ANDY JOHNSON
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How Tomb Raider: Legend Saved Lara Croft

11/15/2020

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The original Tomb Raider was released in 1996. A pioneering game, it did for the third-person action genre what Quake did for the FPS - showing what could be achieved with fully-3D engines and setting the stage for numerous imitators. The Derby-based developer Core Design would rise to become a British success story and the game’s protagonist Lara Croft would go on to become a gaming icon, and one of the industry’s few household names. 

Inevitably, publisher Eidos were hungry for more. Over Core Design’s protests, they demanded a new Tomb Raider game each year. The studio wanted to pause, to develop a new engine and prepare Lara for more genuinely fluid and engaging adventures. Instead, they were forced by Eidos to push their engine and increasingly aged gameplay further and further each year, in pursuit of more profit. Core Design went as far as to kill Lara off in the fourth game The Last Revelation, only to be forced by Eidos to revive her. The situation came to a head with the disastrous Tomb Raider: The Angel of Darkness in 2003. The sixth in the series, the game attempted a flawed new direction and was pushed out by Eidos in an unfinished state.

While the resulting damage to the Tomb Raider name was largely the fault of Eidos, it fell to them to try to find a way to rejuvenate the series. In 2004, they made their fateful decision and pulled Core Design from the franchise - a move which ultimately led to the studio’s demise under new ownership in 2010. Instead, another studio owned by Eidos was given the task of developing a bold reboot for the series. Crystal Dynamics, based in California and known mainly for the Legacy of Kain series, became the first American studio to handle the British icon that is Lara Croft.

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Racing as Revelation in Art of Rally

10/30/2020

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Japan, 1974. It’s early spring, and the cherry blossom explodes with colour. At the golden hour, the evening sun bathes the tarmac of a road in golden light. Halfway up majestic Mount Akagi, a Lancia Stratos rally car powers up the mountain road. At the critical moment of entering a hairpin, the driver applies the brakes with perfect timing and the car - a wedge-shaped masterpiece of Italian engineering - drifts around the corner with angelic grace. As the route straightens out, the precise application of power sends the Stratos further down the ancient mountain, while a torii gate at the roadside marks the transition from the mundane to the sacred. It is poetry in motion; a momentary religious experience; an automotive encounter with God.

There is a grand tradition of rally video games, stretching back into the 1980s. Released for a host of platforms, they have varied in their approach to realism and their relationship to official championships. Art of Rally is a genuinely unique take on this venerable sub-genre of racing games. Developed by Canadian outfit Funselektor Labs, it recognises the things that make rally unique and special - the mastery of its delicate technical skills, the sense of being alone against the elements and the clock, and the euphoric experience of getting a corner just right.

At its best, there’s something almost mystical about rally videogames and Art of Rally reflects and augments this with its distinctive aesthetic. The game doesn’t aspire to the mud-drenched hyper-realism of the big, triple-A rally sims. Instead it has a low-poly, highly-stylised, and beautifully colourful look. The many and various stages in Japan, Italy, Norway, Germany and Finland don’t precisely replicate real places but have an almost dreamlike quality, allied to an excellent electronic soundtrack. The near-spiritual euphoria that can come from mastering a challenging corner is not lost on Funselektor - one of the first things seen upon starting the game is a car encountering a monolithic statue of the Buddha.

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How to Read Michael Moorcock's Elric Saga: Part II

10/23/2020

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My overview of Michael Moorcock’s epic Elric saga continues, and concludes, with this second part. The guide covers the eight main novels in the sequence in their internal chronological order; to catch up with the first four novels, be sure to read or listen to part I.

Following those first four books, Elric has made enemies in what remains of his Melnibonéan people, and in the powerful sorcerer Theleb Ka’arna. More positively, he has made a stout ally in the form of Moonglum of Elwher. He has won great victories, and done terrible things, all with the demonic sword Stormbringer at his side.

All of these events are factors in the stories which follow in books 5 to 8. Here, the chronology and provenance of the series becomes a bit more complicated. The four books were published out of sequence, during three decades. Confusingly, the book published first is actually the last in the main sequence. Hopefully, this concluding part of the guide will clear up the probable misunderstandings - rest assured that these are fine books, and a wild ride in the Multiverse.

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Read This: The Word for World is Forest (1972) by Ursula K. Le Guin

10/16/2020

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By 1972, Ursula K. Le Guin was increasingly being seen as one of the most important writers of science fiction and fantasy. Following three fascinating but mostly ignored novels, the Oregon-based author and her Hainish series were brought to wide attention by The Left Hand of Darkness (1969). She had also published A Wizard of Earthsea (1968) and The Tombs of Atuan (1971), the first two entries in her Earthsea fantasy series, to some acclaim.

