Mar 24

In Defence of Mass Effect 3

I’ve been with Mass Effect since the begging. For all its gameplay and technical foibles over the three games, the one thing that forgave all the shortcomings was the story. I remember looking at every scrap of information that crossed my screen in the original; going so far as to read up on codex entries regarding the Mass Relays and how the guns worked – info I didn’t need to know to complete the game. The history of the Mass Effect universe was not only written down, but truly felt as you progressed along your own version of the story. It’s rare that games pay this much attention to detail; rarer still that it would be, in its own right, interesting and compelling. I will always point to Mass Effect when I need an exemplar for Action-RPGs done right.

It’s unfortunate, therefore, that people are railing against what they perceive as a disappointing or even hollow ending to the tale of the Reaper invasion. They’re saying that every option you may choose from is somehow broken or short-changed – that for all the effort Shepard went to, each option has a downside which negates any satisfaction to be had. Worse still, they’re saying that the only difference between each ending is the colour of the energy cascade which rips through the Mass Relay system. I, however, see it differently.

From the moment Shepard commits the Alliance Fleet to the first battle of the final offensive, the endgame has begun. Not only does it firmly mark a point-of-no-return by removing the Citadel as an available location on the Galaxy Map, but from here on everything you’ve worked to achieve begins to fall into place. At this point, several key characters from Mass Effect 2 have sacrificed themselves for the war effort (each with very, very good death scenes, I might add), and you’ve no more chance to change things before the end cinematic.

I knew there would be fights ahead of me, and game yet to be played, but even without knowing how far I was from the credits, it felt as though the burden of being the universe’s only hope for survival had been lifted. There was only soldiering ahead of me. No more quests, or favours, or politics, or kowtowing. Just my remaining comrades and I putting in the blood to go with three years worth of sweat and tears.

I knew I was right when, just before the last push, Shepard is given the opportunity to speak with the characters I had kept alive during the Suicide Mission through the Collector Base. We shook hands. We exchanged well-wishes. We said that it had been an honour to have served, and to have known, one another. We said goodbye. It was all I ever needed to know about them – that they would stand with me at the final hour. As friends.

Eventually, you come to the three-way-choice that has so outraged the community. However, when you consider the story which has gone before this final decision, it makes sense that each of those options would come at a terrible cost. It makes sense that there should be no ‘happily ever after’ – with Shepard walking off into the sunset amongst a swathe of Reaper debris…

From the moment you begin shuffling towards your preferred endgame, you’ve had all the closure you could possibly need from the story you’ve crafted for yourself. You’ve lived to see your plans succeed. As many of your friends as you could protect are alive and fighting, and the number of War Assets and quests you’ve secured should paint you a pretty clear picture of how relationships will continue for at least the next generation. Now, the choice is about how the universe will continue from this point, and how you will be remembered.

I chose the Synergy option, and began to move towards the column of light rising from the Crucible. From the first step, I was concerned I’d made the wrong choice. But I kept going all the same. Just like the aforementioned friends who sacrificed themselves to achieve peace, it is only right that Shepard does the same. In giving herself totally to the eradication of the need for the Reapers, she can protect all life, forever. It may not be the chaotic and selfish form of life we know, but at least it would not be a threat to itself or the galaxy as a whole. To choose the destruction of all synthetic life is the same form of genocide that the Reapers extolled as the best method of control. To choose control over the Reapers is to leave a burning requirement for an eventual cleansing – along with the means to make it happen.

My choice was vindicated the moment Jeff stepped from the crippled form of the Normandy and then turned to offer a helping hand to EDI. This proved my choice absolutely right above all others. The playing field had been levelled but they the were still themselves, and had each other. Human and machine together – but also more together than they could ever have been under other circumstances. My endgame was that everybody lives. Everybody lives and there is no more need for Reapers or extinction events to keep the galaxy in balance.

I consider this a pretty epic finale to a very tough struggle. The Citadel V.I. even tells you that Synergy is the final evolution of organic life. It is ascension. And I achieved it for the cycle of Humans and Asari and Salarians and Krogans and Turians and more besides. My cycle. The cycle I’d fought for over three entire games. I’m not disappointed. I think that it’s likely the best ending you’d ever see for a story this massive.

