Archive for the ‘Science Fiction’ Category

Happy Veterans Day and thank you to all of my fellow shipmates, grunts, devil dogs, flyboys, etc. for your service and sacrifice! You will always be held with greatest honor in my heart.

So… shame on me–it’s been a LONG time since I last posted anything, and I won’t make excuses for the shameful hiatus but I will say that I have been working diligently on several projects and am in the midst of that good ol’ NaNoWriMo once again. This time I am working on the SHARC story I have been wanting to tackle for a very long time (I came up with the characters when I was sitting at the MEPS station in 1992!). I’ve already written through several short stories that introduce the type of characters, which will be released when NaNo is over and I have the time and the focus to revise them properly. Here, at least, is the working cover:

sharc-phoenix-division

Along with them are one other big project that I started the revision on using Holly Lisle’s “How to Revise Your Novel” course. I ran an old novel through the wringer and when the other two projects are out there, I will be able to do my type-in for that and announce more details the closer it gets to publication. Right now it is called Song & Sigil and it will be part of a steampunk series, Dross Mechanica.

So, back to the writing software…

I hope I can be back before too long!

Hey, Bethesda! How about “Customizable Survival Mode?”

I admit it—I’ve been slipping away from my writing to get a little Fallout 4 time in, especially now since Survival Mode has arrived. I couldn’t wait to get some of that New Vegas-style goodness back into the game, add an extra dimension of a challenge.

Now, see, I’m not a hardcore gamer that spends countless hours of my life parked in a dark room on the couch next to a bowl of Doritos and a case of Mountain Dew escaping from the reality of things like a job and taking out the trash. I love video games, but I don’t plan my life around them. That’s why I’ve broken from my normal blog to rant. Yes, it is a bit of a rant, but there’s also, unlike a true rant, a suggestion to solve the problems I am pointing out.

And that’s where Fallout 4’s survival mode falls short. But, I am getting ahead of myself. Let me start with each of the new aspects that have been blanket-foisted upon us.

No Blips on the Compass: Awesome. I really like this challenge, as who knows where the bad guys are… It makes traveling with Dogmeat more meaningful as well. My only suggested change is make it a perk that you have hyper-awareness, as the blips become a substitute for more refined senses. (A friend argued that the blips take the place of other senses we lose in the meta-gaming fashion, for example, we have a much greater field of vision in real life than can otherwise be afforded on even the largest screens. Nor can we smell in-game, thank God!) AND… it wouldn’t be a bad idea to have your mechanical friends show up, you know, since they might have technology that could pinpoint their location imbedded in their chassis and/or power armor.

Tougher Mechanics: Yes and no. Frankly, I was tired of striking a sack-headed raider in the skull eight or nine times with a .45 before they dropped. There was no REALISM in that. However, the ghouls are still somehow able to penetrate my power armor and do serious damage to my body. Don’t tell me they miraculously, with every hit, manage to strike a rubberized joint area. That wouldn’t just wound me, it would cripple me. And see my footnote below about Alphas/Skulls showing up all over the place. I mean, they’ve already become overpowered… That’s just overkill (pun intended). So, just follow my Ultimate Suggestion offered later in the programming.

Crippled Limbs, Sickness and Disease: Yes. Another good thing for the game dynamic. I pretty much ignored the doctors in-game, and took care of everything with a stimpak. Now that part of the world makes sense, and makes you think twice and weigh options on drinking that possibly-contaminated water. I’ve also been finding myself at the Chemistry station with a purpose, too.

Food, Water, Sleep: Just what the doctor ordered. Sort of. Another challenge I enjoy, as it makes the settlements more important to get up and running. I would tweak the frequency. I don’t get that hungry or thirsty or tired, and when I’m peckish in real life, I DO get cranky (-1 CHR). And finding a safe place to sleep because I get grew exhausted from all of the ghoul-dicing, sure. Love it. Even more reason to keep my main squeeze as a companion, too. However…

Sleep on Save: This is where it gets irritating. Earlier in my rant, I mentioned that I am not a hardcore gamer. This means that I have only so much time to play. Playing should be moving the narrative along, experiencing the game, not “Crap, I have to hunt for a bed because I need to save so I can sleep in real life to get up for work” or even constantly seeking them just to save before I head into the seriously dangerous territories. Traveling from bed to bed isn’t experiencing the story. It’s purely annoying. Plus… You mean to say I can MAKE a bed out of five cigarettes and the business end of a shovel (there’s REALISM for you…), but somehow I am unable to craft a bedroll or even improvise one where I could catch some shuteye? How about making some of those cars that still have their upholstery in it a place where I can sleep? I’m sure many people have done that before, curled up in the back seat to get a few winks. There’s REALISM for you… if you are tired enough, you can sleep just about anywhere. The sleep-on-save isn’t a challenge; it is a narrative-killing annoyance. So, suggestion: portable bedrolls and more logical-if-not-comfortable places to “sleep” in order to save. Or just follow my Ultimate Suggestion offered later in the programming.

