Showing posts with label wertzone classics. Show all posts
Showing posts with label wertzone classics. Show all posts

Sunday, 13 October 2024

Wertzone Classics: Monstrous Regiment by Terry Pratchett

Borogravia is a minor but bellicose country, with a long history of invading its neighbours under the pretext of religious commands given by the deity Nuggan. With Nuggan's commands becoming more unhinged (banning ginger hair, garlic, cats, jigsaw puzzles and the colour blue), the reasons for war become increasingly random as well. Its neighbours, finally fed up by its constant aggression, have joined with the regional superpower of Ankh-Morpork to finally end the threat once and for all.


With war raging - or shambolically bumbling around - bar worker Polly Perks decides to go searching for her missing brother. She poses as a man to join the army and is assigned to a new regiment, only to find out almost the entire company has had the same idea. With women doing men's work also deemed an Abomination Unto Nuggan, the regiment has to keep their heads down, infiltrate an enemy keep, and work out how to rescue/escape their assorted family members, and, if possible, end the war before it causes any more damage.

Throughout his prolific career, Sir Terry Pratchett had a knack for using his witty dialogue, sharp prose and keen knowledge of history and culture to explore many different concepts. In most cases, he produced a brilliant Discworld book exploring a certain idea, like the press or the dangers of fundamentalist religion. But, when he turned his attention to the idea of war, he uncharacteristically dropped the ball. Jingo was perfectly okay, but lacked his trademark intelligence and depth.

Ten books later, he decided to give it another go, and this time nailed it. If Jingo was about the superficialities of going to war for absolutely no sane reason, Monstrous Regiment is about war as a much more complex force. Here we have burned-out homesteads, villages standing amidst salted fields and people's homes being invaded for reasons they don't really understand. Borogravia is fighting a defensive war against invaders, but it's also been a bellicose lunatic in the past, and is being flattened under the weight of the abuse heaped upon it by its own rulers. This creates a complex stew of ideas and themes, which is where Pratchett is at his best.

Polly and her fellow soldiers have little interest in the greater geopolitical complexities of the war, instead just trying to rescue individual people from the maelstrom. But, thanks to a chance encounter with newspaper reporter William de Worde (cameoing from The Truth), their mission inadvertently becomes famous across half the continent, and takes on a grander importance. It's also symbolic of the losses Borogravia has suffered, where an entire regiment is made up of women because there's increasingly few men left able to fight.

As in his best, most cutting books, Pratchett remembers to keep the funny: the regiment consists of an assortment of funny characters, the most memorable being Maladict, a suave, reformed vampire who has sworn off blood but developed an equally crippling addiction to coffee. But there's an undercurrent of seriousness here that is powerful: more than a few of the recruits have been victimised, and how they deal with trauma is a subtle but constant theme of the book. Sergeant Jackrum also emerges as one of Pratchett's most fascinating characters, a counterpoint of his more familiar Commander Vimes (who has a few brief appearances in the novel as an Ankh-Morpork liaison) who went down a decidedly more disturbing path (with more than a whiff of Life on Mars' Gene Hunt to them as well, for good and ill).

The book unfolds with a very deliberate pace: at just under 500 pages this is one of the longest Discworld novels but it earns its length by dividing the narrative into several distinct sections as the mission unfolds, as well as the larger-than-normal cast giving Pratchett a lot of characters to develop. But this also gives the book the feel of holding a stick of dynamite that's about to go off. Pratchett is known for being funny but he is absolutely at his best when he is angry, and I get the distinct impression as he wrote the book and continued researching things like the treatment of people in war, especially women and "non-conformists," he got progressively angrier. By the time the book concludes, the humour is so laced with white-hot rage that it is positively acidic. But Pratchett also never loses control. He doesn't go into some lecturing rant (a weakness some of his other books suffer from) and he never dissipates the focus on the story or characters.

Monstrous Regiment (*****) is Pratchett's take on war - actual, messy, horribly murky war - and gender and politics. It's a long book, by his standards, but he maintains the pacing and tension to deliver one of his finest and most thought-provoking novels.

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Sunday, 23 July 2023

Wertzone Classics: Night Watch by Terry Pratchett

Sam Vimes, Commander of the City Watch and Duke of Ankh-Morpork, is having a very bad day. His wife is in labour with their first child, and it is the thirtieth anniversary of the Glorious Revolution of the Twenty-Fifth of May. But rather than spending his day toasting fallen friends and greeting his child into the world, Vimes is instead chasing down Carcer, a notorious murderer and sociopath with a taste for killing Watchmen. The inadvertent combination of a lightning strike with the standing magical field of Unseen University transports both Vimes and Carcer back to the week of the Glorious Revolution, and Vimes has to stop Carcer and ensure that history unfolds precisely as it did before...which is a bit difficult when their arrival brings about the death of Vimes' old friend and mentor before his time.


There is nothing, or at least very little, as glorious in the world as Sir Terry Pratchett (RIP) on his best form. Released in 2002, the twenty-ninth Discworld novel holds a strong claim to be the series' very best, although it is a crowded field.

As with the other (arguable) leading candidate for that title, Small Gods, Night Watch is a book that is both funny and angry. In the earlier novel, Pratchett was furious over religious fundamentalism and how personal faith could and can be perverted into a force of oppression and evil. In Night Watch he studies paranoia and fear, how crowds and masses can be moved by propaganda and oppressed by their own rulers because they fear them. The tone is darker and bleaker than most other Discworld books by design: this isn't the cosmopolitan, successful Ankh-Morpork of the later series, but an old, rough, poor and paranoid city ruled by a lunatic despot. There's a sinister secret police force, there's torture chambers and inquisitions, and there's casual racism (as usual in the series, filtered through the lens of speciesism) that takes even old-skool, dyed-in-the-wool copper Vimes by surprise. There is still humour here, but it's grimmer and blacker than in most of his books.