The one thing I’m very glad they didn’t do is show us what happened to our favourite characters after the three-way choice. I’m very happy to make those assumptions for myself based on what I did over the course of the games. Heaven forbid they get it wrong, or worse, completely kneecap opportunities for adventure by showing the characters as old, decayed shadows of their former selves. JK Rowling made this mistake at the end of Harry Potter. I don’t think I’d have liked that very much at all in Mass Effect 3. And if you’ve invested in the games half as much as these nay-sayers are boasting they have; you’ll know enough to imagine your own aftermath – for better or worse.

And we should all count ourselves lucky that Garrus Vakarian didn’t have an unavoidable scripted death scene.

Permanent link to this article: http://novelgrind.com/reviews/defense-mass-effect-3/

Mar 20

Where to find inspiration

I’ve been to a few writer’s festivals. I’ve sat in on author Q and A sessions. I’ve even helped host a few online chats between Matthew Reilly and his fans. Throughout all this, one question is by far the most asked – particularly by budding authors of their idols: Where do you get your inspiration?

It seems like an entirely fair question from the outside. These writers all have the most amazing characters, locations and plots (this is true no matter what genre you love) so they must be getting their information from somewhere, right? For an author, though, facing this question can be tough. You’ve either developed a winning formula and don’t want to reveal it, or (more likely) you just brainstorm ideas until you’ve got a coherent book. There may be other options, but the second one is what I’m most familiar with. It sounds random and wasteful, but it isn’t. It sounds like it would be hard to develop something new, but it’s not.

The wo/man who knew to little

For any author (or any creative professional) you can never have too much reference. You can’t expect a great artist to paint a new masterpiece from memory, and the same goes for authors. To write, you have to know as much about your intended world as possible. For a historical fiction writer, you’ll need to research your time period extensively. For a fantasy novelist, you’ll want to read a lot of fantasy novels. If you’re more of an action/comedy type of guy – read and watch action and comedy books and movies!

Being aware of what others are doing gives you marvellous frames of reference for adding to your own work. It would take us lifetimes to create a compelling genre-novel in a vacuum. Unless you’ve actually lived through that grand space war, how can you write about it without some reference?

Inspiration vs Influence

I know a couple of authors who are very wary of reading other people’s work because they are scared of accidentally using an idea at a later date, forgetting they first read it in another little story from some random passer-by. There is wisdom here, for there have been lawsuits for far less when it comes to copying, emulating or just being similar to someone else (whether you knew or not seems irrelevant in some cases!)

But I think the trick is to know as much as possible. For instance, if you’re a lyricist, you’re going to want to know the words to thousands of popular songs so you can be sure not to step on the toes of those who have gone before you. Likewise, for an author, it is much better to KNOW where your inspiration or idea has come from so you can adequately change it to be unique.

Your marvellous idea about breaking into a Nazi fortress during World War 2 sounds a lot like Where Eagles Dare, but once you throw in some occult Nazi research to the tune of Wolfenstein and perhaps make it necessary to smuggle in the War’s first hydrogen bomb prototype (thus delaying the Nagasaki detonation) and now you have the makings of a unique story that borrows from some great works but presents them in a new way that is memorable on its own merits. People may compare it to Where Eagles Dare, but not as an accusation.

The more you know, the more you can ensure you avoid being too similar. Ignorance is not a defence against a lawsuit if you accidentally write a knock-off of Bullitt just because you never watched the film.

Keep looking!

So, where do you get your inspiration? Everywhere. Newspapers, movies, books, computer games, comics – the more your know the more you can adapt your work to be unique from all the others and yet capitalise on their triumphs and mistakes. And if you’re ever in doubt about the source of an idea; remember you have the power to change it into something unique. It just takes a little brainstorming.

Permanent link to this article: http://novelgrind.com/novel-writing/find-inspiration/

Mar 19

Moving onto Part 3

It doesn’t really matter what creative field you’re in; progress always feels great. It doesn’t matter how much progress you actually make (although solving a big problem is always better!) so long as you’re moving forward. I moved forward on Friday mostly by comparing what I’d already planned for book 2 against the cycle of the Hero’s Journey – a framework for making sure your stories have what they need to be complete and compelling.

