After much debate (and some requests) I have signed up with crowdfunding service Patreon to better support future blogging efforts. You can find my Patreon page here and more information after the jump.
The Wertzone
SF&F In Print & On Screen
Saturday, 16 January 2077
Support The Wertzone on Patreon
After much debate (and some requests) I have signed up with crowdfunding service Patreon to better support future blogging efforts. You can find my Patreon page here and more information after the jump.
Sunday, 12 January 2025
Martha Wells's MURDERBOT DIARIES series gets omnibus editions
- All Systems Red (2017)
- Artificial Condition (2018)
- Rogue Protocol (2018)
- Exit Strategy (2018)
- Network Effect (2020)
- Fugitive Telemetry (2021)
- System Collapse (2023)
- All Systems Red (2017)
- Artificial Condition (2018)
- Rogue Protocol (2018)
- Exit Strategy (2018)
- Fugitive Telemetry (2021)
- Network Effect (2020)
- System Collapse (2023)
- All Systems Red & Artificial Condition
- Rogue Protocol & Exit Strategy
- Fugitive Telemetry & System Collapse
System Collapse by Martha Wells
Indiana Jones and the Great Circle
1937, Marshall College, Connecticut. Renowned archaeologist Indiana Jones is back teaching when an imposing man breaks into the college and steals an ancient cat mummy. An incensed Jones pursues the man, following clues to the Vatican, where the Catholic Church is negotiating a delicate coexistence with Mussolini's fascist government. Allying with an old friend and an intrepid Italian reporter searching for her missing sister, Jones runs afoul of an old German nemesis and embarks on an epic journey that will take him all over the world in pursuit of the greatest archaeological discovery of all time.
Indiana Jones is one of the most beloved film franchises of all time, with the collaboration between Steven Spielberg, George Lucas and Harrison Ford delivering two of the best action-adventure films ever made, two okay ones and one stinker (your mileage may vary on which is which), whilst also delivering a ton of decent spin-off media, including books and a TV show. However, the franchise has often faltered in the sphere of video games. A lot of titles have been generic action games wearing a Fedora and leather whip skin, diverting but not really nailing the spirit of the movies or the character. Arguably the last all-time classic Indiana Jones video game was Indiana Jones and the Fate of Atlantis, released way back in 1992.
Now there's a new challenger. Indiana Jones and the Great Circle has an original story and was developed by Machinegames - best known for the Wolfenstein action series - for Bethesda and Microsoft. The game is mostly played from a first-person perspective, and sees the player controlling Indiana as he goes on a round-the-world trip to stop the Nazis from getting their hands on a number of powerful, ancient artefacts. Harrison Ford declined to return as Indy, so omnipresent voice acting superstar Troy Baker takes up the role, delivering a performance which both nails Ford's sound and cadence, and is a good performance in its own right.
Where The Great Circle really succeeds is taking a step back and thinking thoughtfully about who Indiana Jones is and isn't as a character. Jones is happy to whip out a gun and shoot enemies in a pinch, but he isn't a seasoned sharpshooter. He's happy to sneak up on a bad guy and knock them out, but he's not a stealth assassin. His main skills are deduction, speaking a dozen or more languages, and exploring ancient ruins filled with curiously well-maintained traps. He is also kinda goofy as a character, prone to the occasional terrible joke and being a bit cack-handed, factors which the game also tries to invoke.
As a result, the game allows you to fire guns, but sees this as a fail state and usually this results in you getting overwhelmed, unless you are able to escape in the confusion, or you're dealing with very isolated enemies. Indy is awkward with guns and sometimes panics during reloading, which can be frustrating but does dissuade you from relying on them (headshots or pointblank shotgun blasts not resulting in instant kills is very dumb, though). You can sneak up behind people and knock them out, but doing this with your bare hands is tricky, so grabbing a blunt instrument and whacking them on the back of the head is often a better move. In theory, enemies are supposed to panic and sound the alarm upon discovery of bodies, so you can move bodies elsewhere, but in practice this only seemed to work about half the time, and never if you've moved the bodies from elsewhere. Fighting a bunch of bad guys in the Vatican and hurling their bodies from a balcony just to find the enemies below politely stepping around them without comment was odd.
Indy's most reliable weapon is his straight-from-the-films ability to wear somewhat flimsy disguises and, despite not looking like any locals at all, immediately fit in. Arriving in a new location can see a lot of careful travelling until you find a local uniform and then just stroll into enemy bases. Of course there are ways of still being discovered - enemy officers know who all their men are and will get suspicious at a new guy loitering around - as well as there being drawbacks. Otherwise friendly locals may refuse to help you if they see you in a German military uniform, but you can find local garb or just Indy's standard gear to regain their trust.
