Game Review: Depression Quest

written by David Steffen

(editor’s note: I am not here to comment on “Gamer Gate”. If you are here to comment on that, don’t. Any comment getting into that topic will be deleted. I only heard about the game due to the debacle, and I decided that I would like to play the game for myself and judge it on its own merits. So here we are. If you don’t know what I’m talking about, and you want to see a big ol’ heap of Internet ugliness, Google “GamerGate”–I think it occupies about half the Internet by now.)

Depression Quest is a multiple choice text game released by Zoe Quinn in 2013.

On the game page is this statement:
The goal of this game is twofold: firstly, we want to illustrate as clearly as possible what depression is like, so that it may be better understood by people without depression. Hopefully this can be something to spread awareness and fight against the social stigma and misunderstandings that depression sufferers face. Secondly, our hope is that in presenting as real a simulation of depression as possible, other sufferers will come to know that they aren’t alone, and hopefully derive some measure of comfort from that.

DepressionQuestThis is a cause that I am sympathetic to. I know many people who have suffered through depression. Some who are still fighting through it, some who seem to have met some kind of livable equilibrium, and others who have died at their own hand. So, I heartily support the goals of this game. Most of the time I play games just for fun and for mental/dexterity and for no other reason, but I am not opposed to other goals.

In the game, you play a person who is struggling with depression, trying to get through everyday life. You have a significant other and a job, but even small things can be a struggle–trying to get your work done or trying to socialize with your partner’s friends.

As the game goes on, you have to make choices, most of them allowing you to either try to actively improve your life by telling people about your depression, by seeking counseling or medication, or to avoid trying to improve your life by telling people there’s nothing wrong, and avoiding your problems.

From the beginning, some options aren’t available to you–usually the suggestion for a solution that someone who doesn’t understand depression would make: “don’t worry about it”, “just go and have fun”, so on. I thought that was a clever way to emphasize how depression can make you feel powerless. If you make choices that avoid your problems, more of the options will be blocked from you as the game goes on. I don’t know from personal experience whether the account of depression in the game is accurate or not, but it seems reasonable from where I’m standing.

I think that the game succeeds at both of the stated goals. It’s free to play, so you can try it out before you decide if you want to donate or not. If you don’t like it, no loss. If you do, consider chipping in. And, it also succeeds at being interactive, so it’s actually a game.

I recommend it.

 

Visuals
Despite being a text game, it does have some visuals–a set of polaroids at the top of the screen showing relevant images, like bottles of pills or something.

Audio
The game suggests using audio, that it’s an important part of the game. But I didn’t, because it was easier to find time to play it with the sound muted, so I wouldn’t bother other people. So I can’t comment on this.

Challenge
Not challenging, per se. It seemed like the “best” choice was always relatively clear.

Story
Good enough story, though a bit on the PSA side.

Session Time
No save feature, but you can leave it running in your browser easily enough and the game won’t be going anywhere.

Playability
As easy as multiple choice.

Replayability
Definitely some, to try to see how your choices affect the outcome.

Originality
This happens to be the second game I’ve played about depression (I reviewed Actual Sunlight right here last week), but this one did it better. So definite points for originality, and for succeeding at making it interactive.

Playtime
I don’t remember exactly, I think it took me maybe a half hour to play through once?

Overall
The game is free to play or you can donate what you like. The website says that a portion of the proceeds goes to the National Suicide Prevention Hotline. I am wary of donations where “a portion” goes to a charity without saying WHAT portion, it could be 1% for all I know. I recommend trying the game. If you feel it has value, consider chipping in some money to support both the developer of the game and the hotline in some undefined proportion.

Game Review: Gone Home

written by David Steffen

gonehomeGone Home is a first person story exploration game released by The Fullbright Company (which has now been rebranded to be simply called “Fullbright” in August 2013.

2014-10-08_00004June 7th, 1995. 1:15am You’ve been traveling Europe for a year. While you were gone your family inherited a house from your weird Uncle Oscar and your parents and younger sister Sam have moved in. You arrive at the new house, expecting a warm welcome from you family, but no one’s there. Why? You explore the house as you try to find out what has happened and where everyone is. You are completely unfamiliar with the house, so you don’t know anything about the layout, how rooms are arranged or anything. The game keeps a handy auto-map to help you keep track of where you’ve been. From time to time you discover a clue that points you to look in a particular part of the house, and the auto-map very handily marks the spot for you.

One thing that set this game apart from me is a storyline with a homosexual character who seems like a real person, not something I see too often.

 

Visuals
A lot of work obviously went into the visuals to make it look really nice and to give the environment ample details. I don’t know if other people experienced this, but my computer was actually a little laggy on the display–seemed like it took a little more resources than a game of this kind really needs.

2014-10-08_00003Audio
Superb voice acting–I felt like I was listening to the journal entries of a real person.

Challenge
Not challenging. If you like exploration and gradual reveal of story, you should like this game, but apart from exploring as thoroughly as possible–some notes might trigger the marking of secret spots on the map or other extra clues so if you missed the note you might have trouble. I found the important notes without any undue effort, they weren’t hidden or anything.

Story
I really enjoyed the story on this one, and tying it into the exploration of the big house was the main appeal.

Session Time
You can save at any time, so easy to set down.

Playability
Easy to play.

Replayability
Not really.

Originality
Not high on originality, but not every game has to be. I appreciated the gay storyline, that did set it apart.

Playtime
It took me about 2 hours to finish the game.

Overall
The list price on Steam is $20. I enjoyed the game, but given the short playtime and low challenge I thought this was somewhat too much. I’d recommend catching it on sale if you can.

