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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.
Wednesday, 27 May 2026
The Witcher III to get a new expansion, eleven years after the last one
Death Stranding 2: On the Beach
Monday, 25 May 2026
Making Money by Terry Pratchett
Moist von Lipwig has whipped the Ankh-Morpork postal service into shape and is enjoying the fruits of his success...or rather he is bored out of his mind and in danger of falling into bad old habits as he tries to stave off boredom. The Patrician hits on the idea of giving Lipwig a new task: rescuing Ankh-Morpork's Royal Mint and associated bank, and turning them into a lean, dynamic operation fit for the Century of the Fruitbat. Unfortunately, the ossified staff and lunatic members of the family that owns the bank have other ideas, as does Lipwig's own girlfriend (or person adjacent to that position), whose quest to find golems and bring them to Ankh-Morpork may have succeeded rather more than she was expecting.
Making Money is the thirty-sixth Discworld novel, originally published in 2007. The book is also the sequel to an earlier Discworld novel, Going Postal. In that book, conman Moist von Lipwig was rescued from the gallows by the Patrician of Ankh-Morpork, Lord Vetinari, and set to work restoring the Post Office to its former glory. He succeeded handsomely.
Making Money opens a year later. The Post Office is a roaring success, but Moist is feeling a little bored, and has taken to breaking into his own bedroom to keep his skills fresh. The Patrician seems to have concluded that Moist would make an excellent troubleshooter to sort out Ankh-Morpork's other failing public services and tasks him with getting the Ankh-Morpork Bank back on its feet after the former chairwoman passed away, leaving her dog, Mr. Fusspot, to inherit the role of chairman. Moist is initially reluctant, but soon relishes the new challenge. Unfortunately, a family who own a share in the bank, the Lavishes, are not so keen on Moist's appointment and are soon digging into his dirty past to find something to use against him. Thrown into the mix are lots of golems, an undead necromancer with an eye for the ladies, a very dedicated bank clerk and a lot of clockwork items of an intimate nature.
As usual, the book is an effortless read. Pratchett's prose sparkles and flows as easily as ever, although careful reading is required to catch every observation and piece of satire as it flies past. Pratchett's typical approach of standing back, putting a mirror in front of something we take for granted (banking, in this case) and saying, "Look, this is a really daft system on quite a few levels," is again quite successful here. As with the other later Discworld novels, the broad out-and-out humour takes a back seat to more wry observations, although a comical interlude involving a dog becoming attached to a new "rubber chew toy" that in this case has fallen out of a cupboard of erotica, and then playing with it in polite company, shows that Pratchett still has time for a good old-fashioned piece of outrageous farce. That said, as with a number of other Pratchett novels the ending is somewhat contrived and the characters get out of the various fixes they're in with some fast-talk, handwaving and a nod from the Patrician, which is a resolution that has perhaps been used a few too many times in this series.
On the other hand, the book does feature Pratchett providing a wonderful take on how the advent of AI (or here, the golems) will impact the standard capitalist model of Ankh-Morpork, which is presented in both a funny and thought-provoking way. One could perhaps accuse Pratchett of jumping on the bandwagon, save he was doing this sixteen years before the release of the first commercial LLM models. Pratchett's prescience is, not for the first time, impressive.
Whilst it's not up there with the series at its best, and the tendency for characters who are intelligent and forthright in their own books to come across a bit as bumbling when appearing in cameos outside them (in this case various members of the City Watch) is a bit overdone, Making Money is a solid addition to the series and adds a lot to the evolution of Discworld and Ankh-Morpork (which is now starting to get its own underground rail network, the Undertaking), which by this point is firmly establishing itself as the most well-explored and established city in the entire fantasy canon (or at least up there with Lankhmar, Waterdeep, Sigil and Minas Tirith).
Unusually for the series, the book also has an ending setting up a future Lipwig adventure, Raising Taxes...though Pratchett could never figure out how to make a book about taxes funny, so instead pivoted to the railways with Raising Steam later on. Perhaps more regrettably, this was the last book Pratchett completed before received his medical diagnosis of early onset Alzheimer's, the shadow of which would hang over all the subsequent books he wrote.
Making Money (****) is an enjoyable addition to the Discworld mythos, even if it doesn't do anything too spectacularly new.
A previous version of this review was published in 2008.