The game isn't an open-world affair, but instead has three open-ish maps which you can traverse, each one of which has multiple ruins you can explore, to service the main story, side-quests or optional activities. Penetrating ruins requires some jumping, using your whip to traverse distances or climb to higher exits, and solving puzzles. All of this is done in a very enjoyable way, and after years of solid Tomb Raider and Uncharted games, it's satisfying to see their main inspiration finally getting a game worthy of his name. Optional activities include finding relics for a museum, taking photographs of impressive sights and locating notes on everything from local cuisine to personal correspondence. Indy also spends a lot of time undercover in Italian and German military camps, where he can find locked safes and cases containing useful equipment. There are also collectibles including comic books and more useful skill books, which allow Indy to learn new skills to enhance everything from combat to stealth to improved medical skills.
Structurally, the game has some light Metroidvania elements as you can revisit previous locations with later-acquired skills or equipment to open new areas, although this element is not strongly publicised, and in fact is a bit weird: you have to wait until the game autosaves before leaving for a new location, otherwise anything you've done since will be deleted, and the game's incredibly urgent and pressing storyline means that Indy can't fly between, say, the Vatican and Connecticut willy-nilly, so any re-visits to previous areas is "non-canonical," you're really just remembering your original time in that location in a different way. This is an awkward mechanic that never really feels right, but is necessary since finding all the collectibles and side-objectives on your first visit to an area is almost impossible. It can be amusing to go back to earlier areas after levelling up your fighting skills in later areas, as the blackshirts in the Vatican are laughably easy to take out in fistfights once Indiana as even just moderately improved his unarmed combat. Watching cardinals and nuns step gingerly around a substantial pile of unconscious fascists never stops being entertaining.
You also spend a lot of the game with a companion, in this case Italian journalist Gina Lombardi (Alessandra Mastronardi) who is working hard to expose the dangers of Italian fascism and also looking for her sister, an archaeologist who fell in train with Indy's German rival, Emmerich Voss (Marios Gavrilis, who not so much chews the scenery as gloriously consumes it wholesale). Gina can be useful in helping solve puzzles and provide hints if you get stuck in a particular area, though she does have a slight tendency to get in your way and block doorways (though she gets out of the way sharpish if you have problems). Gina fits right into the classic pantheon of Indy love interests who can hold their own. Voss is also a glorious opponent, prone to tedious pontificating and lording it over Indy despite being mostly reliant on Indy to work out the location of the artefacts and then trying to steal them. Also an honourable mention to the late Tony Todd, who provided a fine performance (mocap and voice) before passing away in November.
Despite the mounds of side-content, the game does not outstay its welcome: I finished the whole game, in fact almost 100%ing it (and only being prevented from doing so by a bug), in a very reasonable 38 hours. It's refreshing to play a game that isn't so overstuffed with optional side-content that it becomes a tedious grind. The game also mixes up its small open-world-ish hub areas with much more focused interstitial levels (like a trip to the Himalayas and a side-visit to Shanghai), which also helps pacing.
Indiana Jones and the Great Circle's biggest success is feeling like the Indiana Jones movies. The writing, dialogue and puzzles are all on-point, and the revelation of the final objective of the game is genuinely impressive (to the point you can imagine Spielberg and Lucas cursing as to why they never had that idea). If it was a movie, it would probably be at least the third-best one in the series. Like Batman: Arkham Asylum before it, The Great Circle feels like an authentic, additive entry to its franchise, not just a generic tie-in with some iconography slapped on the top.
The game does have flaws. Although I understand why they made guns awkward to use, there are moments where it can be very frustrating, and headshots not killing someone immediately is daft. The mechanic for revisiting previous location is awkward. The game is graphically beautiful (stunning, in fact) in terms of environments and lighting, but character models aren't quite there and can slip into the uncanny valley (Indy is also prone to making some odd faces and expressions). Idle dialogue can be gratingly repetitive (the sixty-first time Gina reminded me she couldn't swim felt a bit unnecessary). There are also some bugs with the game tripping over itself in trying to track objectives and some achievements not triggering until you run backwards and forwards a few times. During the game's finale a door opened but didn't "really" open, leaving the area beyond an empty void until I worked out how to trigger the proper cut scene. Early patches have eliminated some of these issues but others remain (being on 98% completion despite completing 100% of the game, but the game not recognising the last 2%, is irritating, if inconsequential).
But overall, Indiana Jones and the Great Circle (****½) is easily the best Indiana Jones video game ever made, true to the spirit of the source material and a cracking good adventure even for casual fans of the franchise. The game is available now on PC and Xbox, and should launch on PlayStation 5 this spring.