While Le Guin’s career was taking off, she was profoundly troubled by outside events - specifically the horror of the Vietnam War. This would profoundly influence the fifth entry in her Hainish series, The Word for World is Forest. As Ken MacLeod put it in his introduction, the book is a “reflection on invasion, exploitation and oppression, and on the necessity and cost of resistance.”

While this description is accurate, it is also an understatement. While certainly a “reflection”, the novel is also a forceful howl of anger. Le Guin later wrote of science fiction not as a means of predicting the future, but of explaining and commenting on the present. While this process is evident in other examples of her work, The Word for World is Forest is particularly strongly suffused with the author’s feelings about contemporary events. Many of the elements of the book are analogues for aspects of the war then raging in Vietnam, and consequently the novella - only 126 pages long in the Gollancz SF Masterworks edition - feels direct and pointed. While Le Guin later regretted this bluntness, it is arguably crucial to its significance today. After all, its calls for tolerance, respect for the natural world, and fierce condemnation of colonialism are sadly as important now as ever.

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Set in Stone: the Twisted Worlds of Amid Evil

10/10/2020

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Nothing looks quite like Amid Evil. Released from the murky ambiguity of Early Access into the sunlit uplands of actual completion in 2019, the fantasy shooter by developer Indefatigable has a genuinely unique aesthetic. Even moreso than its eminently solid gameplay, it is the visuals and level design of Amid Evil which elevate the game into being one of the best examples in the recent retro shooter boom.

Fantasy shooters have always been few and far between, and this means that Amid Evil is condemned to lazy comparisons with Raven Software’s games Heretic (1994) and Hexen (1996). Indefatigable’s game deserves better than to be categorised with these shooters, which have dated poorly and which did little more than port Doom into a hackneyed high fantasy setting. 

That’s not to say that Amid Evil has particularly groundbreaking gameplay itself. Its movement and weapons in particular will be familiar to anyone with a cursory experience of ‘90s shooters. The game is broken up into seven episodes, playable in any order as was standard for a number of games from that era. The story, too, is barely there - the player takes on the role of the nameless “Champion”, and is tasked with cleansing seven realms of the evil that has corrupted and subverted them. It's the way the developers built these worlds that gives Amid Evil the touch of greatness.

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Book Recommendation: The Left Hand of Darkness (1969) by Ursula K. Le Guin

10/3/2020

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Ursula K. Le Guin’s first three novels didn’t make much of an impact. Released in 1966 and 1967, they kicked off her acclaimed Hainish cycle but generated little notice at the time. The same certainly isn’t true of her next works. In 1968 Le Guin published A Wizard of Earthsea, which began her excellent Earthsea fantasy series. Then, in 1969, Ace Books released the hugely acclaimed SF novel with which Le Guin is most associated: The Left Hand of Darkness.

Now having sold over a million copies in English alone, The Left Hand of Darkness is regularly cited as one of the most important science fiction novels of all time. It won both the Nebula and Hugo Awards for Best Novel, appears prominently in numerous best-of lists, and has generated a great deal of academic attention. In many ways, this enduring success was surprising - at least to the author herself. In 2017, she wrote:
“Left Hand looked to me like a natural flop. Its style is not the journalistic one that was then standard in science fiction, its structure is complex, it moves slowly, and even if everybody in it is called he, it is not about men. That's a big dose of "hard lit," heresy, and chutzpah, for a genre novel by a nobody in 1968.”
Here, Le Guin alludes to the most famous aspect of the book - its contribution to feminism and the discussion of gender in science fiction. This is a fascinating part of The Left Hand of Darkness, but Le Guin’s books can never be reduced to just one theme. The story covers ideas about cultural difference, loyalty, political conflict, and religion. It’s a highly recommended read in and of itself for anyone interested in SF, but also rewards some prior awareness of the wider Hainish series. As Charlie Jane Anders has written, “when read and considered as a whole, Le Guin’s Hainish Cycle feels like an even more impressive accomplishment than its stellar individual works.”

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How to Read Michael Moorcock's Elric Saga: Part I

9/25/2020

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Created by Michael Moorcock in 1961 with the story “The Dreaming City”, Elric of Melniboné is one of the definitive characters in British fantasy fiction. A albino sorcerer and warrior with milk-white skin and hair, Elric is a magnetic antihero - cursed with a black sword which feeds on souls and bound to serve the capricious chaos deity, Arioch. In writing the Elric stories, Moorcock consciously worked to avoid repeating the high fantasy style of Tolkien - and in so doing inspired numerous subsequent imitators of his own.

