Review: Harry Potter and the Deathly Hallows Part 1

written by David Steffen

The Harry Potter movie series is almost complete. Just one more movie to go after this one, which will cover the second half of the 7th and final book in the series. If you haven’t read/seen the first six in the series, then you really ought to stop now–there’s no way to discuss this without major SPOILERS to the earlier books.

Premise

The Deathly Hallows as a whole takes on the final conflict between the forces of good led by Harry Potter and the Order of the Phoenix rebel organization, and the forces of evil led by He-Who-Must-Not-Be-Named (aka Voldemort) and his army of Death Eaters. The forces of good have recently taken a huge loss with the death of Albus Dumbledore, Headmaster of Hogwarts and the only person Voldemort has ever feared. Not only that, but the death was at the hands of Severus Snape, who had been working undercover as a member of Voldemort’s Death Eaters. Dumbledore trusted Snape absolutely, despite many objections from other members of the Order.

The stakes in this tale are higher than ever. The protective charms protecting Harry while he lives at the Dursleys’ are still in place until his seventeenth birthday, but with that birthday fast approaching, the Order of the Phoenix has to set up drastic plans to ensure he can be safely moved from the Dursleys’ to a secure location. The story starts off full of action. Although the movie glosses over this, Harry, Hermione, and Ron decide to skip their seventh year at Hogwarts. Instead, they devote their entire attention to seeking out Voldemort’s four surviving Horcruxes on their quest to defeat him once and for all.

My Thoughts (and spoilers)

All in all, this movie was much more faithful to its book than Harry Potter and the Half-Blood Prince. Half-Blood Prince, movie 6, was particularly bad in this respect, cutting out many important scenes and replacing them with long drawn out scenes that were fluffy digressions and violate long-standing story rules (such as the hard and fast rule in the series that humans cannot apparate into or out of the Hogwarts grounds. This one was pretty much on-track all the way through, though I did see a few notable changes. Splitting this book into two movies was a very good move, because there is just too much ground to cover comfortably in two hours. Movies 4, 5, and 6 have each had to cut significant parts out to squeeze it into even a 2.5 hour movie, and because this is the last book in the series there’s not much that can be cut out that doesn’t seriously change the final effect of the series.

Unlike all of the other movies, this is not really a complete story arc, but that should come as no surprise with the “Part 1” in the title. It actually picks a very dark place to end the film with Voldemort laying hands on a powerful artifact that he has been seeking throughout the movie.

And the first half of this book was one of my least favorite parts of the series and not what I would call Rowling’s best work. The opening is good, action-packed, and the wedding of Bill and Fleurs is a nice touch before everything goes downhill, but then for several hundred pages I have two big peeves. Both of these are peeves I have with the book, so the fact that they are present in the movie just means that they were faithful in their reproduction:
1. Harry, Hermione, and Ron are on the run. Most of this time they seem to spend bitching at each other about whatever comes to mind. There is a reason for this bickering, but this gets old really fast.
2. The trio have a pretty much impossible task ahead of them, in the tradition of large scale fantasy plots, which is great. But the way they’re able to surmount most of this is simply wild coincidences. Three Ministry officials happen to pass by that they can capture and Polyjuice with no effort. They run into Umbridge in the elevator, who happens to be wearing the locket. Dumbledore’s gift of the Deluminator has a secondary purpose suddenly revealed that seems to be nothing but a Deus Ex Machina convenience.

Overall, though, I thought they did a very nice job with it, but I will be much more excited to see Part 2, and to see how they pull off the grand finale.

What was changed (Spoilers)

In case anyone’s curious what they changed, I only noticed a few things that really stood out, though I haven’t read it since the book was first released:
1. Hedwig died in a different manner. In the book, she was loaded in her cage on the back of Hagrid’s flying motorcycle. The motorcycle crashes into the ground at high velocity and Hedwig dies in the crash. In the movie, Harry lets her free before the chase, but she catches up to them and attacks the Death Eater who is chasing Harry. She’s killed by a green curse in retaliation, perhaps an Avada Kedavra.
2. Peter Pettigrew dies in a different manner. In the book, he actually shows mercy on Harry, but his silver hand, given to him by Voldemort, acts against his will and strangles himself. In the movie, Dobby strikes him down in some unexplained way, perhaps through his elf magic.
3. The opening scene with Hagrid and Harry on Hagrid’s motorcycle embellished way too much, having them driving on London freeways as the trailing Death Eater tosses curses that destroy innocent drivers.
4. Polyjuice potions in the movie only change appearances, but not voices. This is inconsistent with earlier movies, and also does not make sense–how can it make an effective disguise if the voice is all wrong.

Lucky Pig Studio: Grand Opening!

written by David Steffen

I have some very exciting news for you. Joey Jordan (our resident artist) and I are joining forces once again in a different webspace, this time to design and sell t-shirts (and other novelties) with designs of our own devising upon them. The name of our store is Lucky Pig Studio–just click on the name to go check out our wares. You can see a select few of our designs in this article, but we have many more available at the store, each of which can be printed on many types of goods, including t-shirts, tote bags, coffee mugs, baby clothes and more. If you order soon your order will hopefully arrive in time for Christmas, making a lovely stocking stuffer for your family or friends. We think there’s a little something there for everyone. We have 12 designs posted for now, to give you something to browse through.

Joey is the talented member of the duo. She is a fantastic artist and a truly nice person, and I’m happy to be working with her. In case you didn’t know, she’s the one who provided our awesome site art, as well as the pieces showcased in the Diabolical Art section of our site. She’s a professional illustrator, which is very clear from the quality of her work.

“What does David contribute?” I hear you wonder aloud.  Well, I just try to keep up, mostly. Some of the designs are created and perpetrated by my own hand. You can tell which ones they are because they’re the ones that look like they were not made by a professional artist. What I lack in skill, I try to make up for with humor and enthusiasm. I like to make designs that make me giggle, and I hope they make you giggle too.

We’re just getting started, so anything you can do to spread the word will be greatly appreciated. If you know someone who would enjoy our wares, please, please share a link with them. Post to your blog. Wear one of our t-shirts to a science fiction convention. Hire a sky writer plane to write our URL in the sky above New York City. Whatever you can do, thank you very much in advance.

We very much look forward to hearing from you, and we hope that you like what we’re putting together. And we’ll be feverishly working on new designs, so please stop back every once in a while to see what’s new. This shop is of the small, temporary variety. In the long run we plan to assemble a bigger shop with more products and more designs, but we are very excited about this and wanted to launch before Christmas. The homepage of the new improved store will be here.

Also, with the current kind of shop we’re working with, there’s no way to disallow certain unwise combinations, so you’ll want to avoid those yourself, particularly:
-If there is a caption with black font, you won’t be able to see it on black and some dark shirts.
-For light colored but non-white shirts, CafePress does not print white ink for white/gray parts of the image. So, the white part of a design printed on a yellow shirt will just be yellow instead.

Thank you so much for stopping by!

Other Tron-related media

written by David Steffen

Even after watching the original Tron movie, and playing the Tron 2.0 game, you’re still not satisfied and you just want more and more?

Tron (Arcade Game)

The same year the original Tron movie was released, a coin operated arcade game was released with the same title. It consisted of 4 mini-games based on the film:

Light Cycles: A top-down view of the famous light cycle game, where the player drives a motorcycle-like vehicle that leaves a solid wall behind it. The object is to make all of your opponents crash into walls.
MCP Cone: A simulation of the final battle of the movie against the MCP, trying to get past its protective plates to the MCP core.
Battle Tanks: Driving a tank, and destroying enemy tanks in a maze level.
I/O Tower: A simulation of the scene in the movie, trying to get into the I/O Tower.

I was too young to play this when it first came out, but I did play it in an arcade in the late 80s, and I thought it was fun. If you want to play it and you happen to have an Xbox 360, then you’re in luck, as you can download a demo for free or buy a full version at Xbox Marketplace.

Discs of Tron

The Tron arcade game was originally supposed to include 5 mini-games, but the fifth wasn’t included in time for the game’s release. The fifth game was released separately in 1983, titled “Discs of Tron”. In the game you face off against Sark playing a game shown in the movie, where two opponents on platforms made of concentric rings and throw energy pellets at each other, trying to destroy your opponent’s platform.

Again, I was too young to play this when it came out, and I didn’t see this in an arcade later. If you want to play this one, it is also available for download on Xbox Marketplace.

Tron:Â Ghost in the Machine

Tron also inspired a 6 part comic book series, released between 2006 and 2008. It is a direct sequel to the Tron 2.0 game. It takes place 6 months after the events of the game, following the same protagonist, Jet Bradley, who is still trying to get over the trauma he experience, after having been zapped into the game world.

