Jason "Lucius Malfoy" Isaacs has been cast in Star Trek: Discovery as Captain Lorca. Hopefully this will go better than his last foray into space in Event Horizon (which ended, er, painfully for his character).
Lorca is the captain of the USS Discovery but, in an interesting move, will not be the main character. That will instead be Lt. Commander Rainsford, played by The Walking Dead's Sonequa Martin-Green. The show will not feature the traditional bridge crew dynamic as its main focus, instead featuring certain crewmembers on the ship as main characters and others as background.
Star Trek: Discovery's first season is currently in production in Toronto. It will debut in late summer or early spring on CBS in the United States and Netflix in much of the rest of the world.
Tuesday, 7 March 2017
Cover artwork for next MALAZAN novel revealed
The cover artwork for the next Malazan novel has been revealed.
Deadhouse Landing is the second novel in the Path to Ascendancy prequel series by Ian C. Esslemont. Taking place a century or so before the events of Gardens of the Moon and the Malazan Book of the Fallen by Esslemont's colleague, Steven Erikson, this series chronicles the founding of the Malazan Empire.
The book will be released on 10 August this year.
Deadhouse Landing is the second novel in the Path to Ascendancy prequel series by Ian C. Esslemont. Taking place a century or so before the events of Gardens of the Moon and the Malazan Book of the Fallen by Esslemont's colleague, Steven Erikson, this series chronicles the founding of the Malazan Empire.
The book will be released on 10 August this year.
Cities of Fantasy: Sigil, the City of Doors
The multiverse is dazzlingly infinite, a multitude of
dimensions and planes coexisting across all time and space. Travellers can step
from technologically-advanced worlds to worlds of choking fog to planes of
eternal fire or water, all in an instant. It’s a confusing, dizzying morass of
nestled realities, jaw-dropping wonders and horrific obscenities.
Sigil is where planewalkers go to get a beer and
information, or buy exotic goods, or sometimes just to find a better way of
getting from A to B when A and B are located in different universes.
Sigil is the City of Doors. It lies at the precise centre of
reality, according to the marketing, equidistant from all other points in the
entirety of creation. People with too much time on their hands argue that this
is piffle and indeed codswallop, since the multiverse is infinite and cannot
have a centre. They then get into lengthy arguments and send angry letters to
one another. The inhabitants of Sigil don’t really care.
Sigil is not pronounced like “sigil”, for sign or badge. It
is instead pronounced “Sig-ill”. Getting this wrong will immediately identify
you as a newcomer in the city, or “Clueless”.
Physical Description
The city is located on the inner surface of a curved torus six
and a half miles in diameter, one-and-a-half miles thick and twenty miles in
circumference, located many thousands of feet above the Spire, a massive
mountainous structure (tens or hundreds of thousands of feet high) located at
the heart of the Plane of Concordant Opposition (please don’t use this name in
public), or more colloquially, the Outlands. The torus floats freely on its
side, so gravity in Sigil is slanted ninety degrees to the world outside. To
avoid metaphysical confusion and/or vomiting, it is not possible to see the
outside world from within Sigil, thanks to a sort of grey-brownish haze that
permeates a lot of the city. This also frequently blocks the view of the far
side of the city directly overhead, which can also be disconcerting. Flying
creatures can fly from one side of the city to the other, but cannot fly out of
the city and down to the ground (given the titanic height and the thinness of
the air immediately outside, this would not be recommended anyway). Nor can
people “fall” out of the city from one side or the other, nor can flying
creatures enter the city from outside. Any attempt to do any of these things
results in the entity in question being teleported to another part of the
Outlands, or sometimes another plane altogether.
The torus, or “tyre” as some describe it, is curved on its
inner sides, meaning that walking down the street on a relatively clear day
when the smog and haze is light, a traveller will see the streets rising up
ahead and behind her, as well as on either side, giving the impression of being
at the bottom of a bowl or valley at almost all times. Looking straight up
across the centre of the torus, the opposite side of the city can be seen
several miles away, with its ribbon of streets and landmarks clearly visible.
Simply walking around in Sigil can be an unnerving experience until travellers
acclimatise.
The city is divided into six major districts or wards. The Lady’s Ward is home to the city’s
administrative offices and its most exclusive and rich estates. Adjacent to
that is the Lower Ward, the
industrial district clogged with smoke from foundries and the portals to the
Lower Planes. Beyond that lies the Hive,
a slum where the poor and dregs of the city can be found, along with a thriving
black market. Those criminal enterprises that are permitted in Sigil are
usually centred here. Further along the ring lies the relatively affluent Clerk’s Ward, which is home to the
city’s lower-rung bureaucrats and administrators. The small Guildhall Ward lies beyond, which is
home to many craftsmen and artisans. They in turn sell their goods in the
neighbouring Market Ward, the
commercial wing of the city and arguably its beating heart. Just beyond the
Market Ward, the Lady’s Ward commences
again, and a traveller has completed one circumnavigation of the ring (and is
probably very tired and thirsty).