One of the novel's most impressive achievements is evoking such ideas and reaching such quality in the middle of one of the series' most tightly-woven sub-series. Small Gods was a complete standalone set long before the rest of the series, but Night Watch is a key book in the "City Watch" arc, with frequent continuity references to what's been going in that storyline. However, Night Watch's fish-out-of-water setting does render that somewhat moot: you really just need to know that Vimes is a successful, reforming police commander with a pregnant wife and an ambiguously motivated boss.

The book is dealing with a lot of inspirations: the cover (Paul Kidby's first regular cover for the series following the passing of his more idiosyncratic predecessor, Josh Kirby) is a riff on Rembrandt's "Night Watch," whilst the revolution itself plays on everything from France to Russia and even Bloody Sunday (the deployment of the military to deal with a civil order issue is uncomfortably on the nose, as it means to be). Pratchett is not really interested in a 1:1 copy-past of the real events, though, and is more interested into delving into the rationales for civil disorder, for popular rebellions and mass uprisings, and if revolutions ever really change anything, other than just swapping the name on the door of the top office, and if today's heroic revolutionary leader is tomorrow's tyrannical despot.

Night Watch (*****) is still funny, but Pratchett wraps the comedy around more serious, even grimmer themes than in many of his books. The story is excellent, the characterisation - especially of Vimes, who by this novel has become maybe Pratchett's richest protagonist - among Pratchett's best and the villain is one of the most genuinely hateful in the entire series. It's also an interesting morality play on political states, the meaning of power, and how the masses can be harnessed for good and ill.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Wertzone Classics: The Lord of the Rings by J.R.R. Tolkien

The lands of Middle-earth are threatened by the forces of the Dark Lord Sauron, who only needs to find the missing One Ring to become unstoppable. Through an unlikely chain of events, the Ring has fallen into the possession of Bilbo Baggins, an unassuming hobbit of the Shire. After Bilbo retires, the Ring falls into the possession of his cousin Frodo. Finally realising the true nature of the Ring, the wizard Gandalf tells Frodo he must travel to Sauron's stronghold of Mordor and climb the volcanic Mount Doom, the only place where the Ring can be destroyed.


Reviewing The Lord of the Rings is a bit like reviewing oxygen, or Star Trek. People are probably already going to have read it, or decided not to. I can't imagine there's too many people sitting on the fence over it. Still, having just reread the whole thing, reviewing it is only polite.

The Lord of the Rings began life as a sequel to J.R.R. Tolkien's children's novel, The Hobbit, originally published in 1937. The book rapidly spiralled out of Tolkien's control and foresight, becoming longer, darker and more epic. In truth, the book became more of a sequel to Tolkien's massive myth-cycle, the then-unfinished and unpublished Silmarillion (eventually published posthumously in 1977), adopting its epic themes but using the accessible relatability of the hobbits to make the book easier to swallow for a large audience. The Lord of the Rings was eventually published in three volumes (The Fellowship of the Ring, The Two Towers and The Return of the King) in 1954 and 1955.

The impact of The Lord of the Rings cannot be overestimated. It codified the entire category field of modern epic fantasy, and Tolkien's imitators and successors are legion, as are those consciously rejecting his influence and doing something completely different. With sales estimates running from around 150 million to almost 400 million (the confusion caused by the novel's division into one-volume, three-volume and even seven-volume editions, and vast numbers of pirate editions published globally since the book came out), The Lord of the Rings is one of the biggest-selling individual novels of all time and has spawned a multimedia empire of radio, film and TV adaptations (of wildly varying quality).

Cutting through all of this chaff, what of the novel itself? How does it hold up in 2023? The answer is very well indeed, and in some respects the novel has aged better than expected. The explosion of massive epic fantasy series with individual volumes sometimes longer than The Lord of the Rings in its entirety (achieved by Tad Williams and Brandon Sanderson, and almost so by George R.R. Martin and Patrick Rothfuss) has inverted the old criticism of the novel. Rather than overlong and ponderous, as it was felt to be by many in the 1960s and 1970s (when most SFF novels clocked in at well under 300 pages), it now feels spry and economical with its pacing. The fact Tolkien delivered a single novel that tells a massive, sweeping and complete story (even reading The Hobbit is not necessary) with almost a dozen POV characters and spanning difference races, countries and an entire war, with incredibly detailed worldbuilding (most of it created just for this book; relatively little was inherited from The Silmarillion, which took place in a different region of Middle-earth), is pretty remarkable by modern standards.

The book opens in the bucolic Shire and, despite later rewrites, this section never shakes off its origin point as The Hobbit II: Somewhere Else and Back Again, Probably. There's laughter and good cheer and a lot of light and humour. But the book switches almost on a dime when Gandalf tells Frodo of the One Ring and sinister dark-hooded Riders arrive in the Shire. The initial flight from Hobbiton to Bree, with Frodo accumulating his loyal friends and allies Samwise, Merry and Pippin, remains a masterclass of building tension. The book takes a longueur at Rivendell, but it feels earned and is important for establishing the stakes of the story and establishing the Fellowship. The remainder of the first part is Tolkien delivering one epic set-piece after another, from battling wolves on the slopes of the Misty Mountains to almost dying on the slopes of Caradhras to the transition through the Mines of Moria to the battle on Amon Hen that leads to the splitting of the Fellowship.