I was unaware of this comic until I was looking up material for this article, but now I am looking forward to picking up a copy for myself. You can buy individual issues at Amazon or you can order the collection that combines the 6 issues into one volume.

Tron:Â Evolution

And with the release of the Tron Legacy movie next month, there’s a cross-console game tie-in. The game is released on December 7th, the movie on December 17th, so you can sort of get a sneak peak. It occurs before the events of the movie and provides some of the basis for the events of the movie. I have mixed feelings about this–the same thing was tried for the 2nd and 3rd Matrix movie. On the one hand, it was kind of neat to see some characters and hints of events before they’re revealed in the movie, but it came off as more of a marketing gimmick than actual value added.

You can’t get the game quite yet, but you can check out the official site. Once the game’s available, you should have no trouble whatsoever finding it.

Kingdom Hearts 2 level:Â Space Paranoids

You may have seen my review of Kingdom Hearts back in January. The second game was pretty much more of the same, but with more worlds to explore. One of the worlds was “Space Paranoids”, a Tron world. This was probably my favorite world of the game, especially since Sora and his friends Donald Duck and Goofy get dressed up in Tron fashion, which was pretty neat. Tron the character was available as a temporary companion to join the group as a fighter, and it was also fun to see the incarnations of the Heartless enemies.

You should be able to find the game used in a variety of places, and you can check out the game’s official website.

Southpark episode:Â You Have 0 Friends

This is one of my favorite episodes of Southpark, released earlier this year as part of season 14. Stan’s friends start a Facebook account for Stan as a surprise. Stan doesn’t want an account, because he doesn’t want to get “sucked in”, but one by one, his friends and relatives guilt trip him into adding them, as they take his lack of Facebook interaction as a sign that he isn’t a good friend. Before he knows it, he has a million friends, and the demands just get more and more. Finally he decides to just delete his account, but Facebook won’t let him do it, zapping him into the system Tron-style. Inside the system, he’s captured by guards similar to those in the movie, and everyone’s facebook account is dressed in Tron fashion. This episode was just awesome.

You can watch the whole episode for free on the Southpark Studios.

Review: Andromeda Spaceways Inflight Magazine #47

written by David Steffen

I apologize for being slow to get this out. I realize that issue #48 is already available, which I haven’t had a chance to read yet. But I feel strongly about issue #47 and I wanted to post a review of it, even if it is a bit tardy. I bought issue #47 because it includes a story by my friend Gary Cuba. I like his style and I like to buy copies of his published stories. This was the first issue I’ve read of Andromeda Spaceways Inflight Magazine (ASIM) that I ever read, and I was very pleased with what I read. Pleased enough that I asked for an ASIM subscription for Christmas. Not only were my favorite stories from this issue extremely good, I liked almost all of them, and I don’t say that about many magazines. I’m letting my subscription on another magazine lap because I simply like too few of the stories, and the few stories I do like, are just not that good. This issue was so much better I am happy to send my money ASIM’s way.

One thing that I really like about Andromeda Spaceways is that their judging system works without the author’s name attached to the story. A lot of the big magazines claim that they choose their stories based on quality and not on the fame of the name, but when asked about judging without author name attached, they tend to get very defensive. With the name stripped off, the story has to stand for itself. If a big name’s story is really worthy, it will rise to the top even without the name attached, but this way second-rate rushed stories by the big names will be less likely to make it through.

I encourage you all to give ASIM a try, based on the issue that I have read, and I hope that the magazine as a whole is as consistent as this first issue was. This one was edited by Patty Jansen, one of a rotating set of editors, so I will be very interested to see how even the magazine feels from editor to editor as well.

Dig up the Vote by Patrick S. Tomlinson

The living dead have been given the right to vote. To take advantage of this, political candidates raise zombies just to collect votes. The protagonist of this story is a volunteer helping out with this process. The story begins as she’s meeting up with the pink-clad Necromancer bringing the walking dead up from the ground, and is the one in charge of feeding them and herding them to the polls and coaxing them into voting.

This story was hilarious from the beginning with the interactions with the Necromancer, to the very end.. Humor is a hard thing to pull off well, but this one had me rolling. I believe this was Patrick’s first published story, so I’m happy that ASIM took a chance on his story. It’s a great bit of comedy, well-deserving of having the coveted first story location, and it was just a lot of fun..

Dog by Stephen Watts

Dog tells of a spaceship-dwelling family living on a ship. Grandpa always insisted that they share the ship with a supernatural roommate that mostly doesn’t bother them… as long as it gets it’s scheduled tobacco offerings. The trouble is, tobacco has been illegalized and becomes harder and harder to obtain.  Grandpa always insisted on the tobacco offerings, but now that’s he’s passed away, none of the remaining family members believe in the necessity of the offerings.

This was a cool story, a nice mix of science fiction and fantasy, supernatural creatures in space. I really cared about what happened to these characters, and I was very anxious to see the story unroll. It was very good.

Killing Time by Felicity Pullman

This is the story of Jane Marshall, the widow of star football player known by everyone simply as “Bull.” Most of the story is told as a flashback, telling of their not-s0-wonderful relationship before his death. For most of the story, the speculative element isn’t very clear, but it is there soon or later.

This was the one story that I just strongly disliked. Both Jane and Bull were nasty individuals without any redeeming features whatsoever. I got the impression I was supposed to be horrified by the dark events of the story, but when bad things happened to these characters I just shrugged. The ending was a twist, but a too predictable one, and one that felt more gimmicky than natural to the story. I would’ve gotten over the ending if I’d cared at all about either character, but as it was I just wanted this one to be over.

The Ship’s Doctor by Charlotte Nash

This is another author for whom this issue is their first publication. Congratulations on that, Charlotte! The title does not refer to a doctor who happens to live on a ship; she is literally a doctor who treats ships. In this future, ships are bio-engineered creatures with real intelligence, and it is no longer just a mechanic-type job. Instead, it’s more something that’s a mix of psychiatry and medicine applied to an anthropmorphized mode of transpot.

This was a really cool idea, and well executed. It took me a little while to get into the head of the main character, but once I got the hang of her point of view, I really appreciated it. This story did a very nice job revealing a complicated setting as part of the story, instead of dumping the information all at once. Her drive, her lust to do what she does makes for a very interesting and unique character, and the other main characters were chosen to be different enough from her to allow some very interesting interplay and contrast between them. I really cared about the stakes in this story, and I was really rooting for it to turn out right.

The Machine Whisperer by Gary Cuba

This is the story of maintenance mechanic Joe, as told by his co-worker. Joe has an extraordinary knack to fix anything, almost verging on the supernatural; he seems to have an aura that alters probability wherever he goes.

I’ll be upfront and admit that I consider Gary a friend, but I do genuinely like to read his fiction. He has a distinctive style that is makes me smile, and this is a lighthearted story in Gary Cuba’s usual vein. This carries the usual lighthearted style of Gary’s work. It’s short but sweet, giving a premise, working with it, but not overstaying its welcome. I actually wouldn’t have minded if this story had been a bit longer, which is not something I say very often.

Hyu Khul and the Broth of Stone by Tam McDonald

A fable-like story, a myth telling of Hyu Khul, a man so respectful of the virtues of his wives that he would refuse to touch them. He takes on a quest to brew a potion he overhears described by the gods, which will render him invulnerable. And, in true fable fashion, it comes complete with a myth.

This one left me pretty lukewarm. The character was so far-fetched he was hard to relate to, and the moral was pretty obvious from the very first line based on that far-fetchedness. None of the people ever felt like real people, which isn’t necessarily a bad thing for a fable-style story, but I also didn’t really buy the situation, and I wasn’t surprised by the moral. If the moral is so blaringly obvious, it sort of defeats the purpose of telling a fable, no?

Acid by Debi Carroll

A story told by a mermaid-like creature, one of a race of such creatures fished out of the Dead Sea. Their saliva is highly corrosive, and they’re captured to use for cheap and efficient petroleum refining. The mermaids aren’t individuals in the usual sense of the word–they have a sort of race memory, where any one can draw upon memories of any of its ancestors.

I’d read this one over on Baen’s Bar–I liked it there and I liked it here. The race memory point of view was very interesting, and I really wanted to root for the mermaid collective. It takes a little while to understand the point of view at the beginning, but it is just a difficult point of view to convey. Once I understood the premise, I didn’t have any more problems following it. This was very well done.

