Thursday, September 3, 2009

Cimmerian sighting: The Tower of the Elephant dazzling on audio

“We saw men grow from the ape and build the shining cities of Valusia, Kamelia, Commoria, and their sisters. We saw them reel before the thrusts of the heathen Atlanteans and Picts and Lemurians. We saw the oceans rise and engulf Atlantis and Lemuria, and the isles of the Picts, and the shining cities of civilization.”

—Yag-kosha, “The Tower of the Elephant”

This week I’ve been listening to my new copy of The Coming of Conan the Cimmerian (Tantor Media) on my drive to work. So far the experience has been a delight: With a talented narrator (Todd McLaren) delivering unaltered, pure Robert E. Howard with passion and precision, fans of the Texan can ask for little more.

Listening to the stories—I’ve gotten through six of 15 discs so far—has reminded me of the brilliance of “The Tower of the Elephant,” Howard’s fourth tale of Conan of Cimmeria. Howard would eventually complete 21 Conan stories, a few of which are arguably better than “Elephant” (I’d place “Red Nails,” “Beyond the Black River,” and “Queen of the Black Coast” in this category, representing the pinnacle of Howard’s ability). Nevertheless, when judged against the entirety of his output, “The Tower of the Elephant” is certainly one of Howard’s best stories.

To read the rest of this post, visit The Cimmerian Web site.

Monday, August 31, 2009

I never said I had the gift of gab: Podcasting on SFFaudio.com

Didn't get enough of my review of The Steel Remains? Now you can hear more of my thoughts on Richard K. Morgan's new novel over at SFFaudio.com. Site administrators Jesse Willis and Scott Danielson (cool guys both) recently had me, Gregg Margarite (LibriVox.org narrator and book coordinator), and Luke Burrage (host of the Science Fiction Book Review Podcast) on to discuss the book and the J.R.R. Tolkien controversy stirred up by Morgan's essay.

Gregg and Luke (damn his awesome British accent) sound a lot better than I do, and I'm certainly more comfortable behind the keyboard than on an open microphone, but I don't think I entirely embarrassed myself and I certainly had a lot of fun with the podcast. How many times do you get the chance to sit down for an hour-plus and actually talk about books? In my case, that would be ... never.

Here's the link if you're interested: http://www.sffaudio.com/?p=9963. Enjoy!

Sunday, August 30, 2009

The Steel Remains: A review

Men were like blades, they would all break sooner or later, you included. But you looked around at the men you led, and in their eyes you saw what kind of steel you had to hand, how it had been forged and tempered, what blows, if any, it would take.

—Richard Morgan,
The Steel Remains

With his new book The Steel Remains, Richard Morgan sets out to (as main character Ringil Eskiath might say) “prick the bloated arse” of J.R.R. Tolkien and post-Tolkien fantasy. Elsewhere on the web Morgan has expressed a deep dissatisfaction with traditional high fantasy, which often pits stainless forces of good against hordes of irredeemable evil in bloodless, antiseptic sword play. He’s accused Tolkien of the same shortcomings (a flawed analysis with which I vehemently disagree). Against this backdrop, Morgan set out to write The Steel Remains as a deliberately gray, grimy, alternative viewpoint. His book succeeds in sliding cold steel into the lie of childlike fantasy, with which my favorite genre of fiction is admittedly littered.

But when the screaming of gutted men and the skirling of steel dies down, and the full extent of the destruction is laid bare for us to see, The Steel Remains does not have much to offer. The old cliché that it’s easier to tear down and destroy than to build anew applies here. In its falling over itself desire to slice and dice fantasy’s traditional conservatism, The Steel Remains indulges in plenty of its own predictable clichés: Every priest is a religious fanatic and a sex fiend, every leader a morally and ethically corrupt, egotistic blowhard, for example. The book lacks a moral compass; Morgan the author’s world view must be a bleak one, indeed.

The action of The Steel Remains focuses on the converging storylines of three uneven characters—one very well done (Ringil, a sarcastic, war-weary, homosexual master swordsman), one middling (Egar, a brawling, boisterous, randy barbarian from the steppes), and one rather forgettable (Archeth, a black, female half-breed of human and Kiriath, deadly with throwing knives and hooked on drugs). All three are veterans of a recent war against an invading race of “scaly folk,” in which humanity staved off utter destruction at a very high price. Ringil, a war hero but now combat- and world-weary, has retreated from his mercenary lifestyle and is living a slothful, under-the-radar existence, until he’s summoned by an urgent message from his mother: Ringil’s cousin, Sherin, has been sold into slavery to repay a debt, and Ringil’s mother wants her back. Ringil reluctantly agrees.

