The Bullet-Catcher's Daughter is a fast-paced adventure novel set in an alternative, steampunky Britain, where the industrial revolution has slowed to a crawl and a civil war has split the country into a puritan Republic in the North and a flamboyant Kingdom in the South.
Elizabeth Barnabus, our heroine, is a refugee from the Kingdom, living in the Republic. She has fled because she was about to be enslaved due to family debts, and being the (sex) slave of an evil old Lord did not appeal to her. In the Republic, she leads a double life, running a detective agency dressed as a man (her supposed brother), while managing the home (a boat) and neighbours as herself. Here, too, she has financial problems, and unless she can earn a huge sum within a few months, she'll lose her home.
Enter a mysterious Lady from across the border, with an assignment that promises to be richly rewarded: find her missing brother (who has left the Kingdom with a circus now touring the Republic), and all Elizabeth's troubles will be solved.
Of course, things never quite go to plan.
There's a lot to like about The Bullet-Catcher's Daughter. The pace is fast. The tropes are fun. (Femme fatale! Circus! Detectives and spies! Mysterious strangers! Women dressing as men to outsmart the Patriarchy!) ... It's never boring and Elizabeth is kept busy chasing her quarry and being chased by nefarious villains.
There's also a lot that could be a bit better. (One of the defining features of Angry Robot books is that they have a portfolio of interesting, promising books, many of which could have used a bit more editorial massaging to polish into shape). For example, the world building is a bit wonky. The history is drip fed into the story, but feels like it only exists in the very broadest strokes. The plot paints a sinisterly powerful Patent Office, but after reading it I still have no idea why the patent office has powers, what its motives are in the present, nor what it was set up to do in the first place. Our hero is supposed to be very good at leading her double life, undiscovered for five years, but in the space of the novel a surprising number of people find out her secret. And ultimately, the resolutions of the plot around the missing brother and the McGuffin felt rushed and a bit... inconsistent. (Pretty much everything about the McGuffin was a bit odd).
So: a pleasant steampunky caper, good fun, but a little rough around the edges.
Rating: 3.5/5
Showing posts with label Steampunk. Show all posts
Showing posts with label Steampunk. Show all posts
Thursday 23 August 2018
Monday 18 April 2016
The Thrilling Adventures of Lovelace and Babbage by Sydney Padua
The Thrilling Adventures of Lovelace and Babbage: The (Mostly) True Story of the First Computer is a beautifully produced book. It's hard to describe it: not quite graphic novel, but more than a collection of sketches and comics. Not quite biography, but neither is it just a cartoon fantasy.
I first heard of the comic through watching Calculating Ada on BBC iPlayer: Sydney Padua is one of the people briefly interviewed for the programme, and some of her art is shown. Those brief glimpses of cartoon Ada resonated with me immediately, so when I saw the book in Waterstones, I didn't think twice before buying it, even though I had no idea what the comic itself is actually like.
As such, the introduction was almost a surprise: Sydney Padua was originally asked for a comic showing the real history of Lovelace and Babbage's work. When she didn't like the downbeat ending of real events, she added a final uplifting panel about a pocket (alternative) universe filled with adventures and crime fighting - and people really wanted her to continue that story. The outcome is this book, a hypothetical imagination of what the story would be like if it were to continue as a comic adventure. (Also, the 2D Goggles website)
Like many comics that started on the internet, it doesn't have a continuous story arc, but is a collection of fairly standalone flights of fancy. Where it differs from regular web comics is in its basis, which is always at least inspired by historic quotes and facts, and in its habit of quoting primary sources. Clearly, a lot of research and love has gone into the book. Affection for the characters veritably oozes off the page, while the multiple footnotes per page explain every reference, allusion or detail. Each episode is followed by additional endnotes, which add to the detail from the footnotes, and the book has a further set of appendices on top of that.
