Showing posts with label Stephen Hunt. Show all posts
Showing posts with label Stephen Hunt. Show all posts

Saturday, January 25, 2014

The Rise of the Iron Moon

       
       

          Okay, so the rundown is as follows. There is a good book in Stephen Hunt's The Rise of the Iron Moon. Somewhere. When he isn't gleefully destroying the beautiful setting he spent two books building up, or borrowing liberally from Jules Verne and HG Wells. Said good book is hiding in a mass of strange narrative choices, long passages of debate and exposition, characters spending their time not fighting a superior force sweeping across the land, and some rather bizarre takes on Arthurian mythology. Also, as this is a concluding volume to the arc started in The Court of the Air, foreknowledge of which is required to read this book. 

                 The good bits are that when the book is going, it really gets going, Stephen Hunt's usual attention to detail and worldbuilding do shine through in places, there is a genuine sense of urgency to some scenes, and I like the way some of the bits do come together. Also, there are some fantastic plot elements. 

                 However, in the end, I cannot recommend this book to all but the most ardent of Hunt's fans, or those wondering about the ultimate fates of the characters from the first two books. Find it in the library, buy it if you find it used and plan on passing it off, but this one's for collectors and die-hard fans, and there are plenty of books that are time better spent.

More, as always, below.

Sunday, August 12, 2012

Secrets of the Fire Sea


"And every so often, it's time for you to stand up and take responsibility for your own actions."
- Badger-headed Joseph

                I've wondered for a while now why I seem to like Stephen Hunt's novels of strange pulp fiction, but by the same turn seem to dislike most retro-future and steampunk novels. Part of it could be that, as I said, steampunk is very hard to get right, with most people simply pandering to the airships-and-cogs crowd. But I think the answer lies a little deeper than that:

The best steampunk writers, in my opinion, don't strictly write steampunk.

               Now, part of this has to do with steampunk being more or less a broadly-defined genre. For a book to be steampunk, usually it's science fiction transposed to the Victorian era with some minor magical elements to tie together how in Hell a society can do all the things they can when the only devices they have are steam-powered. On the surface, it seems like a very simple definition, and one in my youthful folly I claimed wasn't that hard to screw up. However, it appears that simply stopping with that is pretty much what separates the good from the bad.
  
              F'rinstance, take Secrets of the Fire Sea. In this book, we have elements of pulp adventure stories, high fantasy, hard SF, detective stories, cyberpunk*, post-apocalyptic fiction, and about six or seven other things I may have forgotten that just wound up all wrapped up in there. It's probably got some elements of cosmic horror and, well, regular horror there, too. Stephen Hunt isn't content to just stop with one genre of fantastic fiction, he has to have them all. And use them all at the same time

              Secrets of the Fire Sea takes a new direction for Stephen Hunt's Jackals Sextology**, not setting any of the story in the Kingdom of Jackals and playing with its many devices, but moving the action to the island of Jago. Jago is an island nation with a single city comprised of hermetically sealed vaults in the middle of the titular sea. The nation is home to one Hannah Conquest, a young mathematician who wishes to join the Rationalist Circlist Church. Hannah lives with her guardian, the Archbishop of Jago, until suddenly the Archbishop's murder**** leaves her indentured to the sinister Guild of Valvemen and forced into a power struggle almost centuries in the making. At the same time, a group from Jackals comes to Jago to investigate both the murder of the Archbishop, and the research left by archaeologists who died under mysterious circumstances. Naturally, the two plots split, and interweave, and finally come crashing together in a brilliant fury at the end of the book, an explosion of steam-bots, battle scenes, and sentient bears.

           Oh. Yeah. There are sentient bear-people in this. It's a little jarring at first, especially since there aren't many sentient non-human races in Hunt's novels, but you get used to them pretty quick. 

           What makes this book worth reading, however, is the sheer staggering amount of stuff in the novel. Stephen Hunt's always been an imaginative author, and the world of Jackals hasn't ever gone without its share of cool concepts, and this book is no exception. Jago's defenses and power plants (which hew closer to dieselpunk than steampunk) are heavily detailed, and the familiar grotesque nature of the world is definitely on display-- the Valvemen all seem to be dying from radiation poisoning, the "stained senate" is governed by a senile man with a foot fetish, and the cities are being swallowed up both by the sea and the feral beasts beyond the walls. The hacking sequences, too, are all very lovingly detailed, short on mathematics but still holding true to most of the conventions of actual hacking-- long commands and mathematics rather than flailing wildly, and the idea that it can't do everything.

         Another great thing about Stephen Hunt's books as a whole is the characters. Hunt will usually take minor characters from his work and turn them into major characters in others. In this one, Jethro Daunt and his companion Boxiron become major players, as well as a research assistant from The Kingdom Beyond The Waves. The fact that these stories do feel like parts of a larger world where every character plays their own part in different stories helps to tie the sense of the world together, and definitely helps with the overall plots of the book.

