30 September 2023

First Impressions - Playdate, a retro-handheld by Panic

Picture of a yellow rectangular box with a picture of a Playdate handheld and a smaller purple square box showing a Playdate cover, both resting on a table with a world map on it, and inclined on a black keyboard at the top of the picture.
The Playdate packaging is cute.

Back in March 2023, I impulsively ordered a Playdate handheld. I’d been intrigued when they first came out, but resisted. However, I’d seen a few reviews, and as I’ve been travelling more, it seemed like a cute option to do some casual gaming when I was away. Plus, Panic had announced there was a price increase coming so it seemed like a good time to lock in a device at the launch price. 


Same set up as the first picture, but showing the back of the boxes
The back of the boxes

The Playdate is Panic’s first foray into hardware; usually they produce software, mainly for macOS (but they have also published for Windows and XBox with games like Firewatch and Untitled Goose Game). The little yellow handheld they’ve produced is pretty open; they encourage side loading of games and there’s an active Itch.io community. Most of the games are pretty cheap; an expensive one would be around the $12 range, but many are Pay-what-you-want or in the $2 to $4 range.


The Playdate box opened, showing the little yellow handheld in foam at a jaunty angle, alongside a similarly jauntil placed black cardboard sleeved yellow USB cable with the words “Have Fun” written on the sleeve
Unboxed…

The device is really cute looking and very small. It has a highly reflective black and white LCD screen, a D-Pad and two buttons (A and B) for gaming, plus a button at the top right to access menus, and another button on the top right to power on and off. And then there’s the crank, an analogue controller which is used in some games and also in some system functions like buying and opening games. It charges and connects over USB-C and a 3.5mm headphone stereo jack at the bottom. The device’s speakers are mono and sound decent enough. There’s also a microphone, but I’ve not seen anything use that yet. The Playdate connects to WiFi and you can download games and updates from Panic.

Playdate held in my hand, showing the clock in sleep mode. The clock is set to “words” mode, rather than digital or analogue. It says “It’s five to five on Monday September 25”
Tiny handheld, interesting clock options 

There are three routes to getting games; the device comes some (‘Season One’) arriving with two, and then having more two more games drop for free each week. In total there are 24 games, with a wide variety of options. The second route is to install the Catalog app, and you can buy from a curated collection of games hosted by Panic. Finally, you can buy games from other sources like Itch.io or even code them yourself and sideload them over WiFi or over USB. 


Playdate handheld, purple cover open, showing the Catalog app loading games. It’s connected to USB to charge with an iPhone 11 to the right of it to provide scale.
Playdate charging while downloading games on the Catalog app, with iPhone 11 for scale.

I’m very much a casual gamer (mostly). Playing through the whole of Firewatch in two evenings is probably the most extended play that I’ve done recently, although I do have a World of Tanks Blitz habit. Most of the games I’ve downloaded are very much bite-size games; they’re your classic arcade games. It actually reminds me of the ZX81 and ZX Spectrum days; I do hope someone comes up with a decent take on 3D Monster Maze soon! I’ve sideloaded a lot of the classics like Frogger, Invaders and Pac Man. There are some great puzzle games; these range from more Sudoku / Minesweeper like games, through to arcade puzzlers where you push and pull things to solve a level. There are adventure games, although I haven’t really explored these properly yet. 

Most games are the kind of entertainment you can play for a bite-sized bit of fun, but it’s also easy to lose an hour.

The screen can be challenging in artificial light; there’s no backlight so you have to angle it right to get the best view. I’ve not really found that an issue, but I have seen people moan about it on the internet.

My favourite games at the moment are SlitherlinkPD (a minesweeper/sudoku style puzzler using the crank to wind back time), Gravity Express (Lunar landings, using the crank to orientate the ship), Grand Tour Legends (crank-driven cycling), Gatecrasher (pilot a ship through a series of gates, kind of Tempest style, using the crank) and Four Corners (kind of Tetris like block clearing game).

I’ve no regrets picking this up, even the wait built some anticipation. (Panic batch manufacture Playdate, so you effectively pre-order; mine took six months to arrive).

The yellow Playdate handheld, sandwiched in its purple cover, held in a hand with a decorative window behind
The Playdate in its cover - reminds me of an ice-cream sandwich.

