This is slightly older news (from February) but something that had managed to slip past my radar. Mythology Entertainment, a newly-formed production company, has secured the movie rights to Altered Carbon, Richard Morgan's debut novel and the first featuring his body-hopping protagonist Takeshi Kovacs. The deal also includes the book's two sequels, Woken Furies and Broken Angels, though presumably not his 'fantasy' trilogy which is set in the distant future of the same setting.
The book was originally optioned by Matrix producer Joel Silver shortly after the novel was published, allowing Morgan to become a full-time writer after completing only just one book. This attempt to make a film came to nothing. A second attempt during the 2008 Writer's Guild of America Strike (when the studios were looking at using completed-but-unmade scripts to put into production to get around the lack of new scripts being written) also came to nothing.
Laeta Kalogridis, the executive producer of Avatar and scriptwriter of Shutter Island, will co-pen the script along with David Goodman. Interesting to see if this gets made or languishes in development hell for several years. I am particularly interested to see how they handle the problem of the film requiring several actors to play the hero (as Kovacs is 're-sleeved' several times in different bodies).
Wednesday, 30 May 2012
CD Projekt to make a CYBERPUNK game
CD Projekt, the critically-acclaimed creators of The Witcher computer game franchise, have announced that they are working on a game based on Cyberpunk, the well-regarded 1980s pen-and-paper RPG (which is still going strong today). Their approach to the game sounds similar to that of The Witcher, with emphasis on making a 'mature game' for adult gamers with strong RPG mechanics.
The current version of Cyberpunk is set in the 2020s and depicts the world as a dystopia, with implants and computer technology being used for nefarious purposes by corporations and criminal gangs alike. The RPG is was heavily inspired by the 1980s works of William Gibson and Bruce Sterling. It was created by veteran RPG designer Mike Pondsmith with its first edition released in 1988. I've played in a few Cyberpunk games and found it to be a decent system.
The Cyberpunk game does not have an expected release date yet, but I'll be surprised if it's before next year at the earliest. Apparently CD Projekt, fuelled by both the success of The Witcher 2 and their GoG download service, are proceeding with this title and The Witcher 3 simultaneously, along with two smaller-scaled titles.
The current version of Cyberpunk is set in the 2020s and depicts the world as a dystopia, with implants and computer technology being used for nefarious purposes by corporations and criminal gangs alike. The RPG is was heavily inspired by the 1980s works of William Gibson and Bruce Sterling. It was created by veteran RPG designer Mike Pondsmith with its first edition released in 1988. I've played in a few Cyberpunk games and found it to be a decent system.
The Cyberpunk game does not have an expected release date yet, but I'll be surprised if it's before next year at the earliest. Apparently CD Projekt, fuelled by both the success of The Witcher 2 and their GoG download service, are proceeding with this title and The Witcher 3 simultaneously, along with two smaller-scaled titles.
Tuesday, 29 May 2012
Alan Wake
Alan Wake is a successful novelist suffering from writer's block. He and his wife, Alice, take a holiday to Bright Falls, Washington, and rent a cabin on an island in the middle of a volcanic lake. When Alice 'surprises' Alan with a typewriter, hoping he'll feel inspired to start writing again, Alan becomes angry and storms out. He hears his wife screaming, only to find the cabin and the island have disappeared. Apparently the island was destroyed in a volcanic eruption in 1970. Wake discovers he has somehow lost a week, and keeps finding pages from a new novel he's been writing called Departure in which he himself is the protagonist. As shadowy creatures attack him and TV shows seem to reflect his state of mind, Wake must discover whether he has gone insane and attempt to track down his missing wife.
Alan Wake is the creation of Finnish developers Remedy, best-known for their superlative work on the first two Max Payne games. Like the Max Payne games, Alan Wake is strongly based around a central protagonist and emphasises his character development throughout the game, giving the player more of a connection to their character and his fate. Unlike Max Payne, Alan Wake is not purely an action game. It also employs elements of survival-horror, adventure games and exploration to create something that is hard to classify. This gives the game a unique mood and feel to it, but also makes it hard to market and resulted in initially disappointing sales (although, thanks to the highly successful PC version, the game has now sold more than 2 million copies and a sequel is likely).
