Showing posts with label Review.. Show all posts
Showing posts with label Review.. Show all posts
Wednesday, 12 February 2014
The Resurrection of Abnett - The Bequin Trilogy: Pariah
Being the flagship writer for an entire sci-fi sub genre must be stressful. Not only do you have to please your fans, but your paymasters, loan sharks and own grandmother. So I've always cut Dan Abnett a little bit of slack as usually he comes through guns a'blazin' and delivers a riveting read. But lately his powers have been clouded by violent warp storms, hiding his prestigious talent for wholesale, literary destruction behind a few novels that haven't been quite up to scratch. Those being Prospero Burns, which suffers from some severe pacing issues, Salvations Reach, which stretches the realms of believability even in the 41st Millenium and Know No Fear, which was just too darn short and lacking in solid character development. Then again it was about the Ultramarines, so Dan really had his work cut out from the start.
Due to this recent bout of strife I've therefore been a bit shy of the blackest of libraries, instead focussing on my love of video games and fantasy Blood Bowl league. So when I picked up Pariah the other day it was without much enthusiasm, my telltale banter with the surprisingly well informed cashier falling flat on it's face despite his shared love of all that is grim and dark. Mentioning the current disillusionment with the 40k universe proved a greater error than originally supposed, for of my £10 gift card none was returned to me. Instead the diabolical fan boy destroyed it before my eyes, following up with a less than sincere apology, that was about as convincing as Hitler's shrug following his violation of the Munich Agreement. But I digress.
Ravenor vs Eisenhorn is, for all intents and purposes, a giant wet dream on the lining of that fan boy's over stretched boxers. It is the culmination of not one, but two of the Black Library's most iconic sci-fi sagas and by god if that didn't scare the living shit out of me. A failure would likely have sounded the death knell of my years long affair with Orks, Space Marines and those funky dressing Eldar. So it is with a solemn hand on heart that I can announce not only did Pariah exceed extremely low expectations, but announce Abnett's return to form.
One of the finest aspects of his writing has always been in setting the scene, in creating his own world within a copy-written universe. It's where a lot of 40k novels fall down, getting caught in the image of endless battlefields and sacrificial stock characters. In both Ravenor and Eisenhorn we are treated to a plethora of different worlds and cultures that showcase the weird and wonderful. Ranging from secret Mechanicus bases to dilapidated manors that sound like something straight out of a Steven King novel. And Pariah is no exception, the entire story taking place within the living, breathing city of Queen Mab. A monarch gone to seed but still possessing a glimmer of her old charm. Which is where our main protagonist Alizebeth Bequin finds her playground as not only an Inquisitorial agent in training, but as one of those rarest of creatures, a pariah. A walking hole in the world.
Of course anyone familiar with Abnett's earlier works will recognise this name immediately, harking back to the original Eisenhorn novels. It's not the only blast from the past to make an appearance, with the nefarious Cognitae and many a character from the previous outings popping by to say hello. Obviously we can't go into too much detail without screaming spoilers, so you'll just have to take my word for it that the stroll down memory lane is a worthwhile one. It should be stated however, that the majority of the novel is fixated on launching the trilogy and introducing the characters involved. It is not a nostalgia roller coaster from start to finish, but rather more subtle. It's actually very well done, allowing the reader to play detective in figuring out not only the motivations of certain characters, but who they actually are in the grander scheme of things. For sure nothing is ever as it seems, the entire story line infused with Inquisitorial levels of duplicity.
As Bequin moves through the plot, becoming steadily more suspicious of everyone around her we are left with a certain level of paranoia as to what we as readers can trust. For unlike Alizebeth we know that something catastrophic is in the offing, that a chaotic element could at any moment reveal itself. In this regard the novel fails partially in it's suspense by being a tad predictable. It is perhaps a failing that was unavoidable, for being the final part of Abnett's universe many of his deceptions have been accordingly demonstrated in his other novels. For while we may not know exactly what the deception is, we are still braced for it. It should be said that this foreknowledge of possible events doesn't effect the story a great deal, Abnett executing a number of twists that even the sharpest among us are unlikely to foresee. It rather serves as a reminder that like Gregor Eisenhorn himself, the series is certainly a little played out and frayed around the edges in it's execution.
So I think I'll leave things here for now, for fear of treading on anybody's toes. The most important thing to take away is that Pariah is a worthy successor/continuation to the Eisenhorn/Ravenor saga. It's almost like Abnett reset his internal writing clock to the days when the Horus Heresy wasn't the centre of the Black Library's world and the potential for innovation was more forthcoming. Less dictated by the strictures of Games Workshop's premier series. It's clever, it keeps you guessing and reads like a mystery novel at a time when the genre has pulled a little too violently towards explosions and spectacle. Whether the next two novels can maintain the same level of intrigue is open to the forum. Certainly the next book will reveal more of the story and the potential staying power of Abnett as not only a successful Black Library author, but a good one at that.
Saturday, 14 September 2013
Retro Rehash - Star Wolves: Reading Between the Lines
Isn't space cool? It's all dark and twinkly at the same time. Filled with stars, nebulas, comets and a whole plethora of totally radical stuff. Of course, none of these things are as totally wonder bar as the spaceships. Now they're COOL. Zipping around all fast and gun happy. Come to think of it, I don't think I've ever been in space with solely peaceful intentions. There's always something that needs pew pewing into oblivion. Whether that be evil pirates, corrupt corporations or some poor sod who happened to have cargo destined for my secret base. It really doesn't bode well for the inhabitants of the galaxy that we're already blowing stuff up before we even get out there.