The reading experience is quite unusual: almost every line of dialogue and every joke is explained in footnotes. As a German-born man, I principally approve of the explaining of jokes, of course, but it does interrupt the flow of the comic a little. It feels more like getting lost and absorbed in Wikipedia, following one intriguing link after another, with a sense of continuous fascination, than it feels like reading a story.
I guess the book is written for a very specific audience: geeks. Ada Lovelace is, after all, one of the iconic heroes worshipped by 21st century geeks, along Nikola Tesla and other under-appreciated geniuses. This book is not (just) aiming for comedy and entertainment, it wants to get people excited about scientific research and historical figures and events. It wants to educate, and it wants to share the author's fascination and celebrate mankind's capacity for enthusiasm (geekery) itself.
I adored the art / style and loved the enthusiasm. I enjoyed the episodes and the quirky ideas. I appreciated the footnotes and endnotes (unlike other books which have more general knowledge about a topic and sprinkle hidden references that only the cognoscenti can appreciate, Lovelace and Babbage is entirely inclusive of the ignorant, and provides the knowledge to understand each reference), and I think that this book honours Lovelace, Babbage and their contemporaries with clear affection and respect. I loved the whimsiest episodes and ideas the most and couldn't get enough of those.
At times, the book was a little too clever for my taste - I would have loved for Lovelace and Babbage to have a few quirky, whimsical adventures that would have been less bothered with edutainment and more purely narrative-focused. The plot always took last place in the author's priority list, with history, facts, quotes, jokes and whimsy all being more important. Much as I enjoyed the book, I would have liked a little more plot (both inside episodes and between episodes).
Still, if you like steampunk, Victoriana, history, geek culture, comic books, postmodern storytelling and/or a cute aesthetic, then The Thrilling Adventures of Lovelace and Babbage is well worth your time.
Rating: 4/5
I first heard of the comic through watching Calculating Ada on BBC iPlayer: Sydney Padua is one of the people briefly interviewed for the programme, and some of her art is shown. Those brief glimpses of cartoon Ada resonated with me immediately, so when I saw the book in Waterstones, I didn't think twice before buying it, even though I had no idea what the comic itself is actually like.
As such, the introduction was almost a surprise: Sydney Padua was originally asked for a comic showing the real history of Lovelace and Babbage's work. When she didn't like the downbeat ending of real events, she added a final uplifting panel about a pocket (alternative) universe filled with adventures and crime fighting - and people really wanted her to continue that story. The outcome is this book, a hypothetical imagination of what the story would be like if it were to continue as a comic adventure. (Also, the 2D Goggles website)
Like many comics that started on the internet, it doesn't have a continuous story arc, but is a collection of fairly standalone flights of fancy. Where it differs from regular web comics is in its basis, which is always at least inspired by historic quotes and facts, and in its habit of quoting primary sources. Clearly, a lot of research and love has gone into the book. Affection for the characters veritably oozes off the page, while the multiple footnotes per page explain every reference, allusion or detail. Each episode is followed by additional endnotes, which add to the detail from the footnotes, and the book has a further set of appendices on top of that.
The reading experience is quite unusual: almost every line of dialogue and every joke is explained in footnotes. As a German-born man, I principally approve of the explaining of jokes, of course, but it does interrupt the flow of the comic a little. It feels more like getting lost and absorbed in Wikipedia, following one intriguing link after another, with a sense of continuous fascination, than it feels like reading a story.
I guess the book is written for a very specific audience: geeks. Ada Lovelace is, after all, one of the iconic heroes worshipped by 21st century geeks, along Nikola Tesla and other under-appreciated geniuses. This book is not (just) aiming for comedy and entertainment, it wants to get people excited about scientific research and historical figures and events. It wants to educate, and it wants to share the author's fascination and celebrate mankind's capacity for enthusiasm (geekery) itself.
I adored the art / style and loved the enthusiasm. I enjoyed the episodes and the quirky ideas. I appreciated the footnotes and endnotes (unlike other books which have more general knowledge about a topic and sprinkle hidden references that only the cognoscenti can appreciate, Lovelace and Babbage is entirely inclusive of the ignorant, and provides the knowledge to understand each reference), and I think that this book honours Lovelace, Babbage and their contemporaries with clear affection and respect. I loved the whimsiest episodes and ideas the most and couldn't get enough of those.
