Showing posts with label computer games. Show all posts
Showing posts with label computer games. Show all posts

Thursday, September 5, 2024

RED DEAD'S HISTORY: A Video Game, an Obsession, and America's Violent Past, solid read about a very interesting subject


RED DEAD'S HISTORY: A Video Game, an Obsession, and America's Violent Past
TORE C. OLSSON

St. Martin's Press
$30.00, hardcover, available now

Rating: 4* of five

The Publisher Says: A pathbreaking new way to examine US history, through the lens of a bestselling video game

Red Dead Redemption and Red Dead Redemption II, set in 1911 and 1899, are the most-played American history video games since The Oregon Trail. Beloved by millions, they’ve been widely acclaimed for their realism and attention to detail. But how do they fare as recreations of history?

In this engaging book, award-winning American history professor Tore Olsson takes up that question and more. Weaving the games’ plot and characters into an exploration of American violence between 1870 and 1920, Olsson shows that it was more often disputes over capitalism and race, not just poker games and bank robberies, that fueled the bloodshed of these turbulent years. As such, this era has much to teach us today. From the West to the Deep South to Appalachia, Olsson reveals the gritty and brutal world that inspired the games, but sometimes lacks context and complexity on the digital screen. Colorful, fast-paced, and dramatic, Red Dead’s History sheds light on dark corners of the American past for gamers and history buffs alike.

I RECEIVED A DRC FROM THE PUBLISHER VIA NETGALLEY. THANK YOU.

My Review
: I don't play these kinds of games, even ones based on history, so I approach the books about games and gaming like I would explications of religious texts. This is fascinating, I think, why do people get invested in this stuff? I have never found an answer to that but I have definitely learned to appreciate the skill and craft of storytelling involved in creating these interactive spaces.

No exception here. The author is a (tenured! Go Doc!) college professor trained to teach US history specifically, so has a deep knowledge of the universe the game discussed here inhabits; being a child of the time when games like this were in their infancy, and by his own admission an addicted game player until he went to college, he's brilliantly...almost uniquely...suited to see the game universe, more importantly this game and its universe, from both its important axes.

After a long absence from the gaming world spent building and solidifying a career, the author got the giant clonk on the noggin that was the COVID pandemic. His life was upended and the time budget entailed in being an academic completely altered. What better way to use his time than rediscovering gaming, especially since a hot game of the time was Red Dead Redemption? History plus gaming equaled irresistible. The history content of the game was solid...and sometimes not.

If there is better bait for a hook meant for academics, I do not know of it.

As one might expect from a history professor, the "not" side gets the bulk of the attention. It's not presented in a "GOTCHA!!" way. The facts are presented, the footnote corroborates his source, and on we move. For a reader accustomed to accusatory fact-correcting, that might lessen the interest. For me it was a balm. If a fact isn't supported by historiography, but is supported by the needs of gameplay, this is noted. Doesn't make him call it correct, just...noted.

As an opportunity to spread knowledge of US history, this book would not be my first suggestion. It is not a fast-paced trip down History's highway; it is not a slow meander through the woods, examining the flora and spotting the fauna. It is a solid, readable work of game analysis as this intersects with actual history, contextualized by very interesting meditations on what the choice of historical background, and the alterations to historiography, say about both gaming and overall culture.

I was never bored, or even disengaged from, the story. For context recall that I am well into my seventh decade on Earth, and had no concept of home computing as a thing until the early Eighties. I liked card games and board games as a kid. Dungeons and Dragons felt like math class to me. And my interest was held. I hope that tells you what kind of work this is: Quality thinking expressed clearly and organized well.

It didn't make me excited, gave me no frisson, so I can't add a fifth star. It is a solid, thought provoking read about two subjects of great interest to me, and very probably of even greater to those who skew towards interest in gaming than I do.

Thursday, September 1, 2022

RABBITS, truly trippy and not for everyone...but if it's for you, you'll eat it up with a spoon


RABBITS
TERRY MILES

Del Rey Books
$17.00 trade paper, available now

Rating: 4* of five

The Publisher Says: Conspiracies abound in this surreal and yet all-too-real technothriller in which a deadly underground alternate reality game might just be altering reality itself, set in the same world as the popular Rabbits podcast.