No Fast Travel: This I like and hate at the same time. The reason I like it? REALISM. Experiencing the world of FO4 is entirely different when you are forced to experience it. However… I dislike that I cannot FT when I want for two reasons. The first being that, yet again I iterate, I don’t have the time to spend just traveling somewhere, especially when, instead of engaging in the narrative when I reach my destination, I am more concerned about looking for a flippin’ bed to get sleep AND save the game because *poof* there went all of my game time just moving from Point A to Point B. Worse, I get all the way there and end up dead in one shot from either a ridiculously overpowered Feral Ghoul, or one of the Alphas that seem to be everywhere in my game[1] so I end up having to start from the one mattress I DID find, waaaaaaaaaay back home. Second, there’s a weird meta-gaming thing I love to do; because I don’t have all of my life to devote to playing the game twenty times through for all of the variations, when I hit a cool dialogue spot I like to revert to the closest previous save, then drag each of my companions back to that spot to get to hear what they say when the spot is triggered[2]. Without Fast Travel, that is all gone. To quote my favorite dialogue in the game, “Pfft!”[3]. It shouldn’t be a travel game, it should be a story, like reading a book. Chapters and scene break with jumps in time. We don’t hear about every minute of every day or we’d put the book down. Same with the unfolding story in Fallout.

Another drawback? Settlement rescues. How about when those settlements are being attacked? Will we actually reach them in time? And who has time to divert from travel to head all the way back? The settlement rescues will be ignored because who has time (other than Steam-blooded gamers) to run and rescue them? It just takes too long.

Companions Returning: Another very, very bad addition. How far is “abandoned?” Heck, some of my companions run off on their own after the enemy, and if I happen to go a step too far, not only is my backup support gone, but possibly a lot of my essential gear. With Fast Travel turned off, this makes it another annoyance factor instead of an actual challenge. For REALISM… you think your companion, in bad shape, would maybe cry out? Or if they were in that bad of a condition, like with a crippled limb, they would STAY WHERE THEY ARE. Suggestion: One of the few I suggest seriously altering this dynamic so that they remain in place, cry out, show up as a blip, or just getting rid of it altogether and having them behave the way they used to.

Weighted Ammo and Carry Weight: It’s another winner, not being able to carry so much. In fact, I think what you are allowed to carry in-game is MORE than generous. On a good day, even our most fit troops can only ruck about 110 pounds. 60 pounds is about the average, for a soldier. That means while Nate could probably get away with rucking 60-110, but Nora would be hard-pressed to get to that level even with enough time spent honing her strength in the wasteland.

Short Digression: Let’s not kid ourselves. Any argument of REALISM you throw at us to justify why this or that is in the game the way it is is countered with other REALISM that wasn’t considered or inserted. Example: it is a fact that people can go without food for a long time, several weeks. They can go without water for several days. Now, we have Nate and Nora, who lived in an idyllic past, may take a while to get used to not eating as often, but as they experience the wasteland, they will grow more accustomed to doing without so much food—their bodies will grow harder, leaner[4] and far more efficient. This is a corollary with the foot/water/rest, as in the REALISM you would have us believe is that we get famished quickly and need two or three cans of beans. Two or three cans?! We didn’t really need that before all the destruction. Is it some psychological need to consume all we can because all we see around is need and want? If it is REALISM you want to convey, have us need less and less the higher level attained. Basically, if all things are considered, there would be too much REALISM to program, so the argument boils down to a null value. Make it fum with some “realism”. I ask that you please just follow my Ultimate Suggestion offered later in the programming.