The game is divided into six distinct episodes (with two more included with the PC version and available to optionally download for the X-Box 360) and structured like a TV mini-series. Each episode opens with Alan recapping the story so far and ends with a different song, usually on a cliffhanger. Each episode is usually divided into two sections, a daytime one where Alan investigates what's going on by talking to people and exploring the backstory, and a night section when Alan has to achieve some goal whilst under attack by the 'dark presence', a shadowy force which can animate objects and possess people using clouds of darkness.
The daytime sections are, disappointingly, free of choice. You can't choose Alan's dialogue and are on rails for most of these sections as people talk to you and explain what's going on (or not, in most cases). You can move around and sometimes find bonus items for use later, but there's a limit to your freedom in these sections. For those who become hooked by the game's intriguing, Twin Peaks-lite storyline, this will be fine. For those itching to get to the actual gameplay sections, these parts of the game may feel tedious (although they're usually pretty short, and we get to the action relatively quickly).
The bulk of each episode is the section set at night, during which time Alan has to fight off enemies. He can use a torch to burn away the dark presence from opponents and then destroy them with conventional firearms (oddly, the idea of finding some way of freeing people from the presence rather than killing them outright is never discussed, even when major characters are possessed). His torch can also be used to destroy possessed flocks of bird and animated everyday objects outright. Oddly, the torches in Bright Falls all have an 'intense light' mode that burns out the batteries, but will recharge if left alone (and the standard light setting doesn't use batteries at all, in contravention of the laws of physics). These mechanics result in a lot of scenes where Alan is running through the wood at night alone and having to intelligently combine his resources (lights, weapons, special weapons like flare guns which can take out entire groups of enemies) to fight off opponents. This could risk becoming repetitive, but new weapons, enemies and ideas are introduced steadily to vary things up so it never becomes boring. For example, Alan is joined by allies late in the game who fight alongside him and can provide light and weapons support from a search-and-rescue helicopter.
The game is reasonably well-written (a few clunking lines aside) and has some knowing nods at the genre, with Wake starting off by warning us that good stories don't always have fully comprehensible endings. This seems to be Remedy covering their backsides in advance, but in fact the storyline and ideas behind what's going on seem pretty straightforward. Their impact in the world is often weird, sure, but it all hangs together quite well. The characters are well-realised, ranging from Alan's agent and primary ally Barry (who is occasionally annoying, but also has some amusing ideas) to the ageing ex-rock stars whose farmhouse, studio and pyrotechnic equipment can be combined into one of the game's most impressive set pieces. Alan himself can be a bit whiny at times, but given what a bad couple of weeks he's having, this is understandable. More amusing is that Alan (and his more OTT fans) has an opinion of his popular crime fiction (that it's Serious Literature) which seems to be somewhat at odds with what we see of it (which is Average Cheese). The voice acting is overall very decent as well, with Alan's internal monologuing (which occasionally threatens to go all Max Payne on us, but just about holds off) summing up what's going on quite well.
The game is overall engrossing and enjoyable, with a good pace to events. It also has a great amount of content. After Max Payne 2's borderline-embarrassing 5 hour length, Alan Wake by itself clocks in at around 12 hours with another 3 hours on top for the optional extra episodes. It missteps a few times, however. Alan has a number of character animations which cannot be skipped, sometimes leading to unnecessary deaths where you're hammering the controls to fight off a horde of the possessed (or 'Taken' in the game's parlance) and all Alan is doing is ducking his head and waving his arms uselessly. The concluding section of the main game (Episode 6) and the second of the 'special' episodes also go on for way too long, with combat sequence after combat sequence that ultimately becomes tedious. The fact that the ending is sequel-baiting is to be expected (what isn't, these days?), but there is also a lack of closure to several other character arcs outside of Alan's experiences, which is disappointing. In addition, the optional episodes taking place entirely within the 'dark place', meaning that the laws of reality can be dropped altogether, may results in some excellent and inventive set pieces but this also results in the situation where you may find yourself not caring too much, if none of it is 'real' on the game's own terms.