At times, the book was a little too clever for my taste - I would have loved for Lovelace and Babbage to have a few quirky, whimsical adventures that would have been less bothered with edutainment and more purely narrative-focused. The plot always took last place in the author's priority list, with history, facts, quotes, jokes and whimsy all being more important. Much as I enjoyed the book, I would have liked a little more plot (both inside episodes and between episodes).
Still, if you like steampunk, Victoriana, history, geek culture, comic books, postmodern storytelling and/or a cute aesthetic, then The Thrilling Adventures of Lovelace and Babbage is well worth your time.
Rating: 4/5
Saturday 19 December 2015
80 Days by inkle
Back in October, I read Strange Charm's review of 80 Days. The review made me buy the game immediately: it sounded like something quite special. And it is.
80 Days is not like most games I have played. It's basically a choose-your-own-adventure story, based primarily on text. The player is Passepartout, valet to Phileas Fogg, travelling around the world for a wager. In every city, you get to choose how and where to travel next, from the connections that are available and which you have been able to discover. (You may not discover every route out of a city)
During every movement from city to city, you choose what to do - look after Fogg (which boosts his health), talk to someone (to find out more about your destination and onwards travelling options), or read the newspaper (to find out about things going on in the world, and sometimes, travel options). In most cities, you can go to a market to buy and sell goods, to a bank to take out loans (which slow you down because you have to wait some day(s) before the funds are cleared), explore to find out onward travel routes and stay overnight. Sometimes, you don't have enough money to continue your journey and you have to find ways to earn it. Other times, Fogg may not have enough health to withstand a particularly arduous route, and you have to let him recuperate. On top of all this, there are a multitude of encounters, on transport and in cities, and adventures and sub plots that you may get embroiled in.
This makes it sound a little dry. It isn't. The characters you meet are a cornucopia of interesting people, of all races, backgrounds, sexes, occupations and opinions. You may meet pirates and royalty, engineers and slave traders, revolutionaries and soldiers. You may get embroiled with a notorious cat burglar or a quest for a robot soul. And the means of transport themselves are fantastically imaginative: this is a steampunk universe realised to its full potential, letting you travel by land, sea, air and, in some places, by even more esoteric means. Not to mention all the little adventures en route: from murder mysteries to grand adventures in the best tradition of Jules Verne and 19th century explorers, this world is chock full of possibilities.
The first time I played the game, I was focused entirely on getting around the world as quickly as possible, so I picked very long, expensive journey legs. I soon ran out of money and ultimately failed to meet the 80 days deadline. The next few times, I played with more focus on balancing income (through trading profitably) with movement. It got fairly easy to get around the world within 80 Days. Then I started geting more and more interested in exploring the world that the creators have produced, and the sub plots. I'm still playing, after dozens of journeys, because I am trying to resolve different mysteries. In all the many, many times I've gone around the world, I have so far only found one way to find a different ending to the game - but that discovery in itself was highly rewarding. I still haven't figured out the Agatha Christie-esque murder mystery on one leg of one itinerary, and I have stumbled across different story paths related to an object you can acquire at a railway station in Western Europe, but I suspect there is a more exciting possible outcome somewhere, if only I could find it.
The plotlines you might stumble into have very different possible outcomes, both in what happens and what it says about the world. You may come into possession of things that some consider the ultimate abomination, while others venerate them, and depending on what you do with them, you may get lots of money or change the world...
At the same time, I'd lie if I didn't admit that some things are a little bit frustrating. As you travel, most circumnavigations will go without really connecting to most of the characters you meet. You may meet two dozen larger-than-life characters and glimpse their lives for the brief duration of the shared journey from A to B, and then never see them again. Sometimes you glimpse something in passing which hints at an intersection with another plotline, had you only chosen differently. Sometimes you read newspaper headlines that tell you about things you have passed. Then again, that is more or less what travelling is like, no?