As Tolkien himself acknowledged many years later, The Fellowship of the Ring is very different to The Two Towers and The Return of the King. The first instalment is lighter, pacier and more focused on a small, likable band of heroes engaged in an adventure. The latter two parts split the Fellowship into smaller sub-groups and sees them allying with larger powers (the nations of Rohan and Gondor) to fight Sauron's armies on the battlefield, at Helm's Deep and the Pelennor Fields. Tolkien is superb at building tension and delivering epic speeches but seems disinclined to dwell on the horrors of warfare up-close: those used to Peter Jackson's multi-hour action sequences based on those battles may be surprised by how concisely Tolkien deals with them on the page. He is more interested in the story and what happens to his characters than filling his pages with carnage. These latter two volumes remain fascinating and enjoyable, but they are drier. The moments of humour and cheer become sparser and Tolkien's prose becomes more academic, higher and more remote.

Tolkien is also an underrated master of horror. Throughout The Lord of the Rings he adeptly deploys horror tropes to scare the bejesus out of the Fellowship and the reader. This can be seen with the Black Riders in the Shire, the barrow-wights near the Old Forest and the descent through the Black Pit of Moria, and in the later confrontations with the great spider, Shelob, and the Army of the Dead. As China Miéville once said, Tolkien also gives great monster. Between Shelob, the balrog, the cave trolls and wargs, the book is replete with excellently-designed terrors.

Ultimately our heroes achieve their goals but the novel continues for another 100 pages after that, with the hobbits returning home to find that the war has not spared the home front and they have to undertake a final quest, this time by themselves without their powerful allies. For Tolkien, the Scouring of the Shire was a vitally important part of the novel about how, after taking part in a war and experiencing trauma, you can never quite go home again. This gives The Lord of the Rings its bittersweet complexity: the war is won but the damage it wreaks on the winners - or survivors - is palpable.

The novel has its weak points. Tolkien is a skilled poet in the short form but a more awkward one at length, and the novel features several verses that go on for several pages. Whilst the novel overall packs a ton of story, character and theme into a thousand pages, it does have moments where it slows down dramatically and takes a few pages to get going again. In-depth psychological characterisation is not something that Tolkien is really interested in, along with modern ideas about when to signify POV switches. This is not to say there is no characterisation, and indeed the hobbits in particular go through impressive character growth as the book develops, but it's less obvious than in many modern novels. The greatest exception is Gollum, who is torn by competing internal forces through the book as he strives for redemption but is tempted by a return to villainy.

A more valid criticism (both modern and contemporary) is almost the complete lack of female characters: Tolkien himself had already (by this point) developed important female characters in The Silmarillion who have impressive agency and play important roles in the story (such as Lúthien, Morwen, Nienor and Melian), but in Lord of the Rings the sole female character of almost any note is Éowyn. Tolkien did write more material for Arwen, but removed most of her story to the appendices. Other female characters (Galadriel, Goldberry, Rosie Cotton) appear only fleetingly. This does add to the WWI-esque atmosphere that develops, with women as a symbol of aspiration and home, but it's probably the area where the novel has aged the most poorly.

The Lord of the Rings (*****) is a titanic presence in the field of fantasy: no other single novel is as influential in its genre, even if it's perhaps less dominant these days than it used to be. It's easy to dismiss or write it off as old-fashioned or outdated, but this would be a mistake. Tolkien delivers a huge story about fighting the forces of darkness, both the overt and the subtle, and overcoming internal trauma, in a manner that remains compelling. At its best, his prose is rich and engrossing and his descriptions impressive, although the prose does become drier as the novel proceeds and some later sections lack the flair and energy of earlier chapters. But overall The Lord of the Rings remains a towering achievement of the genre and one that is worth reading.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Wednesday, 12 July 2023

Wertzone Classics: Star Trek: The Original Series

Space, the final frontier. And so forth. In the mid-23rd Century, the Federation starship Enterprise explores strange new worlds under the command of Captain James T. Kirk, making discoveries both wondrous and terrifying.


Reviewing the original Star Trek is a bit like reviewing oxygen (you're not going to convince too many people about not using it), or Lord of the Rings. People are probably already going to watch it or have decided not to. I can't imagine there's too many people sitting on the fence over it. Still, having just watched the whole thing, reviewing it is only polite.

Perhaps the most succinct review of The Original Series, as it is now doomed to be called, came from Futurama back in 2002: "79 episodes, about 30 good ones." This is maybe a little harsh but also not entirely untrue. Airing from 1966 to 1969 (with an unaired pilot produced in 1964), Star Trek was a product of 1960s American assembly line television, producing a mind-boggling 29 episodes in its first season alone. Episodes were not so much carefully written as thrown together in a mad rush, with location filming being a rare luxury and decent visual effects an even rarer one. If anything, it's remarkable that the OG Star Trek holds together as well as it does, and when it works it's still excellent television.

The core of the show is the regular cast, particularly the triumvirate of William Shatner as Captain Kirk, Leonard Nimoy as Spock and DeForest Kelley as Dr. McCoy: the action hero, the logical analyst and the emotional heart. This trio works extremely well, with consistently outstanding performances from Nimoy and Kelley across the entire show (Kelley is easily the most underrated performer on the show and in the following movies, and is always a delight to watch; Nimoy's brilliance has been extolled so much over the years it's almost redundant to repeat it now). This focus on the core trio detracts somewhat from the wider cast: George Takei as Lt. Sulu, Walter Koenig as Ensign Chekov, Nichelle Nichols as Lt. Uhura and James Doohan as Chief Engineer Scott (with frequent guest appearances by Majel Barrett as Nurse Chapel, and a rotating cast of recurring actors as crewmen, some of whom play multiple characters). The wider group gets relatively little time in the sun compared to the core three, which feels a bit weird from a modern lens but was relatively normal practice at the time.