Leeching Tinnitus by John Phillips

Tommy’s almost 17, and he’s going to live with his last living relative, Baxter, an old man living on a country estate. Tommy’s suffering a case of Tinnitus due to trauma (that’s ringing ears, for those who don’t know). Baxter goes out of his way to make Tommy’s life a living hell, especially his daily task of collecting leeches for Baxter to use as fish bait. Who will come out ahead in the end?

Baxter was a real bastard, but Tommy was such a nonentity that I didn’t really want to root for him either. The Tinnitus seemed to have no real function in the story, other than to give Tommy a distinguishing characteristic. And Tommy did need need something to make him feel more unique, but I needed something more than a medical condition to do it. Maybe I missed something. I mean, it has to be very important if it’s in the title right? The leeches were certainly central to the story, but really were nothing more to me than a grossout factor. Grossout is okay, if it’s just part of another story, but when grossout is all there is… it’s just enough for me.

The Backdated Romance by Ferrett Steinmetz

A time travel love story. Unexpectedly, David approaches Barbara, telling her deepest secrets she’d never told anyone. She knew him before this, but only as an acquaintance, and he goes on to explain he’s from the future after they’d been married. A very cool start, and in true time travel fashion, it gets more complicated as it goes on.

I loved this story. I love a good time travel story and this was a great one. The problems presented were unique and interesting, and the dynamic between David and Barbara was very interesting, with the early years of their history already in David’s past. There were some great twists and turns here, and the story was well done. I’m not surprised like I was such a fan of Ferret’s story–his story “Suicide Notes, Written by an Alien Mind” made #2 on my Best of Pseudopod list.

written by David Steffen

I apologize for being slow to get this out. I realize that issue #48 is already available, which I haven’t had a chance to read yet. But I feel strongly about issue #47 and I wanted to post a review of it, even if it is a bit tardy. I bought issue #47 because it includes a story by my friend Gary Cuba. I like his style and I like to buy copies of his published stories. This was the first issue I’ve read of Andromeda Spaceways Inflight Magazine (ASIM) that I ever read, and I was very pleased with what I read. Pleased enough that I asked for an ASIM subscription for Christmas. Not only were my favorite stories from this issue extremely good, I liked almost all of them, and I don’t say that about many magazines. I’m letting my subscription on another magazine lap because I simply like too few of the stories, and the few stories I do like, are just not that good. This issue was so much better I am happy to send my money ASIM’s way.

One thing that I really like about Andromeda Spaceways is that their judging system works without the author’s name attached to the story. A lot of the big magazines claim that they choose their stories based on quality and not on the fame of the name, but when asked about judging without author name attached, they tend to get very defensive. With the name stripped off, the story has to stand for itself. If a big name’s story is really worthy, it will rise to the top even without the name attached, but this way second-rate rushed stories by the big names will be less likely to make it through.

I encourage you all to give ASIM a try, based on the issue that I have read, and I hope that the magazine as a whole is as consistent as this first issue was. This one was edited by Patty Jansen, one of a rotating set of editors, so I will be very interested to see how even the magazine feels from editor to editor as well.

Dig up the Vote by Patrick S. Tomlinson

The living dead have been given the right to vote. To take advantage of this, political candidates raise zombies just to collect votes. The protagonist of this story is a volunteer helping out with this process. The story begins as she’s meeting up with the pink-clad Necromancer bringing the walking dead up from the ground, and is the one in charge of feeding them and herding them to the polls and coaxing them into voting.

This story was hilarious from the beginning with the interactions with the Necromancer, to the very end.. Humor is a hard thing to pull off well, but this one had me rolling. I believe this was Patrick’s first published story, so I’m happy that ASIM took a chance on his story. It’s a great bit of comedy, well-deserving of having the coveted first story location, and it was just a lot of fun..

Dog by Stephen Watts

Dog tells of a spaceship-dwelling family living on a ship. Grandpa always insisted that they share the ship with a supernatural roommate that mostly doesn’t bother them… as long as it gets it’s scheduled tobacco offerings. The trouble is, tobacco has been illegalized and becomes harder and harder to obtain.  Grandpa always insisted on the tobacco offerings, but now that’s he’s passed away, none of the remaining family members believe in the necessity of the offerings.

This was a cool story, a nice mix of science fiction and fantasy, supernatural creatures in space. I really cared about what happened to these characters, and I was very anxious to see the story unroll. It was very good.

Killing Time by Felicity Pullman

This is the story of Jane Marshall, the widow of star football player known by everyone simply as “Bull.” Most of the story is told as a flashback, telling of their not-s0-wonderful relationship before his death. For most of the story, the speculative element isn’t very clear, but it is there soon or later.

This was the one story that I just strongly disliked. Both Jane and Bull were nasty individuals without any redeeming features whatsoever. I got the impression I was supposed to be horrified by the dark events of the story, but when bad things happened to these characters I just shrugged. The ending was a twist, but a too predictable one, and one that felt more gimmicky than natural to the story. I would’ve gotten over the ending if I’d cared at all about either character, but as it was I just wanted this one to be over.

The Ship’s Doctor by Charlotte Nash

This is another author for whom this issue is their first publication. Congratulations on that, Charlotte! The title does not refer to a doctor who happens to live on a ship; she is literally a doctor who treats ships. In this future, ships are bio-engineered creatures with real intelligence, and it is no longer just a mechanic-type job. Instead, it’s more something that’s a mix of psychiatry and medicine applied to an anthropmorphized mode of transpot.

This was a really cool idea, and well executed. It took me a little while to get into the head of the main character, but once I got the hang of her point of view, I really appreciated it. This story did a very nice job revealing a complicated setting as part of the story, instead of dumping the information all at once. Her drive, her lust to do what she does makes for a very interesting and unique character, and the other main characters were chosen to be different enough from her to allow some very interesting interplay and contrast between them. I really cared about the stakes in this story, and I was really rooting for it to turn out right.

The Machine Whisperer by Gary Cuba

Hyu Khul and the Broth of Stone by Tam McDonald

Acid by Debi Carroll

Leeching Tinnitus by John Phillips

The Backdated Romance by Ferrett Steinmetz


Tron 2.0 (Bygone Game Review)

written by David Steffen

And now for a Bygone Game Review, a new label I made up to avoid getting complaints about the age of the review material. Yes, I know this isn’t a new game, but it has aged well, and is still well worth playing.

In 2003, twenty-one years after the release of the Tron movie, Buena Vista Entertainment released a sequel. It’s not a movie–it’s a game, a first person shooter (FPS) to be exact). The game somehow seems to have slipped under many gamers’ radars. I hadn’t come across it until five years after its release. Fans of the original movie will enjoy the digital world setting, reminiscent of the original in many ways yet also new and shiny, like 20 years of system upgrades in one fell swoop, and there are plenty of nods to the original for the dedicated fan to catch. But playing the game does not require familiarity with the original movie, so it could draw in new fans of the Tron universe, just in time for the long-awaited of the Tron movie sequel due out next month: Tron Legacy.

Story

In the game setting, just like in real life, twenty-one years have passed since the events of the Tron movie. ENCOM has since been taken over by Future Control Industries (fCon). Alan Bradley (still voiced by Bruce Boxleitner) still works for the company. After the events of the original story, he married his then-girlfriend Lora, and together they had a son named Jet. Lora has died by the time of this game, and Alan has talked Jet into hiring on to fCon as a video game developer. Even though Lora is dead, actress Cindy Morgan still has a voice acting part, lending her voice to the program Ma3a.

The game starts off when Jet gets digitized by the same invention that had digitized Flynn in the movie. Really, guys, don’t you think it’s time to create some safety features for that thing? But then, I suppose, we wouldn’t have any more Tron stories, and that would be sad, so never mind. At this point in the game, Jet is unaware of the laser or any of the events of the movie, so this is all new to him. He is greeted by the program Ma3a , Alan’s computer system’s AI, who has chosen to digitize him to fight the corruption caused by Thorne, a virus that is running rampant in the company network. She refers to Jet as Alan 2, not understanding the difference between program versions and human generations, which is a cute touch.

Meanwhile, the Kernel, the leader of the ICP security programs, detects Jet’s intrusion into the system and incorrectly determines him to be the source of the corruption. So Jet is opposed by not only the virus-corrupted programs he comes across, but also by the ICP’s as he tries to make his way across the virtual world to stop the corruption. As he goes, a larger and more sinister plot reveals itself which I will leave for you to discover. It’s a good story to accompany a great game, well worth the time.