Movie Review: Her

written by David Steffen

Back in April I reviewed the Ray Bradbury Award nominees for the years as their deadline for nomination approached–I reviewed all the ones I could get my hands on, but there was one movie that wasn’t yet released on DVD–titled “Her” written and directed by Spike Jonze.

The movie takes place in 2025 in a world that’s very recognizable, but with some differences–holograms being commonplace and artificial intelligence has advanced to stages we haven’t reached yet. The protagonist is Theodore Twombly (Joaquin Phoenix) who writes heartfelt letters on behalf of complete strangers for hire. He has just upgraded his personal operating system–which is more than just an OS in the way that we use the phrase and more of a personal assistant. He chooses for the OS to have a female voice (voiced by Scarlett Johanssen) and she names herself Samantha. He hits it off with Samantha and soon their relationship becomes more than just user-computer. Theodore is lonely, having little personal contact with anyone and clinging to the threads of an estranged marriage which he has been stalling on signing the divorce papers to end. He does have one friend Amy (Amy Adams) who is also struggling with her relationship.

As Samantha gains experience with the world she grows from a basic and functional assistant into a real person with real desires. The physical angle is a complication, of course, since she has no body, but they try things to work that out. Pretty soon, she starts changing as she develops faster and faster.

I quite enjoyed this movie, in large part because I found the relationship very plausible, and the movie even managed to make it seem not creepy (even though it is rather creepy). What I really liked about the movie is that I thought it was one of the better AI treatments I’ve seen in a movie–it was quite sympathetic to her and her situation–what it would be like to process the world at a much faster rate than the humans you’re dealing with, to try to be a facsimile of a person when you’re really not, and so on. I highly recommend it.

Game Review: Actual Sunshine

written by David Steffen

Aheader ctual Sunshine is an RPG-styled story of depression released by Will O’Neill in April 2014. It follows the life of young single overweight

professional who is struggling with depression. He lives alone, is unsatisfied at his corporate job. Every day is a struggle, trying to get through the day of work, trying to connect with women, trying to do something with his life instead of just sinking into video games to avoid trying to do something with his life. As the game goes on, Evan experiences good days, bad days, changes at work, failed interactions with women, and more. Evan expresses his stories about depression by making up fake scenarios in his head conveyed in text, imagining he was a celebrity being interviewed on a TV show about his depression, talking to an imaginary therapist, etc.

EvanBedAn in-game note suggests that the game is at least somewhat autobiographical, which makes it a little awkward to criticize it. It’s not that I doubt the authenticity of the story, or the difficulty of living with depression. I don’t suffer from depression, but I have close family and friends who do, and some who have given up hope and committed suicide. It is a horrible thing to go through, which is misunderstood by so many. I heartily approve of something which helps spread the conversation about depression so that those who haven’t been through it can understand some small part of what the depressed are going through.

But, and this is a big but for me, this is not a game. Yes, you have control, but as far as I could tell there was no branching of the storyline, nothing that I would do that would make any difference in the outcome. Maybe that’s meant to be a meta-statement about how you don’t have control of your life when you’re depressed? I don’t know, but if you put something up on Steam and charge $5 for it, I want to have some effect on it. To me it was kind of like buying a book online that’s advertised as a novel and only finding out after buying it that it’s a cookbook. It’s not that cookbooks are inherently bad, and the shape of a cookbook is similar to a novel, but I’d be pretty annoyed to find it full of nothing but recipes.

RPGLookIf you’re interested in the idea of a game that simulates the experience of depression, I recommend instead playing Depression Quest (which I’ll review next week). Depression Quest is interactive, and lets you see the choices of your actions trying to cope with depression–you do have an effect and there are choices you can make that will end better or worse than others. It is also free to play with donations accepted, so if you’re not sure what you’ll think about such a game–I suggest you give that one a try and give a donation if you thought the experience was valuable.

Visuals
Typical for the era of RPG the RPGMaker.

Audio
Not a lot of audio that I noticed, but one redeeming factor was a sequence where the protagonist imagines he’s a celebrity being interviewed on TV about his depression and his answers are all humorous-like off-the-cuff comments like you’d expect to hear from an actor talking about their life, but instead are actually dark comments about his depression but made quite creepy by the laugh line audio overlaid on it.

Challenge
No challenge. It’s just going through the motions to pass through the game.

Story
Things happen, and things change in the protagonist’s life, but I think it would be charitable to call those things a story. It’s more of a slice of life than a story to me. The imaginary asides in text about the imaginary tales of Evan’s life I did not find as enthralling as the game seemed to think they should be.

Session Time
Can save at any time you’re not in the middle of a cut sequence, so usually pretty easy to pick up and put down at will.

Playability
Nothing to it.

Replayability
None.

Originality
I admit, it’s the first time I’ve seen a game based around the experience of depression. There’s probably a reason for that–it’s not an easy thing to base a game around. (I’ve since played Depression Quest, so the other is technically the 2nd game on the subject I’ve played)

Playtime
It took me an hour to play through the game–and that was with me exploring everything I could find to explore.

Overall
The list price on Steam is $5. I would not recommend it. If you find the idea of a game experience describing depression appealing, I suggest trying Depression Quest instead.

GAME REVIEW: Papers, Please

written by David Steffen

2014-09-26_00001Congratulations. The October labor lottery is complete. Your name was pulled. For immediate placement, report to the The Ministry of Admission at Grestin Border Checkpoint. An apartment will be provided for you and your family in East Grestin. Expect a Class-8 dwelling.