From a performance perspective, William Shatner is a fascinating study. He is, for the first half of the show, consistently very good. Kirk is authoritative, moral and decisive, balancing the logic of Spock with the humanity of McCoy to good effect. In the latter half of the series, starting late in Season 2, it feels like he's checked out a little. The much-lampooned cliches of over-enunciation, attempts at dramatic pauses (which just feel like he's forgotten his lines midway through a speech) and occasionally wild over-acting become much more pronounced. When he has a good day, or is in a good episode with good material, he is still great, but that does become less common as the third season goes on (his worst performance is easily in Turnabout Intruder, which mercifully is also the last episode of the series).

From a writing perspective, the show is often inventive, intriguing and relatively smart, at least in the early going. Later episodes tend to emphasise action and develop tropes that are so rapidly reused they become tedious: the godlike entity who can crush the Enterprise and its crew any time they want, but first they have to use Kirk and the crew as pawns in some game, and are eventually defeated either by semantic trickery or (less commonly) some kind of technological breakthrough. The Enterprise mysteriously loses the use of its weapons, shields and transporter so often that your eyes may roll into the back of your head. Kirk talks sentient computers into self-destruction frequently enough that you wonder why an anti-Kirk firmware update isn't in circulation in the sentient evil computer club.

But the show is also remarkably adept at employing metaphor: Let That Be Your Last Battlefield's commentary on racism is so subtle it flew over the heads of some people, who wrote into the studio to complain that the near-identical aliens hating one another on the basis of skin colour alone was stupid (right in the middle of America's Civil Rights period). It also sings when it moves away from the all-powerful aliens trope to more even engagements: Balance of Terror's WWII submarine-inspired tension is superb, and Space Seed's battle of intellect and wills between Kirk and genetically-engineered warlord Khan is excellently portrayed. The battle between two Federation starships and a powerful (but not unbeatable) planet-killer in The Doomsday Machine is outstanding. The Devil in the Dark is possibly the show's best statement on how to respect and treat sentient life even if it looks and acts nothing like you are used to.

Like most shows of the period, the idea of "worldbuilding" is absent as a conscious idea, but when it strays into it, it is excellent, such as with our first visit to Vulcan in Amok Time and the Federation conference in Journey to Babel. The Klingons and Romulans are both intriguing enemies, although the portrayal of the Klingons lacks depth (maybe aside from Michael Ansara in Day of the Dove); the Romulans appear less frequently but more memorably, with both Balance of Terror and The Enterprise Incident being series highlights.

The show also gives good comedy, with both The Trouble with Tribbles and A Piece of the Action emerging as comic powerhouses (and The Naked Time having its moments). Gene Roddenberry was definitely less keen on comedy episodes, feeling they encouraged people to mock the show, but it's something Trek has been consistently pretty good at over many different shows and episodes. The show is also adept at existential horror, particularly in the early going through episodes like Where No Man Has Gone Before and Miri which make you wonder how the hell Trek got its reputation as a family show with a lot of charm: these episodes are cold, bordering on the bleak at times. That concept doesn't really emerge until the latter part of Season 1 and really sings in Season 2. It's been said so many times as to be redundant now, but Season 3 sees a marked slump in quality, with some of the worst episodes of the show and the franchise like Spock's Brain. Excellent episodes still crop up amongst the dross, like The Enterprise Incident and All Our Yesterdays, but it can be hard going.

Production value-wise, the show is obviously almost sixty years old so doesn't look fantastic. Location shooting is a bonus, hugely enhancing episodes like Shore Leave and Arena, but most episodes are forced to rely on sets (of wildly varying effectiveness) to portray exterior locations. Makeup and prosthetics are mostly underwhelming, but imaginative design can help overcome that: the Gorn looks weak, but the drama of the script helps overcome these deficiencies. Modelwork and space shots are often decent, and the 2006 remastered version of the show is excellent for updating the space shots whilst staying true to the original design intentions. In a similar vein, the show has some wince-inducing dialogue and ideas about the treatment of women and minorities compared to modern shows, but in other respects, and especially by the standards of the day, the show is remarkably progressive (and later Trek shows aren't always fantastic in this regard either).

Star Trek: The Original Series (****) is, in some respects, dated. But in many others it is remarkably watchable, with frequently great performances. It mixes horror, comedy and SF action-adventure to good effect. It set the scene and groundwork for the most successful TV SF franchise of all time. Sure, there's a fair number of episodes which are poor and don't work very well, but when the show does work - such as in City on the Edge of Forever, Balance of Terror, Amok Time, The Doomsday Machine, The Trouble with Tribbles and more - it remains excellent entertainment. The show is available right now in most territories via Paramount+ and on DVD and Blu-Ray.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Monday, 26 September 2022

Wertzone Classics: Better Call Saul - The Complete Series

Jimmy McGill is a lawyer, struggling financially whilst working as a public defender. His brother Chuck co-runs one of the most prestigious law firms in Albuquerque, but Chuck is sceptical of Jimmy's legal abilities. Jimmy's attempts to win his brother's approval and improve his standing lead him to cut corners and take up dubious cases, bringing him into the orbit of of former police officer Mike Ehrmantraut and a local drugs gang, represented by Nacho Varga. As Jimmy tries to get by, his antics lead him towards his ultimate fate, of taking up the name "Saul" and meeting one Walter White.


The spin-off series is an interesting proposition. Take an element from a successful show and try to spin that element into its own vehicle. Most of the time, these ideas crash and burn without success. But on occasion, they succeed and do well. On even rarer occasions they are stronger and better (or at least more consistent) than their progenitor show: Frasier, Star Trek: Deep Space Nine, Angel and Xena: Warrior Princess immediately come to mind (and The Simpsons, arguably). Heck, Vince Gilligan once before flirted with a spin-off show of his own, helming The Lone Gunmen as an ancillary appendage of The X-Files. It did not do well.