Soon Ringil finds out that the slavery web in which Sherin has been caught is very dark, wide, and sinister. At its centre are a race of alien beings called the dwenda—tall, attractive, human-like, magic-using creatures that are a combination of Michael Moorcock’s Melniboneans with their cruel and alien immorality, and Poul Anderson’s Nordic-inspired, haughty, and warlike elves (Morgan lists Anderson and Moorcock as two of his sources of inspiration; the third is, unsurprisingly, Karl Edward Wagner). The dwenda are planning to incite a second war on earth and then destroy the victor, taking back their ancestral lands (the dwenda dwelled on earth many years ago). The dwenda require the sacrifice of barren human females to fuel the dark powers that are the source of their sorcery. Sherin is one of these unfortunates.

There’s much to like in The Steel Remains. Morgan’s prose is sharp and highly readable, and he shows a fine eye for detail and realism in his culture and city-building. Trelayne—a nasty, sprawling, brawling city in which whoring, slavery, and public executions are practiced openly—feels real. Egar’s Majak culture is based on pre-colonized North American Indians, and is well-done with its shamans and superstitions, trade in vast herds of buffalo, and armor and weapons suited to a nomadic lifestyle on the plains.

In addition, if you like your battles bloody and realistic, Morgan is your man. His fight scenes are well-done and you get a great sense of Ringil’s skill with his deadly broadsword of Kiriath steel, and Egar’s brutal butcher’s work with his two-bladed Majak lance. Disembowelings, beheadings, and other ghastly wounds are rife.

Much of the book passed under my eyes as well-oiled but heartless machinery producing graphic combat carnage and highly explicit sex (I’ll pause here to state that the blood and semen-soaked pages of The Steel Remains would make George R.R. Martin blanch, and Eric Van Lustbader—author of The Ninja—green with envy). I found the characters rather unlikeable and unengaging, and the plot fair at best. Very little actually clicked with me until the concluding act, in which Ringil, Egar, and Archeth reunite to fight a desperate last stand against the duenda. This was one of the few moving scenes in the book in which I actually felt some measure of concern and identification with our heroes. Ringil’s rousing speech is of the stuff with which great heroic fantasy is made. I wish there was more like this.

In summary, we know that life can be dirty and horrible. War is hell, yes, and men are weak and piggish. But Morgan drives the same points home, again and again, over 400 dark, cynical, iconoclastic pages of The Steel Remains, which by the end is too one-note and sacrifices story at the expense of the author’s agenda.

My final verdict: 3 ½ out of 5 stars (recommended, with flaws).

Thursday, August 27, 2009

Cimmerian sighting: More thoughts on escape in Howard's Conan stories

I’ve been on an escape kick lately. I wrote about it over at The Cimmerian recently, and in the latest issue of The Dark Man I have a published opinion piece about its presence in the works of Robert E. Howard.

In short, while some critics consider escape a dirty word, I think it’s one of fantasy’s strengths, and a quality of the genre to be embraced, not shunned. I also think that readers who deny fantasy’s escapist element are deluding themselves; we love sword fights, and alien landscapes, and dragons. If we didn’t, wouldn’t we all be reading non-fiction or John Steinbeck novels instead?

As a followup on my recent post extolling the values of escapism, here’s some more of my thoughts on how this quality relates to Howard’s Conan stories.

For readers not afraid to embrace its delicious rewards, Howard’s stories offer a rewarding escape destination, “An age undreamed of when shining Kingdoms lay spread across the world, like blue mantles beneath the stars.” Like a long vacation after many months of thankless work, an escape to the Hyborian Age illuminates new possibilities for the reader.

Here are a few choice offerings.

To read the rest of this post, visit The Cimmerian Web site.

Saturday, August 22, 2009

Axis and Allies--the relaunch


One of the highlights of my vacation was getting a game of Axis and Allies together with a couple of guys from my regular D&D group. I used to play A&A quite a bit as a youth and into my teenage years, back when it seemed like everyone had a copy of the game. But after loaning out my copy to a friend and never getting it back, and losing interest over the years, A&A had become a distant, pleasant memory of games past, sort of like Runequest or Top Secret.

A couple years ago I started getting the itch to try A&A again. It came about naturally, as a result of my lifelong interest in World War II and the urge to recreate the great battles of the European and Pacific theaters of war. I did some web-browsing and was pleased to discover that not only was A&A still a viable game, but that it had undergone a fairly substantial revision in 2004 and was reportedly "new and improved." On a whim I added it to my Christmas list, and in addition to the usual sweaters and underwear recieved a copy from my wife. There it sat for two more years, until last Sunday, when I finally had the opportunity to once again wage war on a world-wide scale circa 1942.

The new version of A&A includes two new pieces (destroyers and artillery) and several new twists on old units (tanks defend at a 1-3 on a D6, battleships can take 2 hits, fighters are cheaper, transports can carry more, etc.). Perhaps the biggest change of all, however, is that the new game boasts a newly redrawn map. Sure, WWII still takes place in Europe, Asia, Africa, etc, but the new edition divides the land and sea up into more spaces. Crossing the Atlantic is more difficult, Germany and Russia battle along more fronts, and, in general, movement and positioning are more important and require more decision making than before. In short, it's a lot more difficult for Russia to place mass infantry along its border and play fortress Moscow--the Krauts can affect a breakthrough a lot easier by attacking along a bigger front. In turn, the Russkies can counterattack more effectively and the Eastern front becomes more vulnerable for the Nazis as well. There's also more neutral territories and natural obstacles that block movement (the Sahara desert is now a considerable nuisance, for example).