Papers, Please was released by Lucas Pope in August 2013, a first person multiple ending pattern-matching ethical conundrum game. This is just another one of those games about immigration documentation processing. Exciting, right? Actually, hear me out. I was skeptical, too, but the game came highly recommended. The game is billed as a “dystopian document thriller”.

2014-10-03_00002You work for the government of Aristotska (a country reminiscient of Cold-War era soviet administration), screening people entering the country. Day one is straightforward, because you’ve been told to turn away anyone without an Aristotskan passport. But the government responds to public pressure by starting to allow others through. People start slipping through who don’t belong and the government responds by adding new kinds of documents that you have to check–often checking one document against another for consistent information, checking the sex of the person against the ID (with body scan as a secondary check), scanning for contraband, arresting wanted criminals, etc. You have to pay for food and heat for your family, medicine if your son gets sick, other expenses that you can’t always predict. You get paid for each person you process, but your pay gets docked for making mistakes. The rules change every day, and to support your family you have to be both fast and accurate.

That’s what you might call the main focus of the gameplay, but there are quite a few other elements. A revolutionary group is just starting to get their foundations, and because you hold a position of relative importance they want to pay you to make selective mistakes that favor their group. But the Aristotskan government inspector is watching your every move, so you’d better consider very carefully what kinds of requests you want to take. Meanwhile, there are violent attacks on the border which close the office early for the day and which you can help stop. People coming through the gate may make requests of you–helping a recruiter find workers, offering to buy or sell items. The most poignant are ethical choices where a man’s documentation is all valid, but before he leaves the booth he asks you to let his wife through–you soon find her passport has expired. Will you let her through to meet her husband or will you follow orders and turn her away?

2014-10-03_00003There are some moments of levity in the game–mostly around one guy who is gleefully criminal. After a body scan turns up something suspicious, you ask him what it is, and his response is “Is drugs!” But much of the game is quite dark, thinking about what it must be like for all these people trying to cross from one country to another, and weighing the ethical decisions when you’re torn between doing what’s right and what’s legal according to the laws.

There are twenty different endings, depending on the choices you make. The easiest to reach happens when you run out of money–you are thrown in jail for the crime of debt. You can reach other endings depending on whether you support or reject the revolutionaries (and whether you get caught supporting the revolutionaries), and other choices.

There is so much going on in this game, plenty to keep you entertained. Just the core challenge of checking documents is hard enough with all the changing rules and time limit and penalty for mistakes, and then all the ethical choices and storyline branching makes it all the better.

Visuals
Simple 80’s era visuals, but adequate.

Audio
Music/audio that fits the visuals. I like the inarticulate garble the loudspeaker makes when you call the next person in line.

Challenge
This game is moderately challenging with a reasonable learning curve. The first day is easy–just need to check the country name. As the game goes on there are more things to check and more documents which can reveal discrepancy. I got significantly better with practice, but in the later levels it was still a challenge.

Story
Good story. The main objective of the game is to make sure that you and your family survive by processing enough immigrants and making few enough errors that you don’t get penalized. But there are other branches along the way that can lead to different endings. You can choose to support or resist revolutionaries at several points in the story, you can choose to let people through who engage your sympathies or if you will always stick to the policies.

Session Time
Pretty fast. The game auto-saves after each day. The clock is ticking on each day so if you’re not paused the time is slipping away every moment. Some of the days are cut especially short if there’s an attack on the border. You can get a day in with just a few minutes.

Playability
Easy to learn, hard to keep track of all the little details that change from day to day. If you make a little excess cash you can make your life easier by purchasing some booth upgrades that will give you shortcut keys to cut down on mouse interactions.

Replayability
Quite a bit of replay potential here. There are many different endings which you can reach by making particular choices. Each country in the region also has a special token that can be obtained by helping a person from that country, but the path to those are not always obvious either. Your save file lets you reload from any previous day and it keeps track of multiple different branches, so you can go back to day five and make different choices in that day and try to process more people and after you finish that day you can load from either branch.

Originality
Very, very original. I never would have thought that a game about processing immigration paperwork could be anything but extremely dull, but the game both provides challenge in the manner of attention to detail, but also various ethical conundrums.

Playtime
I’ve spent about 8 hours playing this game, I think I finished a full run through in 5-6 hours, then went back to replay some different paths.

Overall
The list price on Steam is $10. Very reasonable price. Great game. Easy buy.

Almost-Hugo Review: Dog’s Body by Sarah A. Hoyt

written by David Steffen

“Almost-Hugo Review”? What’s that? If you’re not familiar with the minutiae of the Hugo rules, there’s an odd rule that makes no sense to me. When tallying up the nominations, ordinarily the top five counts for a particular category end up on the final ballot. Except if a story has less than 5% of the total vote. What’s the purpose of that? I don’t know. The percentages for individual stories are going to tend to be lower if there are more voters and if there are more stories that people felt moved by. More voters is good–this year there were almost twice the previous record of voters for a variety of reasons. More stories moving people is good. So… why does that mean we get less Hugo nominees? No sense whatsoever.

Anyway, after the Hugo award are given out they publish more voting numbers, including the stories that were close to being nominated but not quite, and so with that data, we can find out who only missed nomination by that pointless 5% rule. This year, there were only four nominees on the final ballot due to that rule. The story that got bumped off the bottom was “Dog’s Body” by Sarah A. Hoyt which you can read for free online–(really, 4.4% of the votes somehow makes this get bumped off the ballot when the 5.0% was the winning story?). So, since Sarah’s story got bumped off the ballot on that stupid rule, I figured the least I could do would be to give her story a review like the rest.

