Review: Shadows of the Apt: The Air War + New Banner

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Review: The Air War:

Cover art for "Shadows of the Apt, book eight: The Air War" by Adrian Tchaikovsky“The Air War” — a book that will in my mind always be called “The Wasp Empire Strikes Back” — is the eighth installment of “Shadows of the Apt,” the steampunk/fantasy epic by Adrian Tchaikovsky. For background on the series, see my reviews of the last two books.

In many ways, “The Air War” is exactly what I wanted. After three books of the calm before the storm, we’ve finally reached the storm. The Wasp Empire has recovered from its prior defeats. Empress Seda has consolidated her power, both political and magical, and now stands poised to unleash both the nightmarish magic of the Inapt and the industrial brutality of the Apt upon her foes.

And yet, I found “The Air War” just a bit underwhelming compared to how stellar the last book, “Heirs of the Blade,” was. I think there are two reasons for this.

The first is that Tchaikovsky has started to fall into the trap many authors of long stories do: the cast is simply getting too big. “Shadows of the Apt” was already an incredibly vast story with numerous major characters, each with their own arcs, but “The Air War” heaps even more new characters and subplots onto the proverbial plate.

The story is now so crowded that it’s becoming difficult to get invested in any particular character or plot, because the moment you do, you’re yanked to the other end of the world for another subplot, and it could be multiple chapters before you get back to the first character.

And despite the overcrowding, some characters are still managing to get neglected. After an entire book devoted to the adventures of Che Maker, it’s jarring that she is mentioned only once in all the six hundred pages of “The Air War.” And things just aren’t the same without Tynisa or Thalric.

To be fair, Tchaikovsky is still doing a better job of handling his characters than many other authors in similar situations. He has not yet reached the point Raymond Feist is at, where he’s just churning out an endless stream of generic and unimportant characters for no apparent reason. Even if I wish he’d focus on old characters instead of new ones, I must admit the new ones are pretty well-crafted.

The other issue is that it becomes clear very early on in the book that this is hour of the Wasp Empire’s ascendance, and that nothing is going to stop them. At the risk of giving too much away, “The Air War” is essentially just an endless litany of Wasp victories.

Keep calm and defend CollegiumOn the one hand, this does add a nice intimidation factor to the Wasps, which I feel they’ve generally lacked, but on the other hand, it gets repetitive.

I like books where the protagonists are frequently on the losing end of things. I’ve even written a few myself. But there needs to be some balance. The good guys need to win a few times, or at least come close, to throw their losses into even starker relief. There’s none of that here. I apologize for the gamer lingo, but this book consists almost entirely of the Wasps facerolling the rest of the world.

Still, “The Air War” has a lot going for it. It’s pretty much non-stop action from start to finish, and Tchaikovsky’s action sequences are not something anyone in their right mind is going to complain about.

There were also some characters that really stole the show.

The first, unsurprisingly, is Seda. She is well on her way to becoming one of my all-time favourite fantasy villains. Her depraved passions and utter ruthlessness are absolutely chilling, and the way we’ve seen her progress from someone utterly helpless to the most dangerous woman in the world is just masterful.

The second was surprising. Jodry Drillen, speaker for the Collegium Assembly, was never a character I took much note of. While not a bad man by any means, he was always portrayed as a politician to the core — a morbidly obese Beetle who loved power and its privileges. He never struck me as heroic, or even particularly likable.

But as the war wears on, a very interesting change comes over old Jodry. His veneer of political calm is slowly stripped away, and we’re left with our first real glimpse of the man beneath the calculated public image, and there’s more steel and more compassion there than one might have expected.

Also, while not a specific character per se, I quite enjoyed the portrayal of the citizens of the city-state of Myna. I don’t want to give too much away, but… let’s just say Mynans are badasses.

In the end, “The Air War” is a pretty solid book, but I’d hoped for more.

Overall rating: 7.4/10 Neither the best nor the worst installment of the series.

New articles:

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Into the Mists: Beyond the Wall

Looking out over the Townlong Steppes and the Dread Wastes in World of Warcraft: Mists of PandariaMy journey has ended, sooner than I expected. My warlock is now level 90, and I have completed all of the leveling zones included in Mists of Pandaria.

But before I fully throw myself into the endgame gear treadmill, I have one more (spoilerific) “Into the Mists” column to write.

The Townlong Steppes:

There are two main things that struck me about the Townlong Steppes.

My warlock leveling in the Townlong SteppesOne is that it’s a great example of an important but often overlooked aspect of good story-telling: anticipation. Think about it; even the most epic, exciting event won’t be interesting if it just comes out of nowhere. Building anticipation puts things in context and makes the climax all the sweeter when it comes.

Since very early in our journey in Pandaria, we’ve been hearing about the wild lands beyond the Serpent’s Spine, and the threat of the Mantid. We’ve learned there’s something terrible going on over there, though not exactly what.

