Mega-City One: a vast metropolis of 800 million people stretching along the Eastern Seaboard of North America and a safe refuge from the radiation-ravaged Cursed Earth beyond. Fifteen thousand crimes take place daily in this huge city and only the men and women known as Judges - law-enforcement officers who summarily evaluate crimes and dispense sentences - can try to keep the peace.
Cassandra Anderson is a new recruit to the Judges who has already failed one evaluation. She has been given a second chance due to her powerful psychic powers and Judge Joe Dredd, one of the city's most effective Judges, has been assigned to undertake her second evaluation. Anderson's test takes place in Peach Trees Block, a kilometre-high residential block of eighty thousand people, which has been taken over by a criminal gang and turned into a drugs factory. The two Judges have two hundred floors to ascend and countless obstacles in their way...and no back-up.
Dredd is the second attempt to make a live-action movie based on the extremely popular Judge Dredd comic book. First appearing in 2000AD in the late 1970s, Judge Dredd is a satire on police procedurals and action movies. In particular, it pokes fun at the fascistic idea of single 'good' police officers being trusted to carry out law enforcement without oversight (something presented as laudable in Hollywood cop movies of the 1970s and 1980s, with 'good' policemen being hampered by bureaucratic officials from doing What Is Right in their eyes). Another film version was made in 1995 starring Sylvester Stallone in the title role. Whilst the 1995 moved nailed the offbeat, demented feel of Mega-City One in the comics and had some great (if impractical) production design, it was a failure in the departments of story, character and Rob Schneider. The 2012 film improves upon it in almost every department (starting with the laudable decision to not cast Rob Schneider) to deliver a highly entertaining action movie.
Playing Dredd this time out is Karl Urban (or, more accurately, Karl Urban's Chin), who brings the requisite amounts of gravitas and presence to the role without descending into camp (as Stallone had a tendency to on occasion). He doesn't wisecrack (though a couple of his deliberately-understated reactions are quite amusing) but gets about business with relentless, grim efficiency. Dredd is presented as a force of nature. Staying true to the comics, he does not remove his helmet (unlike Stallone) and is presented as the faceless embodiment of The Law. However, he does have a highly practical and more flexible side to him, as shown by his willingness to ignore minor crimes, like vagrancy, whilst investigating much more serious ones. One of the limitations from the comic is that Dredd's character changes very slowly, only over years or decades, whilst writer Alex Garland only has an hour and a half to work with here. He can only hint that Dredd's opinions and character has been changed by his experiences in the block and with Anderson in the final scenes, but this is actually successful. Dredd himself looks surprised - or as surprised as a chin can be - by his final decision in the film which reflects his experiences.
Olivia Thirlby plays Anderson with understatement. Anderson is a rookie who takes the carnage of dispensing justice on the streets with much less stoicism than Dredd, but is not presented as weak, only inexperienced. Anderson's psi abilities allow her to take courses of action that Dredd simply never considers (and usually rather less violent ones) and are used in a manner that makes sense: an elaborate deception and trap that is laid for her fails in a rather spectacular fashion. With Dredd not evolving much as a character over the course of the film, it's Anderson whose character evolution and arc is more central to the film and this is handled well by the writer and actress.
Opposing both is Lena Headey as 'Ma-Ma' Madrigal, the gang leader who has effectively taken over the block. Ma-Ma is presented as an utterly ruthless criminal whose backstory (one of abuse before killing her abuser and taking over his crime empire) is not allowed to excuse her actions. She is a sociopathic monster rather than a scheming villain, which would not fit in well with the film's stripped-down atmosphere. Headey does some excellent work with the material she's given, though we actually spend a lot more time with Wood Harris (noted for his role as Avon Barksdale in The Wire). Though given a fairly limited character, Harris also does some good work, particularly in his psychic sparring scenes with Anderson where he tries to shock her with mental imagery only for Anderson to turn them back against him.
The film has a laid-back, minimalist atmosphere. In early scenes this is disappointing, with Mega-City One looking suspiciously like a mildly CGI-enhanced versions of Johannesburg (where the movie was filmed). The crazy exuberance of the city in the comic, which is the one thing the 1995 movie did get right, is simply not present here and Mega-City One becomes just another characterless, futuristic cityscape. In particular, presenting the blocks as being massively spaced out means that the Block Wars of the comics are simply not possible now. However, this minimalism does work well once Dredd and Anderson hit the block and the mayhem kicks in. The aliens and robots of the setting are not in evidence, with Dredd and Anderson instead having to take on a tower full of human criminals (a tower considerably larger in volume than the Burj Khalifa in Dubai, for comparison's sake) in a focused hour or so of combat scenes and psychological warfare. Aside from a few moments that don't make sense (like a certain scene with three miniguns which is not only gratuitous, but completely pointless) these scenes are directed with energy, vigour and an awful lot of CGI blood.