I’ll leave you with a cute picture of the Playdate in its cover above. I look at it and it makes me smile. Teeny. Cute. Fun.

30 September 2023

24 September 2023

First Impressions - The Hunt

A picture of The Hunt boardgame standing on a table with a world map on it. The box stands vertically with a striking image of a Royal Navy officer dressed in white with a cap, their face covered by a pair of binoculars which have red glass with the reflection of a warship. The background has a red sky, reflected on the sea, with a naval vessels in the background. The title of the game is at the bottom left.
The Hunt

The Hunt is a two-player naval wargame set in the Second World War based around the hunt for the German pocket battleship, the Admiral Graf Spee. Historically, the concluded with the scuttling of the ship after the Battle of the River Plate when the ship’s captain felt they had no chance of escape when the time they had in the neutral port of Montevideo expired. Ironically, we had the same outcome. The game is published by Salt and Pepper Games and was funded on Gamefound.

The game has been lovingly made, and the components are great quality. The board is clearly printed and well constructed, and the is a mix of cardboard counters for ships and naval forces and wooden counters for damage and hints to the Graf Spee’s location. The artwork is evocative and the cards come with sleeves. There’s a small screen for the German player to hide their movement record.

A look across the game board from the Royal Navy perspective. Merchant vessels have been sunk and my eldest son is planning his next move. A hand of cards lies in the foreground.
A few turns in, and already the merchant ships are sinking.

The game is asymmetric, with hidden movement and driven by cards. Both players start with a hand of five cards; the Royal Navy always draws back to a full hand, but the German player is limited to drawing back to three cards unless they are within a hex of the Altmark, their supply ship. If that’s the case, they can redraw a full hand, but that will give their location away to some extent, as they have to tell the British player how many cards they are drawing.

Victory is achieved for the Germans by sinking five merchant vessels, or doing more damage than the British if brought to battle. The Royal Navy wins by getting five merchants to safety, by doing more damage to the Graf Spee than they receive, or by playing the “Scuttling in Montevideo” card in response to the German player playing the “Montevideo” card in the final round of the battle. Most of the British forces have an advantage in battle.

The Hunt
British forces closing on the Graf Spee (which is within one hex of the yellow hint marker)

The advantage in the game shifts towards the Royal Navy throughout. At the start, only one patrol force is in play, but by the end, three forces can be operating.

There are usually two merchant ships in play, but the German player has a card that can force additional vessels to leave port. They move one hex per turn to different locations.

The German player goes first and plays cards for either their event status, or for action points. Events do things like force a merchant to restart its journey, add calm weather for better searches or move the British forces (based on false radio messages). Some event cards are one-shot and have to be permanently discarded once used.

When played for action points, the cards allow movement, searches, repair of the ship’s sea plane or building of reserves. Movement is a maximum of three hexes (costing 1,2 or 4 action points). The Altmark (which cannot be attacked) is not hidden and moves once per turn, but the Graf Spee can move twice (move, attack, move). The Graf Spee has hidden movement; the German player must declare how many action points they are spending honestly, but doesn’t have to move any or all of the hexes (i.e. they spend 4 action points and must tell the Royal Navy commander this, but they could stay in the same place or move up to three hexes away). Once the Graf Spee moves after an attack, it disappears again.

Searching requires 2 action points, and then a dice roll. If a d6 rolls 5+, the German player finds or sinks the merchant vessel. If the German player uses the sea plane, they get +2 to this roll. However, the plane must be repaired before being used again. Only a single search and attack can be carried out each turn. Repairing the sea plane costs an action point, and requires a dice roll higher than the number of permanently discarded cards the German player has. If you roll badly, the plane is permanently lost; as the game progresses, the likelihood of this happening increases.

Finally, the German player can lay a reserve of up to two action points, which effectively means they can run for two hexes or carry out an attack even if their hand is poor.

The British player starts their turn by moving merchant ships towards their destinations and adding in an extra ship if they’re lost any. They follow this with a card phase like the German’s but with subtle differences. They can move each force (with the same costs per force as the German player). Each of the forces can search to find the Graf Spee in the space they are in at the cost of a single action point. The chance of finding the commerce raider is the same as finding a merchant ship, but without the option of a sea plane to help. If the Graf Spee is found, it is brought to battle which triggers the end game.