It's an average work day. You've been wrapped up in a task, and you check the clock when you come up for air—4:44 pm. You go to check your email, and 44 unread messages have built up. With a shock, you realize it is April 4th—4/4. And when you get in your car to drive home, your odometer reads 44,444. Coincidence? Or have you just seen the edge of a rabbit hole?

Rabbits is a mysterious alternate reality game so vast it uses our global reality as its canvas. Since the game first started in 1959, ten iterations have appeared and nine winners have been declared. Their identities are unknown. So is their reward, which is whispered to be NSA or CIA recruitment, vast wealth, immortality, or perhaps even the key to unlocking the secrets of the universe itself. But the deeper you get, the more deadly the game becomes. Players have died in the past—and the body count is rising.

And now the eleventh round is about to begin. Enter K—a Rabbits obsessive who has been trying to find a way into the game for years. That path opens when K is approached by billionaire Alan Scarpio, the alleged winner of the sixth iteration. Scarpio says that something has gone wrong with the game and that K needs to fix it before Eleven starts or the whole world will pay the price.

Five days later, Scarpio is declared missing. Two weeks after that, K blows the deadline and Eleven begins. And suddenly, the fate of the entire universe is at stake.

I RECEIVED A DRC FROM THE PUBLISHER VIA NETGALLEY. THANK YOU.

My Review
: There is no possible way to explain the effect of this book to someone who's never dropped acid, consumed ayahuasca, or been down the psilocybin road. If you know, you know; if you don't, quite a lot of what is happening here is simply...weirdness. Which, to be fair, it is; but it is so much more than merely ornamentally weird.

If you're the one who read Ready Player One and thought, "hey, that could be me!" then you're prime meat for the story's more esoteric references. And you'll probably like it even more if you loved The Matrix but less so the sequels. I'm betting that, if you've read The Trial and/or Kafka on the Shore more than once, you'll read this book with relish.

But, crucially, absent a strong desire to seek out and complete patterns in the world, and in your head, the main pleasure of the book will slightly elude you. K (hi, Franz!) who narrates the book to us, isn't gendered. K's girlfriend Chloe is not inclined, under the circumstances of the book, to compliment K on diagnostic body parts. When talking through the extreme weirdness of life inside the rabbit hole of a planet-wide conspiracy with the stakes being your very life, suchlike stuff ain't no big. But in fact, there are little indicators that K is more than a gendered presence, is in fact a Jungian archetype, several in turn by my count. But that's a discovery for the reader to make. I will say this: I liked the hunt for those tells, too.

What worked best for me in the read was that very sense of patterns hanging from the trees, drifting in the air, making explicit shadows on the sidewalk as you're coddiwompling among the words. I enjoy the sensation of being led and misdirected to get to a story that won't take a final shape. I don't know Seattle, I took a serious aversion to it during my 1990s foray there, so a lot of the subtext from the locale was simply lost on me. (Greenness and verdant growth are menacing in two places on Earth: The Pacific Northwest and Ireland.)

There's something very soothing about conspiracy theories. One is assured of being Right: no evidence will ever penetrate the bunker mentality. There's a Reason for the random shit that happens: THEY want it to! And, if it's too random to fit into the pattern, THEY lost a round (which is scary and satisfying) or the computer introduced a new variable. Standing on the edge, looking down, and seeing Something is the only way most people can keep going. (I myownself see nothing, and absolutely vibrate with eagerness to lose myself in it.)

So on so many levels, this isn't a book aimed at me...I'm too old, too cynical, and too disinclined to believe there's a Purpose...but it's told in that densely imagined and deeply felt way that draws me in every time. That there are trappings I could do without, well, that's because they're there for others to enjoy. That there is no rush in Author Miles's unfolding of the story is a net good thing. He could've told the whole megillah in 200pp and had room for the publisher's entire catalog of SF/F titles. But the point of the story would've been violated.

Go on a journey. Listen to the people around you. I don't mean keep your ears open, I mean *listen* as the words come towards you. It takes a lot of practice to get good at listening, but this book is both a good place to practice and a rewarding discovery when you practice the skill here. I expect a lot of readers didn't fare well with the book because it simply doesn't follow ordinary trails to get between the start and the finish. If you're a Neal Stephenson reader, if Cryptonomicon and Reamde delighted you, here's another scratcher for that itch. You're not likely to be disappointed, either, Murakami readers. And best of all, you can get a paperback to take to the beach for Labor Day!