It is those frustrations which make the game so addictive: I replay again and again because I want to know what I've missed, what I have passed by. When going around the world again and again, I start getting off at different stops, taking different branches, trying to find different routes. This can be hugely rewarding: having passed through an area and witnessed brutality in one journey, I came through the same town on a different route and got a chance to take part in a daring rescue. Another time, in a different place, I had to choose whether to help robbers or fight them, and the two outcomes were vastly different.
I absolutely adore this game. I can't praise it highly enough. Who'd have thought that a text adventure (accompanied by admittedly very nifty, pretty illustrations and a lovely globe) could be so addictive in the age of smartphones?
Rating: 5/5
Go buy it now!
80 Days is not like most games I have played. It's basically a choose-your-own-adventure story, based primarily on text. The player is Passepartout, valet to Phileas Fogg, travelling around the world for a wager. In every city, you get to choose how and where to travel next, from the connections that are available and which you have been able to discover. (You may not discover every route out of a city)
During every movement from city to city, you choose what to do - look after Fogg (which boosts his health), talk to someone (to find out more about your destination and onwards travelling options), or read the newspaper (to find out about things going on in the world, and sometimes, travel options). In most cities, you can go to a market to buy and sell goods, to a bank to take out loans (which slow you down because you have to wait some day(s) before the funds are cleared), explore to find out onward travel routes and stay overnight. Sometimes, you don't have enough money to continue your journey and you have to find ways to earn it. Other times, Fogg may not have enough health to withstand a particularly arduous route, and you have to let him recuperate. On top of all this, there are a multitude of encounters, on transport and in cities, and adventures and sub plots that you may get embroiled in.
This makes it sound a little dry. It isn't. The characters you meet are a cornucopia of interesting people, of all races, backgrounds, sexes, occupations and opinions. You may meet pirates and royalty, engineers and slave traders, revolutionaries and soldiers. You may get embroiled with a notorious cat burglar or a quest for a robot soul. And the means of transport themselves are fantastically imaginative: this is a steampunk universe realised to its full potential, letting you travel by land, sea, air and, in some places, by even more esoteric means. Not to mention all the little adventures en route: from murder mysteries to grand adventures in the best tradition of Jules Verne and 19th century explorers, this world is chock full of possibilities.
The first time I played the game, I was focused entirely on getting around the world as quickly as possible, so I picked very long, expensive journey legs. I soon ran out of money and ultimately failed to meet the 80 days deadline. The next few times, I played with more focus on balancing income (through trading profitably) with movement. It got fairly easy to get around the world within 80 Days. Then I started geting more and more interested in exploring the world that the creators have produced, and the sub plots. I'm still playing, after dozens of journeys, because I am trying to resolve different mysteries. In all the many, many times I've gone around the world, I have so far only found one way to find a different ending to the game - but that discovery in itself was highly rewarding. I still haven't figured out the Agatha Christie-esque murder mystery on one leg of one itinerary, and I have stumbled across different story paths related to an object you can acquire at a railway station in Western Europe, but I suspect there is a more exciting possible outcome somewhere, if only I could find it.
The plotlines you might stumble into have very different possible outcomes, both in what happens and what it says about the world. You may come into possession of things that some consider the ultimate abomination, while others venerate them, and depending on what you do with them, you may get lots of money or change the world...
At the same time, I'd lie if I didn't admit that some things are a little bit frustrating. As you travel, most circumnavigations will go without really connecting to most of the characters you meet. You may meet two dozen larger-than-life characters and glimpse their lives for the brief duration of the shared journey from A to B, and then never see them again. Sometimes you glimpse something in passing which hints at an intersection with another plotline, had you only chosen differently. Sometimes you read newspaper headlines that tell you about things you have passed. Then again, that is more or less what travelling is like, no?