So, Star Wolves, what is there to say? It's set in space for one. Lots of space everywhere, can't get enough. Secondly it's a mish mash of the RTS and RPG genres, so imagine Homeworld crossed with KOTOR's skills development, and lastly, it's Russian. That part is very important to remember as it's the only way to excuse the game's most diabolical lapse. But we'll get to that. Developed by X-bow Software and published by 1C Company the setting is a fairly unoriginal one. Space has been colonised, there's a human empire and some less than reputable corporations banging about... Oh and there are aliens but they show up later. You play as a self-titled mercenary leading a rag-tag band of heroes through the perils of the universe, making money and claiming booty from your enemies cold wreckage. And slowly but surely you're pulled into the machinations of just about every major player in the galaxy, all thanks to your incredible ability at wasting people in hard vacuum. Have you noticed no one is ever looking for the best diplomat or fry cook, it's always with the killing? More for our intergalactic neighbours to be worried about I suppose.
Now then, this might all seem a little dull, especially when you throw in the Ruski factor. That being the most embarrassing voice acting known to man. It's god-awful and single-handedly relegates the story to a very hazy plot that you follow with varying degrees of understanding. This is then compounded by a less than (inter)stellar translation that, well, at times inflicts genuine suffering on the player. A five year old dyslexic could have done a better job. Understandably therefore, you might be wondering why you'd ever want to play what sounds like the gaming equivalent of an extinction level event. To that, I offer the following.
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| "3,2,1, FIRE!! |
Star Wolves has one very big plus in it's corner, it's pretty. True, space games tend to age more gracefully than your average workaday shooter, but a few times I was genuinely impressed with the lighting effects as a stars rays illuminated a remote space station, or I zoomed in on a gun ship as it strafed an enemy frigate. It's one of those games that is a pleasure to look at and it's genuinely fun to mess around with the camera in pursuit of that ideal screenshot. In a similar vein each of the ships you can buy to accentuate your force has a distinct feel. The models offer a diversity and variation in design that offers an eclectic selection for your little armada. Some are excellent dogfighters, fast and packing a wallop in the laser/gun department, while others are cumbersome gunships, laden down with station killing missiles and relying on cover to get the job done. Of equal note is the soundtrack, a mashing blend of techno rock and roll that at times reminded me of the original Starcraft. It works to smooth out the rough edges of the game, presenting another clear high production value that is lacking in the writing. I could just imagine slamming home my cassette, pulling down the roof of my hypothetical sports car and racing off down the A1, the police in hot pursuit as the booming track taunted my would be jailers. Now that would be fine.
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| In a stag party, she's the man. |
The choice of vessel tallies well with the myriad characters who join your mercenary band. I found their personas kind of boring to be honest and took to giving them their own back stories and dubious accolades. For instance, resident Imperial fighter jock Viper became the lesbian lover double crossed by her heart of hearts in pursuit of the universes biggest taco. Interestingly, I feel that the writing took a turn for the better under my guidance. Back on point you want to choose the right mixture of character abilities and accordingly, ships, to make your little band work. I lost a lot of money figuring this out and even now make sure the Star Wolf, which accompanies you on every mission as your carrier, has a couple of spares to hand. The Star Wolf is your home away from home and can be loaded out with bigger and better guns, shields arrays and engines. My main complaint would be that the outward appearance of the old garbage scow never changes; the gun emplacements do but there's no other outward signs of customisation. So boooo to that. What the Wolf is however, is a damage sponge. With some hefty armour and shield improvements it can reap the freaking whirlwind, but never forget can be quickly cut to pieces without fighter support.
The game itself handles a little sluggishly from time to time, with drops in frame rate occurring at odd moments and commands taking that half second longer to be processed. It's a bit of a ball ache, disrupting the rhythm of combat and accounting for a good few losses on my part. Glitches from crashing to desktop and freezing have been reported by others, but I never had a problem even if it didn't run with the efficiency of a German rail system. Other than that the games controls are simple to learn and don't put a great demand on your time; I might even call them intuitive to a degree, although they surely took some pointers from Homeworld and Nexus: The Jupiter Incident. Nothing wrong with emulating the greats, mind you.
In Retro Rehashespect (it's a thing, trust me) when I look at Star Wolves, I see a flawed but entertaining foray into the world of space strategy. It's never going to win any awards, being far too messy in places to barely stave off sniggers and pointing at the annual sci-fi gaming palooza, but like the fat, sensitive kid at school still has plenty to offer. It's mechanics are sound and result in some exciting dog fights, while balancing out your squadron takes actual precision and skill. You can't make every pilot an expert in laser warfare, otherwise who is going to fix your ship in the heat of battle? This nuance saves Star Wolves from a brutal execution in front of the parade ground, for where it fails singularly as a narrative tale, it excels as a thinking mans game. Impressive considering how it seems to have been written by a drunken illiterate on sabbatical from his local opium den. So, come for the painful hilarity and stay for the complexity would be my advice. Also, whatever you do, don't buy Star Wolves 2. But that's another story.
Goodnight.
Labels:
Review.,
RPG,
RTS,
Space,
Star Wolves,
The Triad,
video games,
war
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