The British player can also spend an action point to use the intelligence actions which are found on most of their cards. These either force the German player to place a hint marker on the board within a hex of the Graf Spee, or give the Royal Navy a bonus on their search roll. This action can be picked multiple times and up to three hint markers placed. The markers are removed once the Graf Spee moves.

The Royal Navy can increase the forces deployed by spending 2 actions points to advance them on the strategy track; this can only be done with one of the two reserve forces. Once the force completes the track, it is deployed. Typically, the new forces have an edge in combat.

After the cards phase, the British player redraws their entire hand. 

If brought to battle, both players redraw to five cards in their hand. The players play cards for their action point value in five rounds. The British player adds the value from the force that’s engaged. The loser takes a point of damage; ties mean no damage. If a card has a battle event, then it is played as well as the action value. The player with the least hits wins (and on a tie, the Royal Navy prevails). 

The Royal Navy Battle cards played, ending with “Scuttling in Montevideo”.
The final battle

In our game, I was lucky and drew high cards, which meant I was ahead enough that the “Montevideo” card that the eldest played wouldn’t have shifted the game enough that I would have lost even if I hadn’t responded with the “Scuttling in Montevideo” card.

Overall, this was a short, tense game that nails its theme well. At no point did I think I was winning as the Royal Navy. N felt he had the advantage right until I played an event card that forced him to discard and made his location pretty obvious. It feels balanced and fun.

Recommended.

23 September 2023

WOTB - ASTRON Rex on Castilla

Another mastery came along, unexpectedly as I was playing another made up tank in World of Tanks Blitz.

I suspect my opposition wasn’t that high win rate. They’d have killed me if they’d pushed while I reloaded.



17 September 2023

WOTB - A tale of two Himmelsdorfs - KPz 50t

Two battles on Himmelsdorf today, the first of which had me thinking “How much XP do I need to ace this tank”? Well, I found out next battle. To be fair, I made a lot of mistakes in the first battle which I got away with.


First Class

Mastery


09 September 2023

First Impressions - Swords of the Serpentine RPG (GUMSHOE)

A glass-topped table at night, with a copy of the Swords of the Serpentine roleplaying game on the left (showing a woman thief climbing a tower), a yellow candle at the top and a reMarkable tablet with the review notes on the right.
Swords of the Serpentine - will it be ill-met by moonlight?

If ever a review was written under a cloud, this is it. Well, this is it until I finally read Cartel by Magpie Games. Swords of the Serpentine is Pelgrane Press' long delayed swords and sorcery game powered by the GUMSHOE engine. For a variety of reasons, it was stuck in pre-order hell along with quite a few other Pelgrane products. I'd reached the point of referring to them as "Pre-order Press" which is never a good thing. The communication felt lacking and I was starting not to care at all about the book, when all of a sudden it arrived, very well packaged, in the middle of an otherwise tedious workday and all this was forgotten.
TL;DR: Pelgrane Press have produced a great addition to the GUMSHOE line. The setting is evocative and full of inspiration; there's potential for many hours of entertainment in a well-written swords and sorcery setting. The game engine has been fine-tuned into a sharply energetic version perfect for the genre.
The big question this gorgeously-illustrated, 380-page full-colour volume has to answer for me is whether it can compete with Through Sunken Lands and also Mark Galeotti's Gran Meccanismo by Osprey Games, both of which were released in the period after I pre-ordered, and both of which I've either run or played already. Could this be the first GUMSHOE game that I actually run? 

GUMSHOE is a system I'm very familiar with. I've played The Esoterrorists extensively, had a weekend at Longcon playing an abridged version of the Dracula Dossier for Night's Black Agents, and I'm currently midway through Eternal Lies for Trail of Cthulhu. I'm also in an episodic King in Yellow RPG campaign. Each of the GUMSHOE line's roleplaying games brings its own unique flavour tailored for its setting. I know that you can get high tension and excitement with the engine, but I was skeptical that full on swords and sorcery was achievable. Not so skeptical that I didn't pre-order it, based on some blog posts, but skeptical enough that I understood that it could be a white elephant, read once & condemned to a shelf or to be sold on. 

