Upon a crisp and sunny winter's day
A year ago in fair Eugene
(Many narrative poems start this way
With unabashed mise en scene)
I wandered to the Bookstore Family
of Smith, perhaps, perchance, that day to spy
A novel unbeknownst to me
("Not new, but new enough", said he).
The shelves, as usual, overflowing
With a mute ferocity
Of yet unread verbosity
Would leave any bibliophile glowing
But Smith's ends with a bonus score:
The extra pilings on the floor.
Content, as I am, for creative stricture
That shapes my meandering thought
I updated my censorial picture
thus, "Suppose I only bought
a book from those upon the floor?
Indeed, I like that picture more."
Contented, now, I let my glance
Roll over Sense and Circumstance
By Austen Krugman, don't forget...
What else, this day, should my roving eye see?
...From ancient grudge, break to new mutiny! -
Another Romeo and Juliet.
But what's this here? Intriguing! Wait.
A novel called The Golden Gate
By Vikram Seth. It's writ in verse
In lieu of more predictable
Forms. Indeed, it's quite inverse
Of novels more habitual.
Intrigued, I stood and thumbed its pages.
Next I knew, the subtle ages
That, in bookstores, come to pass
Had come again down on my ass.
A narrative of deft delivery;
Self-conscious, yes, but tongue-in-cheek,
A pleasure, yet, to read and speak,
Adorning words with such sweet livery
As comes from gentle virtuosity
Of verse and verb. My curiosity
Was piqued and so I parted with this book
To give it subtler critique.
It's dense reading. To savor it, I took
The better part of that next week
Unhurriedly, to let the words sink in.
Iambic tetrameter's hardly been
In vogue these days, and thus, it takes essaying
Sometimes to make out just what Seth is saying.
Thankfully, the setting shines of old
In San Francisco where we lay our scene
That foggy bay, so fair, so crisp, so mean
Against the backdrop of that Gate of Gold
That funnels traffic land to land
Where steel meets concrete, sea and sand.
The snobbiness of college brats
And artsy, twitsy citygoers
Is the focus of the spats
That Seth so shrewdly muses o'er.
I cannot help but wonder if
His fluency with high-class tiff
Is autobiographical
Or merely hypothetical.
In either case, he's on the mark
Observing how the educated
Go about their obdurated
Lifestyles, while in the dark
Their doubtings stumble through a maze
Of Minotaurs and city haze.
These characters aren't lovable
By any metric I can fast produce
Demises seem so probable
From first the author quaintly introduce
Each brat in turn. He has no love
For them, and yet he's quite proud of
Each one's respective idiom.
They seem doomed by the tedium
Of lives only half-chose, indeed
The nature of their existential
Musings feels consequential
Of the author's constant need
To reassure his education
Has been put to good vocation.
Let me, though, not condescend
To imply that I didn't raptly savor
Every twist and sinuous bend
Of Seth's refined and polished love of labor.
What's lacking in his characterization
Is more than made up for by the narration:
A voice that commands as it croons
The literary reader swoons
On cleverness quite unabated,
Repeating rhymes they wish they'd penned
Or blindsided by more again!
One can see why the critics rated
This so highly as a masterpiece.
(A minor one, of course, to keep the peace.)
If you like your tetrameter iams
(Pentameter ne'er fails to creep out)
And your taste for a Onegin stanza crams
For satisfaction, check this novel out.
It's a peculiar delicacy
Delivered with scenic efficacy.
I have my reservations, don't you doubt it
But most of what I have to say about it
Shimmers with a gleaming admiration
What else will you read soon that compares to it?
For those still undecided, I say, "Do it."
You may just find this novel's liberation
Remains with you while others fare less well -
Romeo, Juliet... just go to hell.
book review Vikram Seth Golden Gate
Wednesday, October 24, 2012
Monday, February 27, 2012
Games Worth Checking Out
If you thought that my string of book reviews suggested a paucity of Gaming, guess again! However, in an attempt to prevent my life from being overrun by the likes of Metroid Prime and Starcraft 2 (which I'd love to go down the rabbit hole with again, believe me), I've attempted to stick to simpler Games, Games in older stylings, from back when arcades were still exciting showcases of innovation. These were Games that comfortably held one's attention for up to 45 minutes, an hour tops, Games that could fit comfortably into the rhythm of a healthy lifestyle, that didn't encourage obsession and sleepless nights at the screen. People would anyway, of course, but it took a deeper love, a deeper dedication to see a Pacman marathon through or beat every level of Mario Bros. 3 without blowing those magical whistles.