The protagonist of “Dog’s Body” is a cryptojournalist who goes to locations that have reported sightings of Big Foot or other such modern day mythical creatures. He’s never found anything on these trips, and he has no reason to think that he’ll find anything real on this trip to Goldport, Colorado. This is a strange one, though, in that there hasn’t been just one sighting reported, but a whole bunch of them from dragons to room-sized cockroaches to squirrels wearing berets, and the photos of the creatures don’t have the defects typical of Photoshopped images. While he’s driving through the area, he sees a dog being chased by an angry mob, and he rescues the dog from its aggressors. The dog turns out to be a teenage girl shapeshifter who has been held captive by con artists who use her as part of their schemes. Our protagonist chooses to help her get out of the trouble she’s in.

I thought the idea of the story was very interesting and there was a lot of potential in the setup, but I thought the story as a whole was slow paced and ended up feeling pretty dull and unengaging. It’s quite a ways into the story with the protagonist rambling about his past cryptid searches (which I didn’t care in the slightest about) before the rescue of the dog happens. It got more interesting at that point, but there’s quite a bit more story before anything more than vague and nebulous threats actually impinge upon the narrative. In the end, I didn’t think the story was bad. It was a serviceable adventure narrative, but not one that really impressed me with any imagination nor with any real emotional engagement. On the bright side, it had a clear speculative element, unlike “If You Were a Dinosaur, My Love” and “Selkie Stories are For Losers”, and it had an actual narrative instead of a collection of random stuff, unlike “The Ink Readers of Doi Saket”. This was probably my 2nd choice of the 5, but not good enough for me to have voted for it on the final ballot.

Hugo Novel Review (Part 2): Neptune’s Brood by Charles Stross

written by David Steffen

Neptune'sBrood

This is a continuation of the partial review of Neptune’s Brood I posted in July. As I said in that review, the book took a while to hook me on the plot, but got me early with the interesting worldbuilding involving posthuman android bodies with transmittable, transferrable minds. The protagonist, Krina-Alizond-114 is a historian of accountacy practices, specializing in the history of FTL scams. FTL travel has never been invented in this universe, but neither has anyone proven that it’s impossible, so every once in a while someone claims to have found the secret and seeks to collect tons of money from fraud. As the book starts, Krina is en route to the water planet Shin-Tethys to find out what happened to her missing sister.

Overall, I liked the book for similar reasons as I mentioned in the initial review–really interesting worldbuilding, particularly around the speculation of a plausible financial system that would work in an intergalactic civilization that operates by the physical laws as we understand them, particularly the speed of light limit on communication. And once the action finally starts, it keeps up that pace pretty steadily.

But there were some things that bugged me, to an extent that I wouldn’t recommend the book without caveat.

1. The backstory of what reasons really underlie Krina’s trip to Shin-Tethys are given in trickles at intervals throughout the book. I thought much of this information came too late, so that by the time it came, I had to re-evaluate significant portions of what the character had revealed before.

2. Very near the end there’s a big reveal that, although the reasons behind it are revealed, comes out of the blue as completely absurd in its magnitude. I had trouble swallowing that one.

3. The ending was very unsatisfying. Deus ex machina. Much too easy after the rest of the book is full of nearly insurmountable challenges. It seemed like the challenges had stacked up and up to such a degree that Stross wrote himself into a corner and had to just cheat his way around the ending.

Overall, the book had a lot of really great parts, and has a lot to recommend it. In the end I didn’t feel that it really stuck the landing.

“The Original Blue Fairy is a Cruel Monster” or “My Review of The Adventures of Pinocchio”

written by David Steffen

We all know how the story of Pinocchio goes. Like most people, I watched Disney’s version of Pinocchio when I was a kid, and when I later learned that it was based on an older story (as most of Disney’s movies, especially their older ones, are) I assumed that Disney made some adaptations to make it into a modern children’s film–modernizing the language, trimming meandering plotlines. I knew that Disney had made drastic changes to the endings of the stories based on Hans Christian Anderson fairy tales because otherwise there’s just no way you could market them to a modern kid’s audience. But I had never heard anyone talk about how faithful their adaptation of C. Collodi’s Adventures of Pinocchio was.

I was working on a story loosely inspired by Pinocchio, and so to understand my source material as completely as possible, I wanted to read the original for a basis of comparison. I was quite surprised by what I found there. In particular, the character that Disney based their Blue Fairy character on.

I’ll give some general thoughts about the story first, and then will talk about the fairy in the section titled “The Original Blue Fairy is a Cruel Monster”. I’m not going to bother avoiding spoilers because the movie most people are familiar with is 73 years old, and the original book is 130 years old.

The Adventures of Pinocchio

There are a lot of details that might surprise someone who guesses that the Disney version is a faithful adaptation, including:

1. The Fairy does not make Pinocchio alive
He just is alive for no reason, speaking even before he has been fully carved from a block of wood.

2. The Talking Cricket (the inspiration for Jiminy Cricket) is killed by Pinocchio in the very scene in which he appears:

“Let me tell you, for your own good, Pinocchio,” said the Talking Cricket in his calm voice, “that those who follow that trade always end up in the hospital or in prison.”

“Careful, ugly Cricket! If you make me angry, you’ll be sorry!”

“Poor Pinocchio, I am sorry for you.”

“Why?”

“Because you are a Marionette and, what is much worse, you have a wooden head.”

At these last words, Pinocchio jumped up in a fury, took a hammer from the bench, and threw it with all his strength at the Talking Cricket.

