Review: Shadows of the Apt: The Sea Watch

Review: Shadows of the Apt: The Sea WatchCover for Shadows of the Apt: The Sea Watch

Although this is a very recent book I’m reviewing, I’m also tagging this as a retro review because, in order to properly review it, I’m also going to have to give a lot of info on the series to date, so you can also think of this as sort of a review of the series as a whole. I’m going to try to avoid spoilers, but a few vague ones are inevitable.

“Shadows of the Apt” is a fantasy/steampunk epic by Adrian Tchaikovsky consisting of six seven books (I’ve just discovered a seventh; more on that later): “Empire in Black and Gold,” “Dragonfly Falling,” “Blood of the Mantis,” “Salute the Dark,” “The Scarab Path,” and now “The Sea Watch.” To be honest, its plot, while adequate, has never been anything special. It compensates for this with a high quality cast of characters, and even more importantly, incredibly interesting world-building.

In Tchaikovsky’s universe, humanity is divided into subraces, called kinden, based upon certain totem insects the kinden draw powers and abilities from. There are dozens of kinden, each with unique physical and psychological traits, from the hardy and inventive Beetle-kinden, to the diminutive Fly-kinden, to the melancholy and bloodthirsty Mantis-kinden.

The kinden are further divided into two groups, the Apt and Inapt. The Apt are creatures of light, reason, and science, but the Inapt are creatures of darkness, mystery, and magic. The Inapt are completely unable to understand even the most basic machinery (like doorknobs), but the Apt are wholly ignorant of magic–most don’t even believe it exists. In the “Bad Old Days,” the Inapt ruled with their magic, but the light of reason eventually drowned out their old powers, and now the Apt have overthrown them — excepting the Spider-kinden, who, being Spider-kinden, were able to talk their slaves into believing they wanted to be slaves.

If I have one consistent complaint about this series, it’s that it focuses on the Apt, when the Inapt are clearly far more interesting. Mantids and Spiders are infinitely cooler than those dull, ordinary Beetles and Ants.Cover for Shadows of the Apt: Blood of the Mantis

The main plot of “Shadows of the Apt” centers around the conflict between the city-states of the Lowlands, particularly egalitarian Collegium, and the conquering armies of the Wasp Empire. The Wasps are fairly cliche and generic villains, with the exception of a few specific characters, but it gave the story purpose.

That story seemed to end with “Salute the Dark,” but “The Scarab Path” was quick to establish that the war had merely been postponed. There were many frightening descriptions of the new Wasp empress, who was even more psychotic than her predecessor and might have developed the ability to call on dark Inapt magics in addition to her armies of Apt soldiers and war machines. It was all very intimidating, and looked to add some much-needed spice to the Wasps.

But that brings us up to “The Sea Watch,” and here the series takes an odd left turn. Rather than renewing the Wasp war, Tchaikovsky suddenly pits Collegium against the fleets of the Spiderlands. But even that is just a plot device to (literally) pull the series’ protagonist, Beetle spymaster Stenwold Maker, beneath the ocean into the heretofore unknown world of the sea-kinden, a group of people based upon all the invertebrates of the waters.

Here, once again, he shows himself to be a brilliant world-builder. The underwater kingdom of the sea-kinden is incredibly detailed and well thought-out, and the aquatic kinden are just as diverse and interesting as their terrestrial counterparts. He also does an admirably job of not making the huge amounts of information about the sea-kinden dumped on the reader too overwhelming. For instance, to save time, he lumps most of the sea-kinden into broad groups–all crustacean kinden are labeled as Onychoi, and the various Squid, Cuttlefish, and Octopus-Kinden are classed as Kerebroi.

Unfortunately, as interesting as the sea-kinden are, it all just ends up feeling like a random and unnecessary detour from the main plot. The Wasps are barely even mentioned in this book. It feels like Tchaikovsky just let his love of world-building run amok at the expense of plot.

I’d like to see the sea-kinden prove crucial to the war with the Wasps in some later book, but based on the way this one ended, I don’t see it happening. So I’m left to wonder what the point was.

Also, at the risk of giving away too much, I really wish he’d stop killing off all my favourite characters.

As an aside, those of you who are Warcraft players may be interested to note that the story of “The Sea Watch” is eerily similar to the main storyline for Cataclysm’s Vashj’ir zone. The climax deals with trying to find a rightful monarch and restore him to the throne instead of defending the Abyssal Maw, and Ozumat is named Arkeuthys in this version, but otherwise, I’m hard-pressed to see a difference.Ozumat from Vashj'ir

Overall rating for “The Sea Watch”: 6.5/10 Good characters and excellent world-building fail to fully make up for a plot that seems to go nowhere in the long run.

