Review: The Years of Rice And Salt

The Years of Rice and Salt

Kim Stanley Robinson’s The Years of Rice And Salt is probably the most highbrow and audacious work of alternate history printed by a mainstream publisher and aimed at a wide audience. A sweeping magical realist epic, this starts with the question “what if there was no Europe?”

To achieve this, Robinson uses a plot disease to wipe out Europe’s population in the Middle Ages while leaving the rest of the world mostly unscathed. It’s basically the literary, sophisticated version of The Seventh Carrier’s haywire satellites knocking out every jet and rocket engine. While there are many contrivances and valid criticisms, it’s clear what the author is trying to do. Alternate history by English-speaking authors can understandably be kind of Eurocentric, something which he takes a chainsaw to with his divergence. Robinson tries to be different.

And he succeeds, going from character to character in a millennia-long saga, with excellent prose and a great sense of wonder. It manages to achieve the not-easy feat of being both broad and human at the same time. The writing style and structure helps a lot in this regard.

Unfortunately, even something as distinct as Rice and Salt can still fall victim to a common issue with alternate history: Getting worse as one gets farther away from the point of divergence. The last part of the book has both clunky historical parallels (like a giant decades-long World War I static conflict) and political soapboxing ramped up. But even this can’t harm the book too much.

Alternate history fans should read Rice and Salt. It’s a rare anomaly in an otherwise constricted genre.

Review: Invasion Uprising

Invasion: Uprising

DC Alden’s Invasion: Uprising follows the Anglo-American counterattack into occupied England, and manages to be (even?) worse than its predecessor in all that matters. The only real highlights are some middling amounts of mediocre cloak-and-dagger stuff and a few C-list infantry firefights, neither which can make up for the collapse elsewhere.

First, the big battles come across as something that could have been written by post-Sum of All Fears Tom Clancy. They involve Americans with supertech handily crushing their hapless opponents. Needless to say, they’re not very good. The weird and slapdash enemy arsenal is still there, as is the politics.

Criticizing an invasion novel for its politics is kind of like criticizing a professional wrestling match for its melodrama. But I feel obligated to note that the book seems to direct less of its anger towards the invaders themselves and more towards the British who enabled and allied with them, in a message that is not exactly subtle. From a series that started off iffily, this book has the “achievement” of sinking lower.

The Green Mess

In the 1905 World Series, Giants utilityman Sammy Strang had one plate appearance where he struck out. This entitled him to his complete share of the gate, the equivalent of around $33,000 today. Over a century later, another sportsman would only appear briefly yet cause a great amount of money to shift hands.

On January 9, 2022, in an otherwise undistinguished game between the Golden State Warriors and Cleveland Cavaliers, an injured Draymond Green made a ceremonial appearance at tipoff to be able to “start” with returning Klay Thompson before immediately fouling an opposing player and leaving. The result was that those who bet the under on his player props triumphed. However, this was not an issue of just him getting hurt quickly. His plan was announced shortly before the game, creating a window for people for hammer said unders.

It was an example of what Jason “Spreadapedia” Weingarten rightfully summed up as “One word: Greed”. And it demonstrates what I consider the odiousness at both sides of the sports betting industry. A big reason for the outsized losses is the presence of the “Single-game parlay”, where you can make parlay/accumulator bets (ie, you get a bigger payout, but they all have to win), on different elements of one game. Parlays are notoriously more profitable for the books overall, which is why they push them. However, the nightmare scenario is that all those blockbuster parlays (usually strings of giant favorites) actually hit. So yes, the books were playing with fire, and got burned.

However, I also have surprisingly little sympathy for the people who tried to take advantage of the error and got restricted for it. One of the secrets that a lot of casual observers don’t know are that many, if not most pro bettors (Protip: DO NOT BE A PRO SPORTS BETTOR) are people who pounce on slow/off/etc… lines instead of being super-handicappers. It’s why their complaints about being constantly restricted have fallen on deaf ears to me. And for something so obvious, I’m extra-uncaring about their “plight”.