Star Wars: The Mandalorian & Grogu
The world's most expensive video game - Star Citizen - crosses the billion dollar mark
The world's most expensive video game has gotten even richer. Star Citizen's funding yesterday crossed $1 billion, making it the first video game in history to - formally - accomplish the feat.
Star Citizen commenced development in 2011 and was revealed to the public via a Kickstarter campaign in the autumn of 2012. The initial Kickstarter campaign drew in $2 million, but Cloud Imperium Games kept their own crowdfunding page open and allowed fans to directly back the game in return for in-game rewards like new ships. Funding reaching $65 million in late 2014, $127 million in September 2016 and $500 million in September 2022.
Star Citizen is a massive, online space simulator video game designed by Chris Roberts, the noted British creator of video games like the Wing Commander, Privateer and Freelancer series, as well as having worked in the movie industry. Roberts' funding scheme has allowed him to pursue the space game of his dreams, unencumbered by stifling corporate oversight, release windows, marketing synergies or - his harsher critics might say - common sense and disciplined design.
The game, originally mooted as a tight trade/combat experience similar to Elite: Dangerous or the X series, has since sprawled to a huge behemoth of a title where players can walk around densely-populated cities with an ingame avatar that can also pilot multiple ships, crew larger vessels, take part in boarding actions or engage in zero-gee combat. A recent common saying is that Star Citizen is actually trying to be the game that Bethesda's Starfield promised it was going to be but fell short. It's also showing why that's incredibly difficult, complex and expensive (Star Citizen has easily raised at least four times Starfield's production budget, probably more).
Star Citizen can actually be played right now as an early build which shows a lot that is extremely impressive has been accomplished, but a lot remains to be done in terms of optimisation, bug-fixing and creating a less daunting introduction to the game.
The main focus of Cloud Imperium Games is now releasing Star Citizen's single-player component, Squadron 42, a story-driven space opera epic featuring actors like Gillian Anderson, Mark Hamill and Gary Oldman. Squadron 42, which has been helmed by Chris's brother Erin (noted for StarLancer and the various Lego video games). CIG is hoping to release Squadron 42, which they declared feature-complete three years ago, in the near(ish) future.
Star Citizen is now the most expensive video game ever made - at least officially - and has been in continuous development almost the longest, with only Beyond Good & Evil 2 (officially announced in 2008, and apparently in development before that, with recent updates confirming the game is still being worked on) shading it. Half-Life 3 has technically been in development longer, but that game was internally cancelled and later remounted several times as two distinct projects (Half-Life 2: Episode Three and now Half-Life 3).
The only game to challenge Star Citizen's budget is Grand Theft Auto VI, which has been in development at Rockstar Games since around 2018. The game has a much larger, international staff with a development budget at least in the high hundreds of millions. Some industry analysts have suggested that with marketing included, the game will likely top $2 billion in total costs, though others think this is too high. GTAVI is currently scheduled for release on 19 November this year.
No release date has been set for Star Citizen or its Squadron 42 component, though apparently the hope is the latter launches before the end of 2027 (apparently a 2026 release date has been nixed by GTAVI's impending arrival).
Friday, 22 May 2026
Brandon Sanderson & Joe Abercrombie talk fantasy in London
I travelled down to London this evening to see fantasy authors Joe Abercrombie and Brandon Sanderson in conversation. I don't get out to these events as much as I used to, but this was too interesting an opportunity to pass up. Waterstones hosted the event at the Emmanuel Centre in Westminster.
Joe and Brandon are a similar age and launched their careers relatively close together, with Brandon's debut novel Elantris released in 2005 and Joe's debut The Blade Itself following a year later. Both have been highly successful, with Joe moving close to 10 million books and selling his latest novel The Devils to James Cameron for a movie adaptation, whilst Brandon has sold over 50 million books and is writing the screenplay for a Mistborn movie for Apple.
Brandon went over his career in some detail, such as writing thirteen novels before he got published, a good way of getting acquainted with failure and honing his skills of characterisation before hitting the big time. They contrasted their different takes on writing, with Brandon's big picture, pre-planned approach versus Joe's more instinctive approach.
Sanderson confirmed that he is deep in writing the first draft of the Mistborn movie and after that is completed, will work on a pilot script for Stormlight Archive, which Apple wants to adapt as series of 10-episode seasons. He also briefly discussed the adaptation of Skyward, but notes he may only be able to write some scenes or a single episode for that, as he doesn't have the time to be more directly involved.