It is those frustrations which make the game so addictive: I replay again and again because I want to know what I've missed, what I have passed by. When going around the world again and again, I start getting off at different stops, taking different branches, trying to find different routes. This can be hugely rewarding: having passed through an area and witnessed brutality in one journey, I came through the same town on a different route and got a chance to take part in a daring rescue. Another time, in a different place, I had to choose whether to help robbers or fight them, and the two outcomes were vastly different.
I absolutely adore this game. I can't praise it highly enough. Who'd have thought that a text adventure (accompanied by admittedly very nifty, pretty illustrations and a lovely globe) could be so addictive in the age of smartphones?
Rating: 5/5
Go buy it now!
![](http://www.inklestudios.com/blog/content-img/transport-selection.png)
Thursday 28 August 2014
The Incorruptibles by John Hornor Jacobs
The Incorruptibles mixes a huge variety of aesthetics:
Seriously. This is a 19th-century-style universe where Romans.... pardon, 'Rumans', have conquered much of the world, and are in perpetual competition / conflict for dominance with the Chinese empire. We follow a bunch of Romans on their demon-powered riverboat as they travel, accompanied by our narrator and his friend, the cowboys / scouts. They encounter Injuns... pardon: natives (who have superpowers: unnatural healing, speed and strength, and who are extra tall). Their technology (guns and steam) is powered by demons...
This book throws a gazillion genres together (if Joss Whedon can do cowboy space opera, why not a steampunk Roman demonic horror story with elves?). Unfortunately, it does not throw them together in a particularly interesting story. The characters are fairly boring. The story spends an awful lot of time lacking direction. There is action, but not much tension, for much of the book. And ultimately the genre combo seems overly contrived. This book, with a super promising cover and exciting blurbs, sadly does not deliver the joy it promises.
Rating: 3/5
- Steampunk (think Jules Verne and HG Wells inspired retro scifi)
- Riverboat Journey in the US (think Huck Finn)
- Western
- Romans
- Demons & Possession Horror
- Elves
Seriously. This is a 19th-century-style universe where Romans.... pardon, 'Rumans', have conquered much of the world, and are in perpetual competition / conflict for dominance with the Chinese empire. We follow a bunch of Romans on their demon-powered riverboat as they travel, accompanied by our narrator and his friend, the cowboys / scouts. They encounter Injuns... pardon: natives (who have superpowers: unnatural healing, speed and strength, and who are extra tall). Their technology (guns and steam) is powered by demons...
This book throws a gazillion genres together (if Joss Whedon can do cowboy space opera, why not a steampunk Roman demonic horror story with elves?). Unfortunately, it does not throw them together in a particularly interesting story. The characters are fairly boring. The story spends an awful lot of time lacking direction. There is action, but not much tension, for much of the book. And ultimately the genre combo seems overly contrived. This book, with a super promising cover and exciting blurbs, sadly does not deliver the joy it promises.
Rating: 3/5
Friday 26 July 2013
Cinnamon and Gunpowder by Eli Brown
Cinnamon and Gunpowder is a novel about a chef who is kidnapped by a female pirate captain, forced to become her personal chef cooking a nice meal for her once a week, while she continues her obsessive pursuit of a mysterious individual and a vendetta against an evil corporation.
The writing is authentic enough, feeling similar to Mary Shelley's Frankenstein in tone. That also means it is not necessarily very lively: Victorian writing tends to be quite wordy and not very streamlined. Just like Doctor Frankenstein, our hero is a rather whiny fellow. The story is told in diary entries, so many chapters start with a breathless "I can't believe I just survived these perils" type sentence - which tells you that he survives and that there is little need to worry or fear for our narrator's safety.
The most notable thing about the story is that it reads like a complete gender inversion of a typical Stockholm Syndrome pirate romance tale. Dominant captain kidnaps verbally spirited, but physically weak and generally unwise person. Kidnap-ee plans their escape, verbally opposes the captain (by whinging, mostly), occasionally gets up to some mischief causing themselves problems and a bit of havoc on board, but is ultimately exempt from the ship's otherwise harsh discipline because the captain has a weak spot and keeps the weakling under their personal protection. Over time, the weak kidnap-ee develops feelings of loyalty and devotion towards the strong, dominant captain. Except this time, the weak kidnap-ee is a man, and the dominant captain is a beautiful red-haired woman. It's Mills and Boon, only backwards.