Console Disabling: I know this only effects PC users, but, let’s face it: the game is buggy. With the Saves and Fast Travel turned off, and the console disabled, there’s no way to “un-stick” myself by traveling elsewhere or reloading the game. Disabling the console was the trifecta of a evil horse race. Not all of us used it to cheat or to circumvent the game REALISM (god mode). Some of us just wanted to NOT be frustrated with the bugginess of the game, knowing we have a quick fix that won’t cause us to completely waste our time re-doing a portion of it because we fell into a crevice in somewhere in the Glowing Sea…

Now we come to the Ultimate Suggestion Offered Later in the Programming: Those of us who only play an hour or so a day are gamers too, even if we don’t devote 5/6 of our lives hooked up to the Steam-dialysis machine. We already suffer through the Cable TV crap of wanting a channel or two but having to deal with a whole package just to get the few things we want. Here it is: Customizable Survival Mode. Isn’t that what makes Fallout 4 the AMAZING game that it is? Making decisions and performing actions that make the world the way WE want it to be? We get to choose which faction ends up the victor, and which ones get wiped from the face of the wasteland. Some love to explore, others like to build and renovate, while others love the thrill of capping ghouls at 200 yards. Instead of lumping the current Survival Mode all together and ramming it down our throats as a package, let us select which challenges we want and forget the rest, make the whole game and the world in it our own? Why should we have to sacrifice the experience of the cooler challenges in Survival Mode because we would have to accept the tedious or annoying aspects that make it “not a game” for the sake of REALISM?

So, just like with the Fancy Lads Snack Cakes, there’s more than one in the package, so I don’t see any reason why we shouldn’t be able to have our cake and eat it too. How about it, Bethesda? Make FO4 awesome for everyone.

 

[1] I’m not sure if this is a glitch or not. I mean, if my enemies are already tougher, why is damn-near every random encounter I’m having with an Alpha/Skull-level enemy?

[2] That’s how I found the gem of dialogue, when Piper goes on about “The Treasure is You!”

[3] That’s from the same bit of dialogue from Piper. Seriously, take her to find the Treasure.

[4] Nora already looks to be in pretty good shape, considering that, when the story commenced, she had an infant still young enough to put up with swaddling. Nate, it could be argued, already spent time doing without a decent meal while he was serving in the Army. Unless he was a pencil pusher instead of someone actually involved in combat, in which case he had no business giving a speech that begins “War… war never changes.”

Two weeks ago I brought up several stories which I call my favorites, and that naturally brought me to the idea of influence. You hear the phrases bandied about often by any creative types–“I consider such-and-such my greatest influence”, as in “As a composer, I find Mozart and John Williams to be my greatest influences” for an example, or directors cite earlier movies that formed their interest in the silver screen.

Certainly, as a writer, I count many, many authors and stories among my influences. All writers generally do–after all, that initial exposure to tales that transport us to other worlds or realities far from our own personal experiences engender the desire in some readers to craft our own. Fredrik Pohl, Harlan Ellison, Harry Harrison, John Haldeman, Doyle, Tolkien, Lewis, Shakespeare etc. all count high on my list of literary inspirations.

But… what about other influences, such as music? Take my first example, with music above. I frequently listen to music while writing, matching the mood/tone with whatever I am trying to write. Umbra (and all of its previous iterations) came flying from my fingertips with an ample dose of Alice in Chains, early Nine Inch Nails and Soundgarden pounding in my ears. For my darker fantasy stories like “The Falconer and the Wolf“, one of my favorite bands to get me in the right atmosphere is Dead Can Dance. When sketching notes for The Light of Liberty, I turned to Barry Phillips and his version of “The World Turned Upside Down” along with other American Colonial period tunes.

Are there any more? Of course there are. Many people have incorporated their likes and hobbies into their writing. Some cozy mysteries, for example, are based around knitting. My character Ennid the Havoc and his escapades are influenced by my love of MMA (that’s Mixed Martial Arts for those not yet initiated into its primal awesomeness). My interest in genetics features heavily in Clones are People Two. Even if the things we like aren’t at the forfront, we sometimes insert it in small ways. I love goats (Casey, from Umbra), I think rhinos are awesome and I smith silver (both of which will appear in The Opal Necklace, release date TBD) and I’ve an interest in raptors and falconry.

It’s all very simple–EVERYTHING can be an influence on our creativity, and EVERYTHING should be. It’s from these somewhat disparate ideas and influences that some of our richest “juices” flow.

 

 

DISCLAIMER: Unapologetic Spoilers (If you read on, don’t blame me. You’ve been warned)

My obsession with the post-apocalypse began decades ago with George Miller’s genre-defining films, and the Wasteland and Fallout video games. Enough so, that last year (2014) I published two collections that feature some post-apoc stories (“Treasure” in Morsels and the “Ain’t No Coffee” chapter of Melange[1]) as well as a PA mystery novel, Umbra.