I've come up with the shortlist of Games from the last few years that really stood out to me and made me smile. They're all the work of small teams or even solo artists who are reclaiming the spirit of the game coders of old with shareware and freeware titles. Playing (and paying for) these titles actively supports the development of indie games and the coders that make them. And they're funner anyway.
Machinarium
It has been a long time since I've been enamored with any consumable media the way I was with Machinarium. This game defines for me the essence of what makes Games enjoyable. I dare you not to fall in love with it. Made by Czech studio Amanita Design, Machinarium is one of those sleeper hit games destined for cult classic status. It was assembled on a tight budget, part of which was funded from the developers' personal savings. It was a labor of love, and it shows.
Ambiance is key in this point-and-click adventure. Every location is assembled with a rich, understated beauty - it's eye-poppingly gorgeous. I found myself stopping at many points in the game simply to appreciate the hand-sketched environments. The art is cute, detailed, loose and lovable. The soundtrack, created by Tomas Dvorak, is a perfect accompaniment to the game and a wonderful piece of listening by itself. Better yet, it is included as a separate mp3 bundle with a purchase of the game.
I hope Amanita keeps putting out wonderful games like this, and I hope you try Machinarium. You can play a no-commitment, in-browser flash demo here.
Desktop Dungeons
The Ultimate Time Waster
This game WILL kill you. Countless times. But it's such fantastic fun, you'll be starting another round with the sting of defeat fresh on the seat of your pants. It's a simple game with surprising depth - each dungeon is a randomly-generated grid filled with monsters to kill and loot to gather. You level up as you accrue more kills in the hope of being powerful enough to defeat the dungeon boss and unlock new content. Each dungeon takes about 10-20 minutes to complete, depending on the cautiousness of your approach. One poorly-reasoned attack is all it takes to bring you to a sticky end.
The joy here is in the little details that are so often missing from games like this. Shrines are interspersed throughout the dungeons, allowing you to worship the deity of your choice and dedicate kills to them. Hilarity ensues as your patron god of the moment rewards you for your adherence to their particular ethic or punishes you for your failure to do so. Messages such as "A fine blow! May there be many more to follow!" or "Glowing Guardian is not interested in your battles against the weak" provide a running commentary of your exploits. The game keeps its tongue firmly in its cheek as you battle against tenacious goats and a character looking peculiarly like Super Meat Boy. You will have to rely on a fine balance of luck, judgment and flat-out number-crunching to get the most of out this game, but it's so accessible and simply fun that I would recommend it to most anyone. This is the game Minesweeper wanted to be when it grew up.
Oh, and it's free! Enjoy from http://www.desktopdungeons.net/.
ZSNES
... But rather a Super Nintendo emulator! Yes, that's right, you can play just about any SNES game you can imagine on your PC. The SNES remains the ultimate console for me. It was the zenith of a whole generation of Games, showing what was possible with platforming and, well, just about any other kind of pre-3d gaming experience. Some of the most classic iterations of consoling's best franchises are on here: Super Mario World, Super Metroid, Zelda: A Link To the Past, Streetfighter II, Mario Kart, Final Fantasy III... the list goes on. You'd be silly, really, not to grab a copy. Benefits to playing an emulation include customizable controls (it works out of the box with a USB Xbox 360 controller - a fine match), save states (meaning you can save anywhere) and not having to fiddle with ancient plugs and tv converters. Apparently you can even play with a friend online, though I haven't tried. Joy to the digital world of Gaming!
It's open-source and FREE! at http://www.zsnes.com/. Remember that you will also have to download individual games as .ROM files to actually play anything with this software. Just search for "{game of your choice} ROM" and enjoy.
Sleep Is Death
Wow, this Game is a good idea. Gosh, what a great idea. It's a really cool idea! It's an interactive storytelling game. One player acts as the narrator, while the other plays a character in the story. The narrator gets a complete toolset for making in-game environments and placing objects within them. You can either use the premade material bundled with the game or make your own from scratch. This capability extends into the playing of the game itself - if the narrator wants to insert a koala bear on a moment's notice and nothing suitable exists within their inventory, they can draw one on the spot. The game's low-fi, Nintendo-era, pixel-tastic graphics provide an easy and low-pressure canvas upon which to get this done. The game even includes a simple music generator to inject additional atmosphere into the drama.