CGI is used sparingly throughout the film, with real explosions, bullets and models preferred. The most notable special effect sequences are those involving the 'Slo-Mo' sequences, where time is slowed down to a fraction of its normal rate by drugs. These add an air of balletic elegance that counterpoint the more frenetic action scenes. The film's score is also a success, with stripped-down industrial tracks giving way to more appropriately atmospheric mood pieces during the Slo-Mo scenes.
Overall, Dredd (****) is a film that overcomes a low budget and limited premise though excellent performances (even by the bit-players), some impressive effects and a relentless pace, helped by a concise running time. Though the film's disappointing box office performance - which in the UK at least could be attributed to a crazy decision to not show the film in 2D in most cinemas - makes a sequel unlikely, I for one would welcome a return for Karl Urban's take on the lawman. The movie is available now on DVD (UK, USA) and Blu-Ray (UK, USA).
Thursday, 17 January 2013
Tuesday, 15 January 2013
The Sandman: The Kindly Ones by Neil Gaiman
The Kindly Ones, three powerful beings also known as the Furies. They have the power to even harm the Endless, if they should be summoned to do so by a mortal with a just grievance...and if that member of the Endless has spilled the blood of one of their own family. When Lyta Hall's young son Daniel goes missing, she blames Dream and calls upon the Kindly Ones for aid. When they agree - for Dream has the blood of his own son on his hands - a sequence of events is set in motion which will profoundly change everything.
The Kindly Ones is the ninth of the Sandman graphic novels and is also the largest. It is a sustained storyline, originally published across thirteen issues of the title's original comics run. It was also deliberately written by Neil Gaiman to be read as a single graphic novel, a decision that provoked the ire of some readers of the comic who felt that many of the individual issues failed to satisfy when taken on their own merits. However, read as a single story it becomes clear that The Kindly Ones may be the strongest of The Sandman's long storylines.
The Kindly Ones takes no prisoners. Previously, Gaiman was careful to reintroduce older characters in a way that newer readers would still be able to follow and enjoy what was going on. He has no truck with that here, instead pulling together dozens of characters and narrative strands from earlier issues and collections. These storylines include: the aftermath of Dream's slaying of his son Orpheus, Delirium's acquisition of a talking dog named Barnabas; the saga of Lyta Hall and her infant son Daniel; the relationship between Dream and the witch Thessaly; the retirement of Lucifer as Lord of Hell and his vow to destroy Dream; Desire's long-standing ire with his/her brother; the adventures of the faerie lord Cluracan and his sister Nuala; the resurrection of the Corinthian; the misadventures of Rose Walker; and numerous subplots involving the inhabitants of the Dreaming, including Cain and Abel, the raven Matthew, the librarian Lucien and handyman Mervyn. It's a challenging juggling act which Gaiman pulls off with skill, by drawing the various narratives together in often surprising ways. The story also revisits the very beginnings of The Sandman, with the manor house where Dream spent seventy years imprisoned figuring prominently.
As well being a feast for continuity lovers, the collection also delivers its own thematic arc: this is a Greek tragedy, pure and simple. Events build slowly and with growing intensity towards an ending that is not actually that inevitable, but only becomes so when the Sandman refuses to allow himself to deviate from what he sees as his own responsibilities and obligations. A key theme referred to throughout the comics, but much more prevalent here, is that the Sandman used to be far too rigid for his own good, but has changed since his imprisonment by humans. The Kindly Ones shows how far he has changed...and how far he has to go. As a result, The Kindly Ones offers the most insight into the character of Dream himself, even when he is not actually on the page. Other characters are also well-served, with even minor players from earlier issues getting moments to shine.
The art style in the collection has attracted a lot comment. It's an interesting choice, giving the largest and most coherent Sandman storyline the most stylised and perhaps 'weird' art style in the history of the series. The juxtaposition of the heavy drama and odd art style actually works well, with the art tying in well with the more oddball moments of the story (such as Cluracan giving birth to his own nemesis).