The Visuals

Wow is this game pretty! They perfected a really neat glowing light effect for this game so all the lighting has a bit of aura to give it a very neon look. The upgraded ICPs look awesome. The settings are very simplistically designed and are often just black with neon highlights, but the effect is very neat looking and otherworldly. At one point in the game you venture out into the Internet, and that was the coolest of all, it looks like a digital Las Vegas it was so lit up!

Gameplay

The controls are pretty much standard FPS controls, or can at least be configured that way. My preferred control system has mouse look on and uses the left and right arrows on the keyboard to strafe. This is how I play most any FPS, as it allows you to easily look in any direction, a necessary attribute in multi-elevation levels or with flying enemies.

You have two main attributes: health and energy. If your health runs out, you die. Your energy is an expendable and replenishable resource used for a variety of functions, including weapon ammunition, and downloading of new subroutines (I’ll explain that more later).

The weapon you start the game with, the base weapon, is the Disc Primitive, the Frisbee-like blue disc from the movie. It is the only weapon that takes zero energy to use, but it has a relatively slow rate of fire because you have to wait for the disc to return to you before you can throw it again. It’s surprisingly useful because it is fairly powerful, and the ICP’s armor does not protect very well against it. Not only that, but it doubles as a defense that is very effective against the ICP’s similar disc weapons. You can hold the disc in front of you to deflect an ICP-thrown disc. This will leave the ICP defenseless for a few moments while their disc bounces around, before they can retrieve it, so you can use the opportunity to get a couple blows in with your own disc. It’s not very useful, though, if faced with a crowd of enemies, because you can’t block everyone’s attacks, and the blocking only works against disc attacks, not the ball-based attacks of the viruses.

Most of the other weapons in the game behave in similar fashion to real-life weapons, so they should already be pretty familiar to FPS players. The Rod Primitive is like a stun prod. The Ball Primitive is like a grenade. Upgrades can be acquired for each of the primitives as well, such as the Suffuser, which makes the Rod behave like a shotgun, the LOL which makes the Rod behave like a sniper rifle, and the Ball Launcher, which makes the Ball behave like a rocket launcher.

Besides this, Jet has certain attributes that can be upgraded by increasing his version number, which he does by collecting a certain number of build points. The attributes you can enhance are things like your maximum health and maximum energy, which both start at 100, as well as your weapon efficiency for energy use. Build points can be acquired in two ways. First, you get build points automatically as you complete mission objectives, such as gaining access to a new area. Second, there are a limited number of collectible build points scattered here and there throughout each level, so it is worth your time to search thoroughly to find them all.

Instead of collecting keys to unlock doors, like you might do in a real world setting, you collect permission bits, each filling in one of 8 positions on your permission ring. Permissions are required for a variety of things, the most obvious being the opening of doors. Also, with certain permissions, you can deactivate security rezzing stations, which are alarm buttons that ICPs can press to call in reinforcements.

Okay, so that’s all pretty straightforward stuff, sort of cookie cutter FPS elements. Now this is where it gets really interesting, especially with archive bins and subroutines.

Archive bins appear as clear cubes in the world, with moving lights inside them, and if you can access one, you can download its contents. Its contents may include emails among people in the company, which help give background to the story, or other things like subroutines (which I will get into later). Once you have the permissions, you can see what is inside the archive bin at no cost, but downloading costs energy, the same energy that powers your weapons so you have to careful about what you download unless you have a handy energy source, or you could be backing yourself into a corner with no ammunition. The download costs varies from object to object, and is generally higher the more useful the object. Emails are usually a cheap 5 energy units, because they are really only for backstory, not helpful to the gameplay itself. Subroutines are generally more expensive, some significantly more expensive. Which brings us to subroutines.

Subroutines are the most unique part of Tron 2.0 gameplay. Each of them performs a particular function. For instance, the Fuzzy Signature subroutine makes your footsteps make less noise, which is important for sneaking up on guards. Any weapons besides the primitives (such as the Suffuser and the Ball Launcher) are subroutines. There are subroutines for a wide variety of uses, like protection from virus corruption, armor upgrades, and adding corrosive damage to your weapons. You gather subroutines as the game goes on by downloading from archive bins or from enemy core dumps (the remains after they die, er, de-rez). Once you collect a subroutine, then you can always equip it, but you can’t equip everything at once. As the game goes on, you travel from one computer to another, to a PDA, to the internet, and so on. Each system has different subroutine space configurations–some have ample memory so that you can trick yourself out with a bunch of subroutines, and others have only small amounts, so you have to be very careful what you choose. Is it more important to have that body armor, or the shotgun-like Suffuser weapon? You have to make that choice.

Here and there you will find an optimizer that you can use to upgrade just one of your subroutines. You’ll acquire most subroutines in an Alpha version, and they can be upgraded to Beta, then to Gold. The more upgraded a version, the less space it will take up in the system memory, and the more effective it will be. An Alpha routine requires three adjacent slots, while a Gold routine only requires one, and the gold version is also much better in some way or another (for instance, weapons will cause more damage, or virus protection will be more effective).

This may sound complicated, but it’s really not. The in-game tutorials are very well done, helping you learn how to play AS you play. Some of the subroutines are much more useful than others, and some are more useful against certain enemies than others. You can pause and swap in different subroutines at any time, so you can always try to pick the best ones for the current situation.

The Difficulty

I’m playing through the game again now, to get in the mood for the upcoming movie, and I’m having more trouble with it than I remember having the first time. Maybe I played the first time on Easy difficulty, this time I’m on Medium. Most of the time I can progress fine, and I try not to overuse the QuickSave function, but there are a few times when I was having difficulty and then QuickSaved in a bad place, where I was backed into a corner with low energy, surrounded by ICPs and no recent saves to fall back on. I saved in a momentarily safe place, but it was in a dead end surrounded by ICPs and I had to try to go through it a dozen times before I powered my way through using the disk weapon as efficiently as I could and zigzagging all over to make myself a hard target, and I just barely limped to the next energy source with only 3% health. After that point I tried to more meticulously make save files in a rotating fashion rather than relying on QuickSave as the primary restore method–since each QuickSave overwrites the previous QuickSave. I’m less than halfway through the game now, so we shall see how well I do when I run up against the big bad boss characters later in the game.

Light Cycles

And the light cycles are back from the first game, upgraded just like everything else. In case you’re not familiar with them, they look like motorcycles, but they are incapable of stopping and they leave a solid wall wherever they pass. The objective is to be the last one standing, and you do so by outmaneuvering your opponents, placing a wall in front of them and forcing them to run into it. This upgraded version adds powerups to the mix, such as a speed boost, and a one-shot missile which can destroy enemy bikes, or punch holes through a bike-wall to allow you to pass safely through, giving it both defensive and offensive uses.

The main FPS game has some light cycle segment as part of the progression, but there’s also a light cycle tournament accessible through the main menu, with escalating difficulty levels, novelty arenas, making that a worthwhile game in itself. I hear you can also play this online, though the game is so fast-paced that the slightest lag will doom you, so it would probably be better served over a LAN.

Overall

I highly recommend this game for everyone who likes FPS, whether they are fans of Tron or not. And if you are a fan, find the game and play it to get in the mood for the upcoming movie!

Classic Movie Spotlight: Tron

written by David Steffen

Okay, so most of you who follow Diabolical Plots have probably seen Tron, or at least are aware of it. But I wanted to do a quick overview in preparation for the Tron sequel movie coming out next month. Yes, after many years of rumors of a Tron sequel, it looks like it’s actually going to happen this time, with the name Tron Legacy. There have been full fledged previews, larger scale movie promos and the like. It really appears to be happening. I believe the release date planned is just before Christmas 2010. I’m excited to see Tron with modern special effects, and original cast members Jeff Bridges and Bruce Boxleitner are even in the sequel, which is amazing to get them involved in a sequel to a movie 28 years old.

The original movie was released in July 1982. Honestly, I didn’t have much interest in it at the time. This may have had something to do with the fact that I was 6 months old. My brother, however, took it upon himself to ensure that, when I was old enough to appreciate them, I would be well-versed in 80s SF/fantasy movies, including Tron, The Last Starfighter, Flight of the Navigator, and Labyrinth.

Tron was written and directed by Steven Lisberger and was one of the first major studio movies to make extensive use of computer graphics. The graphics are quite dated by now, of course, but when you watch it just keep in mind that these special effects were amazing in 1982. The previews for Tron Legacy, of course, have updated computer graphics, loads of shiny goodness.