Perhaps he did not think he would strike it. But, sad to relate, my dear children, he did hit the Cricket, straight on its head.

With a last weak “cri-cri-cri” the poor Cricket fell from the wall, dead!

I found this darkly hilarious, more so for the complete unexpectedness of it.

3. In the absence of the Talking Cricket, many other random bystanders serve the role of being Pinocchio’s moral compass.
This includes the Fairy herself, a Blackbird, the Ghost of the Talking Cricket, a Parrot, a Pigeon, a Donkey, and somehow the Talking Cricket again (having reappeared alive). It’s clearly a story to teach morals and really bludgeons you over the head with the format at every opportunity.

4. Geppetto has quite a temper (at the beginning of the story)
I normally think of Geppetto as a kind, sweet, old man, perhaps out of his area of expertise in parenting but an entirely benevolent character. In the original, though, he has a vicious temper and threatens to thrash Pinocchio at the slightest provocation at times.

5. Pinocchio is a mean-spirited beast(at the beginning of the story)
In the Disney movie Pinocchio is naive and easily tempted, but is generally a good person who is just misguided. The Pinocchio in the book is a mean-spirited creature who does mean things out of spite and for entertainment only

6. The escape from the belly of the Shark is super easy
Instead of Monstro the whale, the original story has a giant Shark that swallows Geppetto. When Pinocchio gets swallowed too, he finds his father where he’s been eating raw fish for two years in the belly, living in candlelight from candles salvaged from a swallowed shipwreck. Yes, TWO YEARS of eating raw fish. When Pinocchio gets there, they decide to find a way out. Apparently the giant Shark has asthma and so must breathe with its mouth open while it sleeps. Pinocchio and Geppetto literally just walk out of its open mouth and meet no resistance from the sleeping monster–there is no fire to make it sneeze as in the movie. Which really leads one to wonder–why didn’t Geppetto just walk out on his own sometime in the last two years?

7. The Fairy is very different (see the next section)

The Original Blue Fairy is a Cruel Monster

Now on to the really fun part–the reveal of what a psychotic, manipulative, pathological liar the Blue Fairy’s original incarnation was.

In the Disney movie, the Blue Fairy is about as benevolent of a character as you’re likely to find. She is basically an incarnation of kindness and love. She is the one that makes both the launching of the plot and the final climax possible. At the beginning, the lonely carpenter Geppetto wishes upon a star that his newly made marionette could become a real boy. While he sleeps the Blue Fairy visits the workshop and grants this wish, after a fashion. He has the spark of life, can act and think for himself, but he is still a wooden marionette as well. She tells him that if he can be a good boy and can listen to his conscience, then she will really make him a real boy. She sees him again later after he’s done some things wrong and gotten himself trapped in a seemingly hopeless situation, and she lets him go free with a warning that she won’t bail him out again. At the end of the movie, after Pinocchio has sacrificed himself selflessly to save his father’s life on several occasions and has learned virtue and truth and all that jazz, the Blue Fairy shows up again and makes good on her promise and makes him into a real boy. Hooray! The End.

In the book, the fairy is known as the Girl with Azure Hair, or the Maiden with Azure Hair, or in a couple scenes the Goat with Azure Hair, or sometimes just the Fairy. At the best of times, the most positive thing I can say about her is that she can occasionally act without malevolence. At the worst of times, she is a cruel, spiteful, monster who has all of the faults that she blames Pinocchio for having and others besides.

Pinocchio first meets her when he is running away from two con-men in the guise of Assassins who want to take the gold coins that Pinocchio has in his posession. Fleeing from the Assassins in the woods he comes across a cottage. He bangs on the door until the Girl with Azure Hair (at this point quite a young girl) answers at the window and this exchange occurs:

“No one lives in this house. Everyone is dead.”

“Won’t you, at least, open the door for me?” cried Pinocchio in a beseeching voice.

“I also am dead.”

“Dead? What are you doing at the window, then?”

“I am waiting for the coffin to take me away.”

And then she shuts the window on him. Because she won’t let him in the house, the Assassins catch him, beat him, try to stab him, and hang him by the neck because Pinocchio is holding the gold coins under his tongue and they can’t pry his mouth open. They get bored waiting for him to suffocate several hours later and promise to come back the next day to collect the coins from his dead body. The Fairy eventual wanders out of the house, has him cut down from the rope, and he is eternally grateful to her for saving his life even though she was the one who refused to help him when he was in trouble in the first place. He never questions why she claimed she was dead, and she never offers an explanation. I’m really not sure where Collodi was going with that brief conversation–is she supposed to be suicidal? Is it just supposed to be some amusing nonsense in place for no reason and he assumed children would laugh and not try to figure out the meaning? Is there some kind of meaning that is just eluding me because of the difference in time period and culture from where I’m reading it? I really don’t know. But this is not where it ends.

They decide after this exchange that they shall be brother and sister, and so they play childhood games with each other and have fun for a time. This is about the most positive Pinocchio’s relationship with the Fairy gets. The Fairy sends for Geppetto to come live with her and Pinocchio in the Fairy’s house, but Pinocchio is so overjoyed at this happiness that he asks to run to his hometown to find his father and tell him the good news himself. The Fairy agrees, with a warning that he has to behave. And of course, Pinocchio doesn’t behave, gets distracted, ends up having all of his gold coins stolen by the con-men who had earlier tried to murder him and in the backwards Town of the Simple Simons ends up getting thrown in jail for several months, more adventures ensue, and eventually he makes his way back to the Fairy’s house after much times has passed.