Wednesday, July 20, 2022

TOMORROW, AND TOMORROW, AND TOMORROW...taking Shakespeare literally is good strategy


TOMORROW, AND TOMORROW, AND TOMORROW: A Novel
GABRIELLE ZEVIN

Alfred A. Knopf
$28.00 hardcover, available now

TRADE PAPER EDITION ON 25 JUNE 2024 It will cost $19.00 and pre-orders are accepted now.

Rating: 4* of five

The Publisher Says: In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends—often in love, but never lovers—come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality.

On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won't protect them from their own creative ambitions or the betrayals of their hearts.

Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin's Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before.

I RECEIVED A DRC FROM THE PUBLISHER VIA NETGALLEY. THANK YOU.

My Review
: When you're old, like me, you don't expect to follow middle-aged peoples' passions because you raised them so you know there's just stuff not shared between generations. One of those things is gaming. I've watched people get really passionate about the games they're playing and, frankly, wanted to yawn in their face. I do not see the appeal. But, knowing this was going to be the spine of the story, I was ready for that and factored my indifference out of the story's appeal.
Sadie had often reflected that sex and video games had a great deal in common. There were certain objectives that needed to be met. There were certain rules that shouldn't be broken. There was a correct combination of movements—button mashes, joystick pivots, keystrokes, commands—that made the whole thing work or not work. There was a pleasure to knowing you had played the game correctly and a release that came when you reached the next level. To be good at sex was to be good at the game of sex.

What we're left with is the childhood friend, I think most of us have had one, whose idea of a good time marches well with our own and whose ability to connect with our quiet places makes them invaluable and necessary companions. This is not to say they're romantic-partner material, and in some odd way I think that romantic facet, if present, actually works against this sort of long-term companionship. The relationship that Sam and Sadie take with them through their lives is that companionably silent, creatively clicking connection. It's a wonderful thing to find and, mirabile dictu, Author Zevin makes the force of it real, present, and never overplays her hand with it. A tremendously admirable and no doubt difficult achievement.
Why was it so hard for him to say he loved her even when she said it to him? He knew he loved her. People who felt far less for each other said "love" all the time, and it didn't mean a thing. And maybe that was the point. He more than loved Sadie Green. There needed to be another word for it.

–and–

To allow yourself to play with another person is no small risk. It means allowing yourself to be open, to be exposed, to be hurt. It is the human equivalent of the dog rolling on its back—I know you won't hurt me, even though you can. It is the dog putting its mouth around your hand and never biting down. To play requires trust and love.

The hardest thing to admit to yourself is that you're the Bad Guy in someone else's fairy tale of life and love. Someone out there thinks of you with acute hurt and badly wounded feelings. Sam and Sadie are that to each other, as well as companionable besties. It's complicated, and it wouldn't do to spend time spoilering it, but suffice to say that the ability to betray, then to forgive yourself and seek forgiveness from the betrayed, is another very difficult thing to present in any believable way in fiction. Author Zevin does that, too.
"We work through our pain. That's what we do. We put the pain into the work, and the work becomes better. But you have to participate. You have to talk to me. You can't ignore me and our company and everything that came before."

It's a story about the depths of devotion to an idea, an ideal, and a cause in service of one's burning passion to make and be more than one is. It's a story about Love being, in the end, enough to make even failure less important. It's a story about Sam and Sadie making a life with each other: even though not spouses, they're necessary in each others' world because...well, because.
“I thought you were worried I was going to die," Sam said.

"No. You'll never die. And if you ever died, I'd just start the game again," Sadie said.

"Sam's dead. Put another quarter in the machine."

"Go back to the save point. Keep playing, and we'll win eventually.”

There it is, in that brief passage. That is what some connections offer, and what some of us luck into once or twice in a lifetime. It's precious beyond price and it's the heart of this loving story of the messy, cruel, angry thing we call life.