When the progenitor show is Breaking Bad, widely-acclaimed as one of the best TV shows of all time, the idea of doing a spin-off is a dubious one to start with, especially given that one of the greatest accomplishments of the show is its outrageously good ending. Messing with that mojo seems fraught with peril. But Vince Gilligan didn't get the memo (twice, as he also built the TV movie El Camino onto the end of the original show). Better Call Saul is a spin-off to Breaking Bad which acts as a prequel and sequel simultaneously, expanding on a side-character from the original show developed originally for comedy value: Saul Goodman, played by Bob Odenkirk.


The central brilliance of Better Call Saul is that it is the story of three men, but they're all the same person: Jimmy McGill, the younger man whom we join trying to make a relatively honest living and win the approval of his demanding older brother; Saul Goodman, the snake oil salesman lawyer we met in the original show; and Gene Takavic, the alias Saul is living under in Nebraska as he tries to lay low, several months after the blood-soaked events at the end of Breaking Bad. The show doesn't flip between them too much, with Gene's appearances isolated to vignettes at the start of each season and a closing arc later on, and Jimmy's evolution into Saul becoming the main focus of the series. It's an evolution which is also gradual: Jimmy doesn't start using the Saul alias regularly until the last two seasons and it takes a while for him to kick into the character we met on the mothership show.

For most of its length, then, Better Call Saul is a prequel and that can be even more limiting than most spin-offs. We know Jimmy/Saul will make it to the series finale, we know Mike is going to survive and when other Breaking Bad characters show up, we know they can't eat a bullet. More than once Vince Gilligan and his co-showrunner Peter Gould joked about setting the show in a parallel timeline and just killing Breaking Bad characters without warning, but sanity prevailed. The show then has to put the legwork in to make these stories about characters whose fates you already know more interesting.


It succeeds. Saul in Breaking Bad was a great character, funny with a hint of pathos, ably delivered by Odenkirk. Jimmy is a much richer, more three-dimensional character, with real reasons for being the person he is. But the show never excuses him. It explains him, but asks for no forgiveness for him. Other characters have bad breaks, awful luck or tough upbringings and improve on them and become better people. Jimmy, as we know from the very start, does not, and watching his decline and fall and how much of his later corruption was built into him from the start is fascinating.

Jimmy is the heart of the show, but it spends almost as much time expanding on Mike. When we met Mike on the earlier show, he was already a cool professional with a moral code but one that had clearly been compromised. Surprisingly, at the start of Better Call Saul he's almost already in the same same position, but the show teases out depths from the character and Jonathan Banks' performance that were not hinted at in the original run. Mike makes for an interesting counterpoint to Jimmy, as Jimmy walks into his situations with a total lack of awareness for the consequences, whilst Mike is always thinking five steps ahead, which means when he realises what he's becoming, he has to confront it with his eyes wide open.


Better Call Saul brings in new characters as well. Michael Mando is a fantastic actor with a powerful screen presence (exemplified in the video game Far Cry 3 and his two-season arc on Orphan Black) who's been looking for a role to make the most of his gifts. Nacho Varga is certainly that role, a drug dealer and criminal who seems dissatisfied with his lot, trying to keep in touch with his family and find an outlet for his ambitions. Nacho might be the most honest character on the show, the one whose humanity grows over the course of the show rather than erodes, and definitely the most underused. Although Nacho's arc spans all six seasons, he appears in barely half of the episodes. But that doesn't detract from Mando's excellent performance or his brilliantly-performed storyline in Season 6. Tony Dalton also joins the show late to deliver an outstanding performance as Lalo, a villain with bags of charm and a vicious streak a mile wide.

Veteran actor Michael McKean is also outstanding as Jimmy's older brother, Chuck, an accomplished and skilled lawyer who is dealing with complicated health issues as well as a lifelong suspicion of his little brother's antics. The relationship between Chuck and Jimmy defines at least half of the runtime of the show and their constant wary circling around one another, switching from loathing to sympathy to contempt to love, is a constantly challenging balancing act for both writers and actors, and a challenge they rise to. Also outstanding is Patrick Fabian as Chuck's partner, Howard, whom is presented initially as an antagonist, but again is fleshed out beyond that to become a more interesting, complex character, moving from an unlikable arsehole to one of the most sympathetic characters on the show over the course of his evolution.


If the cast has one absolute standout - and in this cast that's a very hard call - it's the Emmy-nominated but not winning (so far!) Rhea Seehorn as Kim Wexler, Jimmy's ally on the inside at his brother's law firm, a tough but fair lawyer with a keen legal mind and a high sense of integrity, who indulges Jimmy's antics up to a point. Her evolution over the course of the series is as good as anyone's, and Seehorn's performance continuously ups the ante, delivering ever more riches of character.

Of course, any character who appears in Saul and doesn't appear in Breaking Bad may have the sword of Damocles hanging over them, and the show is mostly fair in not indulging in this too much, and the question of who lives and who dies becomes far less interesting than what they do, and why they do it.


Better Call Saul is a less-obviously immediate show than its forebear. Breaking Bad has that much pithier premise ("a high school teacher can't afford cancer treatment, turns into a meth dealer crime lord,") and delivers more obvious dramatic twists every few episodes. Better Call Saul is subtler and more restrained. Breaking Bad signalled its season finales with major character deaths and sometimes actual massive explosions; Better Call Saul's often twist on a single line of dialogue between two characters. That's not to say that Better Call Saul is completely bereft of action, especially as the cartel storyline becomes prominent in its second half, but it's more strategic in how it deploys mayhem and murder, and makes those moments count so much more powerfully by building up to them with almost forensic foreshadowing and scene-setting. More than once the show feels like it's spinning its wheels mid-season, only for later episodes to take these widely-scattered plot threads and tie them together in the impressive ways.