I'm happy to say that this isn't the case. Kevin Kulp and Emily Dresner have produced a sharply energetic version of GUMSHOE that absolutely nails the genre. The game is set in the city of Eversink, a pseudo-Venice set in the swamps as the Serpentine River reaches the sea. Eversink was born out of a pact with the then somewhat-minor swan goddess Denari. The pact took the form of a contract for worship with performance measures to be reviewed by the goddess after a thousand years have passed. If performance has been satisfactory, the contract may be renewed. The Church of Denari dominates the city in an uneasy balance with the new money of the Mercanti and the old money of the Ancient Nobility which traces its ancestry back to the founding of the city. The commoners toil, and the City Watch struggles to keep the peace. The Guild of Architects & Canal Watchers delays the slow sinking of the city into the swamp. Multiple thieves guilds vie for coin, but alway tithing to the Church lest they face the wrath of the goddess. Sorcerous cabals lurk in the city, spreading corruption as they seek for forbidden knowledge. Outlanders visit to make their fortune, and rumours persist that Monstrosities can be found in the sunken buildings and basements below the surface of the present city. 

In short, this is Venice, Lankhmar, Ankh-Morpork and more. Much like Through Sunken Lands, there are echoes of genre favourites throughout. Character generation starts with the GM and players agreeing on the tone of the game and the reasons the party work together. There are four core professions; sentinels (expert in crimes and investigations, sorcerers (illegal but powerful, at risk of falling to corruption or being punished for heresy); thieves (specialists in secrets, treachery and larceny); and warriors (those who fight). You can mix and match professions if you prefer. 

Each player picks some adjectives to describe their personality and then their 'three drives'. To get these, they answer the question, "What three things are best in life?", taken from the 1982 Conan movie. Once per adventure, a drive can be invoked (if it's appropriate) to gain a bonus on a die roll or allow the use of a general ability a character doesn't have ranks in. 

Like other GUMSHOE games, abilities are split into two types: investigative and general. The list of skills are short compared to its peers. Investigative abilities always work but their points can be spent to gain special abilities and do remarkable things. Each investigative ability describes what the benefits of spends are. For example, 2 points of Command are enough to order strangers around because they believe you have authority. Spend a point of Felonious Intent, and you can find a helpful contact who owes you a favour. Spending Corruption creates powerful magical effects, but a sorcerer must internalise the spend (risking unnatural scarring and mutation) or externalise it into the environment leaving a hint that the Church's Inquisitors can and will follow. Scurrilous Rumors allows you to use gossip both positively and negatively, which is fun. 

You pick the factions that you are allied with and those who are your enemies. You can chose to have a relationship with The Triskadane, the 13 Secret Rulers of the city picked by the goddess herself, should you wish, and the game gives sound advice on how to manage if players build their characters so they're influential. General abilities have a much shorter list (ten in total) than most GUMSHOE games. If you have rank 8 or above, you have a talent for that ability that will provide special bonuses. 

Two of the abilities – Health & Morale – govern how much damage you can take. You get 18-points to spend on these (with a minimum of 3 in either). If one is above 10-points, it makes you harder to harm. Combat abilities take one of three forms;  Sorcery, Sway or Warfare. High scores in these allow you to brush off mooks. Sway affects morale, Warfare affects Health and sorcery can do both. It's entirely feasible to defeat opponents by breaking their morale.

You use general abilities by rolling d6 and adding however many points you want to spend. Typically, you'll want to roll 4+ to succeed, meaning that a 3-point spend will usually guarantee success. However, you have finite numbers of points in each abilities pool, so there is a strategic element in deciding whether to spend or not. You can gain extra points to spend if you can rationalise the spend of an investigative ability. Each investigative point spent gives +3 to your dice roll or adds an extra die of damage if you've already hit. However, you're unlikely to refresh your investigative abilities until the end of the adventure, so spending wisely is a must.

General abilities are a different matter. Defeating enemies, traps and obstacles earns refresh tokens, which are discarded at the end of a scene if they aren't used. These tokens go in a bowl and the players can use them recover points that they've spent. I've not seen this in use before in GUMSHOE. However, this mechanic, combined with the ability to spend investigative ability points to boost rolls and more, means that the game engine works well to emulate the literature which inspires it.