If you're a bit nonplussed as to what this actually ends up looking like, check out this youtube replay. My guess is that the majority of SID games ever played quickly devolve into silly expletive-fests, BUT there remains great potential for pathos, poignancy and phanopoeia.
This game is the opus of Jason Rohrer, a one-man starving-artist independent Games developer. The title of the game was his supposed mantra during its development. That's reason enough to support this game, but he's even offering it on a donation basis ($1.75 minimum) which just makes it the square root of awesome-squared. Get it at http://sleepisdeath.net/
----------------------
Is there an independent or open-source game you've been hooked on lately? I'd love to try it. Feel free to leave suggestions in the comments below.
I've come up with the shortlist of Games from the last few years that really stood out to me and made me smile. They're all the work of small teams or even solo artists who are reclaiming the spirit of the game coders of old with shareware and freeware titles. Playing (and paying for) these titles actively supports the development of indie games and the coders that make them. And they're funner anyway.
Machinarium
The Little Adventure That Could
It has been a long time since I've been enamored with any consumable media the way I was with Machinarium. This game defines for me the essence of what makes Games enjoyable. I dare you not to fall in love with it. Made by Czech studio Amanita Design, Machinarium is one of those sleeper hit games destined for cult classic status. It was assembled on a tight budget, part of which was funded from the developers' personal savings. It was a labor of love, and it shows.
Ambiance is key in this point-and-click adventure. Every location is assembled with a rich, understated beauty - it's eye-poppingly gorgeous. I found myself stopping at many points in the game simply to appreciate the hand-sketched environments. The art is cute, detailed, loose and lovable. The soundtrack, created by Tomas Dvorak, is a perfect accompaniment to the game and a wonderful piece of listening by itself. Better yet, it is included as a separate mp3 bundle with a purchase of the game.
I hope Amanita keeps putting out wonderful games like this, and I hope you try Machinarium. You can play a no-commitment, in-browser flash demo here.
Desktop Dungeons
The Ultimate Time Waster
This game WILL kill you. Countless times. But it's such fantastic fun, you'll be starting another round with the sting of defeat fresh on the seat of your pants. It's a simple game with surprising depth - each dungeon is a randomly-generated grid filled with monsters to kill and loot to gather. You level up as you accrue more kills in the hope of being powerful enough to defeat the dungeon boss and unlock new content. Each dungeon takes about 10-20 minutes to complete, depending on the cautiousness of your approach. One poorly-reasoned attack is all it takes to bring you to a sticky end.
The joy here is in the little details that are so often missing from games like this. Shrines are interspersed throughout the dungeons, allowing you to worship the deity of your choice and dedicate kills to them. Hilarity ensues as your patron god of the moment rewards you for your adherence to their particular ethic or punishes you for your failure to do so. Messages such as "A fine blow! May there be many more to follow!" or "Glowing Guardian is not interested in your battles against the weak" provide a running commentary of your exploits. The game keeps its tongue firmly in its cheek as you battle against tenacious goats and a character looking peculiarly like Super Meat Boy. You will have to rely on a fine balance of luck, judgment and flat-out number-crunching to get the most of out this game, but it's so accessible and simply fun that I would recommend it to most anyone. This is the game Minesweeper wanted to be when it grew up.
Oh, and it's free! Enjoy from http://www.desktopdungeons.net/.
ZSNES
Not Actually a Game...
... But rather a Super Nintendo emulator! Yes, that's right, you can play just about any SNES game you can imagine on your PC. The SNES remains the ultimate console for me. It was the zenith of a whole generation of Games, showing what was possible with platforming and, well, just about any other kind of pre-3d gaming experience. Some of the most classic iterations of consoling's best franchises are on here: Super Mario World, Super Metroid, Zelda: A Link To the Past, Streetfighter II, Mario Kart, Final Fantasy III... the list goes on. You'd be silly, really, not to grab a copy. Benefits to playing an emulation include customizable controls (it works out of the box with a USB Xbox 360 controller - a fine match), save states (meaning you can save anywhere) and not having to fiddle with ancient plugs and tv converters. Apparently you can even play with a friend online, though I haven't tried. Joy to the digital world of Gaming!
It's open-source and FREE! at http://www.zsnes.com/. Remember that you will also have to download individual games as .ROM files to actually play anything with this software. Just search for "{game of your choice} ROM" and enjoy.