Why, then, have I given the read a mere four stars? Because I am, as noted above, old. It is not a story written for me, and so I am not as invested in it as I would be if I were 42 not 62. I expect that others will love the delicate and intricate love among all three main protagonists without the sense I had of being spoken around at the dinner table. It's a fate, like bed-wetting, that comes around again after being left behind in childhood. Hence the lack of a fifth, or fraction of a fifth, star. Still a story I'd encourage you to read. (With an agèd person caveat.)

Monday, May 9, 2022

MERCURY RISING, alternate space-race history with waaay trippy nukes


MERCURY RISING
R.W.W. GREENE

Angry Robot (non-affiliate Amazon link)
$6.99 Kindle edition, preorder now

Rating: 4.75* of five (the w-bombs! the w-bombs!)

The Publisher Says: Alternative history with aliens, an immortal misanthrope and SF tropes aplenty

Even in a technologically-advanced, Kennedy-Didn’t-Die alternate-history, Brooklyn Lamontagne is going nowhere fast. The year is 1975, thirty years after Robert Oppenheimer invented the Oppenheimer Nuclear Engine, twenty-five years after the first human walked on the moon, and eighteen years after Jet Carson and the Eagle Seven sacrificed their lives to stop the alien invaders.

Brooklyn just wants to keep his mother’s rent paid, earn a little scratch of his own, steer clear of the cops, and maybe get laid sometime in the near future. Simple pleasures, right? But a killer with a baseball bat and a mysterious box of 8-track tapes is about to make his life real complicated…

I PRACTICALLY HAD TO BEG THE AUTHOR FOR A DRC. I *THOUGHT* WE WERE FRIENDS. MY FEELINGS ARE STILL HURT.

My Review
: No, really. Mortally wounded that this wingèd not my way until I groveled. *sniff* (And seriously NO MORE W-BOMBS. Cut that crap out, dirty-old-man-in-training!) I was calmly enjoying the mental soundtrack, the 1970s jukebox that's permanently cued up in my head, when *wham* another revolting w-bomb.

But about that jukebox...would we, in fact, have the precise same pop-cultural artifacts in a world that didn't slow down its climb to the stars? The 1968 Cougar, well, okay, that was already on course from 1958. The planning window of a car in those days was five years...so the 1958s wouldn't've been much altered from our world, as I understand the timeline, which diverges first in the middle 1940s and so those cars can be explained. Pop culture spins on a nailhead. Elvis electrifying the country is one example, the Beatles knocking off his cool-cat cap is another, but both of those came in response to specific cultural stimuli. Wouldn't the world be more law-and-order oriented when the Oppenheimer Nuclear Drives are dangling before the lust-drenched gaze of every young testosterone factory? Can't get in one of those unless your nose is clean.

Which, of course, our PoV character (Brooklyn Lemontagne) flouts. But the reason he's able to flout that social control mechanism is simple: Invaders from Outer Space! The ultimate Golden Age of SF trope. This time they're Mercurians, the patent absurdity of whose existence gives even the Hero of the piece (who apparently dies early on) some pause. Can't argue with the presence of stonking hostile warships and evaporated cities, can you.

This takes place among Americans! Of course you can! The whole planet pulls together to combat the Enemy from Beyond...and there are ignorant goofballs talking conspiracy theories, there are hemi-hippies rebelling against the controlling hand of the grown-ups. This is the world, and honestly I agree with Author Greene's take on it. I quibble with some details, but I believe he's exactly correct that even an existential threat with ample death and destruction to demonstrate its reality won't create more than a façade of unity among the irredeemable mass of humanity. (Look around, tell me, and him, we're wrong.)

So I buy the premise. So I consent to set aside my niggling nuh-uh generator. I'm in for the ride.

Part One: Mercury Rising is straight out of Astounding's *1956 volume. Brave Americans and honorable Soviets lay down their grievances and get on with the job of killin' them some Mercurians. (Mercurians!) The Ultimate Price? Paid. Now what? When and where are we going next? I'm almost sure my Kindle screen cracked under the thumping of my thumb.

Part Two: Bad Blood shifts gears, gives us the rest of the battle story very effectively, and sends Brooklyn, our new PoV man, into some nasty corners. And not one of 'em anything but his own idiot fault. Some gross and very personal violence perpetrated later in the section...it starts to feel like we're going to be in Peckinpah territory through the book...and, on schedule, the fecal matter impacts the rotary air circulation device at warp speed.