Premise

Flynn (Jeff Bridges) is an ex-employee of software corporation ENCOM. Outside of work hours, he was spending his free time developing innovative video games. His fellow developer Ed Dillinger (David Warner) stole his programs and presented them to ENCOM as his own work. ENCOM released the games which rocketed into popularity, especially Flynn’s pride and joy, “Space Paranoids”, earning Dillinger promotion after promotion, all the way up to the head of the company. And eventually Dillinger fired Flynn.

Now Flynn is on the outside, trying to hack into ENCOM’s network to find evidence of Dillinger’s wrongdoing so that Flynn can prove he’s the real author. But ENCOM’s new super-program, the Master Control Program (MCP) finds the intrusion, and cuts off Flynn’s security clearance. In the process, it also temporarily cuts off clearance to a current employee, Alan Bradley (Bruce Boxleitner), who finds out from Dillinger about the Flynn intrusion. Alan and his girlfriend Lora (Cindy Morgan) go to Flynn and hear his story, and together they decide to sneak into the ENCOM building at night and try to find evidence of the theft.

Once inside, Lora logs into her workstation for Flynn to use, and this is where the main plot really takes off. Her workstation is placed right next to the testing station of her current research project: a new technology that, with a laser and liberal amounts of handwavium, can transport physical objects into a datastream and back out again. While Flynn is doing his thing at the keyboard, the MCP seizes control of the laser and zaps him into ENCOM’s digital universe.

In the digital space, all of the programs wear the faces of the users who wrote them, but they all wear uniforms that cover their hair and look sort of like body armor. The special effects of this are very interesting. The uniforms and even the faces of the programs are all grayscale, no flesh tones, but the uniforms have neon lines tracing over their contours. The environment is a very simple digitial enviro, much of it being wireframes or simple polygon.

Flynn is captured and, along with a group of rebel programs, asked to renounce their belief in the users, who the programs tend to think of as gods. Those who refuse are forced into a gaming arena to fight each other to the death in a variety of games. During a round of the now iconic light cycle game (where the players drive motorcycles that leave solid walls behind them, the objective is to force your opponent to crash into a wall before you do), Flynn escapes the arena along with two other programs. One of those programs is the title character Tron, a security program written by Alan Bradley (and thus also played by Bruce Boxleitner). They team together to try to take down the tyrant that is the MCP.

My Views

This movie deserves credit for being one of a number of successful science fiction movies of the 1980s that helped define science fiction movie fandom. It’s fun, it has Jeff Bridges (who I’ve always liked), and it had a lot of cool ideas. Some of the effects are still pretty cool, like the spinning splendor of the MCP, and much of the work here laid the groundwork for modern special effects. Modern special effects can be a blessing or a curse, as they look very shiny, but are too oftenÂused to replace plot instead of enhance it. But special effects can be a great thing.

That doesn’t meanÂthat Tron isÂwithout its faults. Mostly, the middle of the film just gets a little long, and seems to serve as a showcase for the graphics, but doesn’t provide much in the way of plot. Especially the long, drawn-out chase scene with the MCP’s tanks chasing after our heroes’ light cycles in a long canyon. And in scenes like that, what I really want to know is what part of the computer network that represents. They are supposed to exist inside of the network after all. When one of the tanks falls off a cliff, what does that mean in the structure of a computer: nothing, really. I wish a little more thought had been given to the settings so that they each corresponded to something meaningful in the hardware or software of a computer.

Similarly, even though the characters in the story are supposed to be programs, they’re never particularly convincing as programs. Keep in mind that I may only have this nitpick because I write programs for a living, but programs don’t work that way. These programs look like people, but more than that, they really are little people, only with a different world to live in. This doesn’t really make all that much sense with this world supposedly being a manifestation of a computer network’s interior. In reality, an accounting program can only do accounting, not work together with security programs to infiltrate the MCP. And some of the actions of the programs also don’t really make sense. At one point in the movie Flynn (in the computer) kisses a program written by Lora. His motivations in this are clear, as his love for her is forbidden in the real world because she is with Alan, but what does the exchange mean from her point of view? I could make an obvious joke here about “interfacing”, but I really am curious what a kiss would accomplish/represent/imply to a program’s thinking.

If you’re interested in the development of special effects, see this movie. If you are a hardcore geek, see this movie. It may not be something for everyone, and again, the special effects are very dated, but if you can look past that, you might enjoy this. And I hope that the new movie makes good use of modern special effects without using them as a crutch. I can hope!

“Green Room” Writing

written by Phil Brucato, reprinted from his LiveJournal page

Not everything in a story happens on the page. When an author writes material that occurs “offstage,” that so-called “green room writing” may inform the events that the audience sees. Giving foundations for the characters, their motivations, personalities and activities, green room writing may well feel like wasted effort. Trust me, though , it’s really not.

I coined the term green room writing when describing the many false starts I had with my short story “Ravenous.” An intense urban faerie tale inspired by my experiences in a heavy metal group, “Ravenous” featured the implosion of the narrator’s band in mid-gig. The story’s first few drafts began in the “green room” , the often-cramped backstage space where performers wait before a show. My original versions of the tale started with the bandmates sniping at one another while a warm-up group performs out front. By the time the first show ends, all five members of the narrator’s group are ready to blow†and soon do.

It didn’t work for me, though. The characters seemed realistic, the dialog zinged, the tension radiated in all directions†and yet, it didn’t work. I pounded through two or three drafts of the opening like this, wondering why my inner critic kept pouting at it.

Then it hit me: The action didn’t begin in the green room. It started as the band stepped onstage , tense, pissed off, surging with adrenaline and facing a drunk, voracious crowd.

“Ravenous” doesn’t kick in when the music does , that option seems too abrupt, and doesn’t give the reader time to care about the characters. (I know; I wrote that version, too.) The tale starts just before the lights go up, with five fiercely terrified young people ready to pounce and be pounced on in return. “I’ve got that just-before-the-cages-open feeling in my chest,” says our narrator, Nikita. The bomb’s just about to explode, and in the next few paragraphs, it does.

By the time I wrote the band’s detonation, I knew every character on stage. Each one spoke with a distinctive voice; each had a unique personality. I knew how the bandmates looked, what they wanted, why they blew up in the ways they did. That scene essentially wrote itself. From first draft to final, I changed hardly a word of it.

I was able to write that scene the way I did because of the various passes I’d run through in that green room. Although they didn’t appear in the final story , nor should they have appeared , those literally offstage brainstorming sessions informed all that followed afterward.

Green room writing can feel frustrating. Personally, I get annoyed when my Muse dictates something that probably won’t make it to the final draft. I often feel like I’m wasting my time, and that goes double if I actually like what I’ve written and know at the time that no one but me (and possibly my editorial first-readers) will see it. That said, I realize that green room writing is helpful†even, sometimes, essential to a good story.

Sure, I’ve written many tales that leapt full-force from my imagination, with engaging characters and fascinating action intact. It CAN happen that way†but it doesn’t always. More often than not, especially with long or complicated storylines, I need to “waste” time and words figuring out what happens in the green room. As frustrating as it might be to throw scenes out or re-write that damned first hook yet AGAIN (yes, Holy Creatures To and Fro, I’m looking at you!), those secret stories we tell in the green room can make the ones seen in the spotlights sing.

Author, dancer, hypercreative malcontent and more, “Satyr”Phil Brucato has been a professional writer for 20 years. His work spans from game design with White Wolf Game Studio, West End Games, Laughing Pan Productions, and Silver Satyr Studios; to interviews and articles for BBI Media and Realms of Fantasy Magazine; essays in Disinformation Press; and fiction in various venues. Oh, yeah – and a webcomic called Arpeggio, too. Also, check out his Facebook Author page, and Steampunk Tales.

Not everything in a story happens on the page. When an author writes material that occurs “offstage,” that so-called “green room writing” may inform the events that the audience sees. Giving foundations for the characters, their motivations, personalities and activities, green room writing may well feel like wasted effort. Trust me, though , it’s really not.

I coined the term green room writing when describing the many false starts I had with my short story “Ravenous.” An intense urban faerie tale inspired by my experiences in a heavy metal group, “Ravenous” featured the implosion of the narrator’s band in mid-gig. The story’s first few drafts began in the “green room” , the often-cramped backstage space where performers wait before a show. My original versions of the tale started with the bandmates sniping at one another while a warm-up group performs out front. By the time the first show ends, all five members of the narrator’s group are ready to blow†and soon do.

It didn’t work for me, though. The characters seemed realistic, the dialog zinged, the tension radiated in all directions†and yet, it didn’t work. I pounded through two or three drafts of the opening like this, wondering why my inner critic kept pouting at it.

Then it hit me: The action didn’t begin in the green room. It started as the band stepped onstage , tense, pissed off, surging with adrenaline and facing a drunk, voracious crowd.