Sleep Is Death
Not Your Usual Game
Wow, this Game is a good idea. Gosh, what a great idea. It's a really cool idea! It's an interactive storytelling game. One player acts as the narrator, while the other plays a character in the story. The narrator gets a complete toolset for making in-game environments and placing objects within them. You can either use the premade material bundled with the game or make your own from scratch. This capability extends into the playing of the game itself - if the narrator wants to insert a koala bear on a moment's notice and nothing suitable exists within their inventory, they can draw one on the spot. The game's low-fi, Nintendo-era, pixel-tastic graphics provide an easy and low-pressure canvas upon which to get this done. The game even includes a simple music generator to inject additional atmosphere into the drama.
If you're a bit nonplussed as to what this actually ends up looking like, check out this youtube replay. My guess is that the majority of SID games ever played quickly devolve into silly expletive-fests, BUT there remains great potential for pathos, poignancy and phanopoeia.
This game is the opus of Jason Rohrer, a one-man starving-artist independent Games developer. The title of the game was his supposed mantra during its development. That's reason enough to support this game, but he's even offering it on a donation basis ($1.75 minimum) which just makes it the square root of awesome-squared. Get it at http://sleepisdeath.net/
----------------------
Is there an independent or open-source game you've been hooked on lately? I'd love to try it. Feel free to leave suggestions in the comments below.
Friday, February 17, 2012
Vegetarians
I've been quite amused by the "What People Think I Do / What I Really Do" meme as of late and have decided to make my own contribution. Without further ado: Vegetarians!
For more hilarity, check out the entry on Know Your Meme.
For more hilarity, check out the entry on Know Your Meme.
Monday, January 9, 2012
Wonderful
This morning, I decided to have a wonderful day. This was partially a whimsical inspiration, helped along by waking to the rays of the morning sun on the face of my sweetheart, and partially an extension of a New Year's resolution to think positively. I won't belabor you with the self-help rhetoric that's so popular these days, but I am coming to see for myself the difference that hope and affirmative envisioning can bring.
Wonderful is a cool word, and it bears a fine example of the context that can come packaged with words. Wonder has the promise of two delicious experiences within it: curiosity and marvelment. Many of the best questions one can ask start with "I wonder", as in "I wonder why chocolate is so gratifying" and "I wonder what forces act upon my physical body as I walk to the pantry to get some chocolate". A statement beginning with "I wonder" has a certain rhetorical intrigue, for it does not end with a question mark. It is rather a discrete utterance of fact, describing a state of questioning. Interrogative pronouns such as "who, what, when" beg answer and debate, but when preceded with "I wonder", they become hypotheses to be tested and bested. To that end, wonderings are often left unanswered. They remain shrouded in tantalizing mystery, belonging to the world of wonder.
However, "I wonder" can also engender an intense appreciation or incredulity, as in "I wonder at her ability to eat such quantities of chocolate". Something needs not be believable to inspire a sense of wonder. Wonder implies a state of fascination, being wholly entranced with a thing. The Seven Wonders of the World are considered to be wonderful enough as to deserve international, timeless fascination and curiosity. Objects of wonder are often paragons of excellence, displaying ideals to which we all should aspire - Wonder Woman being a fine example. She has a strong ethical backbone, superhuman abilities rivaling those of that blue boyscout we all secretly dislike, and she wears cool-ass clothes (including a tiara which she throws at baddies). Comic artist Charles Moulton reportedly conceived of her as being a "...Distinctly feminist role model whose mission was to bring the Amazon ideals of love, peace, and sexual equality to a world torn by the hatred of men." Righteous.
"Wonderful" is wonderful because it implies the state of being full of wonder, brimming with it, consumed by it. Those who have their fill of wonder can have no room left for anything else and thus have given themselves over to it. There is a surrender in wonderful, a recognition that one can do nothing except appreciate the object of wonderment. The human psyche is wired for wonder. I intend, today and each day hereafter, to tap into all that is wonderful.
Wonderful is a cool word, and it bears a fine example of the context that can come packaged with words. Wonder has the promise of two delicious experiences within it: curiosity and marvelment. Many of the best questions one can ask start with "I wonder", as in "I wonder why chocolate is so gratifying" and "I wonder what forces act upon my physical body as I walk to the pantry to get some chocolate". A statement beginning with "I wonder" has a certain rhetorical intrigue, for it does not end with a question mark. It is rather a discrete utterance of fact, describing a state of questioning. Interrogative pronouns such as "who, what, when" beg answer and debate, but when preceded with "I wonder", they become hypotheses to be tested and bested. To that end, wonderings are often left unanswered. They remain shrouded in tantalizing mystery, belonging to the world of wonder.