Sorcery & Corruption gets a dedicated chapter. A sorcerer choses a sphere of influence that they can affect for every rank of corruption that they possess. These effectively describe the style of your magic; the kind of special effects that you'd use if you were in a movie. All sorcery comes from one of two sources; either the hidden powers of the serpentine (the long-extinct serpent people that predated humanity) or from a bargain with a demon, small god or spirit who will likely want to use you to further their cause. Remember that the goddess Denari gained her power from the contact that defined her worship, so it is feasible for a small god to gain worshippers and power if their agent works well. All the example spheres have details on whether they affect health or morale when used to attack; they also have a short description of the kind of effects that can be achieved, along with the likely impact of spending corruption points.

You can use sorcery freely; if your sorcerer describes a normal, regular activity they do, they can chose to describe it as being done by their power at no-cost. Similarly, they can describe any investigative spend as coming from their sorcery. This may enable a spend where it wouldn't be easy to do otherwise. The example given is using wind magic to spread rumours across the city using the Scurrilous Rumors ability. General ability tests can also be described as being done by magic. Sorcery can be used to to attack or carry our manoeuvres. You can make this far more powerful by spending corruption points to significantly raise the effect of your magic. Corruption point spends allow you to significantly raise damage caused, or create area damage effects. A sorcerer can also use them to create manoeuvres that they don't have the right abilities for, or create unique spells. They can curse foes and create sorcerous glyphs and traps. If an adversary is the target of such effects, then they can resist, which is treated like a normal manoeuvre. Unique spells can be whatever you like (agreed with the GM). The example given is transmuting a victim to a chicken. You always give a partial effect option; the target can chose to resist and have a more minor effect with damage or take the full spell consequences. 

But (there's always a' 'but", isn't there?) if you spend corruption it needs to go somewhere. You can internalise it with a health test. Succeed and you get a non-obvious change to your body. Fail, and it's obvious. Often this corruption will manifest in a form related to the source of your sorcerous power. So you may slowly take the form of a snake if you are drawing upon the powers of the long lost Serpentine. Of course, with dark rites, you could internalise it with someone closely linked to you, like a blood relative. Perhaps a use for that younger sibling or feckless cousin? Alternatively, you could externalise the corruption, spiritually scarring the area around you, harming Denari's blessing upon Eversink and potentially causing buildings to collapse, evil and supernatural beings to be attracted, nature to twist and change and reality to be torn. The Inquisition really frown upon this. High spends of corruption can contaminate large areas of land around. But at least you won 't be changed by it! However, everyone around you, including your colleagues will be terrified, damaging their Morale score. The Church does try to deal with corrupted locations, either sealing them off or curing them. 

There are advanced rules for rituals, true names, curses and sorcerous glyphs and traps. These are initially likely to be the domain of adversaries of the party, but in time they'll surely tempt sorcerers as they give more power, and of course they can control it, can't they? The book discourages a starting GM from reading this section at first. 

Wealth is managed with an abstract system were the lifestyle you maintain impacts your reputation with different parts of society. This nicely mirrors the ups and downs in heroes' fortunes seen in the source swords and sorcery literature. 

The equipment chapter details weapons, armour and a wide variety of items tailored to Eversink (for example "Costino's Cameos", famous and valuable paintings which are collectable and people will kill for; a Guild or Church Badge of office, great for influencing people; or even Denari's book of Truths and Tax Code). Poisons, magical items and sorcerous gear are all provided for. This is everything you'd want and expect. 

Adversaries get their own chapter, which begins by describing the difference between supporting characters, companions, adversaries, monstrosities and mooks. The latter will go down quickly, but can be dangerous in numbers. There is sound advice on selecting the health, morale, combat effectiveness and abilities for enemies. This includes elements like limiting damage to adversaries until the mooks are all taken down (you'd tell the players that this is the case to incentivise them), scaling adversary abilities and using Armor and Grit scores to manage survivability. Adversaries have a wild-card ability called Malus. This can be used in place of any general ability, can boost attacks, give investigative pool points, trigger special abilities or create more powerful manoeuvres. 

There's a simple template for building opponents; it's functional but I can't help but think there must be a way to do this more graphically and make it easier to use. One for me to ponder when I run this. Adversary special abilities get a decent list with costs, then there's a section which gives a great selection of background characters to use. These are mainly linked into the different factions, with several examples from each. There is a section for monstrosities;  animated statues, fly worshippers, swamp dwelling Chugguts, ghosts and more terrifying local, unique threats like "The Drowned", the "Faceless" and the Rattakan. For some reason the Serpentine (Serpent Men) are detailed but surely they all died out thousands of years ago before humanity rose? Didn't they? 

