Sugar Scars – Travis Norwood

Sugar Scars CoverFirst Published: 28th July, 2015
Genre: Post-Apocalyptic / Novel
Available: Amazon.com | Amazon UK

Sugar is a type 1 diabetic. When a virus kills most of the world’s population, she hoards all the insulin she can find. But insulin can’t be stored forever. To survive, she’s going to have to make her own.

There will be some discussion of sexual assault in this review, though no graphic descriptions.

The basic premise is something that appealed to me. It’s a different kind of post-apocalyptic survival, as it deals with how to get something that requires a society to produce. This part is handled well enough. Sugar’s diabetes is something she constantly has to remember, by monitoring her blood sugar and food intake. Producing insulin also isn’t something she can do alone. It requires a community. Though there are people who use society’s collapse to do bad things, most of the survivors are simply trying to live their lives and help each other out. This is realistic, as most people don’t actually turn into serial killers the moment a disaster happens.

The issues I had weren’t with the main plotline of trying to set up insulin production. Communities that band together and help their sick and disabled members is something I’m down with, and I wish happened more in post-apocalyptic work. The problem was everything else.

Sugar does not act like an older teenager. She acts like a child. Though her voice does mature somewhat over time, the start was a mismatch between what the text says she is (a nineteen-year-old who has been in and out of various foster homes, and living on her own since she was eighteen) and her behaviour (maybe nine or ten years old at most). At first, I thought this might be purposeful. She might be non-neurotypical. But as it went on, I changed my mind, because of the gender binary stuff.

And there’s a lot of gender binary stuff going on. Women all want babies, even the ones who say they don’t. Men are all lust machines. Sugar thinks her first relationship was as an equal and she never relied on her boyfriend, yet what is shown is her struggling with basic tasks when he isn’t there to do them. He did manly man stuff, because he was the provider. She cooked and looked after the house. There’s a constant repeating of how small and tiny Sugar is (she’s a woman of average size) that I’ve come to associate with this sort of attitude. It’s a way to portray women as being like children. Which with Sugar’s immaturity, combined together in a package that says women really need menfolk around to look after them.

Non-white people are mostly there as background decoration, or for Sugar to sweep in and rescue. It’d be nice to say no gay people appeared, but one of the characters has a backstory of being raped by his father as a child, and by other boys of a similar age. Gay people are rapists and paedophiles. There are no counterexamples to this.

That’s touching on just a few of the bigger issues. There’s basically a layer of bigotry over every aspect of the book. The author’s worldview shines through clearly, and it’s a worldview that hates people like me. I was not particularly surprised that the author’s note says he aspires to be like Orson Scott Card. For anyone who loves Card and his politics, this might be a great book. For anyone else, it’s one to avoid.

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

Julie of the Wolves – Jean Craighead George

Julie of the Wolves Cover: a yupik girl in a fur-lined coat and a wolf

Series: Julie of the Wolves, #1
First Published: 1st January, 1972
Genre: Contemporary Young Adult
Available: Amazon.com | Amazon UK | Barnes & Noble

Miyax, a Yupik girl, runs away from home after being attacked. She has to survive in the Alaskan wilderness, using the skills her father has taught her and with assistance from a wolf pack.

I did enjoy some of the aspects of the story. The feel of the landscape and how the animals interacted was there, which is something I look for in survival stories. I liked the change between the names Julie and Miyax in the narration depending on her current situation. Some of the thoughts on animal behaviour were dated, but I’d hope no one would use this as a natural history guide anyway.

However, the descriptions of Miyax/Julie’s culture and herself were often exoticised or laced with unfortunate implications. An example was the description of Miyax’s looks. It’s said she’s an “Eskimo beauty”, which comes with the implication of “pretty for an Eskimo”. Not properly pretty, like a Northern European. Add in her thinking she looked more beautiful when she was starving, because her face was thin like a European. Even when she changes her attitudes towards Europeans, she doesn’t start to think of herself as beautiful.

When Miyax decides to embrace Yupik traditions, she does so in a very black-and-white way. The real world isn’t as simplistic as traditional is good and modern is bad. Someone can hunt in traditional ways and enjoy chocolate cake. They can travel on foot and carry a phone. I wasn’t comfortable with the vibe that the only way to connect with her culture was to exist in the past, as it ignores the modern reality of Yupik people.

There’s also the issue that Miyax’s husband from an arranged marriage is non-neurotypical and ends up trying to rape her (the attack that leads her to run away). Non-neurotypical people are often portrayed as violent in books, but are more likely to be the victims of violence for real. It’s not a good trope to be reinforcing.