Sigil as it appears in Dungeons and Dragons 4th Edition. Artwork by Jason Engle.
Population
The city of Sigil is a way-station for people travelling
across the planes. At any one time it is estimated that well over three million
sentients are within the city, but most of them will be transients. The
permanent population of the city is much harder to gauge, with estimates
ranging from half a million to one million. The Lower Ward and Hive are crowded
and jam-packed with rickety buildings, whilst the Lady’s and Clerk’s wards are
home to more spacious, sprawling estates and are relatively quieter. The Market
is bustling and rowdy. The city’s population also consists of every species
imaginable from the multiverse: humans (who tend to get everywhere) are
reasonably common, but so are tieflings and other more adventurous of the
planar species.
The Doors
The only way in or out of Sigil is through interdimensional portals,
often called “doors” in the city. Some portals are clearly and publicly marked,
and people can freely pass through them. Other portals open and close at random
in the city, ready to snare the unwary; some portals are only passable through
one direction so cannot be used to return to the city. Yet other portals,
usually those leading to more exotic, dangerous or unstable parts of the
multiverse, can only be passed by those who have the correct key. The
difficulties of accessing or leaving the city have occasionally led it to being
nicknamed “The Cage”, although other sources for the name have been proposed.
As a result of the doors, the city is home to almost every
species imaginable in the multiverse. Tieflings and elves from Toril mix with
demons of the Abyss and half-dwarves from Athas and kender from Krynn. Normally
hostile species – such as beholders, dark elves, devils from Baator and even
the occasional smaller chromatic dragon – may be found peacefully engaged in
uncharacteristic pursuits, such as shopping in the Market Ward or visiting the
Brothel for Slating Intellectual Lusts. Violence in Sigil is certainly not
unknown, but large-scale riots, civil disorder and conflict simply do not occur.
The Factions
The city is dominated by fifteen political factions, each
one of which pursues a moral or thematic philosophy. The fifteen factions are
the Athar (who deny the divinity of
deities); Godsmen (who believe in
the potential divinity of all living beings); Bleak Cabal (who believe that there is no metaphysical reality
imposed from without and only physical laws and individual action matter), Doomguard (who believe in the
inevitability of entropy and the eventual annihilation of everything); Dustmen (who believe that life and
death are false states of existence and strive for a balanced existence of emotional
denial, the True Death); the Fated
(who believe that might makes right and the strong are allowed to profit from
the weak); the Guvners (who believe
that knowledge is everything and are experts in both scientific and judicial
law); the Indeps (who believe in
absolute individual freedom and reject the notion of the factions altogether);
the Harmonium (who believe in power,
stability and control through authority and discipline); the Mercykillers (who believe that mercy is
for the weak and the merciful should be punished); the Anarchists (who believe in anarchy); the Signers (who believe that everyone is the centre of their own
personal reality and they should strive to make the most of their individual
existences); the Sensates (who seek
to experience that all can be experienced to make the most of existence); the Ciphers (who seek “oneness” with the
multiverse to achieve transcendence); and the Chaosmen (who believe that truth is only revealed in uncertainty
and discord, if not outright chaos and mayhem).
The factions are powerful and influential in the city,
although they are also dangerous. Travellers passing through Sigil are advised not to
let themselves get caught up in their political webs if they do not plan to
stay long. Conversely, those who plan to make a home permanently in the Cage
will have little choice but to pick a side. The factions engage in
philosophical debate with one another and conflict in the city, particularly
between the factions whose philosophies are not in conflict, is often limited
to high-minded (if often spirited) discussions in the city’s many taverns.
However, some of the factions are diametrically opposed to
one another. The Harmonium, for example, has little to no time for either the
Anarchists or Indeps, and frequently comes into conflict with the Chaosmen. But
widespread violence in the city is limited by the true ruler of all Sigil and
her word of law: the Lady’s Peace.
Her Serenity the Lady of Pain as she appeared in the Planescape Campaign Setting Boxed Set (1994). Artwork by Tony Diterlizzi.
The Lady
The true ruler – or guardian – of Sigil is known only as the
Lady, or occasionally (and not in her hearing), the “Lady of Pain”. The
standard form of address is “Her Serenity”. The Lady is an extremely tall
humanoid female with a piercing gaze. She is always clothed in immense robes
and floats above the ground, never touching the street. Her head is surrounded
by a mantle of imposing blades. She has no castle, manse or known abode,
appearing and disappearing in the streets at will. She also never speaks.
Instead, the Lady is always accompanied by her minions, the dabus. The dabus
are humanoids with yellow skin, white hair and goatlike horns, likewise
floating slightly above the ground, who communicate through visual written communiques,
floating hieroglyphs known as rebuses. Over the centuries most of the
inhabitants of Sigil have come fluent in what these symbols mean, which is
essential because they are ignored at mortal peril.
