Tuesday, September 3, 2019

Console Corner: Review of Shadow of the Tomb Raider


While not a return to the original Playstation’s Lara Croft, 2013’s reboot Tomb Raider: Definitive Edition did bring the archeologist cum gunslinger cum puzzler onto the modern generation of consoles with a splash. Focusing more on action and platforming than puzzles, the game was a rush of shooting and scrambling that kept the story’s pedal to the metal all the way to its fantastical ending. The follow up title, Rise of the Tomb Raider, looked to expand itself and slow things down a little. Upping the ante on environmental puzzles, the game likewise added a lot of geography by moving from linear to semi-open world, something which was ill-considered in my opinion. Caught on the fence, it couldn’t offer everything of what each form is good at. Players who enjoy open worlds and collectibles had a heyday, while those who wanted a pure story experience were often forced to participate in spurious activities and retrace ground they’d already covered (items a person could spend hours collecting in the world could just as easily be looted from dead bodies while pushing the main storyline forward). And this is all not to mention the facts that the game’s bad guys, Trinity, were as vanilla as can be, and the Siberia portrayed in the game rarely convinced of being a home to ancient, fantastical magic just waiting to be discovered. The Tomb Raider reboot originally conceived of as a trilogy, 2018’s third and final game in the series, Shadow of the Tomb Raider, looks to complete Lara’s character arc: how the tomb raider became the tomb raider. Let’s take a look.

Shortly after the events of Rise of the Tomb Raider, Shadow of the Tomb Raider opens with Lara on the heels of Trinity, this time in Cozumel, Mexico, where she and her partner Jonah believe they have pieced together enough of Lara’s father’s journals to be able to locate a special Mayan artifact. Finding the artifact just before Trinity, Lara is caught while escaping, and is forced to confront Dr. Dominguez, an archeologist working for Trinity who has dire warnings given that Lara has disturbed the artifact. A supernatural occurrence intervening, Lara has no choice but to continue her search for Mayan artifacts in the jungles of Peru, still on the heels of Trinity…

Console Corner: Review of Overcooked


My wife is a gamer—not a gamer-gamer whose life revolves around our console, but there are no problems picking up the controller if she has a couple free hours in the evening. (She’s been playing Witcher 3 for about a year.) For Christmas this past year we got a second controller, which means our house has new options. Looking through the lists of worthwhile couch co-op games (not a lot, it seems), I came across a few that were universally recommended. Among them was Overcooked, and seeing it on sale for dirt-cheap on the Playstation store one day, I picked it up. All I can say is: marriage therapy.

I have not checked, but I would guess Overcooked can be played single-player. But who would want to? All the game’s fun in interaction and team play, in Overcooked players play as chefs in various kitchens who must prepare and combine ingredients to meet customer’s orders, all against a clock. The first kitchen is pretty straight forward: players chop vegetables to prepare salads and serve the plates—typical restaurant kitchen activity. But after, things get wonky. The kitchens which follow change things up. Some feature moving counters, some split in half every minute, some are located on moving cars, some feature rats who steal ingredients, and so on. If working together to coordinate and prepare orders under the pressure of time is not enough, then the wacko-kitchens add a layer of complexity. On top of this, the orders become more complicated (salads are much easier to prepare than burgers or soups), all of which pushes the game toward that bouncy ball of chaos and fun “I need one more onion!” “Take the pot from the stove, it’s burning!” “Wait until I serve this meal!” “Wash some plates! I have nothing to put the burger on!” It’s when players reach flow state, moving in and out of each other’s paths with purpose, working in sync, and preparing orders at speed (i.e. they know where the bouncy ball will bounce next), that the game becomes extremely satisfying. Yes, marriage therapy.

Monday, August 26, 2019

Review of Total Conflict ed. by Ian Whates


Look at that cover—yes, look at it. I feel like a high school graphic design student could have done better. But don't let it fool you. Look at the editor's name. Where so many of his contemporaries are unable to get variety from their commissioned authors, Ian Whates is consistently able to deliver themed anthologies with enough material that strays beyond the core to make things interesting. Such is 2015's Total Conflict.