          However, there are a few issues. Hunt can't seem to stick to one plotline, or even one set of villains. While in previous books the plot twists were set up in advance, here the plots tend to come out of nowhere and change without warning. Literally the last hundred and thirty words had me yelling "What?! No!" as I tried to make sense of exactly what was going on. The book cuts back and forth too quickly, and the main villain for most of the first half of the book suddenly and without warning is neutralized and shrugged off. They spend the rest of the book more or less as a persona non grata while other factions come out of the wings. The final plot twist is actually so random as to count as nonsensical. On top of this, Hunt cuts around too damn fast. There are even some plot elements he just drops completely. F'rinstance, what's the whole deal with the creepy chamber in the basement of the Guild's stronghold? Never comes up at all.

        The other problem I have is how Hunt handles death. With a precious few notable exceptions, most characters in Hunt's novels are pretty much dumped unceremoniously without a second thought, leaving characters who have sometimes been with you through the entire book suddenly tossed off the page without a second thought. Hunt has done this before, in Kingdom Beyond the Waves, and it was just as annoying then as it was now. In particular, the character he does it with deserved a much better death, once again.

         But in the end, despite the plot's breakdown and all the silly twists and character deaths, this is a book worth reading, especially if you enjoy steampunk or pulp-style adventures. It has some imaginative ideas, some very good setpieces, and while it's lesser when compared to the previous novels in the series, an iffy Stephen Hunt book is still a damn good book. Maybe not a must-buy and read for everyone, but a good read nonetheless, and an essential book for fans of the series.


NEXT WEEK:
The Demi-Monde: Winter

STILL TO COME:
Good Omens as a classic review. So I can see what I think of it twenty years after its debut, and ten years after I read it.
Imajica
The Half-Made World




*Victorian-age computer hacking! All over the damn place!
**Writing that word makes me feel dirty...maybe not as much as his abandonment of the really cool cover scheme he had going until he swapped publishers, but still. 
***What is his deal with all these orphans? Seriously. 
****Once again, spoilers be damned, they say so on the farging dust jacket

Friday, September 17, 2010

The Kingdom Beyond the Waves









"Bad luck is one fruit you will always find growing in the jungles of Liongeli"