The GM chapter is sound, starting with brief advice on safety in games before covering tone of the game. GMs are encouraged to get the players to co-create the world by asking questions, sound advice to build investment in the shared world. There's good guidance on character creation and what their development choices lively mean. Having played GUMSHOE for a while, I think the guidance on investigative point spend will prove very helpful for a starting GM. There's further wisdom on running fights effectively and making them fun for players. The next advice given is on how to use Allies and Enemies to make things exciting (or at least "interesting" for the party.

Adventure structure is covered, especially considering mysteries and clues. Scene types are considered-flashbacks are included! The GM is encouraged to create a plot map which is sound advice. However, I found the example quite irritating as what is in effect a flowchart has been drawn on a grid and made to look like a dungeon map. I found it very twee, and the graphic design added nothing to the functionality.

The chapter rounds out by discussing how to customise the game to meet your preferences. This includes replacing (or perhaps adding) the alternative of Thaumaturgy in place of sorcery. One-on-one play is discussed, along with playing heroes at different stages of their career, perhaps even as a ghost if things go badly wrong. 

Next up is a large chapter which describes the city of Eversink by taking you on a grand tour of the map. Districts have key locations described with copious plot hook examples. The areas around the city are also outlined, along with how government, the law and culture works. Each faction has notes on what being an ally or enemy will likely mean for our heroes. The chapter rounds out with example internal and external threats to Eversink. These are seeds for campaigns to explore. 

The chapter on Eversink is followed by an exploration of the world the city resides in. There's a full spread world-map and then nutshell descriptions of each country, its government, the people and society, and who are its friends and enemies. These are designed to give initial inspiration (and perhaps enough of an idea for a character from such a country that a player may want to be).

The last chapter is an introductory adventure – Corpse Astray – where the characters get the chance to stumble into a complicated revenge plot involving the theft of corpses after they arrive in Eversink after a somewhat traumatic sea journey. It hits all the notes that it needs to, and the advice for running is very solid. I liked this one rather than loved it.

The book concludes with a really useful set of appendices. These are play aids on how the system works for new players, a guide on creating characters, another on using sorcery, plus lots of useful reference tables. There's also a character sheet and a sheet to track allies, enemies, grudges and repute. Finally, there is an extensive and useful index. 

The book itself is a 380-page full-colour hard back with a striking image of a thief perilously climbing a tower above Eversink. There are some lovely character illustrations, especially in the adversaries chapter. The end-leafs are both two-page spreads of the city map. The layout is workman-like; it's clean and easy to read, with good use of colour and tabs on page edges to differentiate sections. I find this much better than some of Pelgrane's other lines where the text size made it hard to read. I describe it as workman-like because it does what it needs to rather than exciting me with the presentation. However, this is a rule book, designed to transfer information, and as such it beats many fancier designs. It will be great at the table. 

To conclude; Pelgrane Press have produced a great addition to the GUMSHOE line. I will be running this at Furnace to get a better feel for the game in play, but my past experience with the game engine makes me confident it will work well. The setting is evocative and full of inspiration; there's potential for many hours of entertainment in a well written swords and sorcery setting.

Recommended

9 September 2023

A new trend in crowdfunding [updated]

I've started to notice a new habit in crowdfunding over the last year; the companies that let down their bigger backers to get the product out on the market and earning retail.

So you back that Kickstarter with some extras (often more books etc) at a higher level than others, but the company suffers delays and issues so the additional material is late. However, they have the core game, so they release it both to the backers who only backed at the lower level (likely the majority) and into retail or print-on-demand. 

Those who backed at the higher level get to wait until all the extras are done. Now, if that's a week or two, fine, but I'm seeing a tendency for this to become months or even more. If you're lucky, you can pay extra shopping to get the book when everyone else does, but that's not always the case.

Sadly, it's been predominantly UK companies so far, one of which I've previously criticised for their virtue signalling.

It used to be the case that a lot of companies would hold until they had everything ready, or split ship. Sign of the times?

9 September 2023

Hmm, seems like my criticism towards the virtue signallers may be misplaced. The latest update implies that they’ve shipped the core books to everyone, unlike the previous one. I guess it’s time to watch this space.