Fatadin Mukhamedov

In one of those weird footnotes of aviation history, Mukhamedov, like Stavatti in the west, has been a maker of so-called “paper planes”. The company owes its existence to Fatadin Mukhamedov, a Soviet/Tajik engineer who had a successful career with the big bureaus (for instance, the Dushanbe center of Mikoyan) before striking out on his own. No actual aircraft were produced by the Mukhamedov bureau before Fatadin’s death in 2013, but the bulk had one specific shape.

Mukhamedov designed everything from fifth-generation fighters to gargantuan transports with the same distinctive circular inner wing. The most practical and achievable design was an advanced jet trainer/light strike aircraft for the competition eventually won by the Yak-130. Not coincidentally, the design may have found its way to Iran as the would-be HESA Shafaq. All of the other circular planes were just interesting and distinctive dreams.

But, in other timelines, dreams can come true….

Review: The German Aircraft Carriers

The German Aircraft Carriers

A book devoted to German aircraft carriers could have all the pages be blank and still be technically accurate. After all, the decision to not go ahead with them was one of the very, very few good ones the country made in World War II. But Simon Beerbaum’s work on them manages to show an excellent train of thought. For most of the actual writing and layout quality, what I said about the Russian carriers book applies just as well to this. What’s interesting is the content.

You might think that a compilation of never-built German designs would have a lot of weird ones as gargantuan as they were impractical. And you would be right. But there was a method to the madness of several. Intended as commerce interdictors, the carrier designs mostly had substantially large gun armament but smaller airwings. They resembled a pre-missile version of the Kiev “air carrying cruisers” in that regard. The book also covers postwar helicopter/VSTOL designs proposed by shipyards for export customers. It’s an interesting look at an interesting set of designs.

Review: The Thousand Dollar Touchdown

The Thousand Dollar Touchdown

Time to review another thriller with a main character that has a perfect thriller name: Colt Ryder. When I saw that the premise of The Thousand Dollar Touchdown involved sports and gambling, I knew I had to read it. Ryder, the wandering “thousand dollar man”, helps people for that amount. He also kills people in the process. This time his client is the wife of an NFL quarterback. Her brother-in law has died suspiciously, and she thinks he’s been throwing games.

This is very much a 51% book. None of the elements are really that bad, and it’s short and breezy. But it falls short of being genuinely good. A bit of this is the premise: Someone who’s studied the actual way that the sports leagues have been two-faced behind sports betting, the actual composition of their management, and the actual composition of the gambling underworld will notice the oversimplifications and inaccuracies. But since cheap thrillers do not have to be accurate per se, I can wave that off.

A bigger problem is the style. It’s written in this first-person classic hardboiled type that I don’t care the most for, and that style is not the best suited for an action-packed climax where the main character performs ridiculous feats. There’s also a bit of tonal clash. The main character’s approach involves Jack Bauer-ing his way to information by beating people up until they talk, but he’s kept alive in a Dr. Evil Deathtrap after being captured because of plot.

This is a 51% book, but it’s a more interesting to review “mean 51%” than a flat “median 51%”.

A Thousand Words: Sonic Adventure

Sonic Adventure

I was a child when Sonic Adventure first came out on the Dreamcast. I was also one of the rare few who got to see it new and firsthand. At the time it looked impressive. Now with hindsight, it’s basically the Yak-38 of video games.

The Forger was basically a tech demo of a V/STOL fighter that got shoehorned into being an operational aircraft out of desperation. It was horrendously underpowered and unsafe. Likewise, this is a massively erratic way to show off all the things the Dreamcast could do more than an actual game. Sonic himself is a barely controllable pinball. Everyone else is there to represent something “new” and “amazing”. Tails can fly. Knuckles is there to have the same kind of collectathon gameplay pioneered in Mario 64. Amy-uh, does, basic puzzle stealth? Gamma the robot does third-person shooting by way of locking on, and Big the Cat infamously has that classic element of a speed game: Fishing. Slow paced fishing at that.