The Kindly Ones (*****) is Neil Gaiman at the top of his game, delivering the rich and powerful climax (though not the conclusion) that The Sandman deserves. The collection is available now in the UK and USA, and as part of The Absolute Sandman, Volume IV (UK, USA).
The Kindly Ones is the ninth of the Sandman graphic novels and is also the largest. It is a sustained storyline, originally published across thirteen issues of the title's original comics run. It was also deliberately written by Neil Gaiman to be read as a single graphic novel, a decision that provoked the ire of some readers of the comic who felt that many of the individual issues failed to satisfy when taken on their own merits. However, read as a single story it becomes clear that The Kindly Ones may be the strongest of The Sandman's long storylines.
The Kindly Ones takes no prisoners. Previously, Gaiman was careful to reintroduce older characters in a way that newer readers would still be able to follow and enjoy what was going on. He has no truck with that here, instead pulling together dozens of characters and narrative strands from earlier issues and collections. These storylines include: the aftermath of Dream's slaying of his son Orpheus, Delirium's acquisition of a talking dog named Barnabas; the saga of Lyta Hall and her infant son Daniel; the relationship between Dream and the witch Thessaly; the retirement of Lucifer as Lord of Hell and his vow to destroy Dream; Desire's long-standing ire with his/her brother; the adventures of the faerie lord Cluracan and his sister Nuala; the resurrection of the Corinthian; the misadventures of Rose Walker; and numerous subplots involving the inhabitants of the Dreaming, including Cain and Abel, the raven Matthew, the librarian Lucien and handyman Mervyn. It's a challenging juggling act which Gaiman pulls off with skill, by drawing the various narratives together in often surprising ways. The story also revisits the very beginnings of The Sandman, with the manor house where Dream spent seventy years imprisoned figuring prominently.
As well being a feast for continuity lovers, the collection also delivers its own thematic arc: this is a Greek tragedy, pure and simple. Events build slowly and with growing intensity towards an ending that is not actually that inevitable, but only becomes so when the Sandman refuses to allow himself to deviate from what he sees as his own responsibilities and obligations. A key theme referred to throughout the comics, but much more prevalent here, is that the Sandman used to be far too rigid for his own good, but has changed since his imprisonment by humans. The Kindly Ones shows how far he has changed...and how far he has to go. As a result, The Kindly Ones offers the most insight into the character of Dream himself, even when he is not actually on the page. Other characters are also well-served, with even minor players from earlier issues getting moments to shine.
The art style in the collection has attracted a lot comment. It's an interesting choice, giving the largest and most coherent Sandman storyline the most stylised and perhaps 'weird' art style in the history of the series. The juxtaposition of the heavy drama and odd art style actually works well, with the art tying in well with the more oddball moments of the story (such as Cluracan giving birth to his own nemesis).
The Kindly Ones (*****) is Neil Gaiman at the top of his game, delivering the rich and powerful climax (though not the conclusion) that The Sandman deserves. The collection is available now in the UK and USA, and as part of The Absolute Sandman, Volume IV (UK, USA).
Sunday, 13 January 2013
Merlin: Season 5
Three years into the reign of King Arthur Pendragon, Camelot is experiencing a golden age. The people are prospering and Arthur's attempts to forge a peace between the kingdoms of Albion appear to be bearing fruit. But Morgana is still at large, vowing to destroy the kingdom. When Mordred - whom Merlin has foreseen will kill Arthur - joins the Knights of the Round Table, the glory days of Camelot are doomed and Arthur's path is set on a road that will lead to Camlann and Avalon.
Over the course of its five seasons, Merlin has evolved from a simple kid's show to something more interesting. The show's early-evening timeslot still prevents much in the way of blood and gore from appearing, but the producers have shown a willingness over the last two seasons to embrace the Arthurian legends (even the darker elements) more wholeheartedly. They've dropped the tiresome 'comedy' episodes (which rarely raised a smile) in favour of pursuing the more dramatic parts of the storyline more intently and this has paid off.
The final season of Merlin is the show at its best. The actors have matured to the point where they can handle more dramatic storylines convincingly. In particular, the perennially under-used Angel Colby gets more to do this year as Guinevere with a disturbing multi-episode arc which tests the show's limits on what constitutes childrens' entertainment. Also well-served is newcomer Alexander Vlahos as the adult Mordred (he previously appeared in the first two seasons as a child played by Hugo's Asa Butterfield), who gets a highly satisfying storyline which avoids cliche and puts Merlin in a very difficult - and unlikable - position, which Colin Morgan rises to with skill.