“Ravenous” doesn’t kick in when the music does , that option seems too abrupt, and doesn’t give the reader time to care about the characters. (I know; I wrote that version, too.) The tale starts just before the lights go up, with five fiercely terrified young people ready to pounce and be pounced on in return. “I’ve got that just-before-the-cages-open feeling in my chest,” says our narrator, Nikita. The bomb’s just about to explode, and in the next few paragraphs, it does.

By the time I wrote the band’s detonation, I knew every character on stage. Each one spoke with a distinctive voice; each had a unique personality. I knew how the bandmates looked, what they wanted, why they blew up in the ways they did. That scene essentially wrote itself. From first draft to final, I changed hardly a word of it.

I was able to write that scene the way I did because of the various passes I’d run through in that green room. Although they didn’t appear in the final story , nor should they have appeared , those literally offstage brainstorming sessions informed all that followed afterward.

Green room writing can feel frustrating. Personally, I get annoyed when my Muse dictates something that probably won’t make it to the final draft. I often feel like I’m wasting my time, and that goes double if I actually like what I’ve written and know at the time that no one but me (and possibly my editorial first-readers) will see it. That said, I realize that green room writing is helpful†even, sometimes, essential to a good story.

Sure, I’ve written many tales that leapt full-force from my imagination, with engaging characters and fascinating action intact. It CAN happen that way†but it doesn’t always. More often than not, especially with long or complicated storylines, I need to “waste” time and words figuring out what happens in the green room. As frustrating as it might be to throw scenes out or re-write that damned first hook yet AGAIN (yes, Holy Creatures To and Fro, I’m looking at you!), those secret stories we tell in the green room can make the ones seen in the spotlights sing.

The Skill of Critiquing Part One: Guidelines for Etiquette

written by David Steffen

I’ve said before and I’ll say it again, the number one way to improve your own writing is to read and critically evaluate other people’s writing. You don’t have an emotional attachment to their work as you do to your own. By learning to examine their work with a cold eye, you can learn what you like and don’t like in a story. Critiquing is a skill which is just as much based on social interaction as it is with prose examination. I’ve read critiquing advice elsewhere, which includes such statements as “don’t critique the critiquer” and “don’t rewrite the story for the author”, but here I have categorized and prioritized critiquing advice into larger categories, and split it between “how to critique” and “how to be critiqued”, as well as a couple of general statements.

I list them as rules here, but of course no one will be enforcing them but yourself. You can think of them as guidelines, if you like, but I do think that your critiquing will be more happy and productive, both for giving and receiving critiques, if you follow these guidelines.

How to critique

6 simple “rules”. Of course, there’s no one enforcing these, so there’s not really rules, but more guidelines of etiquette. I think your critiquing relationships will be much happier and more productive if you keep these in mind.

1. A Critique Should Help the Author

Bottom line, and without exception, the primary purpose of writing a critique should be to help the author. Anything that interferes with this should be avoided. I know, I suggested above that you should critique to improve your own skills, and that’s good too, but you can do that part while reading only, not writing critiques. When you write the critiques themselves, that is where these guidelines come into play. All of the other rules tie into this, the most important of all.

2. Don’t be a Dick

Resist the urge to compose nasty, antagonistic responses to a story, no matter how clever you think you are. If you feel a snark coming on, write a quick blog post to get it out of your system. No matter how little you liked the story, a real person wrote it. If you get your jollies off of trying to crush newbie writers’ fledgling hopes, you are in the wrong place. Writers have enough negativity to deal with, bearing the weight of all the rejections piled on them by editors (I’m not complaining about editors, they reject most submissions because they can’t buy everything, it’s just the way the system has to work), and they need anything but another source of negativity.

This ties into Rule #1, because a nasty, abusive response to a story does not help the author. By all means, tell the author, in detail, what you didn’t like about their story, but take a moment to consider how you want to say it. Keep your comments about the story itself, not about the author.

3. This is Not Your Story

Your objective as a critiquer is not to rewrite the story based on your own vision. Remember that this is not your story. Do NOT tell them to write a different story. Do NOT try to rewrite the story for them–I’ve actually received some critiques which literally rewrote a story from beginning to end for me, which is the farthest thing from helpful. Do NOT try to make their style fit your style. Your job is not to make it the best story you can write, but to make it the best story THAT story can be.

This ties into Rule #1, because if you try to rewrite the story yourself, then it is no longer the author’s story. Trying to do the author’s job for them is not helping the author.

4. Don’t be Afraid to Say What You Think

For a worthwhile critiquing relationship, it is your responsibility as a critiquer to express how you actually feel about the story. If you don’t feel comfortable with this, then you’re not ready for critiquing. The way I figure it, if I want to be certain of positive comments, I’ll share a story with my mom. If I want to get feedback that will help me improve the story, I’ll ask someone for a critique. Now, that doesn’t mean that you’re not allowed to express positive comments, only that all of your positive comments should be sincere. And always keep in mind Rule #2.

This ties into Rule #1, because a critiquer who is afraid to point out what they see as flaws in a story is not of much use. If the author asks for a critique, then they are asking for honest feedback, even if it is not positive.

5. Explain

Positive or negative, whatever you do, be specific, explain what you mean. “This story was great” or “This story was terrible”, neither one is particularly helpful, unless you go into more detail. You could say you liked the strong characters, or that you disliked the ending because it felt too improbable. You could say you thought the opening line was hilarious, or that the 2nd person narration was distracting. Just get specific (always keeping Rule #2 in mind). The worst of all vague comments is along the lines of “the writing could use some work.” If you think that’s the case, explain why. For instance, the sentence structure could not vary enough, the protagonist’s name is used too often, or pronouns are often used in a way which makes the antecedent unclear.

This ties into Rule #1, because vague comments are difficult to translate into actual story changes. Take the effort to convert vagueries into specifics, and your critique will have more effect.

6. Find the Good and the Bad

When you’re reading a story for critique, there may very well be tons of negative things you want to say, and as Rule #3 says, you ought to say them. But critiques don’t have to be all bad news. If there are aspects of the story that you liked, you should say those too. Don’t make up things that you like, just seek them out. Starting the critique off with positives and shifting to negatives seems to work pretty well; it establishes a set of story aspects that you don’t think need to change, giving a foundation for any future suggested changes to be built upon.

This ties into Rule #1, because it’s just as important for the writer to know what people liked as what they disliked. This way they can make more informed decisions about what to change and what to leave unchanged. Also, if a particular person always gives unrelentingly negative critiques, the writer may feel bad and may just stop sharing stories with them. By mixing in positive comments, you help maintain a balance with the writer, and maintain a happy critiquing relationship.

How to be critiqued

Some of these rules will be familiar, but seen from the other perspective

1. A Critique Should Help the Author

Yup, the same Rule #1, except in this case, the author is you. You can’t control what kind of critiques you will receive, but you can control how you react to them.

2. Don’t be a Dick

Not every critiquer who reads your work is going to follow any kind of etiquette. I like to use critique forums, but one drawback of them is that there is no entrance exam. Most people are generally trying to be helpful, but the occasional person is just a troll, plain and simple, trying to piss off as many people as they can manage. They may resort to personal insults, or may gleefully try to rip your story apart in the snarkiest way possible. Hopefully this won’t happen too often, but it will happen, and you need to keep your temper when you react. If something really gets you riled up, sometimes it’s better not to react at all: Don’t feed the trolls. Trolls generally act trollish because they want attention, and by responding with rants and raves, you are encouraging their behavior. If you do react, be polite, even though they don’t deserve it. If you can manage, you might just want to say something extremely short like “Thanks for reading and commenting.” If you think the person stepped way over the line, you might consider saying something very simple like “please direct your comments about the story, not about me,” but in general, it’s probably best to just keep quiet.

This ties into Rule #1 for a couple of reasons. First, it may affect other people’s opinions on the forum. If you fly off the handle and act like a troll in response to a nasty critique, then this may affect how likely people will be to read your stuff. Second, it’s just a waste of your energy and attentions. Trying to launch a writing career is generally a very demoralizing business, trying to stay afloat above the constant stream of form rejections. If you post in response to a troll, then you’ve already spent more energy than the communication is worth. It’s best to just move on.

3. This is Your Story

As you read critiques, remember that this is your story, not theirs. Of course you should fix outright grammar/spelling/continuity errors. But you shouldn’t follow any other advice without carefully considering it first. If a critiquer doesn’t like the ending, that doesn’t mean you have to change it. You’ve still gained something by learning how the ending might not to appeal to some people. This is still valuable information.