Those who threaten the Lady’s Peace are “mazed”, disappearing
into pocket dimensions consisting of mazes. These mazes may be physical
obstructions, or conjured out of the nightmares of the individual, or form some
kind of existential paradox challenging the prisoner’s very beliefs and
self-identity. Those who escape their maze may return peacefully to Sigil, but very
few ever do, having usually been exposed to sights and ideas that haunt their
waking and sleeping moments alike for the remainder of their existence. Being
mazed is considered a mild punishment compared to the alternatives, however.
Those who transgress further, by inciting faction wars or
riots, may find the Lady’s Shadow falling on them. The Lady herself maintains a
clam demeanour at all times and certainly never engages in physical combat or
spellcasting. Instead, the merest touch of the shadow of her mantle of blades
will result in maiming, dismemberment, or instantaneous flaying alive. The Lady
is immune to all forms of physical coercion or magic.
Indeed, the Lady’s very presence appears to warp the
standing field of null-magic on the plane. The Outlands are notable as magical
effects disappear closer to the centre, and at the base of the Spire magic
simply becomes unusable. The Lady appears to reverse this field and allows
magic to be used within the confines of Sigil. Many mages theorise that the
Lady’s presence also allows Sigil itself to exist. If someone were to somehow
kill the Lady, it is possible Sigil would plummet out of the sky to its
destruction seconds later.
The Lady’s true name, origins and nature are all utterly
unknown. It is known that the only time she was ever even slightly challenged
was when the god Aoskar managed to gain entrance to the city to strive for
dominance. The Lady destroyed him without drawing breath. This has led to the
widespread belief that the Lady herself is either a goddess, or has the powers
of one within Sigil. Some have theorised that if Sigil is the Cage, then the
Lady may be its gaoler or, more disconcertingly, its prisoner.
Behind the Scenes
Sigil, the City of Doors, is arguably the single most
intriguing and compelling city ever created for the Dungeons and Dragons roleplaying game. A bizarre city where
ideology and philosophy determined a person’s circumstance and wars were fought
with ideas and arguments rather than swords and magic, it was the New Weird a
good few years before the New Weird even existed. The fact that it came from
the game that was arguably the very definition of “stock fantasy” was even more
remarkable.
Sigil originated in the Planescape
Campaign Setting boxed set, released by TSR, Inc. in 1994 for the 2nd
Edition of Advanced Dungeons and Dragons.
The idea behind the Planescape world
was to take the long-standing different planes of reality established in
previous D&D products, most notably Jeff Grubb’s Manual of the Planes (1987), and flesh them out into a full
setting.
Veteran and well-regarded game designer David “Zeb” Cook
took charge of the project. Early on he realised that the planes were too vast
and remote a concept to easily explain, so he created Sigil and the Outlands as
a way of presenting the planes in miniature and concentrating the ideas in a
smaller area of space. Sigil also conveniently provided the players with a home
base, somewhere they could use to range out to other worlds on adventures, but
also vast enough in itself for entire campaigns to play out in its streets and
on its rooftops.
Monte Cook (no relation) and Colin McComb fleshed out the Planescape setting over numerous
expansions, but the setting didn’t really take off in popularity the way TSR
had been hoping. The final Planescape
roleplaying product was published in 1998 and the setting faded out of print
afterwards. However, the adventures and materials related to Sigil had proven
quite popular so Sigil lived on. When the 3rd Edition of D&D was released in 2000, Sigil
was referenced in the rulebooks and the Manual
of the Planes, new editions of which were released in 2001 and 2009 (for 4th
Edition). The city has been referenced in the current 5th Edition of
the game, with the hope it may be the focal point for a future setting or
adventure.
However, the pen-and-paper game is not the real reason for
Sigil’s popularity. In late 1999 Black Isle released a computer roleplaying
game called Planescape: Torment,
created by Chris Avellone and Colin McComb, who had worked on the pen-and-paper
game. The game, almost fully half of which was set in Sigil, fully embraced the
setting’s ideals and gripped the imagination of hundreds of thousands of
players as they grappled with the fate of the mysterious “Nameless One” and his
growing crew of damaged and strange friends. The game has often been hailed as
the single greatest CRPG ever created, in no small part to its vividly strange
setting.
In terms of fiction Sigil has appeared in only a handful of
novels, most successfully Pages of Pain
by Troy Denning which attempted to fill in some of the backstory of the Lady of
Pain without actually ruining the character. It was an arguable success.
However, the cessation of the Planescape
campaign line in 1998 meant that the fiction line was cancelled as well.