The little house was no longer there. In its place lay a small marble slab, which bore this sad inscription:

     HERE LIES
     THE LOVELY FAIRY WITH AZURE HAIR
     WHO DIED OF GRIEF
     WHEN ABANDONED BY
     HER LITTLE BROTHER PINOCCHIO

So, as far as we know at this point, the Fairy is well and truly dead, and so Pinocchio is very, very sad about the death of his sister and guilty about his role in her death. I would’ve thought that his grief would be dampened at least a little bit by the fact that she was so spiteful as to have apparently commissioned a stonecutter to craft such a spiteful accusatory epitaph for her tombstone.

But then, after her second claim of death (don’t forget the first one made on their first meeting) Pinocchio happens across her again in his ramblings. Pinocchio is at a place with very hard workers and is begging for food from them, but refuses to work for the food. Finally a woman comes along and she gives him water freely and offers him food if he will carry her water jugs. He does agree for the promise of a feast, and then he realizes its the Fairy all grown up (I think this may be because he is an unaging marionette and she is just growing up at a normal pace, though I had at first thought that this is just another piece of dream logic). Since she’s older than him now, she takes the role of mother figure to him (which adds a bit of a weird psychological component in a single character sister-turned-mother). This exchange occurs:

“Tell me, little Mother, it isn’t true that you are dead, is it?”

“It doesn’t seem so,” answered the Fairy, smiling.

“If you only knew how I suffered and how I wept when I read ‘Here lies,'”

“I know it, and for that I have forgiven you. The depth of your sorrow made me see that you have a kind heart. There is always hope for boys with hearts such as yours, though they may often be very mischievous. This is the reason why I have come so far to look for you. From now on, I’ll be your own little mother.”

“Oh! How lovely!” cried Pinocchio, jumping with joy.

“You will obey me always and do as I wish?”

“Gladly, very gladly, more than gladly!”

She merely seems amused when he points out that she’s still alive after that accusatory epitaph. She deigns to forgive him, but makes no mention of needing forgiveness herself for inflicting such grief upon the puppet-boy, and in such a spiteful way. She not only moved out of the house she’d been living in, after all, but had it torn to the ground, laid a marble tombstone (which couldn’t have been cheap) and paid to have a spiteful accusatory epitaph carved into it. When she decides to teach a lesson she goes all out!

She claims to have searched for him but as far as I could tell he just happened to find her, not the other way around.

And his promise to obey here and do as she wishes was just chilling to me considering what she’s shown herself capable of. She promises that he will become a real boy if he proves he deserves it (note that she doesn’t say she will do it for him, only that it will happen).

She even picks a day for it to happen, but the day before that Pinocchio gets tempted off to the Land of Toys, where he gets turned into a donkey because he is such a lazy layabout. He gets sold off to a circus where he is forced to perform tricks for crowds, and he sees the Fairy in the audience, with a medallion with a picture of himself carved into it. But she leaves him to his captivity.

Some time later, after he has returned to marionette form, and ends up out in the ocean, he spots a Goat with Azure Hair on an island. She beckons for him, but the terrible giant Shark (the origin of Monstro the whale) surfaces. She beckons him yet more, and even reaches out to him and just misses him before the Shark swallows him up. If it were anyone but this Fairy I might believe the “almost” of the helping him was an honest try and fail, but I don’t trust her at this point. And, granted, Geppetto is in the belly of the Shark and Pinocchio is able to rescue him there, but instead of just sending Pinocchio in after she could’ve just helped Geppetto herself. She does have magic, after all. The Fairy can shapeshift, and what animal does she turn into to save Pinocchio from a shark attack? A goat. A freaking goat. Seriously.

So Pinocchio rescues Geppetto from the belly of the Shark, and eventually they make their way home. Pinocchio earns the value of hard work and works to make some money which he plans to spend on a nice suit so that his father can see how nice he looks. On his way he runs into someone who had previously worked for the Fairy and they talk:

“My dear Pinocchio, the Fairy is lying ill in a hospital.”

“In a hospital?”

“Yes, indeed. She has been stricken with trouble and illness, and she hasn’t a penny left with which to buy a bite of bread.”

He sends the money he’d saved with her servant to help her out. He returns home and:

After that he went to bed and fell asleep. As he slept, he dreamed of his Fairy, beautiful, smiling, and happy, who kissed him and said to him, “Bravo, Pinocchio! In reward for your kind heart, I forgive you for all your old mischief. Boys who love and take good care of their parents when they are old and sick, deserve praise even though they may not be held up as models of obedience and good behavior. Keep on doing so well, and you will be happy.”

At that very moment, Pinocchio awoke and opened wide his eyes.

What was his surprise and his joy when, on looking himself over, he saw that he was no longer a Marionette, but that he had become a real live boy! He looked all about him and instead of the usual walls of straw, he found himself in a beautifully furnished little room, the prettiest he had ever seen. In a twinkling, he jumped down from his bed to look on the chair standing near. There, he found a new suit, a new hat, and a pair of shoes.

As soon as he was dressed, he put his hands in his pockets and pulled out a little leather purse on which were written the following words:

     The Fairy with Azure Hair returns
     fifty pennies to her dear Pinocchio
     with many thanks for his kind heart.

The Marionette opened the purse to find the money, and behold,there were fifty gold coins!

Pinocchio ran to the mirror. He hardly recognized himself. The bright face of a tall boy looked at him with wide-awake blue eyes, dark brown hair and happy, smiling lips.