They pale in comparison to the mighty prosthetic strength of George Miller.

Completely skeptical in many arenas, I had been hearing about Fury Road for years, when it was an on-again, off-again project for the Happy Feet / Witches of Eastwick / Babe, Pig in the City director. He explored anime as a possible avenue, and there were brief rumors about Shia LeBouf taking the role of Max’s kid (I’m glad he failed that experiment with Indiana Jones instead). I also wasn’t sure what to make of a Mad Max who wasn’t going to be played by Mel Gibson. Remake after remake shows they don’t often get better, and most of the time are worse for all of the gimmicks and none of the story-meat.

So, I watched the trailers, and wasn’t completely turned off. Good sign.

First, the movie NEVER LETS UP. There are scarce moments to breathe, and the “slow” points in the movie don’t really drop its pace. Like downshifting, but the car is still rolling a pace that could snap your neck if you braked too hard. Except for an extremely short introduction in the very beginning (rather like The Road Warrior, but without the montage) you are dumped into the chase. Period. Miller is a master of showing, not telling, with only one very tiny, practically gasped “info-dump”. Otherwise, you glean the narrative organically as the story unfolds through action. This IS a car/rig movie, however, so those of you who just wanted to see souped-up, weaponized and apocalyptisized (yes, I just made that up) versions of vintage cars, look no further.

It also gives no quarter—just when you thought you came up for air, you find yourself smothered in dust cloud. Not everyone gets the happy ending, and one of the most heart-breaking moments in the movie comes in one of these gasps.

Anyway…

Storytellers and directors, take note: THIS is the way to do strong women in movies. Don’t insert them where they don’t belong just to 1) appeal to a young female audience and 2) bring sex incidentally into a film. Not that there’s any sex involved, at least not overtly, and not in the act of pleasure kind of way. Mostly, it’s for procreation. Or lack of. (the chastity belts worn by the brides are positively feral looking, although I think I would have kept it on until I reached my destination. Talk about your rape deterrant!). Believe it or not, there is a tiny romance subplot between a bride and one of the half-life War boys, and it’s handled a little too roughly to start, but it “moves” into its own. But the women here are strong, supportive and determined to escape and survive without having to be glammed up to do it. I could easily see myself as one of the Vuvalini (assuming I would want to survive in a post-apocalypse).

A few gimmicky moments exist to play up on the 3D version of the film (most notably the shot near the end with the guitar and the flying steering wheel), but these can be forgiven. George Miller always did have a little fun in his films, with the odd juxtaposition of the ultra-violent and quirky humor (see the exchange between Papagallo and the Mechanic).

Was there a soundtrack? Yes, there was, but the frenetic energy is so pervasive that the “music” is lost. Except for one well-placed, drop-of-the-bass dub invasion. Thanks, Junkie XL.

There are plenty of moments that call back the older movies, such as when Max, wielding a short-barreled side-by-side shotgun goes to blow some guy’s hand off and the round fizzles.[2] There is a moment when one of the brides is playing with the innards of a music box.[3] Hugh Keays-Byrne, as everyone who knows Mad Max knows, played the Toecutter in that film.[4]

Toecutter2-1

There’s even a momentary, overt nod to another director’s film, The Dark Crystal, by having people on long stilts very much reminiscent of the landstriders ridden by Jen and Kira (don’t have a still from MM:FR, so if you want to see it, BUY A TICKET!!!!).

1610895a.jpg

Count on George Miller to introduce characters with medical issues and/or prosthetics. We know the post-apoc “look” which he created in The Road Warrior went on to infect 80’s hair bands with the feathers and football gear as armor, but his inclusions called on his former career as an emergency room physician. In Mad Max it was the young cop forced to use the electrolarynx after his chase of the Nightrider leaves him with a shard of windshield glass in his throat. In the second, the most notable is the Mechanic, not confined to a wheelchair but held aloft by a cherry-picker like device cobbled together to get him around the equipment. In the third, there is Master-Blaster, a duo whose brain makes up for his lack of stature, and the brawn of which he rides to make up for his weakness for which he serves (and loves) paternally. Then, there is this movie, when it becomes a staple. Imperator Furiosa is the first notable, with her prosthetic arm, and Immortan Joe of course, but then there are the myriads of those with tumors and missing limbs, etc.

Tom Hardy’s Max is an extremely worthy successor to Mel Gibson’s Officer Rockatansky.[5] There’s more than a little nod to Bane there, George, in his and Immortan Joe’s get-ups.[6] Enough said.

latest Hugh-Keays-ByrneImmortan-Joe-Mad-Max-Fury-Road

So, this one is already going to be on my shelf the moment it is released on Blu-Ray.