Sigil stands as one of the weirdest and most interesting
cities created in the history of fantasy, owing more of a debt to Moorcock and
Harrison than Tolkien or Leiber. It’ll be interesting to see if it returns to
prominence in future D&D
products, especially with a new line of movies based on the setting in
development.
Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods, which will also get you exclusive content weeks before it goes live on my blogs. The Cities of Fantasy series is debuting on my Patreon feed and you can read it there one month before being published on the Wertzone.
More WILD CARDS
Tor.com has started a reread of the Wild Cards book series created by George R.R. Martin. The reread is being handled and written by a friend of mine and long-term fan of the series, Katie, and promises to be an excellent recap of the series and a way for new readers to jump on board. Some of the Wild Cards writing team, such as Walter Jon Williams and Jon J. Miller, are also jumping on board in the comments.
Meanwhile, Martin has confirmed that Tor Books have picked up the rights for additional books in the series. The next three books in the series proper, Mississippi Roll, Low Chicago and Texas Hold 'Em, will be released over the next year or two. At the same time Tor Books will re-release Books 8 through 12 of the original series (One-Eyed Jacks, Jokertown Shuffle, Double Solitaire, Dealer's Choice and Turn of the Cards). Significantly, this will bring the entire twelve-volume Bantam Books stretch of the series back in publication for the first time in almost thirty years.
There will be also be four brand-new books. Full House will be a full-on short story collection, collecting together short fiction that has been published on the Tor website over the previous few years along with some original stories. Following on from this will be three new books, comprising an original full-length novel, a new book set in space and another set in Britain.
Unfortunately, it appears that British fans may be out of luck in hoping for a complete reprint of the series. Gollancz have apparently declined to buy the rights to any of the new books or reprint any more of the original series, leaving it incomplete after the first seven volumes and then the later six (18-23). HarperCollins Voyager (who publish A Song of Ice and Fire) will instead publish the six new books (and perhaps Full House). The fate of the intervening volumes of the series in the UK remains unclear.
But back to the good news, Wild Cards co-editor Melinda Snodgrass has provided a detailed update on where she and the team at Universal are at with their planned TV adaptation of the franchise. Good progress has been made and hopefully we'll see a greenlight on that soon.
Meanwhile, Martin has confirmed that Tor Books have picked up the rights for additional books in the series. The next three books in the series proper, Mississippi Roll, Low Chicago and Texas Hold 'Em, will be released over the next year or two. At the same time Tor Books will re-release Books 8 through 12 of the original series (One-Eyed Jacks, Jokertown Shuffle, Double Solitaire, Dealer's Choice and Turn of the Cards). Significantly, this will bring the entire twelve-volume Bantam Books stretch of the series back in publication for the first time in almost thirty years.
There will be also be four brand-new books. Full House will be a full-on short story collection, collecting together short fiction that has been published on the Tor website over the previous few years along with some original stories. Following on from this will be three new books, comprising an original full-length novel, a new book set in space and another set in Britain.
Unfortunately, it appears that British fans may be out of luck in hoping for a complete reprint of the series. Gollancz have apparently declined to buy the rights to any of the new books or reprint any more of the original series, leaving it incomplete after the first seven volumes and then the later six (18-23). HarperCollins Voyager (who publish A Song of Ice and Fire) will instead publish the six new books (and perhaps Full House). The fate of the intervening volumes of the series in the UK remains unclear.
But back to the good news, Wild Cards co-editor Melinda Snodgrass has provided a detailed update on where she and the team at Universal are at with their planned TV adaptation of the franchise. Good progress has been made and hopefully we'll see a greenlight on that soon.
Sunday, 5 March 2017
The Mirror Empire by Kameron Hurley
The subcontinent of Grania is divided between several nations, including the spiritual, peaceful Dhai and the more militaristic, aggressive kingdom of Dorinah. The murder of the Kai, the spiritual ruler of Dhai, sees her untested and inexperienced younger brother taking charge at a time of turmoil. Internal dissent against his rule is accompanied by assassination attempts...apparently from other Dhai, despite this being a violation of their ideology. Meanwhile, one of Dorinah's best generals is ordered to cull the Dhai slaves living in their kingdom, despite the destructive impact this will have on the economy, and a young girl living in a Dhai monastery discovers that her destiny is far more complex than she first thought.
The Mirror Empire is the first novel in The Worldbreaker Saga, Kameron Hurley's follow-up to her splendidly weird science fantasy Bel Dame Apocrypha trilogy. Worldbreaker is wholly fantasy rather than SF and features a lot of standard fantasy tropes, but it mixes these in with fluid gender definitions (some of the inhabitants of Grania are a third sex, or change gender depending on circumstance) and also makes use of the idea of alternate timelines and quantum ideas. Some of the villains of the story are the alternate-universe versions of some of the heroes, which is an interesting idea, especially because there are "good" and "bad" guys on both sides of the mirror and many of the characters are morally nuanced, with good guys doing despicable things and bad guys occasionally showing moral courage.