While Elric is well-known to fans of fantasy, the character might even be a household name if the series were more approachable to read. Until relatively recently, the eight main novels in the sequence could be difficult to get hold of, and while the reissues by the publisher Gollancz are very welcome, they also leave something to be desired.

The Michael Moorcock Collection is a mammoth undertaking, as it comprises no less than 28 volumes, most of them containing multiple novels. Gollancz and the mastermind of the project, John Davey, deserve a great deal of credit for making Moorcock’s work more available. Unfortunately, in the case of the Elric books very little indication is given as to reading order, or the circumstances in which the stories were originally published. Stories are inserted into odd places, and a lot of frankly extraneous material is inserted - presumably to bulk up the thinner volumes.

Because the Elric stories were written out of sequence over a period of decades, and have been republished several times, there was already a high potential for confusion. Split into two parts, this introductory guide to the books lists and introduces them in order of their internal chronology. First, though, an introduction to the Pale Emperor himself.

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Book Review: Downbelow Station (1981) by C.J. Cherryh

9/19/2020

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A network of space stations that span from Earth to deep space; rival factions in open and covert conflict; and a population of aliens and civilians caught in between. These elements and more feature in the epic 1981 sci-fi novel Downbelow Station.

Carolyn Janice Cherry published her first novels in 1976. She began using her initials to disguise her gender, as other women in science fiction commonly did at the time. In a more unusual twist, she appended an “h” onto the end of her name, in response to suggestions that the surname “Cherry” made her sound like a romance novelist. Both of the novels she published in that first year, Gate of Ivrel and Brothers of Earth, are loosely connected to Cherryh’s grand SF setting, the Alliance-Union universe.

The setting is an intimidating prospect. Between 1976 and 2019, Cherryh published 27 novels in the series, split across no less than nine sub-series, and with more underway. The books cover a wide span of time, from the 21st century out into the far future. While the books are very varied, they broadly focus on the affairs of humankind in deep space, the conflicts between various human factions including the titular Alliance and Union, and encounters with a number of alien races. To read them all would be a major undertaking - at least, as Cherryh has explained, they can almost all be read in any order.

Luckily, that means that Downbelow Station is more accessible than it otherwise might be. Published in 1981, the book is one of Cherryh’s most acclaimed - notably, it won the Hugo Award for Best Novel. It is one of the cornerstones of the wider Alliance-Union setting, but is definitely a satisfying read in its own right. This will be particularly true for fans of Star Trek: Deep Space Nine or Babylon 5, as Downbelow Station is a classic, and complex, space station story.

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Realms Deep 2020 Showed That Boomer Shooters Are Here to Stay

9/11/2020

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Ion Fury (2019), due to get an expansion in 2021
The nostalgia for the golden era of first-person shooters started almost as soon as that era had come to an end. As early as 2001, Return to Castle Wolfenstein and particularly Serious Sam contained elements that were conscious throwbacks to earlier times. Recent years have seen a glut of retro FPS games that display their 1990s influences openly. Lately, the term “boomer shooter” has come to describe these games.

The glory days of the traditional FPS - with all its secret areas, rapid movement, minimal story, and emphasis on straightforward action - were around 25 years ago. The generation that grew up with games like Doom II, Duke Nukem 3D, and Unreal aren’t quite boomers exactly, but are of an age that might make them vulnerable to a nostalgia cycle. However, any suspicions that the retro revival is merely a blip should be dispelled by Realms Deep 2020.

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Ursula K. LeGuin's Worlds of Exile and Illusion

9/6/2020

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Ursula K. LeGuin passed away on January 22, 2018. It was a tremendous loss. During a writing career that began in 1959, LeGuin published over 20 novels, over a dozen collections of short stories, and several books of poetry. She was an icon of both science fiction and fantasy, producing a hugely acclaimed cycle of novels in each genre. The Earthsea cycle is LeGuin’s primary contribution to fantasy, a set of five novels and a collection of short stories published between 1968 and 2001. She made an enormous impact on SF with the books in what others have called her “Hainish cycle”. LeGuin’s most acclaimed books, The Left Hand of Darkness (1969) and The Dispossessed (1974) form a part of this loose cycle.

All too often, discussion of LeGuin’s work begins and ends with these well-known and influential books. However, the three novels which preceded them, and which begin the Hainish cycle, are absolutely worthy of reading and examination in their own right. They are undoubtedly minor works compared to the books which made LeGuin’s name, but they introduce many of the concepts and themes which underpin the books written later.

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    About

    I write about books, film, videogames, boardgames and music. I'm a contributor to Entertainium.

    In the past I wrote for The Line of Best Fit and PopMatters, and to some now defunct sites including The 405 and Resolution Magazine (RIP).

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