This ties into Rule #1 because you are the author, and the story is based on your vision. If they offered comments with good intentions, then they have provided a valuable service, but that does not mean you are obligated to follow their every whim. If you follow every suggestion blindly, it will become a story by committee, with all the appeal diluted to the equilibrium of the common vote. It’s good to get opinions from people with a variety of tastes, but if you feel the need to follow all of them, the result will be a bland mishmash, not the gleaming story you hope for.

4. You Don’t Always Need to Say What You Think

It’s the critiquer’s responsibility to say what they think, but that’s not true of the writer. What do you do if someone says a comment which you think is totally incorrect, maybe pointing out an aspect of the story that they see as a flaw, but you see as a strength? You don’t need to tell them you disagree, or that you’ll be disregarding their suggestion. This ties in closely with #3. You won’t be following every person’s advice, but you don’t need to point this out to them, and you don’t need to tell them where their critique is wrong.

This ties into Rule #1, because if you are constantly telling critiquers that you are not going to take their advice, they may come to the conclusion that their critiques are not being taken seriously, that you do not consider them valuable. And trying to convince a critiquer that their critique is wrong is a futile effort–critiques are opinions, not facts, and so they can’t really be wrong. They can just be wrong for your story.

5. Don’t Explain (Unless…)

Imagine that you’ve written a very complicated story, with a complicated plot, and a complicated setting. A critiquer responds and says that they just plain didn’t understand what was happening at any given time. They may ask you to explain. In general, it makes more sense not to explain.

This ties into Rule #1 because, when a story gets published, the reader generally does not have a direct line to the author to explain the parts they didn’t understand. The text must speak for itself, and if it doesn’t do so sufficiently, then the text itself may need to change. If the text can’t make sense without author’s explanation, then more work may need to be done to improve the story’s clarity.

That being said, there are times when explanation may be worthwhile. Using the example above about the critiquer not understanding what’s happening. If you want to make the plot possible to understand, but you’re not sure how, then it might be worthwhile to explain, to see if the critiquer has any ideas for how to bring your intended ideas out in a way that’s more clear to the reader.

General

And, just a couple things that you can keep in mind that don’t tie in very well with the previous categories.

1. Writing Skill is not Critiquing Skill

Although writing and critiquing are very closely related, skill in one does not imply skill in another. A great writer may not have sufficient practice in critiquing to pick apart how someone else’s story could be improved. And someone who has developed great skill in picking apart aspects of a story for critique may not have figured out how to fix these flaws, only how to spot them. When someone critiques your work, your instinct may be to weight their advice based on their publication history, but this is a bad instinct. Likewise, when critiquing someone else, you may be tempted to ignore flaws in their story if they are famous but, again, this defeats the purpose of critiquing at all. Each critique and each story should be taken on its own merits, regardless of the writing skill or publishing history of the person in question.

2. Turnabout

One way to help yourself follow these rules is to encourage critique exchanges, rather than one-sided critiques. In this way, you can both better learn where the strengths and weaknesses of the other person’s stories tend to lie, and you’ll be much less tempted to be a jerk if you know that the other person will have the opportunity to give you the same treatment.

3. Where to Critique?

Okay, so this isn’t so much a guideline, as a question that you might have asked yourself, that I will answer briefly.
Find a local in-person writer’s group. Most metropolitan areas will probably have one or more. My local speculative fiction writers group, for instance, is MinnSpec.
The easiest way to find people to critique you is to go to a critique forum like Baen’s Bar or Critters.
A bit more involved, and with more unpredictable returns is to arrange your own group, or just exchange critiques with individuals, perhaps via email. Stop by the forum of a writing forum or magazine forum, like the Writers of the Future forum, or Hatrack River.

Reasons for the Decline of the Print Magazine Business

written by Phil Brucato
Adapted from a Facebook post, in response to the question “More interesting to me than the question of who’s to blame for it being so hard to run a profitable professional magazine, is the question of what can be done about it.”

As a former Periodicals Lead at Barnes & Noble, an author and editor …for White Wolf Games and Witches & Pagans Magazine, a micropublisher, webcartoonist, and a now-former Realms of Fantasy columnist, I can give you an answer for that.

Right now, and until the book-selling business catches up with the changes of the last decade, not a damn thing.

The primary reasons for the decline of the magazine business have less to do with the quality of periodicals – less, even, than with the rise of the internet – than with an outmoded, archaic and unspeakably wasteful distribution process.

The method through which periodicals are distributed and sold dates back to the era of cheap paper, expensive televisions, limited media, general print literacy, and the rise of mass advertising.

The first mass-circulation magazines originated through a combination of news-and-fiction publication and advertising. During the Victorian era, companies with something to sell either teamed up with newspapers and dime-store publishers, or simply released their own magazines. Much of the Victorian social atmosphere (including the “you-must-buy-THIS-in-order-to-be-socially-acceptable” message still driving many magazines today) came from magazines published by the companies that were selling the items in question. Etiquette magazines were published by clothing manufacturers; technology magazines were sold by machine manufacturers, and so on. As paper and printing became cheaper throughout the 1800s and early 1900s, literacy rates rose and audiences expanded. To spread out the expense involved in publication, the corporations sold advertising to other companies as well. Thus, the “golden age” of print media was funded largely by advertising.

During the rise and heyday of newsstand distribution (running roughly from the turn of the last century to the 1980s), deals were worked out in which sellers would purchase mass quantities of a wide range of periodicals, and then sell what they could. To sweeten those deals, the publishers offered to buy back the unsold periodicals. At the end of a periodical’s shelf-cycle, the sellers would bundle up the unsold periodicals and give them back to the publishers. The publishers would refund the difference between the original purchase price and the unsold periodicals. Thanks to a combination of advertising rates (and eventually subscriptions), low costs, a vast audience, and very little competition from other media, this system worked. The fact that it was wasteful (unsold periodicals usually wound up in the dump) didn’t really bother folks until the 1970s.

In time, as a distribution system emerged, the publishers would sell their periodicals to distributors; the distributors would take a huge cut of the selling price and then handle the transactions with newstands and bookstores. Advertising still paid the majority of the costs involved with the periodicals themselves – by that time, the publishers received a mere 1/2 to 1/4 of the selling price. To “save on costs,” distributors gradually eliminated the stage wherein unsold periodicals were returned to the publishers; although books were often returned for that refund cost (allowing them to be resold elsewhere), magazines and newspapers were simply trashed.

Thus, a publisher would pay to produce a large quantity of periodicals, sold them a virtual loss, paid for the process with advertising, and then refunded the difference between sold and unsold copies… usually off the back of the next print run. Along the way, the majority of printed periodicals wound up in the garbage.

That’s the system we have today.

And it is fucked.

It was ALWAYS fucked, but now – with rising print costs, POD technology, media competition on all sides, declining interest in print media, alternate venues for distribution and content, taxes added to every step of the process, and taxes placed as well on publisher inventories (which drive publishers to fill their Dumpsters with unsold goods once or twice a year), the unspeakably BROKEN nature of this system is inescapable.

It has nothing to do with the quality of publishers. It has nothing to do with the quality of content. It has nothing to do with vanity presses, or work habits, or the people involved in the process. THE SYSTEM IS BROKEN. From the beginning, it has been a wasteful numbers game, and the numbers have finally caught up with it.

Since the proliferation of the internet and the explosion of net-based content, print media – periodicals especially – has declined. Fewer people read books, let alone magazines, because there are so many other media with which to spend time, money and attention. Fewer copies are sold, yet – thanks to an archaic retail policy called “Wallpapering”(*) – vast quantities of books and periodicals are still being produced. Selling venues will demand 10,000 copies of a magazine, buy them on 60-90-day payment terms, sell 1500 of them, trash the rest, and demand credit or a refund from the publisher for the other 8500 copies… payment due usually before the original payment even arrives. This is why the last decade has seen publishers of all kinds being mowed down like French troops charging German machine-gun nests in World War I. Because THE SYSTEM IS BROKEN, and yet everyone’s still playing the game like it’s 1970, not 2010.

Currently, there is no way to make a truly profitable virtual magazine, short of packing it with advertisements and selling spin-off goods.(**) Steampunk Tales is a quality virtual magazine, and yet the sales have been so low that authors get less than $10.00 a story in royalties, if that much.(***) It’s not that Steampunk Tales lacks quality – it’s great. And it’s not that the publishers don’t work hard – they do. It’s that people still feel a disconnect between virtual media and tangible payment. They may very well donate money out of goodwill, but when faced with the idea of paying a mandatory cost for virtual media, most folks opt not to.