So far, so standard and so grimdark (if intelligently-realised). Hurley is different in that she seemingly has no interest in making this book easily accessible. In fact, I'd go as far as saying that the first hundred pages or so represent the densest and most-confusing entry to a fantasy series since Steven Erikson's Gardens of the Moon in 1999, which famously puts as many people off reading his Malazan series as it does entice them in to read more. The Mirror Empire opens in media res, features explosive flashbacks without providing context and features an absolute motherlode of invented terminology and nomenclature which will have you flipping to the glossary on a very regular basis. Entering a fantasy world and spending the first hundred pages wading through stodgy exposition is quite a dull experience, so I can see why Hurley took this course. However, this book arguably goes too far in the opposite direction and I can see some readers being alienated by the opening.
Once the book calms down and relents a bit from machine-gunning the reader with under-explained ideas and concepts every five seconds, it radically improves. The characterisation of our four key characters - Roh, Lilia, Zezili and Ahkio - is first-rate and we learn more about their motivations and foibles that makes them more interesting characters than it first appears. Hurley enjoys setting up archetypes - Lilia as the callow low-class girl with unusual powers and a destiny, or Ahkio as the inexperienced young heir thrust into ruling without adequate preparation - and then undercuts them. Lilia does some pretty horrific things in her quest for self-realisation and Ahkio applies his skills from navigating household politics to the greater nation at large and this helps him become a better ruler, as well as being clever enough not to trust the temple officials and to call upon his allies when necessary.
The book unfolds from that point with Hurley's customary vigour and her aggressive, take-no-prisoners approach really makes the book stand out from the fantasy crowd. By the end of the book it has achieved a significant narrative drive that will make you want to press on to the sequel, Empire Ascendant, immediately.
The Mirror Empire (***½) is a robust, entertaining and relentlessly original fantasy, playing with concepts of identity and destiny in a fresh manner. It's also a big that takes no prisoners and almost overwhelms the reader with concepts and invented nomenclature that can be alienating. Stick it out and you are rewarded with one of the better fantasy novels of recent years. The book is available now in the UK and USA.
The Mirror Empire is the first novel in The Worldbreaker Saga, Kameron Hurley's follow-up to her splendidly weird science fantasy Bel Dame Apocrypha trilogy. Worldbreaker is wholly fantasy rather than SF and features a lot of standard fantasy tropes, but it mixes these in with fluid gender definitions (some of the inhabitants of Grania are a third sex, or change gender depending on circumstance) and also makes use of the idea of alternate timelines and quantum ideas. Some of the villains of the story are the alternate-universe versions of some of the heroes, which is an interesting idea, especially because there are "good" and "bad" guys on both sides of the mirror and many of the characters are morally nuanced, with good guys doing despicable things and bad guys occasionally showing moral courage.
So far, so standard and so grimdark (if intelligently-realised). Hurley is different in that she seemingly has no interest in making this book easily accessible. In fact, I'd go as far as saying that the first hundred pages or so represent the densest and most-confusing entry to a fantasy series since Steven Erikson's Gardens of the Moon in 1999, which famously puts as many people off reading his Malazan series as it does entice them in to read more. The Mirror Empire opens in media res, features explosive flashbacks without providing context and features an absolute motherlode of invented terminology and nomenclature which will have you flipping to the glossary on a very regular basis. Entering a fantasy world and spending the first hundred pages wading through stodgy exposition is quite a dull experience, so I can see why Hurley took this course. However, this book arguably goes too far in the opposite direction and I can see some readers being alienated by the opening.
Once the book calms down and relents a bit from machine-gunning the reader with under-explained ideas and concepts every five seconds, it radically improves. The characterisation of our four key characters - Roh, Lilia, Zezili and Ahkio - is first-rate and we learn more about their motivations and foibles that makes them more interesting characters than it first appears. Hurley enjoys setting up archetypes - Lilia as the callow low-class girl with unusual powers and a destiny, or Ahkio as the inexperienced young heir thrust into ruling without adequate preparation - and then undercuts them. Lilia does some pretty horrific things in her quest for self-realisation and Ahkio applies his skills from navigating household politics to the greater nation at large and this helps him become a better ruler, as well as being clever enough not to trust the temple officials and to call upon his allies when necessary.
The book unfolds from that point with Hurley's customary vigour and her aggressive, take-no-prisoners approach really makes the book stand out from the fantasy crowd. By the end of the book it has achieved a significant narrative drive that will make you want to press on to the sequel, Empire Ascendant, immediately.
The Mirror Empire (***½) is a robust, entertaining and relentlessly original fantasy, playing with concepts of identity and destiny in a fresh manner. It's also a big that takes no prisoners and almost overwhelms the reader with concepts and invented nomenclature that can be alienating. Stick it out and you are rewarded with one of the better fantasy novels of recent years. The book is available now in the UK and USA.
