Review: The Dragon Apocalypse: Greatshadow

Review: Greatshadow:

Cover art for "Greatshadow" by James MaxeyWhen I picked up the first book of James Maxey’s new “The Dragon Apcalypse” series, I thought it was going to be a continuation of his “Dragon Age” novels, or at least in a similar vein: standard but enjoyable epic fantasy in third person perspective.

I could not have been more wrong. Not only does “Greatshadow” take place in an entirely new universe, it is also in a totally different and much more enjoyable writing style.

This is honestly one of the more bizarre fantasy novels I’ve read in my time, probably second only to anything by Glen Cook. The story centers on Infidel, a brigand and treasure hunter so named because of the religious fanatics who would mysteriously pop up every few months to try to assassinate her, screaming “Infidel!” all the while.

Reckless and headstrong, Infidel possesses superhuman strength and is almost indestructible. One of the most amusing early scenes shows her ripping the arm off a giant to beat him to death with it.

But although Infidel is the main character, the story is not told from her perspective. The book is written in first person from the perspective of Stagger, a ghost bound to her knife. In life, he had been her closest and only friend, and the book begins with his accidental death. He loved Infidel but never had the courage to tell her, which may explain why his spirit stayed linked to her. Stagger’s voice is witty and sardonic and is one of the key things that makes the book so amusing.

Heartbroken over the loss of her only friend, Infidel seeks to start a new life for herself, and to that end, she joins a mission to slay Greatshadow, the primal dragon of fire.

Her companions on this mission amount to the most bizarre superhero team in history, including a nameless telepathic hunchback, an albino spymaster and his dream-conjured assassin/concubine, a lesbian ice ogre priestess, a man who can accomplish nearly anything by lying to the universe, and the “Three Goons”: a man-skunk named Reeker, the deformed brute No Face, and a shapeshifter known as Menagerie.

Each character is incredibly colourful, entertaining, and well fleshed out. If I have a complaint about the cast, it’s that the book is not big enough to give each character the attention they deserve.

“Greatshadow” is a completely off the walls and over the top book, and it’s often impossible to take it seriously when one ridiculous calamity immediately spirals into another. To be fair, I believe this is intentional, but even so, it’s a bit of a double-edged sword. On the one hand, it makes for an exciting page-turner, but on the other, it can sometimes feel rushed or smack of “trying too hard.”

But for all its swashbuckling, gory battle sequences, and wry humor, “Greatshadow” is, at its core, a love story. Normally, I don’t enjoy romance -based stories, tragic or otherwise, but I did find the story of Stagger and Infidel rather moving. Afraid to confess their true feelings during Stagger’s life, the barrier between life and death prevents their love from ever being fulfilled, but yet Stagger is forced to continue on, watching the life of his love play out beyond his reach. So close and yet so far.

“Greatshadow” is a thoroughly unusual book, and while it may not be perfect, it’s still one of the most unique and entertaining reads I’ve had in recent memory.

Overall rating: 9.2/10 Do yourself a favour and read it.

If you’d like to check out “Greatshadow,” you can buy it on my Amazon Affiliate.

The Music of WoW, and the Importance of Audio in Games

The music of World of Warcraft:

It’s no secret I love the music in World of Warcraft — or, more accurately, Russell Brower’s music for Wrath of the Lich King and Cataclysm. I think they’re among the greatest soundtracks ever produced, up there with Howard Shore’s Lord of the Rings soundtrack and Bear McReary’s music for the reimagined Battlestar Galactica. I often half-joke that the music is what keeps me playing after so long.

But that’s the thing: I’m only half-joking. The music really does make a huge difference in my enjoyment of the game. My all-time favourite zones are the Grizzly Hills and the Storm Peaks. They also have my favourite soundtracks. I’m not really sure how much of my love of them stems from their fun quests and epic storylines, and how much stems from their fantastic music.

But there’s more to this than just my enjoying the music. It can have a major impact on how I perceive the game and its story, and that brings me to my next point.

Audio in games:

One of my favourite things about Cataclysm is its portrayal of Night Elves. For the first time in WoW’s history, they’ve gone back to their warrior roots, as seen in places like Darkshore, Ashenvale, and anywhere Thisalee Crow shows up.

For those who didn’t play Warcraft III, Night Elves are not just tree-huggers. They used to be badasses of the highest caliber. These are the people who fought Grom Hellscream — who was twice the warrior his son is — and handed him his ass on a platter.

A lot of the feeling of the Night Elves being badasses again did come from quest design and characterization. I don’t want to downplay that. But I think a lot of it may also have stemmed from them finally getting some epic, pulse-pounding music that wasn’t just bland, New Agey ambiance.

(Skip to about 1:20 in the video to hear what I’m talking about.)

And then there’s the Southern Barrens. I think this zone’s storyline is among the best in WoW’s history, and there’s a lot of reasons for that, but the music is one of them.

A number of quests take place in the Battlescar, a region consumed by the Horde-Alliance war. Blizzard could have given these area some intense, epic soundtrack to inspire people to battle. But they didn’t. They tied it to a song called “The Land Will Weep.”

It’s a mournful, tragic piece, and it speaks to the futility of war and the senselessness of the bloodshed. Blizzard gave the zone a wonderful moral with just a clever piece of soundtrack.

All this has really shown me the importance that sound and music can have in storytelling, and doubly so in video games, where it’s difficult to apply any real depth without lengthy exposition that most players would resent and/or skip through. And the lesson is especially apparent because Blizzard also provides us with an example of what not to do.

I have a very low opinion of most of the content from classic and Burning Crusade. There are a lot of diverse reasons for this, but the audio is one of them. With a handful of isolated exceptions, the music was extremely bland and ambient and ultimately forgettable.

Voice acting was also incredibly sparse. It sucked so much life out of the game when nearly any conversation or event of relevance had to be read as text on the screen.

I can’t overstate my joy when I got Wrath of the Lich King and heard regular voice acting from scripted events, mobs, and even a fully voice-acted quest (still the only one in the game). The Warcraft universe was reborn for me when I first heard a Vrykul shout, “I’LL EAT YOUR HEART!”

A Vrykul in Wrath of the Lich King

As with music, voice acting can be used to add nuances to the game that would otherwise require lengthy and largely unwelcome exposition. For example, Darion Mograine’s greetings show us his rage and cynicism, but also his hope for a brighter future. “All is not lost… not yet.”

So now, whenever I play a new game, I pay special attention to the audio, and it plays a key part in forming my opinion of the game. Did I stop playing Rift because it was a dull WoW clone, or because it had bland, forgettable music and voice acting?

I wonder…