I couldn’t get away from how much like an outsider’s view the story read. With the added helping of the attempted rape scene, I didn’t enjoy it very much.

inFAMOUS: First Light

First Light Cover

Developer: Sucker Punch Productions
First Release: 27th August, 2014
Version Played: PS4
Length: Short
Links: Trailer One, Trailer Two

inFAMOUS: First Light is a short prequel to inFAMOUS: Second Son – a 3D action game set in the near future. First Light was offered as extra content for Second Son players, but is also sold as a standalone game. I got a copy as part of my PlayStation Plus subscription, having never played the other inFAMOUS games. My thoughts are from the perspective of how the game stands up on its own for players who are coming into the series with this as their first game.

In the inFAMOUS world, conduits (superpowered people) are controlled by the authorities in the USA. They’re locked up in government facilities and trained to use their powers for official purposes (like working for the D.U.P., who contain and control conduits).

Abigail “Fetch” Walker is a conduit who controls neon. When she’s a child, her parents want to turn her over to the authorities, so her older brother runs away with her. They spend years living on the streets, struggling with drug addiction, and carrying out petty theft to raise enough money to escape to Canada. This evidently goes wrong, as Fetch is in a D.U.P. prison for conduits, telling her story about what happened in Seattle a few years earlier.

It was clear the game wasn’t initially intended for people who hadn’t played Second Son. The early part forgot a few details, like highlighting what waypoints looked like. Or that waypoints existed at all, and that was the place I needed to go on the map. I wandered a series of streets I couldn’t tell apart until I figured it out. Once at the waypoint, it threw me into a combat situation without a clue about which keys were for combat. A button-mashing extravaganza ensued.

Once I survived that, the game had a combat tutorial (these take place in the prison, where Fetch alternates between telling her story and doing combat training). Because the best time for a combat tutorial is after you’ve already had to fight something. Needless to say, the game wasn’t making the best impression at this point.

But it was free and I wasn’t going to get any more free games for a few weeks, so I kept at it. I took some time out from missions once the open-world objectives appeared on the map. A bit of wandering around and fighting random gang members helped a lot with learning the combat system. The game grew on me after that point, though still had some issues.

Starting with the positives, I liked Fetch. Her neon powers are interesting (she absorbs neon, and uses it to create light weapons, turn into light and run, and other things). Her character design is good, with clothes and mannerisms that match her character, rather than having her posing sexily in her underwear (unfortunately common in games, even when it’s snowing). Her voice actress hits the mark of someone young who’s been through a lot.

The portrayal of women was generally okay. Of the main voice-acted parts, three are women (Fetch, the head of the prison, and a hacker who helps on some missions) and two are men (a drug lord and Fetch’s brother). So Fetch isn’t a single woman in a world consisting entirely of men. There are some uncomfortable themes, like the drug dealer being creepy and sexist towards Fetch, and women being kidnapped by human traffickers, but these aren’t shown as good things (or shown in such loving detail that it seems the storywriter is fetishising them). I would have liked to hear a female voice alternative for the D.U.P. armoured people, as it’s clear they employ women and anyone could be in those armour suits… yet the voice for the mob is always a man. Though the main point isn’t so much First Light, but that the main games of the series have all had men as leads. Fetch gets a smaller prequel game rather than a main title, which is an elephant that needs pointing out.

The open world (the Seattle parts of the game) was a good idea in principle, with collectibles (lumens), lumen races (chasing after moving lumens) and neon graffiti as things to find. It encourages the player to explore the whole map. It’s only a pity the city wasn’t worth exploring. Seattle was beautifully textured for sure. The rain effects were nice, like reflections in the puddles and rain falling on the camera when it was angled up. But the city districts weren’t very distinctive. The buildings felt like empty boxes, which were only there as platforms to jump off to reach lumens. There wasn’t a sense of exploration or finding something unexpected around the corner. A few buildings were clearly copies from the real Seattle, which is nice enough, but the overall city was rather lifeless. As most of the game took place here, this was a problem.

Story isn’t a strength of the game. It has a straight-forward and simple storyline. It does its job well enough, of introducing the character, and holding together the action. It’s just not likely to surprise anyone.

Once the game is done, the player can continue to roam Seattle or play in the prison arenas. The arenas score points, which go on a leader board. In theory, a player could spend a lot of time playing the arenas to compete with other PlayStation players. In practise, I doubt that many people keep playing the arenas after they earn their trophies, as they’re not that interesting. It is worth going for the trophies though, as unusually for a short game, this one comes with a platinum trophy.

I enjoyed the game in the end, but not enough to want to buy the other inFAMOUS games. I might have been swayed if Fetch had been the main character in Second Son, but she isn’t. As far as First Light goes, the grittier sides of the world might put off some players, as there is human trafficking, torture and needles are shown. But if you’re in the market for an action game where you get to smite things with superpowers, and you’re not too worried if the world and story aren’t the strongest, it’s not a bad title.