However, "I wonder" can also engender an intense appreciation or incredulity, as in "I wonder at her ability to eat such quantities of chocolate". Something needs not be believable to inspire a sense of wonder. Wonder implies a state of fascination, being wholly entranced with a thing. The Seven Wonders of the World are considered to be wonderful enough as to deserve international, timeless fascination and curiosity. Objects of wonder are often paragons of excellence, displaying ideals to which we all should aspire - Wonder Woman being a fine example. She has a strong ethical backbone, superhuman abilities rivaling those of that blue boyscout we all secretly dislike, and she wears cool-ass clothes (including a tiara which she throws at baddies). Comic artist Charles Moulton reportedly conceived of her as being a "...Distinctly feminist role model whose mission was to bring the Amazon ideals of love, peace, and sexual equality to a world torn by the hatred of men." Righteous.
"Wonderful" is wonderful because it implies the state of being full of wonder, brimming with it, consumed by it. Those who have their fill of wonder can have no room left for anything else and thus have given themselves over to it. There is a surrender in wonderful, a recognition that one can do nothing except appreciate the object of wonderment. The human psyche is wired for wonder. I intend, today and each day hereafter, to tap into all that is wonderful.
Thursday, January 5, 2012
The Windup Novel
Books, books, books. I'm glad to have more of them in my life these days. I just finished The Windup Girl by Paolo Bacigalupi. His was an unfamiliar name to me, but this novel received frothing praise and an unusually good cover, so I gifted it to my dad knowing I'd eventually get a crack at reading it (books are good like that).
This is a debut novel, and a quick glance at Bacigalupi's previous work reveals a volume of short stories that includes titles like Pump Six, Yellow Card Man and The Calorie Man. He has been crafting this world for a while now, the culmination of which is The Windup Girl. It's a cynical but splendidly imagined projection of the near future: fossil fuels are rare and exorbitantly expensive; global warming has raised sea level and weather patterns are volatile; misadventures in bioengineering have ravaged the world with plagues of viruses, bacteria, fungus and insects; corporate interests gain power as regional governments succumb to revolt.
This apocalyptic Thailand is plausible but miserable. You will not gasp at the majesty of steampunk invention here - you will likely gag. Windup's Bangkok is full of feral cats, religious and political fanatics, refugees and opportunistic businessmen. The resident crime boss is named the Dung Lord, and he vies for power along with Trade Minister Akkarat and General Pracha, the victor of a military junta at the narrative's outset. The cast of characters are all hard-bitten, all nursing personal grievances, all hopelessly driven to do what they end up doing. Anderson Lake (a great name for this anti-hero, but they're all good) is an American agribusinessman sent to Thailand with the objective of gaining access to the Kingdom's jealously-guarded seed stock. While pursuing this goal, he becomes entangled with Emiko, the genetically-engineered courtesan of the novel's title.
Fantastical but believable, larger-than-life but eminently identifiable, this setting is the novel's triumph. Methane-filled dirigibles coexist with genetically-engineered oversized elephants, and it clicks. Buddhist monks and Thai monarchy provide a traditional backdrop over which drapes Bacigalupi's futurism. I quickly became entranced, wanting to discover the world's machinations, the clockwork of the author's imagination. He's excited about the setting, and he should be - his implications are chilling and his questions difficult. Emiko's predicament is particularly profound as she suffers discrimination due to the stigma of being a 'New Human'. From her DNA up, she has been programmed to serve and please her human masters, and the resultant exploration of her free will feels surprisingly authentic given the shoddy treatment I've come to expect of the subject. Throughout the novel she is told that she has no soul, that she is a piece of 'genetic trash', and I feel real sympathy for her hurt and existential confusion. Anderson Lake plays her intriguing counterpoint as he at once frees and frightens her. His struggle parallels hers at times as he seeks to understand a culture that feels alien and resists his every effort to penetrate it. I became easily invested in and intrigued with Windup's characters and their unique narrative perspectives. Great, then, was my disappointment as I approached the book's ending with the realization that the material had not been done justice.
