It Does Matter – Always

As always, spoilers ahead.

Today, I finally managed to finish Matter (2008) by Iain M. Banks. The experience was, contrary to my expectations, not overwhelming; it was calming, soothing. I find it difficult to describe my overall reaction in other terms. The novel itself is built like a journey, an outward search and a return home. Along the way, there are many stations to be seen, and many revelations to be had. Some of the topics include war and its barbarism, the development of civilizations and the uses of technology, complicated situations and problems in inter- and intra-species relations, the self-destructive lust for more and more power, the ultimate sacrifice to save many people and one world, and the understanding that all life is precious.

Many scenes in this novel become unerasable even after just one reading. A man who, after becoming pathologically paranoid, starts regarding the material world (specifically all the matter in it) as the best simulation engine in existence, to be used for wars simply for the entertainment of those who enjoy having real blood at stake, of those to whom pain and suffering are part of everything and everything can become a game when it’s time to play. A small girl and her encounter with one of the hugest naturally developed waterfalls in a whole galaxy, her dread and her trembling and her understanding. The shockingly pleasant, needed freedoms of the Culture – change your biology as you wish, change the deepest levels of your brain and mind, sleep for a thousand years, roam the Galaxy for fun. A prince who does not listen to his own God’s warning. A special agent who, despite having the pinnacle of technology at her disposal, cannot be sure of success. A machine who gives its multiple lives to save a world it never knew but loved nonetheless.

Banks is here at his best. You can encounter all his magical wit and the small way in which he ridicules this or simply makes you laugh heartily at that. Just as in The Algebraist (2004), there are magnificent turns that dwarf the ideas you have been nurturing up to a second before that, and the story explodes in your face with a small piece of information that turns half the world upside down. Probably these are the moments that make me feel so calm, so at peace with the universe. There’s still many more surprises out there, says Mr. Banks; we will not run out of wonders so easily, there is still even more to discover and see and live through.

In a way, Matter is a very long book; in another, it’s actually pretty brief. I could say that the main questions it poses can be summarised in the following: even if your technology allows you to slip by death, even if you can live anywhere in billions of star systems throughout the galaxy without toil and suffering, even if you need not care about anything but yourself, would you die to save a world and its inhabitants? And the answer to that question is all that really matters.

Q. W3ary

Posted in Books. 1 Comment »

The Strange and Somewhat Sinister Tale of the House at Desert Bridge

As always, spoilers ahead.

This longish title belongs to the latest game by my good friend Jonas. I had long wanted to play his games and finally found some time to do so last week. They all start at very and end at extremely serious. The previous one, The Museum of Broken Memories, has to do, exactly as the title says, with broken memories – of war, of soldiers, of survivors, of the irretrievable and the devastated. Basically, all of his games talk about war, in one form or another. Desert Bridge is no exception, although here the narrative touches upon an impending war sometime towards the end of the game.

The game itself is introduced in a very clever and rather hilarious way. Obviously, Jonas had a lot of fun making it. The main contributors seem also to have immensely enjoyed working on the project. Verena Huber (also a good friend – to whom Jonas is engaged) illustrated all the lovely, tangible scenes and characters, while Helen Trevillion did the playful, flowing, momentous music. The game itself is a more-or-less typical adventure, but the (meta-)commentary (and especially the titles of the books on the shelves in the house), the actions, the characters… it just springs to life in your mind while playing. Even the electronic butler device/AI fits the bill (ha, no pun intended – read the intro to the game) quite well.

I must admit I am not very big on adventure games, but still managed to do all but one or two things in the game alone. At one point I had seemingly exhausted all available options and had to consult a walkthrough (considering that it was one a.m., I had done well till that point). It was all more than worth the effort: the insights the game gives you, and the vigour with which it depicts its memorable characters, are on a very high level. (I will not use the word “professional” here for several reasons.) Jonas knows what he wants to tell you, and he knows how to do it with aplomb. The people who help him turn the vision to usable bits and bytes are amazing. And the final result is not only engaging, touching, and substantial, but also deeply rooted in the wonderful art of storytelling. As Jonas will tell you, (computer) games are an art-form – and after playing Desert Bridge, I can only agree.

And please don’t forget to tell him how much you enjoyed the game after playing it. Have fun!

Q. W3ary

The NomNomNom Song!

Damn it, I forgot about this… But beware: it’s addictive! Hahaha!

http://www.wimp.com/bunnysong