AND… I have heard there is already a second/fifth one planned, called Mad Max: The Wasteland. I, for one, am looking forward to it

 

 

[1] Which are available for free on Smashwords, and possibly Amazon if they caught up. Read them and let me know what you think!

[2] From The Road Warrior, during the rig battle, when Max discovers the shell he picked up in the beginning of the movie from the dead man on the “Meek Shall Inherit” truck is a dud.

[3] Also from The Road Warrior, and also during the beginning after the battle with Wez, when he finds the music movement and later gives to the Feral Kid.

[4] Calling up of course that George Miller borrows actors from his own movies as well. I address this in another post, here.

[5] That name shows up, by the way, in House of God, Samuel Shem’s novel about a teaching hospital. George Miller finished medical school before he became a director, so might have some interest in reading that novel. Coincidence? I leave you to decide.

[6] Then again, isn’t Bane a little more “Road Warrior” than “Batman” anyway?

I fight through the gila monsters, hordes of raiders and a few desert dwellers, turning them all into a thin, red paste in order to retain my claim to the treasure tucked carefully away inside my backpack.  I’ve been waiting for this for ALMOST 30 YEARS!  At last, the prize is mine!

As I reach my cozy little bunker, far away from the radiation zones where my Geiger counter sits silent instead of clacking away, the excitement and tension are palpable in the cloistered air.  Booting up the old kitbashed Commodore 64, I remove the carefully wrapped package, pop in the disk and proceed to install WASTELAND 2.

*****************************

So I purchased this some time ago, but my writing schedule did not permit me to play it.  I admit freely that I can be easily sucked into playing a video game for hours, but I have plenty of self-discipline to not let it turn me into the freak that lives off of cheese puffs and Mountain Dew in their mother’s basement whose only exposure is a trip to answer the door when the UPS or FedEx guy drops off that special collector’s edition Mad Meltdown Mayhem III.  However, I had been eagerly awaiting this one, as stated, for 30 YEARS!  Not that the Fallout series wasn’t fabulous (all of the games are), but Wasteland was the one that got me started, back in the day.  I was a young girl then, and when my brother bought the game and installed it on his Commodore 64 (two disks, double-sided, had to be copied*), I couldn’t wait to get my fingers on that keyboard.

And so it is…

First, I made a team loosely based on my characters from Umbra.  [The following may contain some SPOILERS, if you haven’t read the novel or played either of the games.]  There’s Shaw with his beard and boonie, Mance with his youthful stature and mussed hair, without the robes he wore in the novel, however.  And there’s Vera.  I am absolutely delighted to say that within three minutes of starting the game, she had her goat following her.  Now, Aberforth isn’t Casey, but I can’t get everything I want.  And to round out the team, I included hefty meatsmasher Deergut to give my team a little heavy weapons and brute force.  Deergut wasn’t in Umbra, but he will showing up in one of the sequels…

 WL2 Umbra

It was nice to see the “old faces” in the game, namely General Vargas (‘Snake’), Angela Death**, Thrasher and Hell Razor, and sadly, Ace as a corpse. Makes me wonder who else I am going to see***…

What also got me excited was that they tried to stay true to the locations, as well.  The Ag Center map is much like the map from the original Wasteland, with its desk area at the front, the long corridor in the center and the two garden areas off to the side, complete with the satellite dishes. The Ranger Center, now moved to the Citadel where they originally fought off hordes of evil nuns, even has the museum room with the Secpass in the display. (I guess the Quasar key you found there was left behind at Cochise.)

As for the soundtrack, they get extra kudos for bringing in Mark Morgan who created the music for Fallout 1 & 2.  Anyone who reads me knows I am very picky about soundtracks for games/movies like these, but I can’t say enough about Mark Morgan’s work. “Radiation Storm”, the track played during the Vault Dweller‘s trip to The Glow, still gives me the chills when I hear it.  Talk about creeptastic.  If anything, I am looking to progress through the game not just for the storyline and entertainment of playing an RPG, but for the music Morgan brings to the game.