Still, Alan Wake (****) is overall a very strong title. It's richly atmospheric, with excellent graphics and music. The story is interesting and, for a computer game, rather different and original. The combat is satisfying, if occasionally frustrating, and despite the weird and offbeat storyline most things are explained and make sense. The PC version features vastly superior graphics and control options and, as it also includes the two extra episodes for free, gets an extra half-star from me. The game is available now via Steam and in the UK (PC and X-Box 360) and USA (PC and X-Box 360).
Alan Wake is the creation of Finnish developers Remedy, best-known for their superlative work on the first two Max Payne games. Like the Max Payne games, Alan Wake is strongly based around a central protagonist and emphasises his character development throughout the game, giving the player more of a connection to their character and his fate. Unlike Max Payne, Alan Wake is not purely an action game. It also employs elements of survival-horror, adventure games and exploration to create something that is hard to classify. This gives the game a unique mood and feel to it, but also makes it hard to market and resulted in initially disappointing sales (although, thanks to the highly successful PC version, the game has now sold more than 2 million copies and a sequel is likely).
The game is divided into six distinct episodes (with two more included with the PC version and available to optionally download for the X-Box 360) and structured like a TV mini-series. Each episode opens with Alan recapping the story so far and ends with a different song, usually on a cliffhanger. Each episode is usually divided into two sections, a daytime one where Alan investigates what's going on by talking to people and exploring the backstory, and a night section when Alan has to achieve some goal whilst under attack by the 'dark presence', a shadowy force which can animate objects and possess people using clouds of darkness.
The daytime sections are, disappointingly, free of choice. You can't choose Alan's dialogue and are on rails for most of these sections as people talk to you and explain what's going on (or not, in most cases). You can move around and sometimes find bonus items for use later, but there's a limit to your freedom in these sections. For those who become hooked by the game's intriguing, Twin Peaks-lite storyline, this will be fine. For those itching to get to the actual gameplay sections, these parts of the game may feel tedious (although they're usually pretty short, and we get to the action relatively quickly).
The bulk of each episode is the section set at night, during which time Alan has to fight off enemies. He can use a torch to burn away the dark presence from opponents and then destroy them with conventional firearms (oddly, the idea of finding some way of freeing people from the presence rather than killing them outright is never discussed, even when major characters are possessed). His torch can also be used to destroy possessed flocks of bird and animated everyday objects outright. Oddly, the torches in Bright Falls all have an 'intense light' mode that burns out the batteries, but will recharge if left alone (and the standard light setting doesn't use batteries at all, in contravention of the laws of physics). These mechanics result in a lot of scenes where Alan is running through the wood at night alone and having to intelligently combine his resources (lights, weapons, special weapons like flare guns which can take out entire groups of enemies) to fight off opponents. This could risk becoming repetitive, but new weapons, enemies and ideas are introduced steadily to vary things up so it never becomes boring. For example, Alan is joined by allies late in the game who fight alongside him and can provide light and weapons support from a search-and-rescue helicopter.
The game is reasonably well-written (a few clunking lines aside) and has some knowing nods at the genre, with Wake starting off by warning us that good stories don't always have fully comprehensible endings. This seems to be Remedy covering their backsides in advance, but in fact the storyline and ideas behind what's going on seem pretty straightforward. Their impact in the world is often weird, sure, but it all hangs together quite well. The characters are well-realised, ranging from Alan's agent and primary ally Barry (who is occasionally annoying, but also has some amusing ideas) to the ageing ex-rock stars whose farmhouse, studio and pyrotechnic equipment can be combined into one of the game's most impressive set pieces. Alan himself can be a bit whiny at times, but given what a bad couple of weeks he's having, this is understandable. More amusing is that Alan (and his more OTT fans) has an opinion of his popular crime fiction (that it's Serious Literature) which seems to be somewhat at odds with what we see of it (which is Average Cheese). The voice acting is overall very decent as well, with Alan's internal monologuing (which occasionally threatens to go all Max Payne on us, but just about holds off) summing up what's going on quite well.