Of course, the show has not lost all of its foibles. The same few patches of woodland are used to represent widely varying locales across dozens of miles. Camelot's security still has enormous holes in it. The geography of Albion still defies logic (especially when it is confirmed in the final episode that Albion - even with its Alp-like mountain ranges and vast canyons - is indeed supposed to be the island of Britain). Despite being proven right dozens of times, Merlin's suggestions and warnings are often ignored (even by those who know the true extent of his abilities). Morgana continues to be defeated every other week, leaving her as a rather toothless villain by season's end. The show also continues to have its young male cast strip to the waist at every possible opportunity, to the point of self-parody (note: may not be counted a fault by some). Some might also question the wisdom of leaving 'the big reveal' to the final episode, although it does provide Morgan and Bradley James with several of their best scenes together in the entire series. And, even though the show is more willing to push the boundaries of its audience and timeslot more freely than before, it still pulls its punches more often than might be wished.
For all of that, the show remains entertaining. The cast do good work and the writers clearly relish the fact they have a final ending to work towards. As the last few episodes tick down and several supporting cast are killed off (rather unpleasantly in some cases) the stakes are raised for a final episode that is surprisingly emotionally powerful (and truer to the legends than could have been expected a few seasons back). The ending isn't exactly wrapped up with a neat bow, although most of the questions that the series has raised are finally answered.
Merlin's final season (****) is a satisfying ending to the show. Whilst Merlin will never be counted as one of the all-time classic SFF series (and Game of Thrones has definitely stolen some of its thunder by tackling similar themes in a much more uncompromising way), it was still a fun show that evolved and matured away from its inauspicious start to become something much more interesting at the end. The season is available on two DVD box sets now, with a full-season set to follow.
Over the course of its five seasons, Merlin has evolved from a simple kid's show to something more interesting. The show's early-evening timeslot still prevents much in the way of blood and gore from appearing, but the producers have shown a willingness over the last two seasons to embrace the Arthurian legends (even the darker elements) more wholeheartedly. They've dropped the tiresome 'comedy' episodes (which rarely raised a smile) in favour of pursuing the more dramatic parts of the storyline more intently and this has paid off.
The final season of Merlin is the show at its best. The actors have matured to the point where they can handle more dramatic storylines convincingly. In particular, the perennially under-used Angel Colby gets more to do this year as Guinevere with a disturbing multi-episode arc which tests the show's limits on what constitutes childrens' entertainment. Also well-served is newcomer Alexander Vlahos as the adult Mordred (he previously appeared in the first two seasons as a child played by Hugo's Asa Butterfield), who gets a highly satisfying storyline which avoids cliche and puts Merlin in a very difficult - and unlikable - position, which Colin Morgan rises to with skill.
Of course, the show has not lost all of its foibles. The same few patches of woodland are used to represent widely varying locales across dozens of miles. Camelot's security still has enormous holes in it. The geography of Albion still defies logic (especially when it is confirmed in the final episode that Albion - even with its Alp-like mountain ranges and vast canyons - is indeed supposed to be the island of Britain). Despite being proven right dozens of times, Merlin's suggestions and warnings are often ignored (even by those who know the true extent of his abilities). Morgana continues to be defeated every other week, leaving her as a rather toothless villain by season's end. The show also continues to have its young male cast strip to the waist at every possible opportunity, to the point of self-parody (note: may not be counted a fault by some). Some might also question the wisdom of leaving 'the big reveal' to the final episode, although it does provide Morgan and Bradley James with several of their best scenes together in the entire series. And, even though the show is more willing to push the boundaries of its audience and timeslot more freely than before, it still pulls its punches more often than might be wished.
For all of that, the show remains entertaining. The cast do good work and the writers clearly relish the fact they have a final ending to work towards. As the last few episodes tick down and several supporting cast are killed off (rather unpleasantly in some cases) the stakes are raised for a final episode that is surprisingly emotionally powerful (and truer to the legends than could have been expected a few seasons back). The ending isn't exactly wrapped up with a neat bow, although most of the questions that the series has raised are finally answered.
Merlin's final season (****) is a satisfying ending to the show. Whilst Merlin will never be counted as one of the all-time classic SFF series (and Game of Thrones has definitely stolen some of its thunder by tackling similar themes in a much more uncompromising way), it was still a fun show that evolved and matured away from its inauspicious start to become something much more interesting at the end. The season is available on two DVD box sets now, with a full-season set to follow.