This novel should have been better. It's compelling enough that I lament criticizing it too harshly, but it buckles under the weight of scrutiny. I couldn't shake the feeling that I was reading a draft, perhaps a first submission of the novel to a publishing house. Bacigalupi's comfort with short story writing shows, and at its best, the novel is concisely exhilarating. Unfortunately, I quickly found myself tiring of reintroductions of the world's core concepts, as if each chapter starts the story afresh. After suffering 50 or so pages of redundant description, I just wanted the author to get on with it, thank you very much. Bacigalupi's Thailand is powered by kink-springs (that store and then release the energy taken to wind them up, like toy cars), and he doesn't miss one opportunity to remind the reader - kink-spring scooters, kink-spring fans, kink-spring guns - every single time such an augmented object is mentioned. The narrative suffers from a paucity of descriptive variety as the same phrases become recycled, then rote. The windup girl of the novel's title moves with a "stutter-stop" motion, which viscerally captures the character the first time it's used, but feels like cruel omniscient taunting by the end of the novel. Characters routinely "shrug" their way through this or that, or "stifle the urge" to do something emotive or self-preserving. It's like Bacigalupi has invented a narrative algorithm for the novel, through which he feeds relevant plot points before handing them, unproofed, to the reader.
That would certainly make it easier to explain the shockingly poor editing. I have never read a more shoddily edited book, and that includes the uncorrected advanced reading copies I would receive during my bookstore days. If technique is the proof of sincerity, Bacigalupi is in danger of being an outright fraud. Some pages contain three or more typos, and I find myself again wondering if I'm reading a draft, summarily scanned by an intern copy editor as it was whisked off to the presses. I can only conclude that
A). his editor(s) is overworked and underpaid
B). the publisher, Nightshade Books, is a peewee operation
C). this book was cobbled together, or the author did not have sufficient time to finish it properly
D). measures of all of the above (most likely)
I wish this work was exceptional, but I have noticed a steep decline in the quality of editing in published works I've read over the last, say, five years. I can only assume that words are getting cheaper and cheaper with the prevalence of internet culture and the continual downsizing of corporate assets such as competent proofreaders. This is a vague and memetic argument, I know, but I can't find another way to explain it.
Wherever the blame lies, I think Bacigalupi was shortchanged by his publisher. This book needed more work - more fleshing out, more exploration. The setting needed to breathe and develop subtlety. It's a fast 359 pages, and it felt hamstrung by an ending that comes as suddenly and awkwardly as an early guest. The characters start with promise but struggle to gain dimension, with little development to mark their progress through the narrative. Their motives never change. Anderson Lake starts and ends the novel with the same unshifting focus on acquiring genetic material. The eponymous Windup Girl wants freedom. Corrupt politicians stay corrupt, and fanatics stay fanatical. The novel's few surprises are unsurprising, and all of them feel incidental, like a lone firework on the 3rd of July. For a story that purports to explore the existential concept of the human soul, I find surprisingly little of it in the writing. I am left tempted to call this The Windup Novel. Bacigalupi has something here, something very worthwhile, and I only wish he'd had a stronger team at his publishing house to help him realize his vision.
Read this novel for the setting. Read it for its chilling predictions and clever envisioning. If you're less critical than I am, you'll likely enjoy it.
This is a debut novel, and a quick glance at Bacigalupi's previous work reveals a volume of short stories that includes titles like Pump Six, Yellow Card Man and The Calorie Man. He has been crafting this world for a while now, the culmination of which is The Windup Girl. It's a cynical but splendidly imagined projection of the near future: fossil fuels are rare and exorbitantly expensive; global warming has raised sea level and weather patterns are volatile; misadventures in bioengineering have ravaged the world with plagues of viruses, bacteria, fungus and insects; corporate interests gain power as regional governments succumb to revolt.
This apocalyptic Thailand is plausible but miserable. You will not gasp at the majesty of steampunk invention here - you will likely gag. Windup's Bangkok is full of feral cats, religious and political fanatics, refugees and opportunistic businessmen. The resident crime boss is named the Dung Lord, and he vies for power along with Trade Minister Akkarat and General Pracha, the victor of a military junta at the narrative's outset. The cast of characters are all hard-bitten, all nursing personal grievances, all hopelessly driven to do what they end up doing. Anderson Lake (a great name for this anti-hero, but they're all good) is an American agribusinessman sent to Thailand with the objective of gaining access to the Kingdom's jealously-guarded seed stock. While pursuing this goal, he becomes entangled with Emiko, the genetically-engineered courtesan of the novel's title.