Are there more substantial criticisms? Well, it inherits one issue from Breaking Bad, which is severely underusing the excellent Laura Fraser as Lydia (who gets even less screen time this time around). A few times you might wonder if a story beat could have been delivered faster with less buildup. But in most respects Better Call Saul improves on its forebear, such as having the same number of episodes but splitting the action across six shorter seasons rather than five longer ones gives the show more focus.

Better Call Saul (*****) is fantastically acted, beautifully written and peerlessly constructed. It stands by itself as a fantastic slice of television drama but also builds on and enhances its predecessor show as well. The series is available to watch in full via AMC in the US and Netflix in most of the rest of the world.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Tuesday, 26 July 2022

Wertzone Classics: Subnautica

The starship Aurora has crash-landed on planet 4546B, which is largely covered by oceans. The crew has bailed out in escape pods, but only one, Ryley Robinson, has the great fortune to land in a shallow area devoid of hostile creatures. With a functional fabricator, which can turn basic elements into tools, survival gear and components, Ryley sets out to be build a way off the planet...and learn why the Aurora was even there in the first place.


Subnautica is a game that takes great, great delight in putting you in a desperate, apparently insurmountable situation and letting you get on with it, to sink or swim (literally, in this case). Emerging from your escape pod to find nothing but water stretching to the horizon is one of the most striking openings to a video game ever. The only thing you can see is your crashed spaceship...which very quickly explodes, spewing radiation everywhere and preventing you from getting anywhere near it.

Fortunately, if there's nothing on the surface that's of use (which isn't quite as true as it first appears), the same cannot be said of the seabed. The ocean is teeming with fish, fauna and mineral deposits, not to mention a trail of debris from the Aurora which provides a rich source of resources. Your escape pod's fabricator - think of a Star Trek replicator - can create almost anything but requires raw materials. At the start of the game you can easily acquire things like quartz, copper, titanium, silver and gold, which can be fed into the fabricator to create repair tools and a device to help you build a modest habitat. As the game proceeds you can create a radiation suit to explore the Aurora, which in turn provides you with more blueprints to build vehicles and more sophisticated base facilities...and opens up a mystery as to why the Aurora was even in this star system in the first place.


A key thing to understand about Subnautica is that it is a game that expands downwards. Your early explorations will probably end up with you getting an oxygen tank so you can dive deeper without worrying about suffocating so fast, and fins to dramatically increase your speed. This allows you to reach rarer resources, which can be used to craft vehicles. These vehicles can remove your breathing problems altogether and, upgraded to reach greater and greater crush depths, can reach hitherto unknown resources. Rinse and repeat until, around twenty hours into the game, you are guiding a submarine bigger than a bus through caverns more than a kilometre below the surface, trying to track down the yet rarer resources you need to start building an escape vehicle from the planet. Of course, even that is not straightforward, with various other problems cropping up that you need to deal with before you can even think about leaving.


It's a game that focuses on exploration over almost anything else. The underwater landscape is divided horizontally and vertically into different biomes, each with their own resources, unique lifeforms and plant life, most of which can be harvested for resources in one fashion or another. The map feels gargantuan at the start, although once you unlock the Seamoth (a zippy submersible) you soon realise it's not really that massive. It's the combination of horizontal and vertical space that allows the to game to pack in a lot of variety. It's only when you find your way into a huge undersea cavern system that you may find the process of getting back and forth a little laborious, which leads to the fun of building a second base, wholly underwater this time and without the readily-available solar power of your starting location. And from here you can dive even further, into areas that are increasingly strange, dangerous...and rewarding.

Subnautica is a game that gets under your skin. There's a fairly linear progression of unlocking new equipment and options that eventually leads to the endgame, but it's startlingly easy to get sidetracked. Building bases is fun, even if there are only a few useful rooms you can construct. Creating your own multi-level aquarium is utterly pointless, but looks really cool. Constructing a luxurious bedroom is a bit of a waste of time (apart from being able to rest to speed up the day/night cycle, and once you're a hundred metres below the surface, that becomes immaterial) but making a cool pad with posters and a cuddly toy you've recovered from a wreck just feels fun. You can build a coffee maker that serves no useful purpose whatsoever, aside from the fact your character is probably feeling an urgent need for caffeine at all times. Subnautica is a game that rewards creativity and creative thinking, and sometimes going off-course for tens of hours to fulfil some random urge (like building a base in every biome, or constructing an underwater tunnel from one end of the map to the other, or putting out every fire on the Aurora) can be as satisfying as eventually completing the game's story.


Subnautica is a richly atmospheric game. The sparse soundtrack is excellent and the graphics are evocative, such as your first glimpse of an underwater volcano surrounded by lava, or diving into the shallows at night when everything is lit up by bioluminescence. Your first foray into the underwater caverns is a hair-raising moment when you realise how far you are from the surface if something goes wrong. But the game makes a great virtue of first making you feel utterly helpless, but then giving you a way of dealing with every situation. Having to dodge the ocean's apex predators near the start of the game is nerve-wracking, but coming back later on to deal out some payback via a mech suit loaded with micro-torpedoes and packing a massive skull-drill (well, actually a drill for minerals, but it's versatile) is incredibly satisfying, even if combat is not a particular focus of the game (and you never need to fight anything at all to complete the game, if you prefer a pacifist approach). Subnautica evolves from being a survival game into something of a power fantasy, first by making you feel like an utterly inadequate victim of the environment to eventually feeling like the absolute master of it...at least until some trivial mistake or a run-in with a predator at the wrong moment can take the shine off that smugness, at least a little.

As survival games go, Subnautica might be the very greatest by the way it gives you a punishingly hard situation but also the tools to overcome it, and a goal to work towards. The presence of a story with several major sub-strands is also a welcome change for the genre. The story elements are low-key, mostly advanced through reading codex entries and finding certain locations later in the game, but give you an objective beyond just "survive."