But the anthology does not open without giving readers what they expect based on the spacetroop—ahem, space marine “gracing” the cover. When a valued space marine falls in combat, his comrades hold an appropriate wake, complete with whiskey in “The Wake” by Dan Abnett. Abnett capturing grunt vernacular very nicely, the story still pans average—classic/generic sf, depending on your perspective. Largely the same as Abnett’s story (space marines wielding futuristic guns, engaging in bro talk while shooting at alien stuff), but without the style, “Psi.Copath” by Andy Remic ensures the cover image has been thoroughly dealt with.

Monday, August 19, 2019

Review of Adam Robots by Adam Roberts


Adam Roberts is one of the most unique voices currently writing fantastika—an extremely difficult thing to accomplish given the sheer volume of material saturating the market. Having the knack for striking upon something out of the mainstream ordinary and developing it in a speculative setting with a hook or at least a barb), the talent also extends to short fiction, something the eighteen stories in his 2003 collection Adam Robots (not a narcissistic self-promotion) exemplify—at least, mostly.

Adam Robots opens on the wonderfully biblical yet utterly sacrilegious title story. It tells of a robot brought into the world and instructed never to touch a certain jewel atop a metal pole. Curiosity killed the cat, but does disobedience damn the robot? Wildly scientific, wildly implausible, and a wildly, enjoyably readable story, “Shall I Tell You the Problem with Time Travel?”—as the title states—describes said problem with time travel, and of course, how to get around it—nuclear bombs, dinosaurs, and severed thumbs included.

Monday, August 12, 2019

Review of Crowfall by Ed McDonald


I'm starting to feel like a broken record, but given the amount of derivative bilge published today, the message bears repeating: stereotypes are ok; it's how you execute. Epic fantasy is a dead, beaten horse—but it's still possible to write effectively in the medium and create engaging, enjoyable stories. Enter Ed McDonald's Raven's Mark series. Nothing new here; it's pieces can all be found in multiple peers and ancestors. But McDonald delivers everything with color and edge, and evolves the pieces in a plot that simultaneously builds and surprises. But could McDonald maintain the success for the trilogy's conclusion, Crowfall (2019)? Let's find out.

Like Ravencry, Crowfall opens multiple years after the events of the prior novel. Ryhalt has gone off the grid, eking out an existence in the Misery. The blackness of the Misery seeping into his very soul, Ryhalt is cursed with magical powers he'd rather not have. But when a summons from his master arrives on his “doorstep”, Ryhalt must return to civilization to answer the call, and in doing so, encounters pieces of his old life he'd rather not. Society appearing on the verge of collapse under the weight of the Deep Kings, once again Ryhalt must bridge the gap. But is everything as it seems?

Friday, August 9, 2019

Console Corner: Review of Little Nightmares


Genetic disposition, environmental response, brain tuning—whatever the nature vs. nurture argument is, I love games like Limbo and Inside. A parade of bite-sized puzzles with a coherent art motif binding them all together, they are true brain candy. Offering more for the player so inclined, they likewise give tantalizing hints and clues about the larger world of the game, giving rise to questions about who, what, where, and, why. When hearing Tarsier Studio’s Little Nightmares (2017) was in this same vein, my radar pinged. Having now played the game, it’s still pinging.

Though having the same relative concept as Limbo and Inside, Little Nightmares is themed entirely differently. The player guides a little girl in a yellow raincoat named Six through a ship full of bizarre traps, puzzles, and human-ish things wanting nothing more than to catch her. Skittering gnomes, leaky pipes, macabre effigies of humanity, dark corners, leech-like crawly things, creaking doors, the roll and pitch of the ship—all combine to give gameplay a surreal, horrific feel. A little girl trapped in a big person’s world, survival is not always guaranteed.

Monday, August 5, 2019

Review of MaddAddam by Margaret Atwood


Snowman the Jimmy, Snowman the Jimmy, it’s such a pleasantly off-kilter name I can’t help but smile to myself every time I hear it. The Crakers, their car freshener body odor, periods of blue libido, and purr-healing providing a backdrop that only exacerbates the oddity. Snowman the Jimmy fits right in. And still MaddAddam (2013), third and concluding volume in Margarat Atwood’s Ory and Crake trilogy, manages to strike at the heart of the real humanity at stake in large chunks of contemporary socio-economic and technological reality.