A&A third edition also includes National Advantages, cool new optional rules that allow for events like the Russian Winter, Kamikaze and Kaiten attacks, U-Boat wolf packs, radar, superfortresses, and more. Since this was our first game with the revised rules we reigned in our enthusiasm and picked only one National Advantage each (Niall was ready to go full-bore with all six for each combatant).

On the surface, the new rules seemed to make for a more robust, realistic, and enjoyable play experience, but we were soon to find out.

On Sunday Niall and Steve and I went at it in a marathon session which lasted from roughly noon until 8:30 p.m (yes, I have a great wife who lets me do these things from time to time--you cannot have her). Niall and I took the Allies (I was Britain, he the U.S. and Russia) while Steve played the Axis powers of Germany and Japan. Steve, while also a newcomer to the new edition, had played A&A extensively a short while ago and thus had the important advantage of recent experience over Niall and I, hence the decision for us to join forces. To add to the ambience of the game, I brought along my authentic WWII army helmet and Japanese bayonet, as well as a copy of Sun Tzu's The Art of War. In hindsight, I should have read the latter before we began.

Alas, the combined years of expertise and WWII knowledge that Niall and I brought to the table were no match for Steve's aggressive Axis stratagems, particularly his brilliant handling of Japan. While Germany fought Russia to a stalemate and maintained enough sea and air power to prevent any U.K. sorties across the English Channel, the Japanese went on a conquest of Asia, taking all of Eastern Russia, Southeast Asia, China, and even India and its neighboring countries. Steve's land grab built the Japanese from a starting 30 IPCs (Industrial Production Certificates, or money) to over 50, which he used to purchase an intimidating submarine fleet that kept the U.S. from crossing the Pacific.

Simultaneously, the Japanese fighters (land and carrier-based), harried my meagre U.K. forces off the coast of Africa while sweeping away the light resistance Russia could manage in the East (being otherwise occupied with surging German tanks, artillery, and infantry).

In hindsight, in addition to Steve's good play, we (the Allies) made some tactical errors. As I see it, they included:
  • As the U.K. I should have made all efforts to place and hold an industrial complex in India, which would have allowed me to bring my forces to bear in Southeast Asia and stem the Japanese advance. Instead, I opted to put my complex in South Africa. I eventually wound up holding most of Africa with the help of the U.S., but it was far too little, too late.
  • The U.S should have been more aggressive. Niall played a very good Russia, beating back German advances with good use of fighter-supported infantry, but Russia cannot hold both fronts. The U.S. was hindered by some hard early blows to its fleet by the aggressive Japanese, but could have nevertheless made greater efforts to establish a beachhead in Asia.
By the end of the game, we were whipped, and Niall and I conceded with German troops at the doorstep of Moscow and Japan holding enough territory to make Alexander the Great green with envy. Still, our ignorance of the rules made it too easy for Steve. Late in the game Germany secured rockets with an industrial breakthough, allowing the Nazis to use their antiaircraft pieces for long range, IPC-draining attacks on London and Moscow. With his large number of artillery, captured and otherwise, Steve rained 3d6 worth of IPC terror on our cities, draining our cash reserves and reinforcements to nil.

The addition of rockets seemed very powerful at the time--game-unbalancingly-powerful--so afterwards I checked the rules, which clearly state that a industrial complex may only suffer one rocket attack per turn, and cannot lose more IPCs than the territory's income value (of which London and Russia each have 8). Our error allowed Steve to make multiple attacks and wreak more financial loss than the rules dictated.

But in all fairness, the handwriting was on the wall and our defeat was inevitable by that point. Steve had us beaten even before Nazi V-2s started raining havoc from the skies.

Still, I'm very much looking forward to the rematch. I can definitely say that a great day was had by all, and that A&A very much holds up as a great game and a nice change of pace from RPGs.


Saturday, August 15, 2009

On vacation

I'm off on an internet-free vacation for a little over a week, so as my buddy Scott would say, more posts on "elf books" to resume when I'm back.

Please don't have a hall-burning when I'm gone, kids.

Friday, August 14, 2009

The ultimate D&D collector's item: Yours for $7,995.00

Check it out: Nobleknight.com is now selling an original first edition, first printing, woodgrain D&D box set, signed by both Gygax and Arneson. View the complete description at the Noble Knight Web site. Talk about the holy grail of D&D collectibles.

My question: How the heck would this be shipped? If I had 8G to spare, I'd spring for an armored car to pick that baby up. I don't think I'd want to leave it to the whims of the post office or UPS, no matter how well it was packed.