Fantastical but believable, larger-than-life but eminently identifiable, this setting is the novel's triumph. Methane-filled dirigibles coexist with genetically-engineered oversized elephants, and it clicks. Buddhist monks and Thai monarchy provide a traditional backdrop over which drapes Bacigalupi's futurism. I quickly became entranced, wanting to discover the world's machinations, the clockwork of the author's imagination. He's excited about the setting, and he should be - his implications are chilling and his questions difficult. Emiko's predicament is particularly profound as she suffers discrimination due to the stigma of being a 'New Human'. From her DNA up, she has been programmed to serve and please her human masters, and the resultant exploration of her free will feels surprisingly authentic given the shoddy treatment I've come to expect of the subject. Throughout the novel she is told that she has no soul, that she is a piece of 'genetic trash', and I feel real sympathy for her hurt and existential confusion. Anderson Lake plays her intriguing counterpoint as he at once frees and frightens her. His struggle parallels hers at times as he seeks to understand a culture that feels alien and resists his every effort to penetrate it. I became easily invested in and intrigued with Windup's characters and their unique narrative perspectives. Great, then, was my disappointment as I approached the book's ending with the realization that the material had not been done justice.
This novel should have been better. It's compelling enough that I lament criticizing it too harshly, but it buckles under the weight of scrutiny. I couldn't shake the feeling that I was reading a draft, perhaps a first submission of the novel to a publishing house. Bacigalupi's comfort with short story writing shows, and at its best, the novel is concisely exhilarating. Unfortunately, I quickly found myself tiring of reintroductions of the world's core concepts, as if each chapter starts the story afresh. After suffering 50 or so pages of redundant description, I just wanted the author to get on with it, thank you very much. Bacigalupi's Thailand is powered by kink-springs (that store and then release the energy taken to wind them up, like toy cars), and he doesn't miss one opportunity to remind the reader - kink-spring scooters, kink-spring fans, kink-spring guns - every single time such an augmented object is mentioned. The narrative suffers from a paucity of descriptive variety as the same phrases become recycled, then rote. The windup girl of the novel's title moves with a "stutter-stop" motion, which viscerally captures the character the first time it's used, but feels like cruel omniscient taunting by the end of the novel. Characters routinely "shrug" their way through this or that, or "stifle the urge" to do something emotive or self-preserving. It's like Bacigalupi has invented a narrative algorithm for the novel, through which he feeds relevant plot points before handing them, unproofed, to the reader.
That would certainly make it easier to explain the shockingly poor editing. I have never read a more shoddily edited book, and that includes the uncorrected advanced reading copies I would receive during my bookstore days. If technique is the proof of sincerity, Bacigalupi is in danger of being an outright fraud. Some pages contain three or more typos, and I find myself again wondering if I'm reading a draft, summarily scanned by an intern copy editor as it was whisked off to the presses. I can only conclude that
A). his editor(s) is overworked and underpaid
B). the publisher, Nightshade Books, is a peewee operation
C). this book was cobbled together, or the author did not have sufficient time to finish it properly
D). measures of all of the above (most likely)
I wish this work was exceptional, but I have noticed a steep decline in the quality of editing in published works I've read over the last, say, five years. I can only assume that words are getting cheaper and cheaper with the prevalence of internet culture and the continual downsizing of corporate assets such as competent proofreaders. This is a vague and memetic argument, I know, but I can't find another way to explain it.
Wherever the blame lies, I think Bacigalupi was shortchanged by his publisher. This book needed more work - more fleshing out, more exploration. The setting needed to breathe and develop subtlety. It's a fast 359 pages, and it felt hamstrung by an ending that comes as suddenly and awkwardly as an early guest. The characters start with promise but struggle to gain dimension, with little development to mark their progress through the narrative. Their motives never change. Anderson Lake starts and ends the novel with the same unshifting focus on acquiring genetic material. The eponymous Windup Girl wants freedom. Corrupt politicians stay corrupt, and fanatics stay fanatical. The novel's few surprises are unsurprising, and all of them feel incidental, like a lone firework on the 3rd of July. For a story that purports to explore the existential concept of the human soul, I find surprisingly little of it in the writing. I am left tempted to call this The Windup Novel. Bacigalupi has something here, something very worthwhile, and I only wish he'd had a stronger team at his publishing house to help him realize his vision.
Read this novel for the setting. Read it for its chilling predictions and clever envisioning. If you're less critical than I am, you'll likely enjoy it.
Subscribe to:
Posts (Atom)