The game is overall engrossing and enjoyable, with a good pace to events. It also has a great amount of content. After Max Payne 2's borderline-embarrassing 5 hour length, Alan Wake by itself clocks in at around 12 hours with another 3 hours on top for the optional extra episodes. It missteps a few times, however. Alan has a number of character animations which cannot be skipped, sometimes leading to unnecessary deaths where you're hammering the controls to fight off a horde of the possessed (or 'Taken' in the game's parlance) and all Alan is doing is ducking his head and waving his arms uselessly. The concluding section of the main game (Episode 6) and the second of the 'special' episodes also go on for way too long, with combat sequence after combat sequence that ultimately becomes tedious. The fact that the ending is sequel-baiting is to be expected (what isn't, these days?), but there is also a lack of closure to several other character arcs outside of Alan's experiences, which is disappointing. In addition, the optional episodes taking place entirely within the 'dark place', meaning that the laws of reality can be dropped altogether, may results in some excellent and inventive set pieces but this also results in the situation where you may find yourself not caring too much, if none of it is 'real' on the game's own terms.
Still, Alan Wake (****) is overall a very strong title. It's richly atmospheric, with excellent graphics and music. The story is interesting and, for a computer game, rather different and original. The combat is satisfying, if occasionally frustrating, and despite the weird and offbeat storyline most things are explained and make sense. The PC version features vastly superior graphics and control options and, as it also includes the two extra episodes for free, gets an extra half-star from me. The game is available now via Steam and in the UK (PC and X-Box 360) and USA (PC and X-Box 360).
Monday, 28 May 2012
Great North Road by Peter F. Hamilton
Newcastle-upon-Tyne, 2143. Detective Sid Hurst is called upon to investigate the unusually violent murder of a North. The Norths are a large family of clones who have forged a powerful, interstellar corporate empire. Twenty years ago another North was killed in the exact same manner on the world of St. Libra...but the woman responsible, Angela Tramelo, has spent two decades in prison, protesting her innocence and claiming that an alien lifeform was responsible.With mounting evidence that she may have been right, an expedition is mounted to St. Libra's wilderness hinterland to investigate further, even as Hurst's enquiries on Earth continue.
However, St. Libra, a planet twice the size of Earth circling Sirius, is a difficult world to survey. It's thick ring system inhibits the operation of orbiting satellites and the planet is already under investigation for its bizarre plant life (which cannot have evolved in the short lifespan of the system). The expedition soon finds itself operating in a wilderness far beyond any relief efforts, with something in the jungle stalking them.
Great North Road is the latest novel from Britain's biggest-selling science fiction author, Peter F. Hamilton. It's a stand-alone unconnected to any of his previous universes or series, so can be read in confidence that there are no cliffhanger endings lurking in wait. With my review copy clocking in at 1,087 pages (the final version may be slightly shorter, apparently) it's also a huge book, giving a lot of words to the pound. It's actually Hamilton's longest book since The Naked God, outstripping his previous seven novels in size (none of them particularly short either).
As usual with Hamilton's space operas, we are introduced to a large cast of characters who are divided up amongst several storylines. There are two primary plots: the investigation into the murder in Newcastle and the expedition on St. Libra, with a number of smaller subplots that are developed more concisely. There's also a complex backstory to the novel that is revealed gradually through strategically-placed flashback sequences. Hamilton is an old hand at both multi-stranded epic plotting and also depicting high-tech police investigations and Great North Road is a triumph in both departments. The pacing is pretty good as we move between characters and storylines and their individual pieces of the puzzle slot together nicely in moments of revelation.
Character-wise, it's a solid cast, although not Hamilton's best. We're lacking a character as vivid as Ozzie or Paula Myo (or as frustratingly punchable as Joshua Calvert) but otherwise they are an interesting bunch. Angela Tramelo is embittered from her two decades in prison (not to mention effective torture by a shadowy government agency), but also has herself to blame for her lack of cooperation when that could have vindicated her much earlier. The reasons for this form a mystery that gradually unfolds over the course of the novel. Sid Hurst is a reliable protagonist as the detective investigating the murder, although his house-hunting woes (Hamilton continuing a slightly random theme of futuristic property market musings that began in The Dreaming Void) take up a fair bit of space that could have been trimmed. Vance Elston, the leader of the St. Libra expedition, is also a key protagonist and Hamilton uses him to return to one of his favourite topics, the place of religious faith in a science-driven world.
