A Thousand Words: Undertale

Undertale

It’s the 5th anniversary of Undertale , the cult classic indie RPG/homage to Earthbound. It’s hard to really explain, because in some ways it’s a victim of its own success. There was a yo-yo of crazed fandom and understandable backlash. People know the plot twists now.

When I first played, I didn’t, and I could appreciate what it delivered, and what’s been lost. So yeah, I know it’s a five year old game now and has been successful, but I’m going to be spoilering it all.

You control a deliberately androgynous-looking child (I thought the sprite looked more feminine) as they fall, Alice-in-Wonderland style, into a sealed-off world of goofy monsters. The battle system is an action-RPG hybrid where you can move around on a screen to avoid attacks.

What works is how it works with the expectation of it being a normal RPG. Basically, I thought “You don’t have to destroy anything” was just a sardonic comment like Postal 2’s “only as violent as you are”. Flowey, the psychotic flower-beast, is basically a “lolmeta-lolgoofyIkillforfun”… at first. When I first battled Toriel, the overprotective monster-mother, I was convinced that reducing her to zero HP would just trigger some kind of cutscene, and that she’d be fine. (She wasn’t).

To date, one of my absolute best video game moments comes from fighting the dogs. Now, they’re portrayed as little more than normal enemies and not the most special, so I deal with them. Then I go into the town and they ask where the dogs were and how good they were and wonder what happened to them and I go…

“Oh.” (gulp)

That’s why I haven’t personally played the game since my one violent neutral route. In many way it’s still a short, cheap, simple indie game, and the magic just wouldn’t be there if I knew what was happening.

Even with the blind run, the game had some down parts. The Hotland area is execrably bad, being a combination of the same lame social media joke, an extremely annoying character, and puzzles just hard enough to annoying but not complex enough to be fun. I felt like I had to stagger through-then came the finale.

Even with full hindsight, I can say this-the finale, whatever route, is the highlight of the game. Part of this, I believe, is that it plays everything straight and goes for legitimate gravitas. The best fiction, even the kind that’s often silly, knows when to be earnest, and the conclusions of Undertale count as that.

It’s still good-the music and art are both excellent, and the mechanics, while simple, aren’t bad by any means. Undertale definitely deserves its success. It’s just that I think it was at its absolute best when you didn’t know what to expect-and I was fortunate enough to play it that way.

Review: Exxoneration

Exxoneration

The American invasion of Canada finally begins in Richard Rohmer’s second book on the subject, Exxoneration. The previous installment, Ultimatum, ended with the US announcing its intention to annex Canada. Here, it moves ahead.

As far as its literary quality goes, I’ll just say this: I’ve read field manuals that were less cumbersome and infodumpy. Seriously. The mega-padding is still there, including such things as aircraft takeoff instructions. And the er, “lopsided” nature of a Canadian/American armed conflict means the book has to twist to have its cake and eat it too.

There’s only one fairly brief semi-battle in the novel itself. In it, the Canadians ambush a flight of American aircraft landing at Toronto who falsely assume the invasion will be unopposed. Basically, the Canadians need to win but there’s obviously no way for them to win conventionally so they have to rely on American public opinion (plausibly) promoting a backlash however the tone of the book is such that it wouldn’t do to have Canada devastated by war, so the only onscreen conflict needs to be short and neat.

Most of the book is just about the later efforts by Canada to purchase Exxon (hence the title). Needless to say, this is not exactly the most scintillating topic. While a better author could have made it exciting, Rohmer does not.

I want to compare this to Mike Lunnon-Wood, who wrote about slightly ridiculous to highly ridiculous scenarios in a matter-of-fact manner, but Lunnon-Wood’s prose is significantly better than Rohmer’s. It takes some effort to make a book about a Canadian-American war dull, but Rohmer does so.

A Thousand Words: Waterworld

Waterworld

Guns N’ Roses November Rain is widely recognized as the final, out-with-a-bang entry of the musical niche known as the “power ballad.” Kevin Costner’s infamous Waterworld kind of feels like the movie version of this. Of all the movies labeled the worst ever, this deserves it the least in hindsight-though it’s perhaps fitting, since critics never cared much for hair metal anyway.

