Unlike many science fiction series which tend to
work linearly, continuing the story lines of favorite characters book after
book, Iain Banks’ Culture series has the benefit of being open to any variety
of new characters, settings, and plots. Like
pieces of a pie, with each new Culture offering, more of the Banks’ universe is
set before the reader. Fresh tech, new AI
personalities, and whole, previously unexplored corners of his galaxy are exposed
in detail. After six books and an eight
year hiatus from the series, Banks returns in 2008 with Matter, proving there is still plenty more pie to be eaten.
Matter
is the story of the three Hausk siblings: the oldest Anaplian, the middle Ferbin,
and the youngest, Oramen. Born and
raised on the middle level of an artificial planet structured like an onion (called
Sursamen), life is not always easy. Their
quality of life existing at a state circa the US Civil War, steam power,
rifles, and the telegraph are beginning to take shape, but battles are still largely
fought with horse and sword. After
witnessing the murder of their father the king, Ferbin runs into exile and
attempts to escape to the surface of Sursamen and ask their sponsor species for
help in revenge. Believing his father to
have been killed in battle, Oramen, too young to take power, willingly allows
the rebel tyl Loesp regency but soon finds himself evading assassination.
Cast out of the family at a very young age
due to being a girl, the third child, Anaplian, was offloaded from the planet
and raised by the Culture as a Special Circumstances agent. But upon hearing of her father’s death, she
decides to return to pay her respects after fifteen years away. The situation she encounters upon her return more
than possible to imagine, life on Sursamen has never been so culturally and
technically complex.
While the story described above may seem like a
typical fantasy/steampunk novel, rest assured there is far more to Matter.
Events within the shell-world occupying only a portion of the narrative,
there are larger schemes at work in the galaxy.
Like the physical levels of Sursamen, layer upon layer of sponsor
species hold an interest in the planet’s fate.
The Octs are the Hausk’s sponsors and play a role operating the towers
and elevators that provide both structure and transportation through the
artificial planet. The Aultridia are the
sponsor group of the humans who live on the level below the Hausks and are not
at all friendly with the Octs. On the surface,
the insect-like Nariscene claim control of the planet and galactic region, all
political and military events needing their clearance, including even the
Culture. And there are several other
species playing a hand in the story. From
the long-gone Veil, who may have created the shell-worlds, to the Iln who once
sought to destroy them, a galaxy of species play a meta-role to the events
centered around the Hausk family. As Banks
says simply, the galaxy is “like a madman let loose in a paint factory”.
Matter
is built along a small but strong number of thematic lines. The first is an idea in common with Inversions: cultural intrusion, e.g.
when to participate or remain passive in a society’s evolution, is examined. And like Excession,
at one point in the novel the idea of a truly alien unknown takes hold and
informs the storyline. Further themes
include the motivations for war, particularly the idea of hating the Other and
the false footing such ideology rests on.
Largely, however, the novel is
about whether or not to take action in the face of adversity. Ferbin, soundly affected by his father’s
death, entreats all he encounters to help him get revenge against the loathed
tyl Loepl. Oramen, a book worm of a
youth, is the opposite, and chooses to protect his own interests rather than
attempt to eradicate any risks at hand—a far more passive approach. Anaplian represents the middle ground. With physical, mental, chemical, and all other
manner of enhancements available to her through the Culture, she is more
thoughtful and chooses carefully how and when to apply herself when things turn
ugly, saving which side of the coin she lies on for the very last scene.
And what a scene it is. Those who were disappointed by the subtle
ending of Look to Windward will be
thoroughly satisfied by the conclusion of Matter. Tension built effectively to proportions truly grand in scope, it’s a colossally
satisfying climax. Containing everything
that makes sci-fi great—the weapons, the gear, the urgency, the fun--Banks
seems to say, hey, I’m back, and there’s still some in the tank.
In the end, Matter
is another superb offering in the Culture series and proof Banks is still among
the top writers of science fiction today.
Following the pattern set by the last three novels, events and
characters remain numerous and spread, the series taking on all the more color
for non-linear plotting and multiple viewpoints, not to mention depth and
complexity of story. Following Bank’s
style in general, affective characterization and vivid scene setting remain the
focus (the Hyeng-zhar waterfall is a fantastic set piece). True, Ferbin, Oramen, and tyl Loepl come
across a bit too varied to be realistic, however, Anaplian and several of the
side characters, particularly Liveware
Problem the Culture Mindship, are described in wonderful fashion and are…
entities the reader can relate to.
Sursamen seeming a logical expansion of the Ringworld idea (orbiting-ribbon to shell-world not so strange),
fans of Niven’s creation will enjoy the detail and thought Banks invested in
the 16 levels of his onion planet. Continuing to imbue sci-fi with fresh
material, Matter is recommended for
anyone looking for more than typical space opera fare.
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