The science is a mix of the fairly basic and the advanced, speculative. The basic science comes from the history of observations of Sirius, which, if you accept the history at face value, is fairly bizarre. The presence of a fairly complex system of planets orbiting Sirius is also something Hamilton almost cheekily sneaks in: due to Sirius's size and type, detecting planets circling it through current methods has proven almost impossible, giving him a window to make up his own planetary system. The more speculative science applies to his traditional use of quantum and wormhole physics. As in his earlier novels, Hamilton brusquely describes his advanced scientific concepts in a straightforward manner that renders them fairly understandable to the reader. Unfortunately, he does commit one error when he fails to take into account relativity during a sublight interstellar voyage, which is a bit of an elementary mistake. Fortunately, it is not of major importance to the storyline.
In most respects, this is Peter F. Hamilton at his traditional, page-turning, easily-readable, SF blockbuster best. Unfortunately this extends to his traditional problem of including a number of sex scenes that add little to the narrative. It's not as prevalent an issue as it has been in the past (and we're fortunately still a long way from the dissolute Misspent Youth) but there are still a few scenes where characters start disrobing and the reader has to groan as the more interesting SF stuff is put on hold for a few paragraphs. Hamilton's other notable problem of how he ends his novels also rears its head here. In general terms the ending is fine and well-foreshadowed, but it does seem to almost be implausibly happy given the body count in the story and is certainly rather abrupt (something a character even half-apologetically notes). However, the storyline is mostly wrapped up satisfyingly, with only a couple of minor elements that could have been explored a bit thoroughly.
Overall, Great North Road (****) is a very solid novel. It's not amongst his best, but it rattles along at a good pace and handles its immense length quite well. It's also great to read a book where Hamilton is able to combine his mastery of epic plotting with a definitive ending. The novel will be published on 27 September in the UK and on 26 December in the USA.
Source: I received an advance review copy of this novel from the UK publishers.
However, St. Libra, a planet twice the size of Earth circling Sirius, is a difficult world to survey. It's thick ring system inhibits the operation of orbiting satellites and the planet is already under investigation for its bizarre plant life (which cannot have evolved in the short lifespan of the system). The expedition soon finds itself operating in a wilderness far beyond any relief efforts, with something in the jungle stalking them.
Great North Road is the latest novel from Britain's biggest-selling science fiction author, Peter F. Hamilton. It's a stand-alone unconnected to any of his previous universes or series, so can be read in confidence that there are no cliffhanger endings lurking in wait. With my review copy clocking in at 1,087 pages (the final version may be slightly shorter, apparently) it's also a huge book, giving a lot of words to the pound. It's actually Hamilton's longest book since The Naked God, outstripping his previous seven novels in size (none of them particularly short either).
As usual with Hamilton's space operas, we are introduced to a large cast of characters who are divided up amongst several storylines. There are two primary plots: the investigation into the murder in Newcastle and the expedition on St. Libra, with a number of smaller subplots that are developed more concisely. There's also a complex backstory to the novel that is revealed gradually through strategically-placed flashback sequences. Hamilton is an old hand at both multi-stranded epic plotting and also depicting high-tech police investigations and Great North Road is a triumph in both departments. The pacing is pretty good as we move between characters and storylines and their individual pieces of the puzzle slot together nicely in moments of revelation.
Character-wise, it's a solid cast, although not Hamilton's best. We're lacking a character as vivid as Ozzie or Paula Myo (or as frustratingly punchable as Joshua Calvert) but otherwise they are an interesting bunch. Angela Tramelo is embittered from her two decades in prison (not to mention effective torture by a shadowy government agency), but also has herself to blame for her lack of cooperation when that could have vindicated her much earlier. The reasons for this form a mystery that gradually unfolds over the course of the novel. Sid Hurst is a reliable protagonist as the detective investigating the murder, although his house-hunting woes (Hamilton continuing a slightly random theme of futuristic property market musings that began in The Dreaming Void) take up a fair bit of space that could have been trimmed. Vance Elston, the leader of the St. Libra expedition, is also a key protagonist and Hamilton uses him to return to one of his favourite topics, the place of religious faith in a science-driven world.