As far as negatives go, there are a few. Subnautica was created by a very small team on a very low budget, and the game does have a few bugs that have not been corrected, despite it being eight years since the game entered Early Access and four since it was given a full release. Particularly annoying is that the game sometimes fails to recognise that you've switched from an underwater environment to a dry one, sometimes leaving you "swimming" through air or "walking" through water, unable to travel vertically. This only happened three or four times in a 40-hour playthrough, but it was slightly annoying. There are also clipping issues, and some weird work-arounds to save memory (for the console versions) which come across as bizarre. For example (spoilers!), there actually are landmasses on the surface of the planet and pretty close to your crash site, but the game hides them in masses of cloud which feels weird and artificial. Vertical descents to the sea floor can also see a lot of sudden texture pop-in.

Other issues have to do with plausibility: the fact there isn't an in-game map feels really silly, since you can fabricate multiple huge bases and a fairly big submarine, but not a piece of A4 paper you fill in as the game proceeds? As it stands, vertical navigation can be a bit of a pain, especially with your big submarine, when all you have to go on are some vague directions from a voice log and a few beacons you can drop. The developers apparently thought a map would make the game too easy, or the ocean less mysterious and threatening, which I understand, but it also makes the game a little too irritating at times.


But all of these problems, as present as they are, ultimately pale into insignificance compared to the game's riches. Diving deep to grab a resource you urgently need to complete a vital project and making it back to the surface with seconds to spare. Fending off a crab-squid to make it into an undersea wreck containing the next piece of an important puzzle. The first time you build a Seamoth and are suddenly flitting about in seconds distances you used to need half an hour to cover. Building a sprawling base and sitting outside to watch the sun go down. The first time you find a peaceful cave in the hazardous undersea caverns and realise you can build a new base down there. Or the first time you scare off an huge leviathan of the deeps, having always hidden from them in terror before.

Subnautica (****½) is a game rich in atmosphere, superb in its design and compelling in the creative freedom it gives you. As far as survival and exploration games go, this is one of the very best, and a worthwhile gaming experience for everybody who doesn't have a crippling fear of the deep. The game is available now on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S and Nintendo Switch. A stand-alone expansion/sequel, Subnautica: Below Zero, is also available. A revamped "Subnautica 2.0" is also currently in development, for release in the next few months, which should remove most of the lingering bugs and will add new UI improvements and expanded base-building.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Tuesday, 31 May 2022

Wertzone Classics: Final Fantasy VII

Cloud Strife, mercenary for hire, is contacted by his childhood friend Tifa to help out an ecological resistance group she's part of, AVALANCHE, which is resisting the despoiling of the planet by the Shinra Company. Cloud joins up for the money, not the cause, but almost against his will he's drawn into their struggle, especially when his old superior officer turned enemy Sephiroth shows up. As a three-way battle for the fate of the planet takes shape, Cloud must overcome his own demons and devastating losses to preserve the planet.

Two years ago, Square Enix released Final Fantasy VII Remake, the first part of a series of games updating their classic 1997 roleplaying game to modern standards. The game was pretty good (some quibbles aside), but it only adapt the first part of the game. The second part still doesn't have a release date and any further parts (if needed) will be years after even that. Of course, one cunning way to get around this is to just replay the original game.

Final Fantasy VII is regarded as one of the most important video games ever made. A huge unit-shifter for the original Sony PlayStation console, it demonstrated the console's graphical capabilities (through enormously impressive CGI cutscenes) whilst retaining the depth of gameplay and customisation that the series had previously become famous for on the NES and SNES. The game's story, characters and shock plot twists became iconic, and the game arguably did more for popularising Japanese RPGs outside of Japan then any game before or since. Its anime stylings also helped the burgeoning popularity of manga and anime in other countries.


The game could also be famously obtuse: it was one of the biggest-selling video games on the original PlayStation but it was also one of the most heavily-resold, with as many players bouncing off its confusing storyline and poorly-translated characters as those who loved and embraced it. A lot of players in 1997 (and 1998, when it first hit PC) really got into FF7 because there were not too many exciting alternatives around, whilst that is definitely not true in 2022, where even its own sequels are more approachable (Final Fantasy IX, which uses the same engine, has many of FF7's strengths and fewer of its weaknesses, for example).

That said, Final Fantasy VII still has a lot to offer and as a classic of the genre, it's definitely worth a look. Whether players will stick with it is another matter.

FF7 sees you controlling a party of three characters at any one time, drawn from a wider pool that can grow to nine characters (two of whom are optional and can be missed if you're not careful). Each character has their own distinct personality and specialisations, but a key selling point of FF7 is its deep customisability: you can rename every character and you can tailor characters' growth how you want. Tifa may be presented as a melee specialist, but if you want to pour magic upgrades into her and turn her into a formidable spellcaster, there's nothing stopping you. Compared to the class systems from prior Final Fantasy games (and most other fantasy CRPGs), this is tremendously freeing. Most characters also work as solid jack-of-all-trades, with great combat and magic skills.

The game's magic system remains superb. Magic is used in the form of crystals called materia. Materia can be assigned to weapons and armour, granting the wielder access to their associated spells but also giving them bonuses. There is a colossal amount of materia which can do everything from healing to hurling fire to learning enemy skills to granting support abilities, like your character will immediately automatically counter-attack enemy strikes, or when asked to use a spell once will instead cast it four times. Towards the end of the game, the type and applicability of materia can get completely crazy, in a pleasing, almost game-breaking kind of way. The materia system remains brilliant, and fun to play around with and experiment with different character builds. As you use materia, it also levels up, unlocking new spells or new tiers of existing spells. You can also level up materia and then give it to another character to use, or sell at a huge profit.