Tuesday, 28 February 2017
TORMENT: TIDES OF NUMENERA released
inXile Studios have released their long, long-gestating CRPG, Torment: Tides of Numenera.
A "spiritual" successor to the greatest CRPG ever made, Planescape: Torment (1999), Tides of Numenera is set in Monte Cook's Dying Earth/Book of the New Sun-inspired pen-and-paper RPG setting, Earth a billion years in the future where technology and magic have become indistinguishable. Colin McComb, one of the creative geniuses behind the Planescape D&D setting and a writer on Planescape: Torment, is one of the lead designers on the new game. Chris Avellone, the creative lead of Planescape: Torment, also contributed quests and prose to the new game, as has bestselling fantasy author Patrick Rothfuss.
So far Torment: Tides of Numenera has wracked up some excellent reviews. It is available now on PC, X-Box One and PlayStation 4.
A "spiritual" successor to the greatest CRPG ever made, Planescape: Torment (1999), Tides of Numenera is set in Monte Cook's Dying Earth/Book of the New Sun-inspired pen-and-paper RPG setting, Earth a billion years in the future where technology and magic have become indistinguishable. Colin McComb, one of the creative geniuses behind the Planescape D&D setting and a writer on Planescape: Torment, is one of the lead designers on the new game. Chris Avellone, the creative lead of Planescape: Torment, also contributed quests and prose to the new game, as has bestselling fantasy author Patrick Rothfuss.
So far Torment: Tides of Numenera has wracked up some excellent reviews. It is available now on PC, X-Box One and PlayStation 4.
Monday, 27 February 2017
MIDDLE-EARTH: SHADOW OF WAR announced
Warner Brothers Games and Monolith Studios have confirmed that a sequel to their well-received and successful Middle-earth: Shadows of Mordor is in development will be released this summer.
Shadows of Mordor was a third-person action game with a combat system heavily influenced by the Batman Arkham titles. It improved on this with the introduction of the "Nemesis System", where villains who manage to defeat you in combat gain new skills and abilities, forcing you to gain intelligence on their powers and try to turn their minions against them. The result was less of a traditional beam 'em up and more a game of Orc Career Ladder Simulator. This was an intelligent and interesting game mechanic, but ultimately could not disguise the game's thin amount of content (particularly the startlingly tiny world maps) or prevent extreme repetition setting in after the first couple of hours. Also, pulling off all the orcish Red Weddings in the world doesn't help when the game's comically grimdark tone is massively at odds with the source material. The game's ludicrously violent tone is so at variance with the spirit of Tolkien that it's quite startling the developers even chose to use the Middle-earth setting and not something - anything - more appropriate.
The sequel, Middle-earth: Shadow of War, features a larger game world and a more sophisticated Nemesis System, with more of the game world affected by your actions, including entire strongholds that can be updated by the enemy if you fail to pull off a raid on them. It also features a storyline that reads like bad Tolkien fanfiction, complete with the hero forging his own Ring of Power (what?) and going up against Sauron directly (excuse me?).
Middle-earth: Shadow of War will be released on 22 August this year.
The sequel, Middle-earth: Shadow of War, features a larger game world and a more sophisticated Nemesis System, with more of the game world affected by your actions, including entire strongholds that can be updated by the enemy if you fail to pull off a raid on them. It also features a storyline that reads like bad Tolkien fanfiction, complete with the hero forging his own Ring of Power (what?) and going up against Sauron directly (excuse me?).
Middle-earth: Shadow of War will be released on 22 August this year.
Cities of Fantasy: Introduction
Not all cities are the same. Some are peaceful, civilised places where weary travellers can rest from their journeys and tend to the business of the day. Others are beautiful retreats sitting on the shores of azure seas. Some are crime-riddled, smog-shrouded hellholes ripe for revolution. Others float an infinite distance above a spire of infinite height at the very centre of the multiverse. Some are criss-crossed by railways, home to cactus people and sport an embassy from hell.
One of the most iconic and oldest cities in fantasy: Lankhmar, from Fritz Leiber's Fafhrd and the Gray Mouser series of short stories and novels. Artwork by Jonathan Taylor.
Fantasy is a broad genre which tells many different types of story. But central to many of those stories is the city. A bold adventuring fellowship may spent a lot of time in enchanted woods, braving treacherous mountains or battling dragons in abandoned dwarven mines, but sooner or later their path leads back to the streets and sewers of a bustling metropolis. This is usually just in time to be chased by hooded assassins, get into misunderstandings with the city watch or, in extreme cases, withstand siege by a barbarian horde which burns the place to the ground. Life in a fantasy city is never dull, although frequently short.