The plot and setting make no sense, and the acting is nothing special, barring Dennis Hopper’s typically hammed-up villain. But what this movie offers is spectacle. Before CGI truly came along and money became tighter, the huge practical effects epic had to have one final giant push. And in the form of the evil ski-jumpers, hamfisted environmentalism (from a movie that had to make a giant, inevitably polluting, artificial island in its production), and piles of (oil-burning) pyrotechnics, it succeeded.

This movie can’t really be considered “good”, but I had a lot of fun watching it.

Review: Firedrake

As of now the most recent book in the Kirov series, Firedrake combines the worst and best of it all. The worst is that all of the structural problems are still there and that the wargame lets play structure is beginning to wear thin, especially with the foreshadowing that this particular timeline is getting erased/destroyed. The best is, well….

The best is that plot points involve the ship transported to a bleak, dark, empty world where only hostile mechanized drones roam the seas and skies (was it Skynet or Yawgmoth that was responsible? :p ). Then it moves into another timeline courtesy of supervillain Ivan Volkov, where a Third World War (the fourth in the series) is about to begin, one where Japan won the second thanks to Volkov giving them nuclear bombs.

The Kirov series is best when it wargames out drastically changed situations, and that is the case in half of Firedrake. The other half is wargame action as usual.

Review: Ultimatum

Ultimatum

Richard Rohmer’s Ultimatum is the story of the U.S. invading Canada as written by a Canadian. More precisely, it is the buildup to the invasion, the haggling, set in the backdrop of the 1970s energy crisis as the embargo-facing US confronts resource-rich Canada. Because of this, the novel takes the form of one conference room scene and exposition drop after another. It’s a book meant to show events, not characters.

It’s also a book that, although fairy short, features ridiculous amounts of padding. Part of this can be justified in that its format is that of “events/setting-first”, but even by those standards, it has a lot of stuff beyond it. There are incredibly long Herman Melville -style infodumps on everything from the nature of the Canadian government to pipelines to transport aircraft. A subplot involving two bomb-planters is about the only time the book leaves the meeting room, and even then it somehow feels like it could be cut without really missing anything.

Although I will say that a plot involving native saboteurs destroying oil infrastructure, helping lead to a large, somewhat contrived war is basically Red Storm Rising more than a decade before the real Red Storm Rising was published. I don’t know if Tom Clancy saw the plot and I think it’s likely just a coincidence, but it’s still an interesting combination. And in some weird ways it’s actually more plausible than Red Storm Rising, given that seizing Canada directly is more straightforward than “invade Europe so we can seize the Middle East later.”

However, the actual war will have to wait for the sequel, Exxoneration. Here, the book simply ends with the declaration to annex Canada. Thus, it’s all setup.

In terms of quality, this is a very dated book, and I’m not just talking about the politics. It’s entirely meant to capture a zeitgeist, giving curious readers a look at the wheeling and dealing towards an event. This was a time period where the US openly studied seizing OPEC-held fields by force, after all. But this type of work, especially one as “matter of fact” as this, has a very short shelf life, and the result is a historical curiosity.

Review: The Seventh Secret

The Seventh Secret

One of those “just a little bit more highbrow than the mushiest mush” popular fiction authors, Irving Wallace had The Seventh Secret as one of his later books. This is an entry in a subgenre that can best be described as “HITLER LIVED!”, the kind of “secret history” book that embodies a trope that probably started the moment the war ended.

This book has a lot of detail that’s basically higher-brow versions of “I know the exact designation of a Scud TEL”. It has Wallace’s reputation for sleaze come across as well. While this sort of thing is common among cheap thrillers, it’s a little bit worse here. Yet the book manages to flow well in spite of these, to his legitimate credit. It also has surprisingly good buildup.

Yet the book ultimately comes across as, weirdly, both too bizarre and too mundane at the same time. Part of this is the very premise. Part of it is a comparative lack of action, with only a handful of humdrum fight scenes. The biggest part, and one that takes away from the effective buildup, is that there really isn’t that much of a villainous plot, expecting the audience to take “HITLER LIVED” as awe-inspiring enough by itself. Still, this was a satisfactory book.

Review: Supercell

Supercell

A tale of FBI agents hunting prisoners who escaped after a weather disaster, Douglas Dorow’s Supercell cannot be mistaken for anything except a light literary snack. And it’s not the “healthiest” literary snack, being a pure cheap thriller. But it is a tasty snack.

Independent publishing pretty much saved the “lightweight novella”. A long time ago, something like this could have been released by a large publisher, likely under a house name. Now, it’s the sort of thing that’s the purview of independent authors. And that enables works like this to flourish again.