Saturday, 4 January 2025
Wind and Truth by Brandon Sanderson
Thursday, 2 January 2025
The Longest SFF Novels of All Time (2025 update)
It's been a few years since I last tackled this idea.
Of course, mega-long novels are not published in the industry that often, so the individual novel list hasn't changed very much. The main change has been adjusting the positions of Brandon Sanderson's novels based on updated word counts and adding his latest volume, Wind & Truth, which was published since the previous list was published.
Previously I also counted "longest series," but that's going to have to become its whole own article.
These lists are not exhaustive and consistency of reporting these figures can be quite variable. I have opted for word counts as the most accurate way of estimating length, as page counts can vary immensely based on page margins and font sizes.
Longest Novels
1. Varney the Vampire by James Malcolm Rymer and Thomas Peckett Prest
667,000 words • 1845-47
This long novel was serialised in "penny dreadfuls" of the mid-19th Century and chronicles the adventures of Sir Francis Varney, a vampire. This book's genre credentials have been disputed (with the suggestion that Varney is actually a madman rather than a real vampire), but there seems to be a general acceptance that the book is a genuine work of the fantastic, and the longest SFF work ever published in one volume (which it was in 1847). The book was also influential on Bram Stoker's later Dracula (1897) and introduced many of the tropes of vampire fiction, including the "sympathetic vampire" protagonist.
2. Atlas Shrugged by Ayn Rand
645,000 words • 1957
Highly debatable as a genre work rather than a political novel, although the story is partially set against a dystopian background and genre historian John Clute identifies the novel as SF (plus it inspired the very SF Bioshock video game series and fantasy Sword of Truth series), so okay, we'll count it. Your mileage may vary.
3. Jerusalem by Alan Moore
615,000 words • 2016
Alan Moore's prose magnum opus is a massive, dizzying and baffling journey into the surreal. It's so huge that it is also available in a two-volume edition in a nice slipcase.
4. Infinite Jest by David Foster Wallace
545,000 words • 1996
Infinite Jest has primarily literary allusions, although the book's setting - a North American superstate consisting of a unified Canada, USA and Mexico - is a futuristic dystopia. The book could have even been bigger, with 250 manuscript pages trimmed for length by the publishers.
5. To Green Angel Tower by Tad Williams
520,000 words • 1993
The concluding volume of Memory, Sorrow and Thorn is bigger than the first two novels in the series (The Dragonbone Chair and Stone of Farewell) combined. A titanic, shelf-destroying novel, it is only available in mass-market paperback in two volumes, subtitled Siege and Storm.
6. The Fiery Cross by Diana Gabaldon
502,000 words • 2001
The fifth volume of Diana Gabaldon's Outlander historical romance series, spiced up by a time-spanning culture clash, is absolutely gigantic.
7. A Breath of Snow and Ashes by Diana Gabaldon
501,000 words • 2005
The sixth volume of Diana Gabaldon's Outlander historical romance series doesn't quite match its predecessor in size but it can still be used to stun a yak.
8. Ash: A Secret History by Mary Gentle
500,000 words • 2000
Mary Gentle's novel is a dazzling mix of SF, historical drama, fantasy, alternate history and general bizarrity. The novel was published in one volume in the UK, but the American publishers released it as four in the USA.
491,000 words • 2024
472,376 words • 1978
Stephen King's biggest novel in a single volume, notable for also foreshadowing The Dark Tower series. The above word count is for the expanded and revised edition.
11. The Lord of the Rings by J.R.R. Tolkien
470,000 words • 1954-55
This book needs no introduction. The most influential fantasy novel ever written, often incorrectly cited as the biggest genre novel of all time. Due to paper shortages after the Second World War, the book was released in three volumes (The Fellowship of the Ring, The Two Towers, The Return of the King), inadvertently creating the classic fantasy trilogy at the same time. The novel has been available in its intended one-volume version since the 1960s.
12. The Naked God by Peter F. Hamilton
469,000 words • 1999
The biggest space opera novel ever published, even more remarkable because it was the concluding volume of an even bigger trilogy, The Night's Dawn.
13. Rhythm of War by Brandon Sanderson
14. Oathbringer by Brandon Sanderson
451,912 words • 2017
The third Stormlight Archive novel couldn't quite match the fourth for size. Remember when Sanderson told us the first novel (a now novella-feeling 380,000 words) would be the longest? Good times.
15. It by Stephen King
445,134 words • 1986
Arguably, Stephen King's most famous single novel thanks to multiple TV and film adaptations.