In this series of articles I will be exploring the cities of fantasy. Some of these you may know well, and this will be an opportunity to reacquaint yourself with the seven tiers of Minas Tirith, the hills of King’s Landing or the gaslit streets of New Crobuzon. Others may be less familiar, and this will be a chance to find new strange new places to explore. Have you heard of Ba Sing Se, the Earth City that spreads for dozens of miles and is surrounded by towering walls thousands of feet high? Or Menzoberranzan, the city of the dark elves that lies like a deadly spider in the Underdark of Faerun? In this journey we may also visit Junon, a quaint fishing village turned into a massive energy weapon by the villainous Shinra Corporation, or the Imperial City of Tamriel with its circular walls and central tower. It is possible we will also visit the great floating metropolis of Armada, ploughing the seas of Bas-Lag, or the mountainous city-castle of Gormenghast.
One of the newest cities in fantasy: Sagus Cliffs from the video game Torment: Tides of Numenera, released on 28 February 2017. Artwork by Chang Yuan.
Finally, we will visit the greatest and grandest fantasy city of them all, Ankh-Morpork, City of (Swiftly Dashed) Dreams and City of Rapidly Monetised Wonders, as well as the famed City of What the Hell is That Smell. All life can be found in Ankh-Morpork, no matter if you want to find it or not.
But all journeys must start somewhere, and it makes sense for our first stop to be the place from which all others can be reached: Sigil, the City of Doors that sits at the very centre of the multiverse.
Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods, which will also get you exclusive content weeks before it goes live on my blogs. The Cities of Fantasy series is debuting on my Patreon feed and you can read it there one month before being published on the Wertzone.
Sunday, 26 February 2017
Filming underway on the ALTERED CARBON TV series
Filming is well underway on Netflix's adaptation of Richard Morgan's cyberpunk novel Altered Carbon, the first in his Takeshi Kovacs trilogy.
According to James Purefoy, the cast and crew are currently shooting the third episode of ten (shooting began in November in Vancouver). Purefoy describes the show as huge in scope, one of the biggest projects Netflix has attempted. Actor Joel Kinnaman confirms that the show has a bigger budget than the first three seasons of Game of Thrones (when the budget for that series grew from $6 million to $7 million an episode; Season 7 has a budget of over $14 million per episode, which Altered Carbon is unlikely to match any time soon).
The show will star Joel Kinnaman and Leonardo Nam (Westworld) as body-swapping soldier Takeshi Kovacs, James Purefoy (Rome, The Following) as Laurens Bancroft, Renee Elise Goldsberry (The Good Wife, Hamilton) as Quellcrist Falconer, Kristin Lehman (The Killing) as Miriam Bancroft, Martha Higareda as Kristin Ortega, Dichen Lachman (Dollhouse, The 100) as Reileen Kawahara, Chris Conner as Poe, Ato Essandoh (Django Unchained) as Vernon Ellott, Marlene Forte (Dallas) as Alazne Ortega, Trieu Tran as Mister Leung, Byron Mann (Arrow) as "OG Kovacs" (possibly another sleeve for Kovacs) and Tamara Taylor (Bones) as Oumou Prescott.
No airdate for Altered Carbon has yet been set, but it is likely to be at the end of this year or early next.
According to James Purefoy, the cast and crew are currently shooting the third episode of ten (shooting began in November in Vancouver). Purefoy describes the show as huge in scope, one of the biggest projects Netflix has attempted. Actor Joel Kinnaman confirms that the show has a bigger budget than the first three seasons of Game of Thrones (when the budget for that series grew from $6 million to $7 million an episode; Season 7 has a budget of over $14 million per episode, which Altered Carbon is unlikely to match any time soon).
The show will star Joel Kinnaman and Leonardo Nam (Westworld) as body-swapping soldier Takeshi Kovacs, James Purefoy (Rome, The Following) as Laurens Bancroft, Renee Elise Goldsberry (The Good Wife, Hamilton) as Quellcrist Falconer, Kristin Lehman (The Killing) as Miriam Bancroft, Martha Higareda as Kristin Ortega, Dichen Lachman (Dollhouse, The 100) as Reileen Kawahara, Chris Conner as Poe, Ato Essandoh (Django Unchained) as Vernon Ellott, Marlene Forte (Dallas) as Alazne Ortega, Trieu Tran as Mister Leung, Byron Mann (Arrow) as "OG Kovacs" (possibly another sleeve for Kovacs) and Tamara Taylor (Bones) as Oumou Prescott.
No airdate for Altered Carbon has yet been set, but it is likely to be at the end of this year or early next.
RIP Bill Paxton
Bill Paxton, a Hollywood actor known for his role in numerous SFF movies and frequent collaborations with director James Cameron, has died at the age of 61 from complications following heart surgery.