He never hears news of the Fairy’s but if she really was sick and had not even enough money to buy herself bread, I think that the implication is that she has claimed to have died. But of course, this is the third time that she’s claimed death in the story, and the other two proved to be complete fabrications (including the elaborate fabrication involving the marble tombstone) so I’m sure she’s still living out there somewhere and will return at some point to plague Pinocchio.

And although there might be some implication that she is the one that makes him into a boy, I am skeptical of that too. It seemed like she just had knowledge about what it took to become a real boy and she shared that knowledge but did not actually cause anything.

 

Picking Apart “The Cold Equations”

written by David Steffen

“The Cold Equations” is a science fiction short story written by Tom Godwin, published in Astounding Magazine in 1954. It’s looked upon by many as a classic, and one of those old defining SF stories that defined new tropes that have become cliches in the times since then. I’ve heard it mentioned most often by some critiquers who might say something like “This is the Cold Equations in a fantasy world” or some such thing. And I’m not going to avoid spoilers in this, since it is a 60-year old story. A while back I heard the story for the first time on the Drabblecast, so it is still fresh in my mind.

The story takes place on an emergency dispatch ship headed for a colony planet with a load of desperately needed medical supplies. Our protagonist finds a stowaway on board his ship, a teenage girl who has done this to visit her brother on the colony planet. This is a major problem because these runs are planned with just enough fuel to safely reach their destination. She thought that she would only get fined for sneaking on, but punishment for stowing away is death, to be sucked out of the airlock. Most of the time the stowaways are just selfish and don’t care about anyone, but this girl is just naive. This practice ensures the safe arrival of the mission. The pilot explains this to the girl. they speak to the colony ahead, and she gets to talk to her brother. In the end, though, there’s nothing to do about it. She walks willingly into the airlock and lets herself be killed, and that’s the end. The “Cold Equations” in the title are the physics equations to calculate the effect of mass on fuel consumption. It’s apparently meant to be a commentary on the coldness of reasoning that would be necessary for space travel.

And that’s an interesting topic, but in my opinion the premise has so many monumental flaws that it falls apart on the least inspection. I had heard the general premise before and was expecting to feel for the story, but when I listened to the particulars I was so frustrated that this situation could exist, and that the people in this situation are so incredibly stupid, that I just couldn’t buy into it, emotionally or intellectually.

The problems:

1. The story repeatedly stated that there was only enough fuel with no margin, but the girl isn’t discovered until the ship is going at cruising speed. If the story’s repeated statements are true, then they should already be doomed.

2. A space freight system with no margin for error is idiotic. What if a component fails or works less efficiently? What if the pilot gains a little weight? Any tiny thing happening wrong, and the whole mission destroys the ship, kills the pilot, and maybe destroys the colony when the ship crashes. Those are steep enough consequences that it would be worth putting in some margin for error. At LEAST enough for one extra person aboard. Unless, of course, the people running this space freight system actually like to kill people for no good reason… but that’s not the sense I get from the story details.

3. Why doesn’t the spaceport have higher security? I mean, stowing away is a common enough crime that there is an execution law for it! You know how you could take care of that? Point a damned video camera at the entrance to the ship and have somebody (person or AI) watching it whenever that entrance is open. Arrest any unauthorized person who passes through. Problem solved, without having to murder anyone.

4. If you’re really only off by a tiny amount in the fuel, there should be other maneuvers that would allow you to salvage. Such as, instead of landing on the surface you put the ship in orbit. Or you intentionally overshoot the planet and allow one of their smaller vessels to chase after and catch you.

5. Have automated flights with no passenger entry.

6. The only problem in this situation is the excess mass. Try to get rid of some mass, for the love of Pete! They have ample time to do this, but they do not even make a token effort. The girl even chooses to die early, so they killed her before the last minute. The girl starts to write a note for her brother on PENCIL AND PAPER. What is a pencil and paper doing on this ship at all, which has long distance communications and a computer? Okay, sure, this is an older time and maybe they weren’t thinking of computers in the same way, but the communications here were reliable enough that even if the computer were not capable of storage you could just dictate your notes to someone on a planet to record for you–if fuel is that precious, that would be a preferrable way. The presence of pencil and paper just served to underscore all the logical problems in this supposedly logical story.
Here are some things they could try to get rid of mass while keeping the girl alive.
–Throw away your pencils and paper!!!
–Shave their heads
–Strip naked and throw out any spare clothes
–Dump any comfort items like seats, seat cushions, pillows, blankets.
–Dump any food that’s not strictly necessary to survive this trip.
–Remove and dump any components of the ship that are not necessary like covers over maintenance hatches.
–Dump any water that’s not strictly necessary to survive this trip.
–Dump some small percentage of the medicines. This is a lifesaving trip, of course, but the life of the stowaway should be considered as saving a life as well. Particularly medicines that aren’t strictly life-saving, if any.
–Force yourselves to throw up, and flush the vomit.
–If there’s anything on the ship with a laxative or diuretic effect, use it! If not, just urinate as much as you can manage. And flush all that wasted mass down the toilet.
–Lose any other body fluids you can manage–blood, sweat, semen, snot.
–Assuming there are ways to stop the bleeding, amputate one or both of her legs, one or both of her arms, other parts not necessary for survival (there are plenty of them) such as earlobes, nose, breasts. This is all especially true if this future has quality replacement parts for any of these things (especially the legs since they are quite heavy). For each of these parts, she needs to ask herself whether she would rather live without that part or die with it. Morbid, yes, but fitting in the theme of cold equations this would allow a choice.
–Again assuming there are ways to stop the bleeding, and also assuming these parts are not needed to operate the ship, the pilot could also consider amputating parts of himself not necessary for survival. For each of these parts, he needs to ask himself whether he would rather live without that part or kill this teenage girl.