I was really happy to be playing an isometric style game.  I loved the original Wasteland with its sprite-ful overhead view and the combat screens with portraits and descriptors (note that ‘thin, red paste’ I inserted above. And don’t forget to bring the blood sausage!), and I really grew to love the visuals of Fallout.  This game is no different, giving it a retro but not too retro feel.  I am able to accomplish a lot of tactics that I enjoyed setting up, like the crouch and headshot (headshots! woot!) for my sniper in order to get the ‘party’ started, and I like the ambush function.  My only gripe with that feature, however, is that they ALL shoot/aim for the same target on the ambush.  I wouldn’t mind having a simple “wait” so that my sniper, for example, could use her turn on the high-value targets instead of the fodder that can be cleaned up with a club or a simple burst from an SMG when they wander into firing range.  If they change this in an update (which they may already have, but my internet connection is spotty so getting the old computer to a place to DL them is a trip rather than a normal occurence), I will be one happy camper.

I could go on and on, but I think a full play-through will be necessary, and probably more than one, since the very beginning of the game sets it up for multiple playthroughs with different outcomes.  I’ve been having a grand time getting in an hour of gametime a day, so I see this one keeping my schedule occupied for quite a while.  So far, I am going to give the game 4-1/2 out of 5 mushroom clouds.

 

*This was done so that changes made during gameplay were maintained throughout the world, something few if any other games did at the time.  You couldn’t go blow a place up, leave the local map and come back to find everything intact.  Your actions mattered.  This is fairly standard now, but a lot of credit goes to the developers for the persistence of behavior and consequences in Wasteland.  Of course, if I wanted to play the same area over again, I could make another copy of that side of the disk and play ‘fresh’.  I suspect that was how a lot of people, myself included, got their Rangers absurdly high promotions.

**Minor break in continuity, if you had the Strategy Guide from the original Wasteland like I do (yes, I still have my copy).  Angela gets fatally gutted and they leave her behind, and SOMEONE is an android.  Good reading though.

***I hope the reference to the ‘blue woman’ is actually ‘purple’ and happens to be Charmaine, one of my favorite characters from the original game.

In the middle of NaNoWriMo, I have chosen to forego some of my word count in favor of a vacation. True, I had planned to take a break way back in the distant past (July 2014. Ancient times, you know) but in choosing not to write as much as I normally do per day during this month, I have been able to let some of the ideas simmer. And like anyone who makes spaghetti sauce (or tomato gravy, if you happen to be from Philly), the more they simmer the thicker and tastier it gets. Unfortunately, instead of the ideas for my NaNoWriMo novel, I found some ideas for the sequel to Umbra worked their way into my brain. Can’t entirely fault it, but it’s just as well, since I had been deciding whether or not to restructure my schedule and do the sequel earlier in 2015. Now I’m actually pretty eager to let the ideas get out and play around on the page. So Shaw and Vera and the others may just be making appearances earlier than expected. Stay tuned.

The Opal Necklace

Anyone whose done any creative writing at all has most assuredly had the old “Show, don’t tell” beat into their skulls by well-meaning instructors.  Nothing wrong with the phrase, and, in fact, it works.  What they usually don’t extrapolate is the “How” part of that showing without simply telling.

I have discovered my method of “How” and it’s very simple.  I ask myself, about everything I describe, how does it make me feel?  (And by me I mean that I filter it first through me, then through the character whose point of view I’m using for the scene.)  Each of us has a plethora of experiences, and quite a few of us like to share these memories, good or bad, with one another.  Look at social media entries on sites like Facebook* -most everyone is more interested in telling us how they feel about something rather than exactly what occurred there: “Having a great time!”  Or the opposite – your car breaks down in a dark neighborhood.  It’s not just the broken streetlamps, or the sound of rats scurrying in the trash littering the alleyways.  These things help to build the tone, but its the reaction to them which holds power, especially in fiction.

Most of our most poignant memories elicit a memory of the FEELING of being in it, rather than a second-by-second replay of events.  The latter would be horrifyingly droll.  The former is what brings others into the moment.  We may not have exactly the same experience, but every human being on this planet shares the same set of emotions, whether they show it or not.  (Or misdirect it.  Some really creepy villains stem from those who absolutely LOVE things the rest of us find abhorrent, but to them it is love.)

This is insanely useful in fiction, as it brings the human element into what is essentially a foreign world (fantasy and science fiction are notorious for high-level play-by-plays of the scenes.)  It allows the reader to sense the world rather than reading what it’s all about.

For example:

The sun crested in the noonday sky, baking everything below.

Consul Norrus felt uncomfortable in his breastplate and leather armor, and cursed.

 

This one rates a “meh” on the description meter.  Barely.