You also have weapon and armour upgrades, acquired at a steady pace through gameplay or bought at stores. Each weapon and armour has a different amount of materia slots, and these don't always scale linearly: the best weapons in the game don't permit any materia growth, so are best held back for the final battles in the game. Some formidable weapons don't allow you to use any materia at all but have massive damage bonuses, and so on. The weapon and armour system is less extensive than the materia one, but adds a nice amount of added depth to the game.

In terms of gameplay, the game runs in three different modes. For most of the game you control a party of three (usually led by Cloud) who run around on painted backdrops. In this mode the game controls like an old adventure game like Grim Fandango, or a faster-paced Resident Evil. You can search for treasure chests, talk to other characters, go into shops or just make your way to the next destination. The hand-painted backdrops are gorgeous but, in their original format, very low-res and somewhat confusing. Various mods have remastered the painted backdrops via AI with varying degrees of success, but have improved matters.

In the second mode, you have access to the world map, a 3D representation of the entire planet which you can run your party around on either on foot or by vehicle (buggy, a plane converted into a boat, a submarine and, later, an airship). You are mostly directed to the next destination required by the story, but later in the game you can travel across the map freely to carry out side-quests, find obscure loot and fight optional enemies.

In both modes (apart from when in cities or other "safe areas") you can get into combat at absolutely any moment. You can't see enemies before they attack, and it's a bit disconcerting by modern standards to be wandering around an empty screen and suddenly combat kicks in with its very jarring (but excellent) music. Combat is semi turn-based, with timers that rise for both sides before you can act. You can speed up these timers with certain hasting spells and abilities, whilst enemies can slow them down with magic. During combat you can attack with your default weapon, use magic or use an item. Combat can be satisfyingly tactical, with you having to strike a balance between attack, using defensive magic (to put up shields to reduce physical or magical damage from heavy-hitting enemies, for example) or using items to heal the party or wake up KOed allies. Just following the story will give you plenty of combat and opportunities to improve your skills, but you can also grind areas to level up faster.

Of course, you need a good reason to do all of this, and Final Fantasy VII delivers an excellent, if unoriginal, premise. It's basically Star Wars with the evil Shinra Corporation (the Empire) despoiling the planet and ruling with a tyrannical fist, and AVALANCHE (the Rebels) are out to stop them. There is a wild card in the form of a second enemy, Sephiroth, who looks amazing and has cool hair but ends up being a bit under-cooked as an enemy compared to the numerous faces of Shinra. The good guys are an iconic if archetypal bunch, from brooding soldier Cloud to sunny-optimistic Aerith to tough guy Barrett. The characters are great, but they are severely under-developed compared to modern game protagonists, with a relative lack of dialogue and background depth apart from Cloud, Tifa and Aerith. Still, they're fun if shallow.

Where the game does falter is how it tells its story to the player. The opening, with AVALANCHE mid-operation and the player joining in media res and having to quickly get up to speed, is rightfully iconic, showcasing the game's unusual steampunk-meets-fantasy-meets-modern-day world and throwing up some good action sequences. However, it doesn't take long for players to run into the game's famously iffy translation issues. The game was translated from Japanese into English quickly and a bit too cheaply, resulting in confused dialogue and head-scratching moments that don't make much sense. This is not entirely helped by the game undergoing some changes via different editions over the years and the dialogue not keeping up (Weapon is referred to as a single enemy, for example, whilst the international version of the game expands this enemy to five different entities). You always get the general gist of what's going on, but occasionally opening the game's wiki entry to find out what is actually going on can be quite helpful. Particularly irritating are a couple of moments mid-game when the very clear objectives you've had on what to do next dry up and the game leaves you to wander the world map until bumping into the next objective, which can take a long time without consulting a walkthrough. 

The game also has little truck with a lot of UI standbys that were becoming standard at the time, let alone now. There is no autosave, so you have to manually save every chance you get (something even its near-contemporary, Baldur's Gate, did for the player). This is not helped by the fact you can only save at certain points or on the world map, not everywhere, which can occasionally put you in difficulty spikes where you can die and then have to retrace the last ten minutes or so. FF7 is not a really hard game by any standards, especially the occasionally crippling standards of some JRPGs, but it can catch you out if you don't stay on top of upgrading your weapons and materia.

The game also has a lot of systems which it doesn't really explain to you, again leaving you consult online guides. Particularly undersold is how incredibly powerful the Enemy Skill materia is (allowing you to use enemy abilities once they've been used on you), and the game doesn't tell you which enemy skills can be learned and which cannot, again encouraging the use of outside help.

These negatives, jank and dated systems will no doubt be more aggravating for newer players than for seasoned veterans. But there is a lot to enjoy with the original Final Fantasy VII (****). Its relatively fast pace, especially compared to its drawn-out remake, is refreshing and keeps the game ticking over breezily for all of its 35-40 hour length (considerably more if you grind your characters to maximum level or try to fight some of the optional bosses). The iffy translation can mostly be overcome and the three-way fight between AVALANCHE, Shinra and Sephiroth becomes quite intriguing, with numerous betrayals and unexpected alliances. Enhanced with mods, the game can also still look quite amazing, considering it's now (screams) a quarter of a century old, whilst the soundtrack remains one of the best in gaming history. The combat depth is also still remarkable, and the magic system one of the best ever seen in a CRPG.

Final Fantasy VII is available on PlayStation, Android, Xbox and Nintendo systems, as well as on PC via GoG and Steam. For this replay I used the SYW Mod, which uses AI to upscale both the FMV video and painted backgrounds in the game, and is still being updated and supported. The results can be variable, but in most cases the background art was hugely improved and made clearer, although the FMV was more hit-and-miss and could occasionally get a little smeary. Other mods are available, such as Remako which is no longer supported but gives a better finish to the FMV and backgrounds but the 3D models and combat is not as enhanced.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.