Friday, 11 January 2013
CDProjekt on CYBERPUNK 2077 and THE WITCHER 3
CDProjekt have released a CGI trailer for their upcoming SF RPG, Cyberpunk 2077 (based on the classic 1980s pen-and-paper RPG, Cyberpunk). It features lots of bullets and a woman in unseasonal garb:
Meanwhile, CDProjekt have also revealed that they have another game much closer to release and that everyone can guess what it is. There'll be more on this - almost certainly The Witcher 3 - next month.
Meanwhile, CDProjekt have also revealed that they have another game much closer to release and that everyone can guess what it is. There'll be more on this - almost certainly The Witcher 3 - next month.
GAME OF THRONES Season 3 teaser trailer
This is slightly different, showing the three-eyed crow flying across 'our' world to herald the arrival of Season 3 of Game of Thrones (which debuts on 31 March).
We likely won't see the first 'proper' trailer, featuring a decent amount of new footage, until next month, but there's another behind-the-scenes featurette airing in the States on HBO next week.
Wednesday, 9 January 2013
More detailed plans for PLANESCAPE: TORMENT successor emerge
InXile Studios may be hard at work on Wasteland 2, the crowd-funded sequel to the seminal 1988 computer RPG Wasteland, but they have already announced their next project. With most of the writing and concept art completed for Wasteland 2, those teams have started work on a game that may be called Numenera: Torment. This game will be a spiritual sequel to the classic 1999 RPG Planescape: Torment, widely-regarded as the finest (and most literate) computer roleplaying game ever made.
The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.
The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.
The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.
Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.
The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.
The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.
The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.
Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.
What now for THE WHEEL OF TIME?
A Memory of Light is now out, but already the question has been asked if this is truly the end, or if there will be further instalments/expansions of the series. Brandon Sanderson has addressed this issue in both a blog entry and also an interview on Wired.com. Here's a brief summary of what the situation is:
The Outriggers
During the writing of Knife of Dreams (2002-05), Robert Jordan revealed that he had come up with an idea for what he called some 'outrigger' stories. These stories would not be direct sequels to or extension of The Wheel of Time but would expand on some characters and feature side-storylines that would not be addressed in the main series. The storylines for the outriggers were not revealed at the time, although there was some fan speculation that elements such as Talmanes and the Band of the Red Hand's adventures whilst employed by King Roedran of Murandy (in the several months between The Path of Daggers and Knife of Dreams) would be suitable for exploration.
Later on Jordan confirmed that one of the outriggers would focus on Mat Cauthon and Tuon returning to the Seanchan home continent to stabilise the Empire and assert Tuon's rule there. This story would take place about ten years after the main Wheel of Time series. Initially it appeared this would just be one book, but in recent years Team Jordan have indicated there was enough scope for a trilogy. However, it has also been revealed that Robert Jordan himself only wrote two sentences of notes for the books, clearly not enough to base anything solid on. As a result, despite some initial musings by Tor Books and by Team Jordan, the outriggers will now not be written for a dearth of Jordan-written material and a reluctance to turn the series into an open world franchise.
The Prequels
When Robert Jordan expanded New Spring into a novel, he also revealed plans for two other short prequel novels. One would focus on Tam al'Thor, and the other on Moiraine and Lan's continuing adventures, ending immediately where The Eye of the World begins. However, Jordan again apparently did not write much in the way of notes for these books and again, they will now not be written.
The Encyclopedia
Work on The Wheel of Time Encyclopedia is well underway. This book is being written by Harriet McDougal and other members of Team Jordan (Robert Jordan's assistants) and will feature extensive new information on the series. Early reports indicated that the book will feature a 10,000-word vocabulary for the Old Tongue and might feature new maps and tons of notes on characters, places and events. The book will be illustrated, but should not be expected before 2014 at the earliest.
Adaptations
The long-gestating and highly ill-advised Wheel of Time movie project is apparently still percolating at Universal Studios as it has done for the last few years, with no sign of any movement on it. The new Wheel of Time RPG appears to be effectively cancelled, with Red Eagle failing to raise any money for it from publishers and Obsidian Entertainment (the superb game development studio that had originally been hired to work on it if the money had been raised) moving onto other projects. It's possible that the completion of the series will spark renewed interest from those quarters, but at the moment there is no news on them.