Overall rating for “Shadows of the Apt”: 8.2/10 Despite recent stumbles, it’s still a very good series overall, and I recommend checking it out.

You can buy every book of “Shadows of the Apt” on my Amazon Affiliate, including a seventh book, “Heirs of the Blade,” which apparently is somehow available already. And I thought I was up to date…

* * *

Now, just watch: an hour after I post this, Blizzard is gonna release the official preview of the Raid Finder or announce Mists of Pandaria or some such.

Review: Dungeon Siege III

Review: Dungeon Siege III

Once in a while, you encounter a game that has a lot of flaws but that you nonetheless enjoy greatly. For me, Dungeon Siege III is one of those games.First, a little back-story. The original Dungeon Siege was a hack and slash RPG in the style of Diablo that was notable for its large parties, bare bones gameplay, and free form class system in which one gained power simply by fighting in your preferred style. I loved it for its refreshingly basic (if admittedly mindless) gameplay and cliche yet charming and immersive setting, the Kingdom of Ehb.

For various reasons, I wasn’t able to play DS2 when it came out, but I recently tried its demo, and I was thoroughly disappointed. It tried to enrich the gameplay with special abilities to spice up the endless clicking, but they had lengthy cooldowns, and it only drew more attention to how basic the game was. Furthermore, it wasn’t set in Ehb, had a totally different set of races, and had none of the feel or charm of the original game. It felt like a completely different franchise, but for the mindless gameplay.

Flash forward to Dungeon Siege III. It returns to Ehb and stays true to the feel of the original, though it is different in many ways in substance.

Somewhat regrettably, the tradition of forming your own class as you play ended with DS3. Instead, you choose from one of four pre-established characters. There’s enough differences between them to give them their own unique feels (barely), but they all work more or less the same way. Each has two stances that they can switch between at any time for no penalty: one for single targets, and one for area of effect damage. Each stance contains up to a maximum of three situational but powerful abilities, plus each character has three more defensive abilities which sort of comprise a third stance.

This is really what makes DS3 shine, in my view. It’s simple, but it’s not as mindless as the first two games. It’s a small and easy to comprehend toolbox, but learning to make the most of it can take a lot of skill and experimentation.

Unfortunately, that learning process is made more difficult by one of the game’s major flaws. The controls can only be described as bizarre. A patch after the game’s release now allows people to change the keybindings, which helps a bit, but no matter how you tweak it, it’s still awkward. But that said, it’s not an insurmountable flaw. The first hour of the game spent learning is painful, no doubt, but once you master the strange controls, they’re really not that bad. It’s just a steep learning curve.

And the game has more to offer than mechanics used to slice your way through your many enemies. I’ll admit that my nostalgia for the first game renders me somewhat biased, but I really loved exploring Ehb. The game has a great ambiance and sense of history behind it, and the graphics are outstanding. This is definitely one of the best-looking games I’ve had the pleasure of playing, and unlike some other recent games (*Cough*RiftandStarcraft*Cough*), it still looks good even on low graphics settings.

The story is also surprisingly good, especially considering the one-dimensional plot of the original. It has you as one of the last surviving scions of the 10th Legion, Ehb’s heroic founders, who have been betrayed and slaughtered by a mad religious fanatic and her crazed followers. It’s a great feeling of “us against the world,” and the game does a good job of building pride in the Legion’s history. I already liked the Legion from my experiences in the original game, but after a few hours of DS3, I was ready to salute every time I saw the number 10.DS3’s story starts out basic, but it slowly evolves and ends up quite murky and morally ambiguous. It also manages some fairly surprising twists. Thanks to the Mass Effect craze, this is another game that lets you make your own decisions on how to steer the story, though none of them have a radical impact on how the game plays out.

I have mixed feelings on DS3’s audio. The music is decent but not stellar, and the voice acting is highly inconsistent. Many of the voices are filled with gravitas and personality, but one of the playable characters, Anjali, sounds like someone mumbling the newspaper headlines to themselves while waiting for the bus, and the villain sounds more like a petulant fifteen-year old than a mighty warrior-priestess.

This brings me to the game’s other big issue, and that is that it’s glitchy. I’ve heard of many issues, but mine was the sound. It often (very often) was marred by jumping, pops, and general distortion. It was extremely distracting, and it’s the one problem with the game I really can’t forgive. There’s just no excuse for glitches like that in this day and age.

Still, taken all in all, I though DS3 was a good game. It could have been better, but I enjoyed it a great deal.

Overall rating: 7.7/10 It would be much higher if not for the glitches.

You can buy Dungeon Siege III, as well as the original Dungeon Siege, on my Amazon Affiliate.