Book Review: Speaker for the Dead

written by David Steffen

Speaker for the Dead is the sequel to Ender’s Game. Ender’s Game was first a short story and then was expanded to a novel, and just last year was made into a movie. I reviewed the novel and the movie in a previous article. As usual I will try to avoid spoilers for the story being reviewed, but I’m not even going to try to avoid spoilers for Ender’s Game, so if you don’t want to find out some of what happens in that book then go read it and come back.

Background

Three thousand years have passed since the events of Ender’s Game. With the buggers now apparently extinct, humanity has colonized the galaxy unopposed, a hundred worlds all connected together and governed via their ansible connection that allows instantaneous communication across unlimited distances even though the movement of matter between stars is still limited by the speed of light.

The book The Hive Queen and the Hegemon, which is written by someone the general public knows only as the Speaker for the Dead has told the story of the buggers in a way that captured the empathy of the general public so that by the time of this story everyone laments the loss of this alien intelligence and condemns Ender the Xenocide. The book has gained such popularity to as to spawn its own religion in which people who call themselves Speaker for the Dead respond to requests to illuminate in unvarnished fashion the life of a person. The Speaker for the Dead not only tells of the actions of the deceased, both good and bad, he also explains the reasons those actions were taken as best he can. This goes against the custom of not speaking ill of the dead, and so can make many people uncomfortable, but it’s meant to be as honest a story of the deceased as can be told because to tell of only the good or only the bad of a person’s life is like a second death for the person to withhold the telling of part of that life. This movement gains such a following that over three thousand years it has become its own religion.

Little does anyone know, let alone the adherents of the religion, that Ender Wiggin was also the one who wrote The Hive Queen and the Hegemon. Not only that, but he is still alive, because he and his sister Valentine have spent most of the last three thousand years in the time-slowing relativistic speeds of interstellar travel as Ender speaks for the dead and his sister shares her political views through the continued existence of her Demosthenes alias that she established in the first book.

All of that is little but backstory, just the minimum necessary to kind of get a grasp where the book starts. On a Catholic colony world a new intelligent alien species has been discovered, a species of small creatures that look like pigs and so are nicknamed “piggies”, the first to appear since the buggers. The Starways Congress, which control the ansible network between the hundred worlds, has strict limitations in place to control interaction with new intelligent alien species that are all centered around not contaminating the alien culture with human influences while learning as much as possible about them. These limitations make the quest for knowledge extremely difficult, but violation of them could be punished by means as serious as cutting the colony off from outside supplies and communication. After decades of work, very little is known about them, not even their basic social structure or reproductive methods.

One day, with no warning, one of the researchers tasked with working with the piggies is found dead, having been tortured. The young xenobiologist calls for a Speaker for the Dead to come speak for the researcher, and Ender Wiggin answers the call. The colony had previously been out of his reach because its Catholic license prohibited non-Catholics from visiting without reason, but as an invited Speaker for the Dead he could finally go and see the new intelligent species himself, to make up for the near-extinction of the buggers. I say “near-extinction” because unbeknownst to anyone else, he carries with him the larva of a bugger Hive Queen which can repopulate the species.

The travel to Lusitania to speak for the dead takes just two weeks from Ender’s point of view, but takes twenty-two years from the colony’s point of view. Novinha has married and had a handful of children since then, and has changed much since the message that Ender received. She rescinded her request for a Speaker less than a week after she made it, but two of her children have made requests in the meantime.

Review

I thought this book was very good, and made a very good followup for anyone who liked the first one. Again the emphasis is on the power of empathy. Ender Wiggin is an extraordinary human being because he has an extraordinary proficiency for empathy, both towards his fellow human beings and for creatures of different species. This makes him the ideal ambassador for dealing with new intelligent species. My favorite aspect of the book is gradual reveal of how the piggies’ social structures and stages of life work together to form the society. It’s a master craft of speculative work to put together something that is so foreign, but which can be understood, and which has the complete feeling that a real ecosystem has while being novel enough to be interesting.

The characters of the book are another strong point. particularly Novinha and her children. Their family is terribly damaged from a net of lies that has affected everything that has happened to them over the past twenty-two years. When Ender left the family didn’t exist yet, and now Ender’s first thing to do is to try to interact with the family to discover what he needs to discover to be able to speak for the dead. All tied up with the fate of the family is the interactions with the piggies, which I found absolutely fascinating in every conversation.

And just the basic concept of Speaker for the Dead I found incredibly alluring. I don’t know how I would feel if someone spoke that way about one of my dead relatives, to hear unvarnished truth about the wrongs they committed on other people but while trying to understand what motivated them to do these things. But the book never claims that the reveal is a pleasant experience, but after the reveal people do typically find a measure of peace in understanding the ones they loved better than they ever had before. It does make me wonder how Ender would speak of, say, a pedophile. I’m not sure how he could spin that in a way that people could empathize with. But that small wrinkle aside, I really thought it was alluring.

Conclusion

I would highly recommend this book to any SF fan. I would also recommend reading Ender’s Game first, because even though it’s not strictly necessary it would help to see that story to understand the potential for destruction in the ability to empathize, while this book focuses on the potential for creation and healing in the same.

I have not read any books in this series besides these two. I have heard from a couple people that these two are the only ones that really stand out as great works. Any opinions on that, dear reader? Are there any others that you’ve read that you found very valuable?