The Outriggers
During the writing of Knife of Dreams (2002-05), Robert Jordan revealed that he had come up with an idea for what he called some 'outrigger' stories. These stories would not be direct sequels to or extension of The Wheel of Time but would expand on some characters and feature side-storylines that would not be addressed in the main series. The storylines for the outriggers were not revealed at the time, although there was some fan speculation that elements such as Talmanes and the Band of the Red Hand's adventures whilst employed by King Roedran of Murandy (in the several months between The Path of Daggers and Knife of Dreams) would be suitable for exploration.
Later on Jordan confirmed that one of the outriggers would focus on Mat Cauthon and Tuon returning to the Seanchan home continent to stabilise the Empire and assert Tuon's rule there. This story would take place about ten years after the main Wheel of Time series. Initially it appeared this would just be one book, but in recent years Team Jordan have indicated there was enough scope for a trilogy. However, it has also been revealed that Robert Jordan himself only wrote two sentences of notes for the books, clearly not enough to base anything solid on. As a result, despite some initial musings by Tor Books and by Team Jordan, the outriggers will now not be written for a dearth of Jordan-written material and a reluctance to turn the series into an open world franchise.
The Prequels
When Robert Jordan expanded New Spring into a novel, he also revealed plans for two other short prequel novels. One would focus on Tam al'Thor, and the other on Moiraine and Lan's continuing adventures, ending immediately where The Eye of the World begins. However, Jordan again apparently did not write much in the way of notes for these books and again, they will now not be written.
The Encyclopedia
Work on The Wheel of Time Encyclopedia is well underway. This book is being written by Harriet McDougal and other members of Team Jordan (Robert Jordan's assistants) and will feature extensive new information on the series. Early reports indicated that the book will feature a 10,000-word vocabulary for the Old Tongue and might feature new maps and tons of notes on characters, places and events. The book will be illustrated, but should not be expected before 2014 at the earliest.
Adaptations
The long-gestating and highly ill-advised Wheel of Time movie project is apparently still percolating at Universal Studios as it has done for the last few years, with no sign of any movement on it. The new Wheel of Time RPG appears to be effectively cancelled, with Red Eagle failing to raise any money for it from publishers and Obsidian Entertainment (the superb game development studio that had originally been hired to work on it if the money had been raised) moving onto other projects. It's possible that the completion of the series will spark renewed interest from those quarters, but at the moment there is no news on them.
Tuesday, 8 January 2013
A Memory of Light by Robert Jordan and Brandon Sanderson
The Last Battle has begun. The fate of the world and time
itself hinge upon Rand al'Thor, the Dragon Reborn, and
his allies. The great city of Caemlyn
burns, the Borderlands are overrun and Lan Mandragoran's army at Tarwin's Gap
has been overwhelmed. Rand must convince the nations of
the world that they must stand united against the Shadow or face oblivion.
For Rand's allies, they have their
own struggles to face. The Black Tower
is in jeopardy of falling to the Shadow, and it falls to the least-powerful of
the Asha'man to try to save the day. Mat Cauthon must convince his wife, the
proud Seanchan Empress, to join the great coalition against the Dark One.
Perrin Aybara hunts the wolf dream for the creature known as Slayer. And Egwene
al'Vere must confront the possible annihilation of the Pattern itself, which is
in danger of unravelling from the use of the forbidden weave known as balefire.
On a day that dawns twice, the forces of the Dragon Reborn
and those of the Shadow meet in two titanic conflicts. On the Field of
Merrilor, millions will fight and die in the greatest battle the world has seen
in three and a half thousand years. In the shadow of Shayol Ghul, Rand
al'Thor must confront the Dark One and end this struggle once and for all.
The Wheel of Time is
finished. That's a statement that's going to take a while to get used to. The
first volume of the series, The Eye of
the World, was published in January 1990. George Bush Snr. and Margaret
Thatcher were still in power and the Cold War was still ongoing. Fourteen
books, four million words, eleven thousand pages and over fifty million sales
(in North America alone) later, the conclusion has
finally arrived. Can it possibly live up to the expectations built up over that
time?
It is a tribute to the plotting powers of Robert Jordan, the
writing skill of Brandon Sanderson (who took over the series after Jordan's
untimely death in 2007) and the hard work of Jordan's editors and assistants
that A Memory of Light is - for the
most part - a triumphant finale. Given the weight of expectations resting on
the novel, not to mention the unfortunate circumstances under it was written,
it is unsurprising that it is not perfect. The novel occasionally misfires, is
sometimes abrupt in how it resolves long-running plot strands and sometimes
feels inconsistent with what has come before. However, it also brings this
juggernaut of an epic fantasy narrative to an ending that makes sense, is
suitably massive in scope and resolves the series' thematic, plot and character
arcs satisfactorily - for the most part.