There wasn’t anything wrong with what I’d done thus far. I had each beat I needed, and there wasn’t anything wrong with their order or the escalation of the tension/excitement. All the good things you want in a story I pretty much had. What was missing was a point to it all. Yes, there is always the ‘goal’ of keeping your characters alive, but without them making solid progress towards the main goal of the series (even if it is not slap-in-the-face obvious HOW important it may turn out to be) the book will be forever feel like an in-betweener – one of those bridging stories I hate so much. They need to achieve something concrete. You need some kind of closure.

Curing the ‘second book in a series’ syndrome can be fairly easy. Just make sure that your nemesis is back and worse than ever, throw a crisis of faith at a hero or two and top if off with a set-up for the third book that has readers watering at the mouth in anticipation of the poetic revenge that awaits them. And then look at what monster you’ve designed and ask yourself if it would be a good first novel. If it holds water (with a tweak or two) as a self-contained story that has a feeling of achievement and resolution at the end, you’re golden. If, without a book before it and after it, it feels a bit… aimless: start over. Or take the lazy way out and add a dragon. Everybody loves dragons.

Permanent link to this article: http://novelgrind.com/novel-progress/moving-onto-part-3/

Mar 13

John Carter Review

Having not read any Edgar Rice Burroughs novels (yet), I went into my John Carter screening having seen only one trailer and having also read about how some fans did a trailer remix because they were unhappy with Disney’s edit. I didn’t watch this re-edited trailer, but I got the idea that the movie was misrepresented by the trailer I did see. Not that it mattered much. The movie stood on its own from the start.

And John Carter turned out to be good fun – I enjoyed it quite a bit. It reminded me of James Cameron’s Avatar, except that John Carter benefits from a storyline, which is always nice to have in a film. John Carter also benefited from some very nice set and production design, and the addition of Mark Strong, who is rapidly becoming the quintessential British Villain replacement for Alan Rickman (just forget about Green Lantern).

I chose a 2D screening of John Carter (as I try to do with all films, since 3D is a pretty terrible novelty right now) and I was pleased I did. The fast shots and sweeping IMAX-like camera movements they like to use in effects films these days only serve to highlight the limitations of 3D, so having everything in focus at all times was a definite plus.

John Carter is a definite DVD or Blu-ray purchase for me. While not perfect in its execution (a lot of nice set pieces are just background fill with no purpose other than to look good while characters talk) and reliant on a couple of time-cheating coincidences to keep the pace up, it’s an enjoyable sci-fi film with great visuals and visual effects, above average performances and a fair bit of action. Worth the price of admission, too. See it at the cinema in 2D for the best experience.

Permanent link to this article: http://novelgrind.com/reviews/john-carter-review/

Mar 12

Refining Book 2

To make things a little easier to comprehend as I plan this series, it has helped me to approach each novel plot as though it were each a different genre of film. This may sound a bit shallow, but what I need now is the groundwork onto which I can build compelling characters. The plot requires all the things that Hollywood films are famous (and infamous) for. Being a series for younger readers, it won’t matter as much that the plot lines aren’t deeply complex throughout – I only need enough complexity for A) the world to be believable and complete, and B) to give older readers something to think about rather than the simple ‘what happens next’ that younger readers are mostly driven by.

Choosing to use specific genres of film refines the spectrum of plot components further, and by using a different genre for each novel, I’m ensuring that the base structure of each book is different. It will enforce variety from the ground up, making sure that each book is not only self contained as a story but also lots of fun by mixing up what people expect to happen (abusing their expectation of cliches in the actual genre of the series.)

This is not a new concept. Whether by design or by accident, there have been novels and films made which are one genre in setting but another in presentation or execution. Die Hard in a fantasy world. Unforgiven in space. Lethal Weapon in the Wild West. Mixing it up like this has its benefits; you get to start with something familiar and then plug in other (also familiar) elements until you have enough action to fill 90 minutes or 200 pages.

I only want to use the technique to help guide my decisions about what to include or reject. I want to use the technique to help ensure I have the correct plot beats and action/rest sequences. I want to use this technique only as a starting point – not as a goal. I don’t want people to read the third book and think ‘oh, I get it. He’s doing Clash of the Titans in modern New York!’ – I’m not doing that, by the way! –  That would mean I’ve been lazy. Nobody wants to be known as a lazy author. We already do 90% of our work sitting down. The least we can do is keep the cheating to a minimum.

Permanent link to this article: http://novelgrind.com/novel-progress/refining-book-2/

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