Review: Kirov Season 6

Kirov Season 6

So, I’m FINALLY caught up with the entire Kirov series as of now, a feat of great effort even for me. The Season 6 “Next War” arc is, with hindsight, one of the weakest in the series. Unfortunately for me, it was the first arc I encountered. The second of four World War IIIs depicted in the series (this has to be some kind of record), it follows the World War II mega-arc.

In terms of actual writing, the individual books aren’t any worse than other Kirovs. The problem is its comparative mundanity. It’s one of the most recent examples I’ve seen of the “Captain Beefheart playing normal music” effect. It’s a contemporary World War III. Apart from a few half-hearted hypotheticals here and there, the only really substantive addition is a bigger Russian Navy, and that seems there just to have repeated large sea battles at all.

As for the time travel soap opera, there isn’t that much there. The war starts because Tyrenkov, a time traveler from the 1940s went forward , seized control of contemporary Russia, misinterpreted a possible future where he won as a definite future, and then started the war. Between that and the fetching of more of the time-keys (obvious plot MacGuffins), this is pretty restricted. About the only redeeming part there is the (sadly too small) presence of Ivan Volkov, the closest thing the series has to a primary non-historical antagonist. Volkov is a cross between a puppy-kicking supervillain and a crazy schemer who’s a lot less smart than he thinks he is, and remains my favorite character in the series. While there is some Volkov, there isn’t enough.

The only other new characterization is Tyrenkov, after fleeing to the ship as the war spirals out of control, being forgiven far too easily for my liking. The rest of the main cast stays the way they’ve always been, and they’re swamped by the shallow Steel Panthers Characters.

Otherwise, it’s a mixture of being restrained by semi-realistic orders of battle, cover ground that lots of other wargames have gone over, and, worst, having the contemporary setting give the author a justification to er, opine. It’s not the worst, but it’s still an issue the less “connected” installments didn’t have. It also feels-redundant, going over similar ground that the initial World War III in the books 4-8 arc did (to the point where I not unreasonably thought it was the exact same war), and having the same outcome (nuclear destruction and the ship timeshifting away).

Thankfully, the series improves significantly in the next arc, as a World War III in the altered reality created by the ship’s intervention in World War II allows the “wargame sandbox effect” to really flourish in a way it doesn’t here. Season 6 itself has all the weaknesses of the Kirov series as a whole and very few of the strengths. I’ve compared the series to an overly literalist lets play of an RPG. If that’s the case, this is the dungeon you always disliked.

Review: Trigger Point

Trigger Point

The first book in the Gabriel Wolfe series of thrillers, Trigger Point is a novel saved from “51%” mush by its bizarre plot. The title character is a conventional cheap thriller protagonist to a fault. Of course he’s an SAS veteran. Of course he’s haunted by the man he had to leave behind. Thankfully, this is the genre where it isn’t that much of an issue.

That being said, the bigger problem is the execution, with the action scenes and prose coming across as subpar. Another huge problem is that the plot takes a weird turn, with the antagonist being an ultra-connected billionaire plotting to take over Britain in a coup-and yet he has to rely on pathetic American hicks for the weapons-and mundane weapons at that in the form of heavy machine guns in use for a very long time. It’s this weird zigzagging between too big and too small.

Still, in an incredibly crowded genre, there’s just better books out there.

Review: Rhinelander

Rhinelander

After 31 (!) books, the World War II arc of the Kirov series concludes in Rhinelander. This is what I’ve been reading for the last month as the latest long, sequential series that I had a weird craving for. This book continues the time travel adventures which grow steadily more convoluted and more obviously a way to set up wargame sandboxes.

It also focuses on an alternate World War II where the initial Allied invasion of France came from the south and there were different tanks (including timeshifted modern ones on both sides) and… lots of changes. Much of it is reminiscent of the final battles on the historical western front, only moved up a year. A sort of “mini-Bulge” is conducted as one of the set pieces.

There was no real way that this lummox could conclude gracefully, so it gets a quick brute-force ending with a lot of exposition to smooth things over for the next timeshift and arc, a contemporary World War III that got the series to my attention in the first place. I was nonetheless content with it, and not just because the Kirov series defies normal critical scaling. Especially knowing the nature of the series and the state of the war at this point, having several books of nothing but the Allies advancing without truly serious opposition would not be ideal.