All this anticipation made the venturing into Townlong Steppes feel like an epic experience even before I picked up my first quest, and thankfully, it didn’t disappoint from there. The zone provides a gripping, emotional journey, full of action as we battle both the Yaungol and the Mantid. Once again, we come face-to-face with the terrible consequences of our war.

A kypari tree in the Townlong SteppesAnother example of the power of anticipation is Townlong’s Sha of Hatred arc. The Sha is introduced very early on in the zone (and sooner if you do the Shado-pan Monastery dungeon), but it takes most of the zone’s storyline to finally track it down, and that again allows one to build anticipation for the final confrontation. It makes it feel a bit more epic than just fighting another quest boss.

The other thing that strikes me about Townlong is how far Mists of Pandaria’s story is from what it was advertised as — and that’s a good thing.

“Kung Fu Panda game for the eight year-olds” was the cry of every QQer prior to the expansion’s release, and while I doubted this myself, the previews seemed to fall mostly in line with this theory. The intro cinematic seems more like a Three Stooges skit than the opening to an epic Warcraft expansion, the announcement trailer basically boiled down to two minutes of “lolpandas,” and the previews were all bunny-men and alementals.

Thankfully, though, that’s not the game we got. MoP has its silly side, mostly in the early zones, but most of the time, it’s actually quite dark. I would go so far to as to say it’s darker than Cataclysm.

The Sha of Hatred in World of Warcraft: Mists of PandariaThis is best summed up by the tragic tale of the husband and wife team of Suna and Lin Silentstrike in the Townlong Steppes. Lin is captured by the Yaungol in battle, and a desperate Suna sends players to find her husband.

But by the time the player arrives, it’s too late. Lin has been tortured to death. Mad with grief, Suna runs into the wilderness, swearing to slaughter every Yaungol she finds. The player must aid the Shado-pan in tracking her down, eventually finding her in an area where the very land itself has become choked by hate. It becomes clear that Suna has been possessed by the Sha of Hatred, and players are forced to put her down.

Yup, pandas are for kids all right.

In terms of aesthetics, I wasn’t a huge fan of Townlong. It was neither ugly nor pretty enough to be truly memorable, though I’ve certainly seen worse zones. The music is largely excellent, though.

My warlock meeting with Taran Zhu and the other Shado-pan in the Townlong SteppesOverall, Townlong is probably my favourite zone of the expansion, though it’s in a dead heat with Kun-Lai.

The Dread Wastes:

The Dread Wastes are a good example of the balance that needs to be struck in video game design. The zone has a great story, and if this were a book, that would be enough, but World of Warcraft is a game, and that’s why this zone falls short.

As I said, the story is good. The Klaxxi are a very interest bunch, the lesser of two evils and our reluctant allies against a greater monster. I absolutely loved the idea of the Paragons. They’re a concept strong enough that an entire game — or book, or movie, or whatever — could be based on them.

My warlock battling the Mantid in the Dread WastesBut yet, even as the lore nut that I am, I wasn’t overly impressed by the Dread Wastes. Why?

The quests are boring.

It’s just that simple. The story behind the quests is good, but that story makes little impact on the content of the quests, and from a simple gameplay perspective, the quests just aren’t interesting.

Mostly, I just seemed to be killing animals to feed to the Paragons. Seriously, how many expansions need to go by before Blizzard realizes that killing a dozen turtles for their meat when only about half them drop it (because apparently the others are made of paper machè or something) simply isn’t fun?

My warlock flying across the Dread Wastes with the help of a Mantid ParagonGive me a vehicle quest. Give me some phasing. Give me something.

The Klaxxi dailies are no better. There’s an epic war going on between millions of Sha-corrupted Mantids and every other living thing on Pandaria, and you’ve got me killing turtles, picking up amber, and beating up Saurok? Really?

(As an aside, I’ve also found the Golden Lotus dailies extremely dull and uncreative. So much for the innovative new dailies we were promised — these are all major steps back from the Molten Front, and even from many Wrath dailies.

But anyway, back on topic.)

The Heart of Fear in the Dread WastesOn the plus side, the Dread Wastes is probably one of the best zones Blizzard’s ever produced from a visual perspective. It’s bleak, but it’s spectacularly bleak. Like in Icecrown, you feel like a badass just for having the courage to be there. All the Sha corruption is surreal and dreamy (if those dreams are nightmares), and the vaguely Gothic look of the Mantid architecture is just great.

On the other hand, the music is pretty weak, distractingly bolstered by reused tracks from Outland and Northrend. And not even particularly good tracks from those continents at that.

Blizzard did a lot of things very right in the Dread Wastes, and they also did a lot of things very wrong. In the end, it averages out to a zone that is neither great nor terrible, but merely mediocre.

A Sha-tainted kypari tree in the Dread Wastes* * *

How about you, dear reader? What did you make of Mists of Pandaria’s final leveling zones?