16 September 2023



03 September 2023

Books in August 2023

 

August was a good month for reading (but ten days away on holiday will always do that). I read 14 books and 3,887 pages. Slightly less pages than last month, but things got a bit hectic one I got home and I ended up digging into roleplaying books in preparation for Furnace at the start of October.

I read three roleplaying books, ten fiction novels and one non-fiction.

The non-fiction book was ‘The Ruin of All Witches’, which is the cheery tale of the colonial town of Springfield and the paranoia around witches that led to one (probably mentally disturbed) woman to out herself as a witch and cause all sorts of repercussions for the settlement and her family. Fascinating and at times hard to listen to (I did the audio book when driving for work).

Roleplaying books included A Town called Malice, a nordic horror story game which I’ve discussed before, Mark Galeotti’s Gran Meccanismo (clockpunk role playing in 16th century Florence), and a re-read of Swords of the Serpentine in preparation for Furnace and also finishing the review. As two of these are re-reads, that makes Gran Meccanismo my favourite for the month, something that it would have won anyway with its use of the Tripod engine and evocative world building of clockwork science.

Fiction is harder this month; I read a lot, so a single favourite is hard to chose. Here’s the list of what I read:

I started with Nick Harkaway’s Titanium Noir- a future SF novel where the secret of immortality has been cracked and is the playground of the rich, or those favoured by them. The protagonist is a private investigator (who has links to the Titans thanks to a past relationship) and gets used by the police when they investigate crimes that touch into this space and are of a delicate nature. I really enjoyed this book - it’s a while since I read anything by Harkaway and I need to go and check what he’s published since the earlier novels I read. Recommended.

Next was a diversion into Hanna Jameson’s Road Kill (or Those Crazy Freeways dependent upon the publisher and edition you read). This is the third of her novels which are linked to a London club, each picking different stories and points of view. As usual, the characters are flawed, morally dubious and get involved in questionable activities. This time, much of the narrative is in the USA. Overall, I found this compelling but I didn’t really like the protagonists. 

I dived into science fiction with Alastair Reynolds new short story, Detonation Boulevard, which is all about extreme racing on moons and planets around the solar system. This was fun and engaging and quite gripping.

I followed this up with the two Continuance novels which Gareth L Powell has written. The first sets the science where humanity is exiled to the stars at the cusp of self-annihilation through a nuclear war. The Continuance are the remnants of humanity, banished to the stars in ark-ships. In the first book, Stars and Bones, a ship is sent on a mission to try and find out what happened to a scout ship investigating alien ruins. A significant threat is discovered to the fleet, and to other spacefaring cultures. This escalates nicely in a similar way to Neal Asher, Iain M Banks or Alastair Reynolds. The second book, Descendant Machine, is cleverly done, and escalates things even more. I can’t really say much without spoilers, but this was great fun and tense in parts. I recommend both these.

The next book I read had me thinking of the Liminal roleplaying game. Ink Blood Sister Scribe is a contemporary novel of magic powers performed through the writing and reading of books, inked with the blood of the scribe. I enjoyed this a lot - it’s a great debut from Emma Törzs - and I’d like to see more.

I then dived back into Mick Herron’s Oxford Investigations. Smoke and Whispers is interesting as the main character in early books - Zoë Boehm - is very much outside the plot we see unfold for much of the novel (like the first book). This is cleverly done as the focus returns to Sarah Tucker, her friend introduced in the first book. I followed this up with Reconstruction, which is excellent but I think a little misrepresented. It’s allegedly part of the same series (and I think some of the minor characters do overlap) but it’s more like a Slow Horses novel. I enjoyed it; the ending was certainly challenging.

The next book was another short story from Silvia Moreno-Garcia (author of the excellent Mexican Gothic). Set during the Mexican Revolution in 1917, it tells the tale of a young girl trying to protect her family from the threat of wandering soldiers. I really enjoyed The Tiger Came to the Mountains.

The final novel I read in the month was War Bodies by Neal Asher. This was everything you’d expect from an Asher novel; escalating plot lines and technology, fast paced and violent. Set in the Polity Universe, this continues the recent explorations he has been making around the end of the Prador war. Enjoyable, but delivers everything you’d expect.

If I had to pick a favourite for the month it would be Nick Harkaway’s ‘Titanium Noir’, or Emma Törzs’ ‘Ink Blood Sister Scribe’. I did enjoy both the short stories I read immensely too.

3 September 2023