But now I take it to a personal level:

 

Consul Norrus mopped at the sweat on his forehead and squinted at the scorching noonday sun.  His breastplate absorbed the heat, cooking him in the

ridiculous accoutrement his title forced him to wear, and he prayed some small crisis erupted requiring his presence erupted, preferably somewhere with plenty of shade.

 

Now I get a sense of not only of the heat of the day, of Norrus’ discomfort with the armor, but also his feelings about some of the necessities of his position.  This makes him a human –how many of us have been forced to wear something uncomfortable just to satisfy some obligation of our profession or duty?  This brings us closer to him as a person, either as someone we like (which I hope in this case you, dear Reader, will, as Consul Norrus will be showing up as a protagonist in The Opal Necklace) or someone you despise.

Of course, there are plenty of scenes in stories which have character, no point-of-view, right?  Wrong.  An omniscient narrator point-of-view falls very flat without a tone, without a reaction to the course of events they are narrating.  Otherwise, it’s once again just a narration, and probably worthy of setting the book aside.

I want to make my reader sense the scene rather than simply read it.

 

* Or don’t. I won’t necessarily advocate it, because I’m not a fan myself, but it has its uses.

 

 

Clones are People Two The Opal Necklace

 

CLONES ARE PEOPLE TWO is on the virtual shelves, at least on Smashwords and Amazon.  Others will be added shortly.

Now that CLONES is out, I have another story which I’ve been planning for NaNoWriMo.  It’s the same basic premise as the novel I had done two years ago for that same organization, but a lot more thought has gone into it, and a whole other subplot which necessitates a major re-write.  I also am planning to have this thing published some time early next year so I can get started on the second Umbra novel.  Please note that this is a “working cover” for The Opal Necklace.

With the rise in the last several years of movies and books with dystopian or post-apocalyptic themes, the reporting media (as usual) does not take a careful look at the particular connotation behind these two terms.

Rule #1:  ‘Dystopia’ and ‘Post-apocalyptic’ are NOT synonymous.

‘Dystopia’ refers to the community or society.  ‘Post-Apocalypse’ refers to the milieu, setting, and is essentially a world-building term, of the locale after the Apocalypse.

The latest dystopian work to reach the masses, The Hunger Games, contains both dystopian elements and post-apocalyptic, but the latter only in a superficial and lazy way (never truly defined).  Mostly, it bases its storytelling on the interaction of the people within this society to ‘current’ events.

Rule #2:  Apocalyptic events often create Dystopias.

The society Panem from The Hunger Games could just as well have arisen from modern politics without the intervention of some apocalypse, in that the series of laws created eventually funneled the society into the state where it happens to be at the time of the novels, when the sheeple have given up their power to the government.  (Another aside: note that they tried once and failed, and gave up after that.  If they allow themselves to be so easily trod upon, then they deserve the government they got.)

Rule #3: Dystopias can beget a man-made Apocalypse

Nineteen Eighty-Four, by far the most famous, also has both elements to give it background, but by and large is dystopian.  It is about the people within the proscribed society.

For another example, I would personnally argue that Mad Max isn’t so much a dystopia as a film of anarchy slipping towards its apocalypse hinted at in the introductory montage in The Road Warrior.  Still, it shows that the societies that are created or born from the bad decisions of mad can eventually lean toward the type of mentality that would unleash its own post-apocalypse.

Rule #4:  Not all Apocalypses are created equal.

Zombie apocalypse abounds in our world.  In my youth, during the Cold War, the threat of a Nuclear Apocalypse reigned (and is still, ironically, my ‘favorite’ PA theme and may or may not be the ‘Visitation of the Fallen Suns’ alluded to in the first novel, Umbra: A Post-Apocalyptic Mystery).  The Road Warrior came from this era, as did one of my favorite games of all time, Wasteland (and its nearly 30 years in the making sequel, as well as the beloved ‘Fallout‘ series.)  The threat of pervasive, mutating radiation infecting everything for decades or hundreds of years, along with the (now-disproven) threat of a ‘nuclear winter‘ seemed just too juicy to not spawn some of the greatest PA works of all time.  (Now there’s also a discussion of a ‘nuclear summer’, for the global-warming hangers-on.)  Of course it had its stinkers too, like World Gone Wild, with Adam Ant and Steel Dawn, with Patrick Swayze, God rest his soul.

But what about all those other ones?  Day of the TriffidsWaterworld?  One of my favorite (and arguably one of the only ‘romance’ novels I will ever read, let alone love) – The Silver Metal Lover?  They introduce their own type of apocalypse (blindness/sentient and malevolent plants and melted polar ice caps for the global-warmers, and pollution/asteroid interference, respectively) and all of these are directly influential on the events that occur in the novel.