Book Launch: Sunstruck – Bigfoot Urban Fantasy

I had the cunning plan to launch the book on my birthday. This might have worked, if I hadn’t also got a helping of viral friends for my birthday. But a few days later than intended, it’s go time. Sunstruck is an urban fantasy novel with Bigfoot. More about the book and the launch is below.

Sunstruck Cover

 

Book Description

The Spokane Ecology Board covers up supernatural incidents, under the pretence of enforcing environmental laws. It’s a dull job of sightseeing thunderbirds and pixie outbreaks. Until the team gets murdered.

Ari is the replacement team’s Bigfoot liaison. Armed with everything she’s learned from detective shows, she’s ready to find the murderer. The downside is the job comes with a human partner, who smells of air freshener and lines up his desk like a math project. He’s only a scientist, so it’s not like he knows anything about magical crimes.

Ben Cabot grew up hearing stories about Bigfoot, but they failed to mention a love of the internet or an aversion to throwing wrappers away. But there’s more out of place than an untidy work partner. Someone’s messed with the case files, and that means the killer might be closer than they think.

I have a three chapter sample on my website. Some vendors also have their own samples. I always recommend reading the sample before buying. The book is currently available on Amazon US, Amazon UK and Smashwords. A comprehensive (and regularly updated) list of sellers is found on the book’s official page.

 

About the Series

The books are set in an alternate version of Spokane, Washington. They’re told from two points-of-view – Ari and Ben. The balance between the two narrators will depend on the book. Sunstruck has more from Ari. The next book (Conduit) will have more from Ben. After that, it’ll vary.

It’s an open-ended series, where each book has a stand-alone mystery (though it’ll help to read them in the right order).

 

Cupcakes

In the tradition of launch cupcakes, I made Bigfoot faces. These aren’t my most technically skilled decorating jobs, but they are very chocolatey. So, here’s to Bigfoot and launches. I hope you enjoy the book!

Bigfoot Cupcakes

# If you want to note it for later elsewhere, I’ve tweeted about it and have a post on Tumblr. The book also has a page on Goodreads.

I, Robot and the Uncanny Valley

A photo of Sonny: He has a realistically shaped face and eyes, but his workings show through artificial skin.Discussions of the movie I, Robot tend to focus on how Asimovy it really was (or wasn’t). I was interested in another feature: how the uncanny valley was used in movie. This post talks a bit about what the uncanny valley is, how I, Robot used it and how that might relate to non-visual fiction.

** includes spoilers for I, Robot **

What Is The Uncanny Valley?

The uncanny valley is a theory about how people react to increasingly human-like things. The theory states that people become more emotionally positive to things as they become increasingly human. A lizard is more like a human than a turnip, so lizards get more warm fuzzy feelings. A monkey is more like a human than a lizard, so monkeys get more warm fuzzy feelings.

But just before something reaches being a full human, there’s a drop in positive emotions towards it. This drop is the uncanny valley. It’s the point where a thing stops looking endearingly humanised and starts looking freakily sub-human. Or the point where a human is no longer seen as human and drops into the valley (zombies are the classic speculative fiction example of that… still all human and rather uncanny).

Robot design is an area where this matters. Makers want to make their robots human-like enough to make people feel good about them, but not step too far and fall into the valley.

Uncanny = Evil

The main use of the uncanny valley in the film is to signify evil.

The old robots are humanoid, but they have a blockier build and clearly robotic faces. They’re shown behaving in sympathetic ways, such as robots in storage huddling together. These robots are at the positive peak. They show sympathetic, human-like features, without appearing to be too human.

The new robots are down there in the valley. They have human-like faces, realistic eyes and rounded limbs, yet don’t look entirely human. Their voices are soft and more human-like than the old robots, yet also emotionless. The uncanny valley is telling you these robots are evil.

This is a pretty standard use of uncanny valleyness. It manipulates the audience into sympathising with the old robots and distrusting the new ones.

Why Don’t The Future People Think They’re Freaky?

Other than the protagonist, people trust the new robots. Even the protagonist doesn’t think they look untrustworthy (not any more so than the old robots anyway). So why don’t the future people think the robots are freaky?

One criticism of the uncanny valley is that it’s culturally based. A person’s experiences will change where (and possibly if) the valley exists. This is shown when humans drop into the valley.

Supposing you had a friend who didn’t have hands. You have no problem perceiving your friend as being human. A stranger isn’t used to your friend, and places him in the uncanny valley. The stranger’s reactions are hostile and untrusting. This example is unfortunately not that hypothetical – people with obvious deformities, scarring and missing limbs can end up in the uncanny valley and are treated accordingly.