The cinematography in the cutscenes is utterly horrendous with the slightest point of comparison to anything else. And this introduced the storyline elements that would explode to horrendous proportions in Shadow and 06 and remain with the series even to this day. Which is to say, a combination of mystical mumbo-jumbo, Dr. Robotnik/Eggman messing with something he shouldn’t, and tons of new characters with each installment.

What I consider interesting is that Super Mario 64, made by Nintendo from a position of strength, did not do anything like this. It kept the same basic excuse plot as the past installments, and didn’t feel like it had to push anyone new very hard. Sonic Adventure, made by Sega from a position of weakness, had to stretch, and it failed in that regard.

The tragedy of this for the series was that instead of trying to improve the fundamental controls, Sonic Team focused on one gimmick after another. Mechs, teams, guns, telekinesis, anything but razor-sharp platforming. Adventure didn’t cause the famous 3D pit all by itself, but it started the process of digging.

Review: Blind Strategist

Blind Strategist

I’ve wanted a book that dove deep into the excesses of supporters of so-called “maneuver warfare”. In Stephen Robinson’s Blind Strategist, I finally have it. How is it? Mixed. Thankfully, it’s the kind of mixed that makes for a good review.

The book is nominally aimed at John “OODA Loop” Boyd. However Boyd, due to his aversion to writing anything down, his own constantly shifting imagination, and his uh, “difficult personality”, is hard to pin anything on. I do not think it’s a coincidence that Boyd’s teachings are excellent in general terms but almost never work for anything specific.

Blind Strategist spends most of its pages slamming Basil Liddell-Hart and William Lind, who did not have an aversion to writing anything down. It also talks of the Wehrmacht Legend that drove maneuver warfare activism, and defends the oft-criticized William DePuy and his “Active Defense”. (I agree with almost all of the substantial criticisms of Active Defense, but think that in the mid-1970s, the post-Vietnam US Army needed to walk before it could run). Finally, it tries to hold maneuver warfare responsible for the Iraq War’s struggles. Even I think this is going too far, and it doesn’t exactly sound convincing.

Even in its main thesis, this comes across as being overly nitpicky and a little straw-mannish. I do not believe that even almost all of the most devoted maneuver practitioners would deny that there comes a point where you have to close and destroy. Note that I said “almost all”…

…Because Lind is one of those obsessives. And here, weirdly, Robinson arguably doesn’t go far enough. Blind Strategist neglects Victoria, a fantasy where indeed, just doing the right principles and following the right footwork causes the Mary Sue’s enemy to collapse totally without the need for a slugfest. It rightly talks about him trying to shove “third-gen” maneuver war into “fourth-gen” unconventional war, but doesn’t elaborate (and should) on just how he jumps right back to his third-gen map exercises at the slightest opportunity.

I feared this book would go a little too far in the opposite direction, and it does. But I can understand, given the maneuverist min-maxing, why it would do so. I don’t blame Robinson, and if there is room for extreme pro-“maneuver” arguments, there’s also room for extreme reactions.

A Thousand Words: WMMA5

WMMA5

Grey Dog Software’s World of Mixed Martial Arts 5 is an excellent mixed martial arts simulator/tycoon game. It’s best to keep your game worlds small as loading times are still an issue, but that’s the only (small) sour note in a very sweet game. As a tycoon, you can participate in building your own MMA empire, and learn the hard way that trying to do right by either your fighters or your fans has financial consequences.

Or you can just smash the figures together in the game’s Quick Fight mode, which is where I spend most of my time with it. The character editor means you can create anything from all-rounders to monomanical specialists who can’t strike or can’t grapple (or both!) As MMA has even more “moving parts” than boxing, making a proper sim is tough. Thankfully, this delivers.