The science is a mix of the fairly basic and the advanced, speculative. The basic science comes from the history of observations of Sirius, which, if you accept the history at face value, is fairly bizarre. The presence of a fairly complex system of planets orbiting Sirius is also something Hamilton almost cheekily sneaks in: due to Sirius's size and type, detecting planets circling it through current methods has proven almost impossible, giving him a window to make up his own planetary system. The more speculative science applies to his traditional use of quantum and wormhole physics. As in his earlier novels, Hamilton brusquely describes his advanced scientific concepts in a straightforward manner that renders them fairly understandable to the reader. Unfortunately, he does commit one error when he fails to take into account relativity during a sublight interstellar voyage, which is a bit of an elementary mistake. Fortunately, it is not of major importance to the storyline.
In most respects, this is Peter F. Hamilton at his traditional, page-turning, easily-readable, SF blockbuster best. Unfortunately this extends to his traditional problem of including a number of sex scenes that add little to the narrative. It's not as prevalent an issue as it has been in the past (and we're fortunately still a long way from the dissolute Misspent Youth) but there are still a few scenes where characters start disrobing and the reader has to groan as the more interesting SF stuff is put on hold for a few paragraphs. Hamilton's other notable problem of how he ends his novels also rears its head here. In general terms the ending is fine and well-foreshadowed, but it does seem to almost be implausibly happy given the body count in the story and is certainly rather abrupt (something a character even half-apologetically notes). However, the storyline is mostly wrapped up satisfyingly, with only a couple of minor elements that could have been explored a bit thoroughly.
Overall, Great North Road (****) is a very solid novel. It's not amongst his best, but it rattles along at a good pace and handles its immense length quite well. It's also great to read a book where Hamilton is able to combine his mastery of epic plotting with a definitive ending. The novel will be published on 27 September in the UK and on 26 December in the USA.
Source: I received an advance review copy of this novel from the UK publishers.
Saturday, 26 May 2012
ASoIaF/GoT mod for CRUSADER KINGS II released
A modding team have released their Song of Ice and Fire-based mod for Crusader Kings II, Paradox Interactive's acclaimed medieval dynasty simulator. Crusader Kings II: A Game of Thrones is available right now for free, but you need a copy of Crusader Kings II to play it.
The mod not only alters the existing game setting and factions, it also introduces new features not present in the base game and allows for some amusing changes to the way things fell out in the books, as this report on a campaign indicates:
The mod not only alters the existing game setting and factions, it also introduces new features not present in the base game and allows for some amusing changes to the way things fell out in the books, as this report on a campaign indicates:
"An interesting development in my campaign if anyone's interested. Managed to squash Robert's Rebellion after ol' King Aerys met an "unfortunate" end and Rhaegar ascended to the throne. Spared Robert's life which eventually led to him choosing trial by combat. He killed Rhaegar so now I'm playing as Aegon with Varys as my regent. Gotta say, this mod is leaps and bounds ahead of vanilla CK2 and the official ASOIAF games as well."
Friday, 25 May 2012
Cover art for ICE AND FIRE by David Wingrove
The cover art for Ice and Fire, the fourth book in the revamped, twenty-volume Chung Kuo series, has appeared online. As with the first three books, the cover art is by Larry Rostant.
And with the title (and a slightly different image; it is unclear which is the final version at the moment):
The third volume in the series, The Middle Kingdom, is currently scheduled for release (after a slight delay) on 1 October 2012. Ice and Fire will follow on 1 December. The fifth book, The Art of War, has also been provisionally scheduled for 1 March 2013.
And with the title (and a slightly different image; it is unclear which is the final version at the moment):
The third volume in the series, The Middle Kingdom, is currently scheduled for release (after a slight delay) on 1 October 2012. Ice and Fire will follow on 1 December. The fifth book, The Art of War, has also been provisionally scheduled for 1 March 2013.
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