There was also discussion on how Brandon has expanded his writing career into owning a publishing company that now has 65 staffmembers, more than some moderately-sized "proper" SFF publishers. Sanderson noted that many of the ideas he suggested 10+ years ago in terms of special editions, merchandise, extras etc are now commonplace in the field but it took a long time to get traditional publishers on board.
There was also a Q&A and some interesting answers. Brandon noted he has his own private wiki, maintained by a full-time continuity editor, to keep all the lore straight. He notes his own memory is pretty good, but one weakness is that he sometimes forgets to remember the "new" version of lore he develops in rewrites, meaning that in writing the sequels he can sometimes use outdated terms (in his example he noted using silver instead of tin in writing the new Mistborn books and had to change that when he realised). Both authors had advice for a 16-year-old in the audience working on his first novel: Brandon's key advice was don't be afraid to throw things out that aren't working and starting again (including the whole thing if necessary).
The authors also discussed the cycles of the industry, with Brandon noting a 20-year nostalgia effect in the field, which made Joe excited to realise the pendulum was about to swing back towards sword-based gritty fantasy. We'll see if that happens!
It was a fun evening, Joe and Brandon made for great conversationalists and the audience got some interesting questions in.
ETA: Skyward is not in development with Netflix directly, but with the production company who handled One Piece for Netflix.
Thursday, 21 May 2026
RIP Michael Keating
British actor Michael Keating has sadly passed away at the age of 79. Keating was best-known for playing the fan-favourite character of Vila in classic British science fiction series Blake's 7.
Born in Edmonton, Middlesex in 1947, Keating started acting as a teenager. After some early stage appearances, his screen debut was in a 1969 episode of Special Branch and he made occasional guest appearances in British dramas through the 1970s. At the end of 1977, he appeared in Doctor Who, playing the role of Goudry in the memorable serial The Sun Makers, alongside Tom Baker.
He was near-simultaneously cast in the role of Vila Restal in Blake's 7. Vila was a shrewdly conniving conman and thief, a petty criminal who is rescued more by default than design and becomes a founding member of Roj Blake's crew of freedom fighters on the starship Liberator. Vila is arguably the most reluctant crewman and initially held in disdain by his fellows (especially the ruthless Kerr Avon) until his supreme skill with computerised lock systems and his handiness in a fight (even if only in ambushes or attacking from behind) becomes apparent. Vila is, despite himself, inspired by Blake's cause and becomes a loyal member of the crew. He ultimately becomes the only character to appear in all fifty-two episodes of the series, airing from 1978 to 1981. Ironically, Vila was nearly killed off several times as the producers pondered which character was for the chop next, but was saved by other actors choosing to leave of their own accord and the growing sense he was one of the more popular characters for his mordant wit.
Keating went on to make guest appearances in other British shows through the 1980s and 1990s until he was finally cast as Reverend George Stevens in popular British soap opera EastEnders, a recurring role from 2005 to 2017.
Keating returned to the role of Vila for Big Finish's line of Blake's 7 audio dramas, appearing in intermittent releases from 1998 to 2022.
News of Keating's passing elicited a large amount of sympathy from the Blake's 7 fanbase, as well as friends and fans of his work on other projects. The show had recently received a burst of new publicity with well-received HD remasters and Blu-Ray releases of the original show, and news that a possible reboot was in development.
Wednesday, 20 May 2026
Peter Jackson hints that films based on Tolkien's SILMARILLION may be possible
Warhorse Studios confirm they are making an open-world Middle-earth video game
Warhorse Studios have confirmed long-bubbling rumours that they are working on an open-world, single-player RPG set in J.R.R. Tolkien's Middle-earth legendarium.
Er, that's about it. Aside from confirming the game is on its way, Warhorse haven't shown anything else from the game. However, for the announcement they showed a classic map of Middle-earth depicting Gondor, Mordor and Rohan, hinting that the game will be set during the War of the Ring or perhaps the centuries leading up to it.
Warhorse also confirmed that they will also be releasing a new Kingdom Come "adventure," which isn't as firm a commitment to a full-scale Kingdom Come: Deliverance III. Warhorse isn't the largest studio in the world, so perhaps making two full-scale RPGs is a bit much. Warhorse may also be teasing further expansions or spin-offs from its bestselling, critically-acclaimed 2025 RPG Kingdom Come: Deliverance II.
Expect more information on both titles in the future.