There are still plenty of differences, and I am sure to revisit this post as time permits to add a few more of my observations, and I invite you to research and suggest some of your own.

The end of the week, I mean, and the beginning of something altogether different. Kind of like the end of the world (as we know it) isn’t going to be the end of everything per se. To quote Aslan, it is only the beginning. But, as the typical workweek goes, the end is near (or nigh, if you prefer) and now it’s time for the fun to begin: the Weekend Media Review.

How could I possibly start this Weekend Media Review posting without mentioning my favorite movie of all time, The Road Warrior. Directed by George Miller (the same guy who brought us The Witches of Eastwick and Babe. Yes, that Babe.) this movie gave birth to the iconic look for the post-apocalypse (along with the punk movements, or is it the other way around?) for decades to come. The Road Warrior also raised the stakes in the car chase scenes, throwing bevies of cobbled road-rejects together -along with an innovative sky chase with the quirky Gyro Captain. Chase scenes in this movie weren’t just for the thrill of speed or just to get away from the bad guy, but they became central to the subplot of the survival of the people in the “village.” A need for speed that transcends – imagine that. This film, admittedly, could have been placed in a western setting*, with a town’s fight for survival because of the one commodity they owned, but we wouldn’t have had those fabulous punks and super-adrenaline chase scenes. Horses are beautiful creatures, and they’re not that expendable. So it’s excused. And George Miller needed a segue for Beyond the Thunderdome. And Fury Road, if it ever gets made as a real movie and not as anime.

What about Max? “Mad” Max Rockatansky already devolved into a heartless killing machine in Mad Max, but in this film, we see him follow the path of the Hero and rise above the self-centered anti-social ex-cop. Miller’s storyline fits the pattern unabashedly of the three-act character growth story.

Act I: Max runs around doing his own thing until the Gyro Captain challenges him to get what Max thinks he wants more than anything else: more fuel (literally, more fuel to keep him going in his old lifestyle, to run the wild roads by himself and stay away from the bad guys). Faced with the challenge, he also is forced to face something else – namely, his own self and his motivations. The people of the town ask him if that is what he really wants – to continue on his pointless crusade of “days go by” and he blows them off. While he experiences a little success in getting the tanker for the people of the town through the baddies’ blockade, all he manages to do is get himself back into trouble with enemies who have all the more reason to hold a grudge. Then when these people come to his aid, he finally realizes No Man is an Island and decides to help them. What does he get for it? The realization they used him as the proverbial red herring. The old Max, the Max of Mad Max, born of vengeance, disappears. Suddenly, he’s laughing at himself, and the pre-friends-and-family-brutalized-and-murdered Max is back.

The Road Warrior, while following the character growth structure so well, manages to create an interesting juxtaposition of the “world upside down” style. Most movies depict “life as usual” and drop an unwitting character into a situation where he/she rises above their everyday selves to become a hero when events turn a little crazy so they can return to their “normal” world. In Miller’s story, nuclear war distorted what is normal and made anarchy the reigning queen of the day. The “upside down” is where Max encounters a village still governed by order and civility, nothing like what he became used to in the outback.

Miller’s characters are over-the-top bizarre, including his good guys (note: Miller was a medical doctor before he became a director, and his movies tend to include at least one character with some type of medical issue, such as the man in the wheelchair in this one, or the cop in Mad Max forced to use the electrolarynx after the accident which slit his throat). As stated previously, the look of the film is groundbreaking and everyone that came after with something even slightly post-apoc lifted from The Road Warrior. Weird Science not only borrowed the gestalt of the character Wez, they even lifted the same actor to parody himself. Even Wells’ character in Commando draws from it.

Besides all of the above analysis, The Road Warrior is just a damn fine movie, a great flick to watch with your girlfriend on a Friday night. Well, maybe. That is, if your girlfriend is like me.

Meltdown Café: 10/10

IMDB: 7.6/10

Rotten Tomatoes: 100%

Flixster: 75%

*Note: Vernon Wells (Wez) sports a mullet mohawk, wears chaps and flaps with his arse free to the wind, shoots (cross)bow bolts and rides a motorcycle with his not-so-‘squaw’ behind him. Tell me that isn’t lifted and tweaked right from a Western. Go on, tell me.

(Originally published on The Meltdown Cafe 7 AUG 2009