422,000 words • 2000
George R.R. Martin started his Song of Ice and Fire series being somewhat concerned about the word count and went to great lengths to keep the first two books down to a friendly 300,000 words or so apiece, dropping chapters back into the next volume if necessary. However, with Martin planning a five year time-jump after this book (which never actually materialised), he had no choice but to write the story to its natural conclusion. The result was a book that pushed the UK publishers to the limits of what they could publish in one volume. The paperback version, in fact, was released in two volumes.
17. A Dance with Dragons by George R.R. Martin
420,000 words • 2011
The difficult-to-write fifth volume in A Song of Ice and Fire ended up being somewhat longer than A Storm of Swords, but Martin cut it down to slightly shorter in the final sweat and edit. Like Swords, this novel was released in paperback in the UK in two volumes. Where will The Winds of Winter fit in in the size stakes? Hopefully we'll find out.
415,000 words • 1999
Neal Stephenson's first gigantic book, but not his last (although this remains his longest book) is an interesting romp through WWII history, cryptography and weirdness. A stand-alone, but it also acts as a thematic prequel (and actual sequel) to his later Baroque Cycle.
20. An Echo in the Bone by Diana Gabaldon
402,000 words • 2009
The seventh Outlander novel is huge, but feels quite modest compared to the longest books in the series mentioned above.
21. Drums of Autumn by Diana Gabaldon
401,000 words • 1996
The fourth Outlander novel. Given the several books in the series that are just under 400,000 words, I can only assume that the author gets through a lot of keyboards.
= 22. The Wise Man's Fear by Patrick Rothfuss
400,000 words • 2011
Patrick Rothfuss's sequel to The Name of the Wind is considerably larger. It remains to be seen (still!) if the final volume of The Kingkiller Chronicle, The Doors of Stone, will be bigger still.
= 22. Words of Radiance by Brandon Sanderson
400,000 words • 2014
The second volume of The Stormlight Archive is lost its record-setting status as Sanderson's biggest novel and the biggest novel in the series to all three of its following volumes. But it's still pretty big.
Below 400,000 words, the number of fantasy and SF novels in that size bracket shoots up massively. So rather than try to come up with an exhaustive list, here's some notable SFF novels with their word counts:
- Lord of Chaos is the sixth and longest Wheel of Time novel, clocking in at 395,000 words, shading the fourth volume, The Shadow Rising, at 386,000.
- Toll the Hounds is the eighth and longest Malazan Book of the Fallen novel, reaching 389,000 words.
- Maia, by the late Richard Adams, is 379,130 words.
- Magician, by Raymond E. Feist, is a relatively breezy 313,410 words (about 330,000 words in the 1992 extended edition). Which makes the decision to publish the novel in two volumes in the United States (as Apprentice and Master) all the weirder.
- Jonathan Strange and Mr. Norell is a dignified 309,000 words.
- Temple of the Winds, the longest Sword of Truth novel, is a modest 307,520 words in length.
- The Order of the Phoenix, the longest Harry Potter novel, is 257,045 words in length. That's over three times the length of the shortest novel in the series, The Philosopher's Stone.
- The Sword of Shannara, the novel that popularised and kickstarted the modern fantasy genre in 1977, is a relatively modest 228,160 words. It's also still Terry Brooks's biggest novel, by far; none of the other Shannara novels top 200,000 words and only three top 150,000 words.
- SF is generally a lot shorter than fantasy, but the fact that Frank Herbert's seminal Dune is only 188,000 words - shorter than three of the Harry Potter books! - might be surprising.
- The Wandering Inn by Pirateaba: 14,222,637 words
- A Practical Guide to Evil by Erratic Errata: 3,060,000 words
- Pale by John McCrae: 2,040,585 words
- Ward by John McCrae: 1,944,784 words
- Worm by John McCrae: 1,672,617 words
- Twig by John McCrae: 1,605,473 words
Why Page Counts Vary
It's remarkable what difference shifting a margin over by a few millimetres can make. One-volume editions of The Lord of the Rings, for example, can vary from 750 pages (for tiny-font editions on onion paper) to the better part of 2,000 (for large-print versions for readers with bad eyesight). Back in 2001 Pan Macmillan were able to squeeze the paperback of The Naked God (469,000 words) into almost the exact same page count as its predecessor novel, The Reality Dysfunction (385,000 words) despite being significantly longer, just by manipulating font sizes and margins.
This is why page count is a poor guide to working out a novel's true length, and word count is more reliable indicator.
Word counts can also differ, depending on the programme used (most modern word counts come from the ebook editions) and how they count punctuation. Some counters will also include cast lists, footnotes and appendices, others will disregard them. The publishers may even give differing word counts because they did a count before the last edits were finalised, or they forgot that the new edition has more stuff in it.