So, the short version of this long post: The next generation of publishing must work by different rules. It cannot be “all content is free” – that’s unsustainable, as creators and publishers need to be compensated for their work. It cannot operate by the old system, either – that system has ALWAYS been unsustainable.

As a micropublisher myself, I believe a large element of that future lies in small-run publications sold more-or-less directly to its audience, with little profit but little waste. Right now, however, the dinosaurs – booksellers, publishers, authors, even audiences and critics – are stumbling around like the old rules still apply. They DON’T. Traditional magazines, I believe, are headed back to their original status as advertising venues and – yes – vanity presses. Regardless of the quality involved, the old market model cannot sustain them.

So what can be done? We change the rules, work our asses off, and pray that we can forge a new system out of the ruins of the old before we all go broke. Because if we can’t manage that, everybody loses.

—————–

* – A policy based around displaying huge stacks of goods to foster “an impression of prosperity.” The venue buys more units than it expects to sell, “wallpapers” the shelves with them for a while, and then returns the unsold units for a refund.

** – This is how webcomics can become profitable; I know, as I publish one myself…not that mine is profitable yet.

*** – Again, I know this from personal experience. I used to write for Steampunk Tales, and from the three stories published there, I’ve made virtually nothing.

Author, dancer, hypercreative malcontent and more, “Satyr”Phil Brucato has been a professional writer for 20 years. His work spans from game design with White Wolf Game Studio, West End Games, Laughing Pan Productions, and Silver Satyr Studios; to interviews and articles for BBI Media and Realms of Fantasy Magazine; essays in Disinformation Press; and fiction in various venues. Oh, yeah – and a webcomic called Arpeggio, too. Also, check out his Facebook Author page, and Steampunk Tales.

Interview: Tony C. Smith

Tony C. Smith is the co-founder, editor, and host of the podcast fiction magazine StarShipSofa. The Sofa offers everything that a print magazine would: poetry, science fiction stories (both classic and recent), science fact articles, interviews of the biggest names in the industry, reviews of comics, movies, and books, and more.

And, as if that wasn’t enough, last month StarShipSofa became the Hugo Award Winning StarShipSofa, the first podcast to be nominated OR to earn that honor. Not only is their award great news for Tony and the Sofa, but for the other fiction podcasts I enjoy, as this will hopefully help make the voters more likely to vote for podcasts again in the future.

And the anthology StarShipSofa Volume 2 has just been made available, with stories by China Mià ©ville, Neil Gaiman, Ted Kosmatka and other science fiction/fantasy superstars. Check it out for some great fiction!

And without further ado, here’s the interview:

David Steffen: Why did you decide to start Starship Sofa?

Tony C. Smith: I started StarShipSofa (notice how it’s written , I’ll let you off this time) back in late 2006 for two reasons: to talk about science fiction and to talk about science fiction with my friend Ciaran O’Carroll. Is that two reasons, or still just one? Anyway†before we started the “original” StarShipSofa shows, every week we’d phone each other up and see what the other was reading, if we liked it and so on†the usual stuff. Then I got myself an iPod for Christmas. It wasn’t long before we were sitting down to record our very first show.

David: In just a few short years , your podcast has gone from startup to Hugo award winning. That’s quite an accomplishment! Where will StarShipSofa be a few years from now?

Tony: I’m not really sure. It’s still hard to get my head around the fact that I’ve won a Hugo Award. StarShipSofa set out to talk about those writers who’d won a Hugo and here we were, only a few yearsÂlater, winning one ourselves. As to where do we go from here: we don’t stand still , that’s for sure. I’m always looking to embrace new ideas. The beauty of StarShipSofa is it’s not just me. The Sofa has a global science fiction community of fans out there who have the most amazing ideas and skills. Each and every day I get emails from people wanting to share their skills with StarShipSofa. So who can tell where StarShipSofa will go? But one thing’s certain: it will be fun getting there.

David: Do you have your Hugo on display? Do you carry pictures of it in your wallet to show to people in the elevator and on the train? (I ask because I know I would)

Tony: It’s hereâ€. just to the right of me as I type this up. I smile and blow kisses to it many times throughout the day.

David: How DO you manage to get all those prestigious authors on the show (both fiction and interviews)?

Tony: Oh, this is a really big secret. I shouldn’t say. Honest†it’s a code we editors keep. Oh right†Well, I’m only going to say this once†so†get ready†here it comesâ€â€â€â€â€â€â€ I ask! Now don’t tell anyone, or they’ll all be doing it.

David: When you’re not working on your podcast, and you’re not reading, what do you like to do?

Tony: I’ve worked it out†that leaves around 3 mins and 37 seconds each and every day. I’ll give you a clue: it involves toilet paper!

David: What mythical creature would you most like to eat?

Tony: I’ll eat anything. Well, anything that doesn’t taste like fennel. I used to pride myself in the fact that there was not one kind ofÂfood I didn’t like. Then I grew fennel last year in my allotment. My god†that stuff is vile. Mind you, I don’t suppose there areÂmany baby winged unicorns out there tasting of fennel but if there was, then this bad boy would walk on by without the hint of remorse at missing his supper.

David: How many roads must a man walk down?

Tony: Never mind walking, just driving down! It’s a ninety-mile round trip to my day job and back. That sucks the life out of you, that’s for sure.

David: You’ve mentioned on the show that you’ve tried your hand at writing in the past. Do you still pen a story from time to time?

Tony: I’m not a brave man. I hate heights, I’m claustrophobic, fairground rides scare the [that toilet paper I mentioned three questions up would come in handy here] out of me, but it takes a brave man to say his writing sucks. My writing sucks , Big Time. So†do I still pen a story from time to time? No.

David: Are there any upcoming features or guests that you’re particularly excited about?

Tony: I’m trying to get my hands all over Moorcock.ÂWhether Moorcock wants this is another matter.

David: What was the last book you read?

Tony: I haven’t got time to read. I’m too busy reading. That answer is actually true. I’m really a short story reader now, though I do dip my toes into the waters of novels once in a while.

David: Your favorite book?

Tony: There’s two, and I can never decide: The Forever War and Flowers For Algernon. But always hot on their heels is A Canticle For Lebowits.

David: Who is your favorite author?

Tony: Oh I don’t know. I’m so fickle. I change after every story†though I am partial to the short stories penned by Will McIntosh.

David: What was the last movie you saw?

Tony: The Ladyboys of Bangkok! Crap copy , lent the original out , never got it back. Oh, bugger. You mean science fiction? Damn and blast! (Blushing profusely) Sorry. Can we cut that bit? That would beÂBruce Willis’s Surrogates. It was okay, nothing grand or anything, but itÂgave me my fix of SF, I guess.

David: What is your favorite movie?

Tony: Planes, Trains and Automobiles.

David: Thanks for taking the time for the interview Tony. Here’s to your continued success!

Tony: Errâ€. Right. Thank you. Is that it? Great. Can I go? Excellent stuff. Oh, do you mind†can I have my copy of Ladyboys of Bangkok back? You’ve hadÂit forÂa month now.

David: What was the last book you read?

Eugie: The Stuff of Thought: Language as a Window into Human Nature by Steven Pinker. One part psychology, one part language (two of my favorite subjects) and a big ole dollop of “ooo!”

David: Your favorite book?

Eugie: *Wail!* I can’t pick just one! Um, here’s some of my favorites: Candide, The Lord of the Flies, Cyrano de Bergerac, The Silver Metal Lover, Winnie-the-Pooh, Fahrenheit 451, Grimm’s Fairy Tales, Fairy Tales of Charles Perrault, Journey to the West, and The Velveteen Rabbit.

David: Who is your favorite author?

Eugie: See above regarding *wail!*Â Some the ones that have influenced me the most as a writer include Ray Bradbury, Tanith Lee, and Ursula K. Le Guin. ÂThe lush prose and vivid imagery in their stories is so evocative; I can lose myself for days on end in their writing. ÂI also adore Neil Gaiman and A.A. Milne,Winnie-the-Pooh remains one of my all time favorite books,as well as Roald Dahl and George Orwell.

David: What was the last movie you saw?

Eugie: I saw Inception the week it came out and found it disappointing. For being the big SF film of the year, it was terribly predictable with uninteresting characters and lackluster FX. The main conceit which everyone is oohing and aahing over, being able to enter other people’s dreams, is an old SFnal one. It’s not even the first time that Hollywood has explored it. Inception did introduce a few clever premises, but the main one was an obvious plot device and when it became inconvenient, the filmmakers broke their own rules.

David: What is your favorite movie?