I like the idea, but I found that it was often unconvincing: male leads are supposed to be protective of female protagonists. That's chivalry. When it's reversed, it is an inexplicable and alien favouritism that seems unconvincing and a bit wrong. Also, a female kidnap-ee on a ship full of men stands out because she is female (rendering her in more need of protection). A male kidnap-ee on a ship of men does not stand out and does not seem to warrant extra patience. Basically, it turns out a complete gender reversal just feels strange, forced, and unconvincing, even borderline unpleasant. Perhaps the dominant-character-kidnapping-weakling and weakling-falling-for-their-abductor plotline is a bit toxic, no matter what the gender assignments are.
There is more to the plot - it also deals with the Opium Trade and British Imperialism etc. - so there's something quite educational about the story. The steam-punky obsessive captain in pursuit, with hot air balloons, rockets and crank-powered machine guns, on the other hand, seems much less authentic.
In terms of swashbuckling adventures, there's plenty. Some beggar belief (a person survives without boat in the ocean for two days and is then, through dumb luck, picked up by another ship, which happens to be a very important ship to the plot...), but for the most part, the adventures are on a grand scale and just this side of believable.
All in all, it's not a bad novel. It's just not very good, either...
Rating: 2/5
The writing is authentic enough, feeling similar to Mary Shelley's Frankenstein in tone. That also means it is not necessarily very lively: Victorian writing tends to be quite wordy and not very streamlined. Just like Doctor Frankenstein, our hero is a rather whiny fellow. The story is told in diary entries, so many chapters start with a breathless "I can't believe I just survived these perils" type sentence - which tells you that he survives and that there is little need to worry or fear for our narrator's safety.
The most notable thing about the story is that it reads like a complete gender inversion of a typical Stockholm Syndrome pirate romance tale. Dominant captain kidnaps verbally spirited, but physically weak and generally unwise person. Kidnap-ee plans their escape, verbally opposes the captain (by whinging, mostly), occasionally gets up to some mischief causing themselves problems and a bit of havoc on board, but is ultimately exempt from the ship's otherwise harsh discipline because the captain has a weak spot and keeps the weakling under their personal protection. Over time, the weak kidnap-ee develops feelings of loyalty and devotion towards the strong, dominant captain. Except this time, the weak kidnap-ee is a man, and the dominant captain is a beautiful red-haired woman. It's Mills and Boon, only backwards.
I like the idea, but I found that it was often unconvincing: male leads are supposed to be protective of female protagonists. That's chivalry. When it's reversed, it is an inexplicable and alien favouritism that seems unconvincing and a bit wrong. Also, a female kidnap-ee on a ship full of men stands out because she is female (rendering her in more need of protection). A male kidnap-ee on a ship of men does not stand out and does not seem to warrant extra patience. Basically, it turns out a complete gender reversal just feels strange, forced, and unconvincing, even borderline unpleasant. Perhaps the dominant-character-kidnapping-weakling and weakling-falling-for-their-abductor plotline is a bit toxic, no matter what the gender assignments are.
There is more to the plot - it also deals with the Opium Trade and British Imperialism etc. - so there's something quite educational about the story. The steam-punky obsessive captain in pursuit, with hot air balloons, rockets and crank-powered machine guns, on the other hand, seems much less authentic.
In terms of swashbuckling adventures, there's plenty. Some beggar belief (a person survives without boat in the ocean for two days and is then, through dumb luck, picked up by another ship, which happens to be a very important ship to the plot...), but for the most part, the adventures are on a grand scale and just this side of believable.
All in all, it's not a bad novel. It's just not very good, either...
Rating: 2/5
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