MaddAddam picks up where events of each of the two previous novels left off. With Snowman the Jimmy (), it’s literally with the injury he had at the end of Oryx and Crake. In need of care, he gets it from Toby and Ren, the two women who had started a small community of humans and Crakers at the end of The Year of the Flood. Nursing the man back to health, the group try to rebuild some semblance of normal life in a world still threatened by painballers.

Wednesday, July 31, 2019

Review of McSweeney's Enchanted Chamber of Astonishing Stories ed. by Michael Chabon


Michael Chabon, as editor, met success upon pulling together his first anthology of short stories, Mammoth Treasury of Thrilling Tales. Focusing on plot and storytelling, Chabon solicited an experienced array of authors, asking them to above all entertain, but in sophisticated, perhaps occasionally throwback fashion. The success snowballing, Chabon was commissioned with pulling together a second anthology of likewise engaging, throwback stories. Looking to a new array of authors (save the recurrence of Stephen King), McSweeney's Enchanted Chamber of Astonishing Stories (2004) matches the feat of Thrilling Tales.

Kicking off the anthology in devilish fashion is Margaret Atwood’s “Lusus Naturae”. About a demoness who finds her own sense of peace, Atwood incorporates stories of yore while taking the pitchforks of angry villagers to a new level. Dynamic wordsmithery on display even in short form, “What You Do Not Know You Want’ by David Mitchell tells of a black market merchant in Hawaii trying to track down an obscure Japanese dagger from a man who recently committed suicide from a rooftop. While a relatively standard piece of contemporary noir, Mitchell’s diction elevates this story above the crowd (notwithstanding the ending). The opposite of Mitchell’s story, Jonathan Lethem’s “Vivian Relf” is the subdued tale of a man meeting a woman at two different times in his life, and the differences in perception, as well as subjectivity of memory that result (emphasis on subdued).

Monday, July 29, 2019

Review of Voice from the Edge Vol. 2: Midnight in the Sunken Cathedral by Harlan Ellison


Were he to have risen to popularity in the 21st century, Harlan Ellison would have been the king of speculative fiction’s edge lords. Unafraid of voicing opinion, controversial or otherwise, in the very least the man can be respected for walking his own path when so many are pressured to conform to an ever growing list of cultural standards. And it comes through in his fiction. Though the overwhelming majority of Ellison’s oeuvre is short story length, each selection nevertheless has a uniqueness, a singularity that, like his opinions, separates the author from the herd. Volume 2 in his Voice from the Edge series, Midnight in the Sunken Cathedral brings together eleven of Ellison’s best stories, read by the author himself.

The premise of the collection’s opening story “In Lonely Lands” is quite simple: a blind man awaits the arrival of death with his Martian friend on the red planet. A mood piece, Ellison wonderfully captures the melancholy of the man’s final moments in both poetic and direct manner, opening the door to the collection that follows. A pastiche of alien invasions, “S.R.O.” sees a weak, poor New York City man in the middle of lying to a potential date interrupted by an alien invasion. Taking on absurdist tones, the invasion becomes a stage performance the man attempts to take advantage of for his own gain—a wonderful piss take on the strange manner in which some people seek entertainment.

Friday, July 26, 2019

Review of McSweeney’s Mammoth Treasury of Thrilling Tales ed. by Michael Chabon


Michael Chabon’s name is well known as a novelist. Summerland, The Yiddish Policemen’s Union, and The Amazing Adventures of Kavalier & Clay have all been universally recognized by pundits and readers alike. But editor? Taking the love for the pulps expressed in his novel Gentlemen of the Road and converting into commissions for short stories, McSweeney’s Mammoth Treasury of Thrilling Tales (2002) features a swathe of stories showcasing what can still be done in the 21st century with plot at the forefront.

A type of story that one encounters rarely these days, the anthology kicks off with “Tedford and the Megalodon” by Jim Shepard. Precisely why it is exceptional needs to be discovered by the reader, but this story of an Australian biologist working off the southern coast of Tasmania trying to discover a supposed great white shark is everything that short adventure fiction should be, and at the same time rarely is. A story based on a real life occurrence, “The Tears of Squonk, and What Happened Thereafter” by Glen David Gold tells of a late 18th century traveling circus proprietor and bizarre (read: murderous) circumstances surrounding a clown, an elephant, and revenge. A human portrait of a man trying to atone for years of drinking and leaving his family, “The Bees” by Dan Chaon describes precisely what happened when all those good intentions catch up.