The thing about living your life outside is that you learn to watch simple things like a hawk. It takes Brooklyn about three times as long as it should to come up with his get-out-of-jail-free card. But he decides there's nothing else for it: Go to space, full decade enlistment, and get the whole shootin' match handled...crimes forgiven, mother fed, and future still neatly fucked, same as if he'd gone to jail without solving the problems he most cares about solving. Yay...?

Part Three: Squeeze Box details the adjustments of life in military training. It's not like I wasn't expecting it. But I also wasn't enjoying it much until I suddenly twigged: Brooklyn's assigned buddy, Tommy, is gay. And nothing at all fazes Brooklyn, or anyone else it seems, about it.

It seems that the Mercurians (!) destroying Cleveland and causing climate change as well as serious ashfall issues gave people something more interesting than who's zoomin' who to fret over. As well as feed innumerable conspiracy theories that, oddly prove to be correct but misaimed.

Part Four: Take the Money and Run did very little for me, but brightened up the contrast between Brooklyn's America and my 1976 US.

There's a goodly amount of interpersonal violence in this story, fisticuffs to donnybrooking (to use old-fashioned terms); appropriate for a dead-end life such as Brooklyn was living and (I hope) merely his own process of molting that no-longer-needed carapace. The end of the part was oddly assorted with its beginning if that isn't to be the case; our man Brooklyn gets out of his mind instead of out of his head, and does so in the place I think something like Coachella or Burning Man *should* take place: The mass grave of an entire city's populace.

Part Five: The Rubberband Man pretty much just cemented the crazy-shit-men-do-together trope for all time. It's an adventure story, that was an adventure, but...not quite the thing I'd've chosen to prove "once a scofflaw, always a scofflaw" to ye olde readere.

Part Six: Flight '76 was apparently meant to earworm me in the most appalling possible way, including a w-bomb in the first five seconds of the awful, terrible, well-below-mediocre tune that refuses to get out of my head. I think SOMEone owes me some sort of reparations.

Part Seven: Boogie Nights starts with a much better earworm, thank the Nine Goddesses. But it's more transition time treats, ABBA on the Moon (!), and some interesting-to-me alt-hist entertainment...Vice-President JACKSON...then off into the Wild Black Yonder. It goes by really fast.

We do see a good, solid character whose trajectory is geting more interesting, though it's a glancing blow. I'm mostly intrigued by this *McCartney singing political rock opera....

Part Eight: Don't Let Me Be Misunderstood is an earworm I can live with, if without the good memories of Boogie Nights. It's also the best shorthand for the events of this part...there are so many mistakes and screwed-up connections to work out, the metaphor of upgrading the computer is especially apt.

The ship names are giving me little frissons. The (Marie-Madeleine) Fourcade is a woman-captained solo spy ship, the Baron von Steuben old-fashioned, obsolescent, and largely overlooked haven for the queer boys too useful to get rid of but not important enough to keep secure (much to the PTB's cost), each carrying its subtext like a homing beacon and not just one of the darn things. I mean, what did von Steuben do? And where (in Ohio) is Steubenville? And why is Carruthers so shifty?

Part Nine: Runnin' on Empty truly sets new stakes for literally everyone in this, our one wild and precious life. Titanically, existentially reorders whatever priorities you thought you'd formed by utterly altering the ground you plonk your trotters onto every time you think to move.

I do not know of an Odysseus I'd rather see handle this situation than the one who is.

Part Ten: Flash Light wafts its foully malodorously vapid earworm through the four-foot speaker towers in my mental disco.

But that is as nothing to the sudden but inevitable betrayal that This Land endures at the foul, gangrenous typing digits of Author Greene. I am too traumatized to say more.

Part Eleven: Boy from New York City introduces us to the real Jet...short for Jethro...Carson. And now the first part has closure. What we're doing I won't tell you, but I will say that there's a reason you'll want to read this and it's in this part.

Part Twelve: Take a Chance on Me is the first time I haven't wanted to claw my brain out to wash the earworm ichor off it.

There's a lot to cheer for, and a lot left to learn. This is a good solid familiar story arc and it's got lots of good gauds and gew-gaws bejazzling its basic curves. We're going to be offered another trip, right?

Rapture Right!