present story is very short. It ends abruptly just as it’s getting going.

Image Caption: Miku driving her small fishing boat through the city. Miku is a tween/young teen wearing clothes made from old cloth (baggy shorts below the knee, a strip of cloth over her chest, and a long scarf). She has light skin and brown hair. She stands in the boat with her back to the camera, and a hand on the tiller. The city has overgrown buildings, with trees on top, sticking out of the water. There are game icons at the bottom of the screen and a compass at the top.

Gameplay is repetitive. The main activities consist of finding the crates and secrets by climbing buildings, and exploring the city by boat. As the story is on the slim side, and the buildings are generally similar to each other, there’s not much that’s very surprising around the corner. I’d have liked more unique areas on the buildings, new animals appearing as the story progresses, or something else like that to reward exploring.

The game has subtitles for Miku’s language, though little that’s said is really needed. It’s mainly to reinforce what needs doing as shown in the cutscenes. The storms produce a few flashes on the screen, but it’s not compulsory to play during the storms if they’re an issue. It’s third person, cutting out most motion sickness issues, which is perhaps ironic given the length of time spent in a boat.

I did enjoy wandering around the city. Driving my boat over the rolling waves, with dolphins following me, was a relaxing experience. My favourite animal was the giant whale shark that appears in some of the deeper channels. It’s not a bad game for players looking for short non-combat experiences. But I felt there was a lot of potential it didn’t quite reach, particularly in terms of story and things to find while exploring.

An Alphabet of Embers: An Anthology of Unclassifiables – Rose Lemberg (editor)

Alphabet of Embers CoverFirst Published: 6th July, 2016
Genre: Speculative Fiction / Short Story Anthology
Authors: Emily Stoddard; JY Yang; Sara Norja; Nin Harris; Greer Gilman; Kari Sperring; Mari Ness; Nisi Shawl; Zen Cho; Yoon Ha Lee; M. David Blake; Celeste Rita Baker; Alvaro Zinos-Amaro; Nolan Liebert; Mina Li; Shweta Narayan; Ian Muneshwar; Sheree Renée Thomas; Khaalidah Muhammad-Ali; Tlotlo Tsamaase; Sonya Taaffe; Emily Jiang; Ching-In Chen; Arkady Martine; Vajra Chandrasekera; Amal El-Mohtar; M Sereno
Available: Amazon.com | Amazon UK | Gumroad

This anthology focuses on short work with a poetic feel to the writing. A few of my favourite short pieces were included as reprints. There are interior illustrations by M Sereno, which are a good match for the feel of the language, with intricate patterns and flowing lines.

The first of my reprint favourites was “Absinthe Fish” (M. David Blake), about fish who swim in absinthe and dream. It’s as surreal as that premise sounds. “Single Entry” (Celeste Rita Baker) is more of a traditional narrative, as it follows someone with a unique carnival costume. “The Binding of Ming-tian” (Emily Jiang) is a rather chilling piece that deals with foot binding. All three have unusual imagery and went to places I hadn’t quite expected, but in a way that is accessible for me.

In the new stories, I did particularly like “The City Beneath the Sea” (Sara Norja). It combined the mysteries of the sea with folklore passed down through generations.

Generally though, I struggled with the stories. I can’t say what happened in all of them. The ones with very long paragraphs were hard for me to follow, as it meant I skipped lines and reread lines, before giving up on the paragraphs entirely. The language choices in some of the stories also meant I didn’t understand what I was reading. I started out fine with the first few stories, but by the time I got to the end, I felt I was constantly behind. I got very confused about what went with which story. It was all a bit of a blur.

This doesn’t mean that the anthology is bad, as I have language processing issues. Someone who has studied English to a higher level, or has more of a talent for language, will likely find this a far easier read and be able to enjoy the imagery. I am not that person, so I didn’t get as much out of this as I’d hoped.

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