It is a familiar viewpoint that The Wheel of Time is a slow-burning series, with Robert Jordan not
afraid to have his characters sitting around talking about things for entire
chapters (or, in one case, an entire novel) rather than getting on with
business. However, Jordan
at his best used these lengthy dialogue scenes to set up plot twists and
explosive confrontations further down the line, pulling together the elements
he'd established previously in surprising and interesting ways. This reached a
high in the slow-moving sixth book, which ended with what is regarded by many
as the series' best climax to date at the Battle of Dumai's Wells. Steven
Erikson (whose Malazan series is the
most notable recent mega-long fantasy series to have also reached a final
conclusion) used the term 'convergence' for such structural climaxes and it's
fair to say that this is what A Memory of
Light is: a convergence for the entire series. All thirteen of the previous
novels lined up plot cannons in preparation for the Last Battle, and in the
closing chapters of Towers of Midnight
Brandon Sanderson started triggering them.
The result is not The
Wheel of Time you may be familiar with. A
Memory of Light is a brutal, bruising, 900-page war novel that kicks off
with all hell breaking loose and doesn't pause for breath until the ending. The
prologue starts with a well-paced sequence as we find out the state of play for
the major characters, intercut with Talmanes and the Band of the Red Hand
engaging hordes of Shadowspawn on the streets of Caemlyn. The rotation of
scenes between the desperate street fighting and more familiar politicking is
highly effective and is exhausting in itself. Immediately after this we
alternate between Rand's attempts to pull together a
coalition against the Shadow whilst a small group of Asha'man try to save their
organisation from destruction against overwhelming odds. No sooner is that over
than the Last Battle is joined in full force. Vast armies clash, channellers
engage one another in One Power exchanges that dwarf anything seen before in
the series and lots of stuff blows up. There's more action sequences in A Memory of Light than the rest of the
series put together, more than earning the adage 'The Last Battle'.
The action sequences (which make up almost the whole book)
are, for the most part, impressive but benefit from unpredictability. Jordan
has been criticised for making his characters too safe, with almost no major
character of note (on either side) dying in the previous books of the series.
This limitation has been removed for the Last Battle. Major characters,
middling ones and scores of minor ones are scythed down in this final
confrontation with near-wild abandon. Some get heroic, fitting, blaze-of-glory
ends. Some die in manners so unexpected, offhand and callous that even George
R.R. Martin might nod in approval. Many of the survivors are seriously wounded,
either in body or mind. Jordan's experiences as a Vietnam vet informed Rand
al'Thor's arc in The Gathering Storm,
and resurface here when one major character is tortured by the Shadow before
being rescued, but spends the rest of the book suffering the effects of his
experiences. The war scenes are suitably epic and exciting, but Sanderson
remembers to include moments counting the cost of such a struggle.
That said, there is an annoying discrepancy in the Last
Battle sequence compared to earlier novels. Based on the army sizes in previous
volumes and the number of channellers in each faction, the good guys should
have brought the better part of a million troops and five thousand One
Power-wielders to the Last Battle,
and the Shadow several times more. There is no indication that such vast
numbers are present, which seems rather odd. There is also the fact that the
channellers suddenly seem to be much less effective in mass combat than
previously shown. This is most blatant when Logain is angrily told that he and
a couple of dozen Asha'man cannot hope to defeat a hundred thousand Trollocs by
themselves. Given this is exactly what happened in one scene in Knife of Dreams, I can only conclude
that the channellers were deliberately reduced in power for this book, which is
very strange.
For the most part, this is the level of problems A Memory of Light presents: something
mildly irritating to those who prefer consistency from fictional works but
ultimately not hugely relevant to the overall thrust of the narrative. Similar
issues can be found with a number of very minor subplots that the novel fails
to resolve (or even address) from earlier volumes. In some cases these may be
examples of what Robert Jordan himself said would happen in the last book, with
some elements left deliberately hanging to give the illusion that life goes on
after the last page is turned. In other cases, it may be that Jordan did not
draft out how those storylines ended, so Sanderson chose to leave them rather
than risk too inventing too much of his own material. Sanderson even refuses to
name an important river that Jordan did not name himself, resulting is a
slightly awkward battle sequence where characters talk about the 'river on the
border', the 'river on the battlefield' and so on, which is a bit laboured.