The important point is that you and the stranger have different thresholds for what’s human and what’s not. However, given time, the stranger will get to know the friend, and will stop seeing hands as a defining human feature*.

Back to robots, it’s clear that a society’s view on robot appearance could modify. What’s uncanny at first may not be in a few generations time**. (On the other hand, it’s possible there’s a limit on what people would accept as human. As we have no evidence either way, a story could take either view***).

Why Do We Like Sonny?

Sonny is one of the uncanny robots. This is emphasised in his early appearances, by displaying almost human behaviour. He dreams and can draw, yet draws with precision with both hands at once. He’ll fight to survive, yet does so with superhuman strength and agility. Unlike our friend with no hands, he’s not displaying completely human behaviour. It’s going to be difficult to overcome that feeling of uncanniness.

By the end of the film, Sonny is showing human understanding of things like loyalty, deception and the value of free choice. It’s interesting that while watching the film, I have no trouble accepting Sonny, yet the screenshots still look creepy. Appearance may put a robot into the valley, but behaviour can pull them out of it.

This shouldn’t be a surprise, as behaviour is the thing that tells you real humans are humans. Often a screen robot looks uncanny because its behaviour is a little off (this can also be true of 3D animated people… the audience picks up on tiny errors in the movement that betrays the fact it’s a simulation).

How Do We Like Sonny?

This is a question that’s hard to answer. When we take someone or something back out of the valley, what are we actually doing? Do we see them as…

  • A human (whether they are or not). Any differences are accepted as normal human variation.
  • Near-human. We may not have had a category for that before, but our brains start to realise there’s a middle-ground between human and not.
  • An exception. We’d still find others like them just as uncanny, but the individual is accepted.

In the case of the friend without hands, it’s going to be the first one. We soon realise that hands were never a defining part of being human anyway. The friend behaves in an entirely human way, so it’s not a difficult leap to make.

With Sonny, there’s still a voice saying he isn’t human. Whether we’re seeing him in a near-human category, or he’s just sneaking closer to be seen as fully human, is hard to say.

It would be fair to say that any one of those options could be realistic in a story.

Application to Fiction

Stories don’t have the same visuals as films, but the ways character might react may be based on this principle.

One interesting issue is that it might means it’s easier to accept a non-human robot as a sentient being with rights. The robot who falls in the valley has to overcome feelings of distrust – something an out-of-valley robot doesn’t have to contend with.

The robot Asimo is a classic out-of-valley design. Roughly humanoid and able to move in a human-like way, but robotic enough that he doesn’t fall in the valley. People react in a positive way to Asimo****, and this would obviously be a great advantage if Asimo were sentient and trying to gain rights. People wouldn’t assume he was evil.

On the other hand, Sonny has an uphill struggle. It’s interesting that the movie makers didn’t try to make Sonny look outwardly friendlier than the other new robots. The viewer has to overcome their own prejudices to see Sonny as anything other than the bad guy.

Few robot stories deal with the potential issues of a robot facing discrimination for its appearance. Perhaps a new robot line would be a little too human-looking and not sell as well, so they face being dismantled for parts. Perhaps when it comes to choosing between believing the blocky robot and the almost-human one, a character might go with their instinct and chose the blocky robot (possibly with disastrous consequences).

The sort of cultural change needed to accept an almost-human robot as human (or as definitely not human, and not uncanny) would take a long time to reach. In the meantime, all those robots in the valley have a problem. It’s odd that their problem doesn’t appear in fiction as much as you might expect.

* This has some real world significance too, because it suggests that it’s important for people to have experience of a wide range of people. If they don’t, they run they risk of seeing other humans as non-human.

** In Doctor Who, Donna (a modern day woman) meets automated greeters at a library in the future. These greeters have human faces on them, to put patrons at ease. They’re normal to the future people, but freaky to Donna.

*** Kryton, an android in Red Dwarf, has a blocky appearance. The crew discovers that earlier models look identical to humans. When asked why Kryton looks more primitive, he explains it’s because humans didn’t like their androids looking too human. Later models were made to look less human on purpose*****.

**** One example was the reaction to the Honda advert where Asimo moves through a museum. Some watchers were moved to tears, as it shows a very positive view of technology… a friendly robot reacting the way a human might to the museum exhibits. Few (if any) people thought “that robot looks like a mass murderer… I wouldn’t let him near those gadgets”.

The advert can be watched here. And just because it’s fun, dancing robots!

***** Though the way people react to humans in costumes is always somewhat different. Data from Star Trek was made to look slightly not human, in both behaviour and appearance. Yet he didn’t tend to set of people’s uncanny valley alarm. He’s a man in a costume and we know it.

Sonny photo is Copyright © Twentieth Century Fox Film Corporation. Used for review purposes.