Paxton started acting in the 1970s in bit parts and supporting roles in TV and film. In 1984 he was cast in James Cameron's The Terminator as one of the punks the Terminator meets at the start of the film. Cameron was impressed by Paxton's personality and gave him a larger role in Aliens (1984) as Private Hudson. Hudson was given a slightly deranged personality and a series of lines which have become endlessly quoted by SF fans (including "Game over man!" and "Express elevator to hell, going down!"). Other roles at this time included Weird Science, Commando and Near Dark. He regrouped with James Cameron on both True Lies (1994) and Titanic (1997), playing the explorer searching the wreck of the vessel in the sequences set in the modern day. He later accompanied Cameron on several explorations of the real wreck and in 2003 narrated his documentary film on the subject, Ghosts of the Abyss.
Cameron has said the following on Paxton's passing:
Paxton's other film credits include Twister, Apollo 13, Mighty Joe Young, Spy Kids 2 and 3, Thunderbirds (as Jeff Tracy) and Edge of Tomorrow, as well as two critically-acclaimed collaborations with Billy Bob Thornton, in One False Move and A Simple Plan. Famously, his role and demise in Predator 2 makes him the only actor to have been killed by an Alien, a Predator and a Terminator (Lance Henriksen is sometimes cited, but Bishop survived the attack by the Alien Queen in Aliens, albeit in an extremely damaged state).
Like many 1980s film actors, Paxton found a new lease of life in his career by switching to television in the 2000s. From 2006 to 2011 he starred in the lead role on HBO's Big Love, followed by a lead role on the History Channel mini-series Hatfields and McCoys, opposite Kevin Costner. For this role Paxton won an Emmy. In 2014 he starred as the recurring villain John Garrett on Agents of SHIELD. Paxton was cast last year in the TV series Training Day in the lead role: the show only began airing a few weeks ago, and its future is now in doubt.
Bill Paxton was a talented performer, offering excellent (and often scene-stealing) support in films like Aliens whilst also making a very solid lead in films such as One False Move. He will be missed.
Paxton started acting in the 1970s in bit parts and supporting roles in TV and film. In 1984 he was cast in James Cameron's The Terminator as one of the punks the Terminator meets at the start of the film. Cameron was impressed by Paxton's personality and gave him a larger role in Aliens (1984) as Private Hudson. Hudson was given a slightly deranged personality and a series of lines which have become endlessly quoted by SF fans (including "Game over man!" and "Express elevator to hell, going down!"). Other roles at this time included Weird Science, Commando and Near Dark. He regrouped with James Cameron on both True Lies (1994) and Titanic (1997), playing the explorer searching the wreck of the vessel in the sequences set in the modern day. He later accompanied Cameron on several explorations of the real wreck and in 2003 narrated his documentary film on the subject, Ghosts of the Abyss.
Cameron has said the following on Paxton's passing:
I've been reeling from this for the past half hour, trying to wrap my mind and heart around it. Bill leaves such a void. He and I were close friends for 36 years, since we met on the set of a Roger Corman ultra-low budget movie. He came in to work on set, and I slapped a paint brush in his hand and pointed to a wall, saying "Paint that!" We quickly recognized the creative spark in each other and became fast friends. What followed was 36 years of making films together, helping develop each others projects, going on scuba diving trips together, watching each others kids growing up, even diving the Titanic wreck together in Russian subs. It was a friendship of laughter, adventure, love of cinema, and mutual respect. Bill wrote beautiful heartfelt and thoughtful letters, an anachronism in this age of digital shorthand. He took good care of his relationships with people, always caring and present for others. He was a good man, a great actor, and a creative dynamo. I hope that amid the gaudy din of Oscar night, people will take a moment to remember this wonderful man, not just for all the hours of joy he brought to us with his vivid screen presence, but for the great human that he was.
The world is a lesser place for his passing, and I will profoundly miss him.
Paxton's other film credits include Twister, Apollo 13, Mighty Joe Young, Spy Kids 2 and 3, Thunderbirds (as Jeff Tracy) and Edge of Tomorrow, as well as two critically-acclaimed collaborations with Billy Bob Thornton, in One False Move and A Simple Plan. Famously, his role and demise in Predator 2 makes him the only actor to have been killed by an Alien, a Predator and a Terminator (Lance Henriksen is sometimes cited, but Bishop survived the attack by the Alien Queen in Aliens, albeit in an extremely damaged state).
Like many 1980s film actors, Paxton found a new lease of life in his career by switching to television in the 2000s. From 2006 to 2011 he starred in the lead role on HBO's Big Love, followed by a lead role on the History Channel mini-series Hatfields and McCoys, opposite Kevin Costner. For this role Paxton won an Emmy. In 2014 he starred as the recurring villain John Garrett on Agents of SHIELD. Paxton was cast last year in the TV series Training Day in the lead role: the show only began airing a few weeks ago, and its future is now in doubt.
Bill Paxton was a talented performer, offering excellent (and often scene-stealing) support in films like Aliens whilst also making a very solid lead in films such as One False Move. He will be missed.
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