However, whilst the war scenes rage there is also a
philosophical struggle at the heart of the book, and of the series. This
struggle is shown in the confrontation between Rand and the Dark One in which
their visions of the world and the Wheel are shown in conflict with one
another. Robert Jordan was convinced that whilst there were certainly
complexities and shades of grey in real life, he also believed that real good
and real evil existed, and these ideas form part of the philosophical struggle
that takes place alongside the battles. How successful this is will vary
(perhaps immensely) from reader to reader, but is not helped by some muddling
of the issues. The primary struggle of the books has consistently been Good vs.
Evil, but in this philosophy-off the idea of the Creator personifying Order and
the Dark One Chaos also arises, possibly as their primary roles. This is in
conflict with the rest of the series and is also more tiresomely familiar and
predictable. Once that interpretation arises, it's impossible not to think of
the ending of the Shadow War in the TV series Babylon 5, and the resolution we get is not a million miles away
from it (Rand even gets a line almost as awful as "Get the hell out of our
galaxy!").
On the prose side of things, it's pretty much the same
set-up as The Gathering Storm and Towers of Midnight: acceptable,
faster-paced and a bit less prone to unnecessary introspection. Where Sanderson
comes undone (yet again) is his very occasional use of terminology and language
that Jordan
would never have used, particularly modern words and terms. Though relatively
rare, they still jar a little bit when they appear. The book's centrepiece is a
single chapter that is almost 200 pages (and 70,000 words) long in hardcover,
with some 70 POV characters playing a role. Apparently both Sanderson and
Jordan wrote parts of this chapter, and a few minor inconsistencies aside their
writing styles mesh very well. The very last section of the epilogue, written
by Robert Jordan himself before he passed (including, rather eerily, Jordan's
epitaph from his own funeral), is indeed a fitting way to end the book.
Taking everything into account, A Memory of Light (****½) is a lot better than perhaps we had any
right to expect. The book is a relentless steamroller of action, explosions,
plot resolutions, deaths and philosophical (if somewhat confused) arguing. Some
elements are under-resolved, or a little too convenient, or not fleshed out
enough. But that's par for the course with any ending to a series this huge.
The big questions are answered, the final scene is fitting and the story ends
in a way that is true to itself, which is the most we can ask for. The novel is
available now in the UK
and USA.
Sunday, 6 January 2013
Gollancz to publish three ELITE novels
Gollancz have announced that they will be publishing three novels based on the Elite series of computer games in 2014.
The new Elite game, Elite: Dangerous (the fourth in the thirty-year-old series), recently passed its funding goal on Kickstarter, ending with more than £1.5 million raised for game development. The title is expected to be released by mid-2014. To help the game reach its goal Gollancz pledged a significant sum on Kickstarter to buy the rights to publish three novels based on the Elite universe.
Gollancz had already been in discussions with David Braben and Frontier Studios about adding the original Elite tie-in novella, The Dark Wheel, to its SF Gateway online store. The Dark Wheel is notable as it was written by the late Robert Holdstock, best-known for his Mythago Wood series of novels. The Dark Wheel was packaged with the original BBC Micro release of Elite in 1984 (I still have a copy in a box somewhere). Frontier: Elite II, released in 1992, was also accompanied by a book of short stories entitled Tales of Life on the Frontier. Whether this will be reprinted at some point is unknown (but unlikely; it was not as good as Holdstock's novella).
The three novels will be published in 2014. The identities of the potential writers have not yet been revealed.
The new Elite game, Elite: Dangerous (the fourth in the thirty-year-old series), recently passed its funding goal on Kickstarter, ending with more than £1.5 million raised for game development. The title is expected to be released by mid-2014. To help the game reach its goal Gollancz pledged a significant sum on Kickstarter to buy the rights to publish three novels based on the Elite universe.
Gollancz had already been in discussions with David Braben and Frontier Studios about adding the original Elite tie-in novella, The Dark Wheel, to its SF Gateway online store. The Dark Wheel is notable as it was written by the late Robert Holdstock, best-known for his Mythago Wood series of novels. The Dark Wheel was packaged with the original BBC Micro release of Elite in 1984 (I still have a copy in a box somewhere). Frontier: Elite II, released in 1992, was also accompanied by a book of short stories entitled Tales of Life on the Frontier. Whether this will be reprinted at some point is unknown (but unlikely; it was not as good as Holdstock's novella).
The three novels will be published in 2014. The identities of the potential writers have not yet been revealed.
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