               I found a copy of The Kingdom Beyond the Waves tucked in a back corner of The Strand's science fiction section, on one of the low bookshelves close to the floor, where they keep all the good books. Strangely enough, I picked this up not half a foot away from where I found Johannes Cabal the Necromancer. Why they keep all their best books low to the ground is a mystery, but since they've taken slightly less money from my pocket than Steam and more money than the average GDP of small countries, I suppose it's kind of irrelevant. I'd heard of Stephen Hunt in passing before finding his book on the shelf in The Strand, but that evening, I figured that several coincidences lining up during my day was less random chance and more some kind of serendipity, and so I immediately snapped it up and made my way to the checkout. And I have not regretted the decision since.
                Granted, I'm immensely biased. You see, I'm a big fan of both steampunk and the old pulp-novel aesthetic, so give me a book which combines both those things together, and I'll pretty much be begging to read it. But Kingdom combines them and uses their ideas with such style and grace that it goes beyond the mere eye-candy of an alternate-technology world. A book like this doing its job is a given. It's a pretty easy job: Just throw around some robots with boilers and some higher technology, and suddenly, boom. Instant steampunk book. Bonus points if you use the word "airship" twice in the same chapter. Kingdom, and it's companion book/preceding book The Court of the Air do the job well. Stephen Hunt spent time on his world, and it shows in the care that goes into crafting it. The characters have traditions, obscene gestures...all those little touches that make us know they're part of a bigger world, that they actually have something beyond their own characters.
                 Kingdom begins in a way that will be familiar to anyone who's ever seen the Indiana Jones movies, or pretty much any adventure film: Professor Amelia Harsh, a tomb-raiding rebel archaeologist, is climbing up a mountain with her companions (and aided by her massive, gorilla-like arms) to reach a cache of artifacts from the Black Oil Tribe. The opening sets up the whole tone for the book, from the guns to the crystal grenades, to the feeling that you've stepped into one of the old pulp novels, but, you know, less dry. The professor is raiding archaeological sites to try and find any evidence of the lost city of Camlantis, long since disappeared in an odd form of meteorological phenomena, essentially a "skyquake". Amelia is undertaking the quest to restore some honor to the memory of her father, a suicide after he lost his fortune in stock manipulation. Due to some double-crosses and bad luck with the Caliph, the ruler of the desert she's currently excavating in, Amelia is left crawling through the desert alone, on the verge of death.
                    It would be a very short book if she died in the first chapter, though, and once she gets back, the university she works for promptly throws her out despite her evidence of the lost city. Soon, her sworn enemy makes her an offer to fund an expedition, and Amelia has assembled a crack team of pirates, slavers, a professional scoundrel, and former commandos to head downriver, into the dangerous jungles of Liongeli and find Camlantis-- or die in the attempt. Her hellish cruise through the jungle makes for a good read, and even plays out in a cinematic way. Hunt is excellent with handling fight scenes, focusing first on the energy of the scene and then carrying that through the moments, keeping you invested in the action and reminding you that it isn't just an obligatory scene in his work-- it is vital to survival that these characters win. 
                    The story that alternates with Amelia's story of lost cities, adventure, and tomb-raiding prowess involves a character by the name of Furnace-Breath Nick, a masked vigilante who takes on a job to rescue a rather prominent scientist from the Stalin-ish country of Quatershift. Nick slowly untangles further espionage webs in the style of an old pulp novel like Fantomas or Raffles, a gentleman criminal with a dark side and a mask, fighting evil from the shadows. Eventually, the two stories intertwine quite nicely, but sadly Furnace-Breath's story is the weaker of the two. It's no fun reading a detective adventure when the villain is clearly put right out there, adorned with a neon sign reading "Villain of the book", and accompanying himself on accordion. What little interest there is in Furnace-Breath Nick/Maximilian is quickly quashed when he is revealed to be the brooding, fearful of himself type of hero, like Batman with a homicidal anarcho-psychotic alternate personality.  Yes, we get it, the mask is a necessity you'd rather not have. Considering how much you have to use it, though, we'd like it if you, oh, just shut up about your personal troubles and went back to figuring out what the evil industrialist was really doing.
                      I suppose what I like best about the book is the cinematic quality. I can see every action scene, every fight and flight, laid out in detail. Hunt's book(s) would actually make a good movie, given that pretty much every scene is given such detail that it feels less like you're being dragged through and more like you're a silent and intangible observer. There's a series of fights and action sequences in the middle of the book which really highlight this point, a group of fights, captures, narrow escapes, and betrayals that would seem complex to explain, but simple to go through. Hunt has a good grasp of his setting and what makes sense in it, and all of that comes out on the page, much to my delight. This, and I hate to use such simple words for it, is a good book.
                   Another thing I like, which I mentioned previously, is the attention to detail. There are at least three political systems introduced in the book-- the Free Catosian States, a proper anarchy with loosely-formed Free Companies and gender equality, the parliamentary country of Jackals, where the main characters all come from, and which rules under a somewhat totalitarian form of parliament. Think Cromwell if he went a step or two further with his ideas of governance. And finally, there is the hive-mind of the Liongeli, a complex network encompassing every living thing within it, from the plants to the creatures, all under control of the biological automatons known as the Daggish. In an amazing display of wordsmanship, none of these are dropped in favor of another, though each have their place. 
                       The problems come in with the pacing, though. It is impossible for any writer to continue to keep such an energy level, and while Hunt almost manages to, his lulls are made all the more obvious when they appear. In particular offense is one section at the end. Once the villains' plots have been revealed, the surviving heroes have reached their destinations, and the final desperate battle is obviously in the cards and ready to go on the rails, the book stops cold. Not only is the villain's plan pretty nebulous and a little hard to follow, but the story refuses to go anywhere. This may be a byproduct of a strong story and a weak story meeting together and the elements combining to a mix that makes one go "Well, that's rather plain", but nonetheless, the story runs out of steam. When it gets back up to speed, it doesn't even manage to drag itself back to previous heights. You would think an aerial battle would have much more pep to it, but sadly it doesn't, and the book suffers for it. The saving grace is that the ending brings everything to a nice close, but with just enough plot points to revisit the characters if one wanted to.
                         The other major problem involves one specific incident with the death of a character. For someone who we have spent the whole book with-- and believe me, you'll know when it comes up, it's pretty obvious-- being randomly killed without even a last stand or any real reason other than "someone needed to die in this section" is a little less than the character deserved. It soured some of the sections, though the book recovers nicely from the event and gives us decent storylines for the surviving main characters.
                         Finally, Hunt's obsession with his own grotesque world tends to wear on one after a while. Yes, on one hand we have a kingdom where the hereditary ruler has their arms amputated and spends their life being humiliated by his public, but we don't need to hear about it all the time. Same with the fact that Amelia's arms are "gorilla-like" or "massive" or "oversized". Yes, her arms are huge. Similarly, the constant descriptions of the Greenmesh and its indoctrination process get repetitive after a while. The details are nice, but we don't need to hear about it over and over again. That's just crass.
                         In the end, I suppose that while it isn't always a strong book, it's a highly commendable one. It makes a very good attempt at being a classic adventure story, but less dry than, say the works of H. Rider Haggard or such. Hunt clearly knows what he's doing with his characters and his world. He shows a great deal of love and care to them, gives them interesting things to do, and gives them ends fitting of them. The Kingdom Beyond the Waves is a book worth reading, and worth reading more than once. I am proud to have it on my bookshelf, and am looking forward to any other books Hunt may write.

Next Week: Either Vurt by Jeff Noon, The Lies of Locke Lamora by Scott Lynch, or the start of that Twilight series of reviews I might want to do, depending on what I feel like and what people would rather see me do.