Tales of the Apt Thoughts

When Adrian Tchaikovsky’s massive Shadows of the Apt saga at last came to an end, I left it with very mixed feelings, having disagreed with some of the story-telling choices he had made toward the end. Nonetheless, I cannot deny he is an objectively good writer, and that Shadows of the Apt boasts one of the most intricate and impressive settings in the entire fantasy genre.

Cover art for Tales of the Apt: Spoils of War by Adrian TchaikovskyThus, I did eventually find myself compelled to look into the short fiction collections set in that universe he has released since the end of the main series, titled Tales of the Apt. So far, there are three installments in this series: Spoils of War, A Time for Grief, and For Love of Distant Shores.

The first collection somewhat disappointed me. It mainly dealt with locations, cultures, and themes that were already well-explored in the main series, which seemed a waste of potential. We get it; Wasps are dicks.

The only highlight was the story of a disgraced Mantis-kinden Weaponmaster searching for her warrior’s death, a story perfectly calculated to appeal to my interests.

A Time for Grief was more impressive, though. It features a lot of new material surrounding settings and concepts that were not explored by the novels, including a very interesting delve into pre-history and the true origins of the insect-kinden. The title story also delves into the birth of the city-state of Princep Salmae, and feels important enough that I think it really should have been included in the main books somehow.

The third book, For Love of Distant Shores, was my favourite. It feels more like a full new novel, because while it is still technically a short story collection, it follows the same characters throughout.

For Love of Distant Shores tells of the travels of the absent-minded Beetle explorer Doctor Ludweg Phinagler (seriously) as he uncovers new knowledge, and mortal peril. Mostly peril. This serves as an opportunity to visit a number of areas and stories mostly or entirely new to the series, some of it truly fascinating.

However, Phinagler himself isn’t necessarily the focus. The stories are told via the notes of Fosse, his assistant, an acerbic and debaucherous Fly-kinden woman. More than anything else, Fosse is what makes For Love of Distant Shores worth reading. Her wry, cutting commentary is an absolute delight from beginning to end.

All of these stories seemed to be written with the assumption that the reader is already familiar with the setting, so unfortunately I’m not sure I’d recommend the collections to those who haven’t already read Shadows of the Apt.

For those who have read the novels, I definitely recommend A Time for Grief and For Love of Distant Shores. Spoils of War is less memorable and probably only worth it for super fans, if that.

Review: Vampyr

Vampyr has been one of my most anticipated games for a while now. I may not be the biggest fan of vampire fiction, but Dontnod has made interesting games before, and this seemed a fresh take on the idea.

A cutscene in VampyrIn Vampyr, you take on the role of Jonathan Reid, a doctor returning home to a flu-stricken London following a tour of duty in the Great War. After an attack by a mysterious assailant, Jonathan wakes with an uncontrollable thirst for blood. As a doctor, he is sworn to do no harm, but as a vampire, he must feed on the living to survive.

This dichotomy lies at the heart of what makes Vampyr special.

The temptation of blood:

The combat and the main storyline in Vampyr are both firmly in the realm of being okay, but not great. Neither offers one much cause for complaint, but neither really stands out compared to other games, either.

What makes Vampyr memorable is its mechanics around difficulty and progression, and how they tie into the story and game world.

There are no difficulty settings in Vampyr. If you find yourself struggling, the only way to make things easier is to level up more. But this isn’t a game where grinding is a viable strategy. While there are other sources of XP, by far and away the quickest and most efficient way to level is to “embrace” Citizens, killing them by drinking their blood.

Using vampiric senses to track a blood trail in VampyrBut there are no faceless Citizens. Every one of them is a deeply fleshed out character, and they all have their own relationships and social connections with other Citizens. If you kill someone’s family member, friend, or lover, the survivor will mourn… sometimes with consequences for you.

Thus the heart of the game is in the decision of when to take a life, and in the question of who deserves death. And rarely is it an easy decision. Even cases that seem cut and dried can become surprisingly complicated.

Early in my playthrough, I met a character who confessed to being a serial killer, without remorse. Feeding on him was a no-brainer… but what about his elderly mother? She knew about his crimes and kept the secret, allowing his predations to continue, but is that enough to warrant her death? Before you answer, consider also that she’s looking after a local homeless boy who would have no support without her…

The amount of XP you gain from embracing a Citizen is heavily influenced by how well you know them and their current health. The more you learn about them, the more they trust you, the more XP they’re worth. Their XP value is also lowered when they’re sick, so you can find yourself in a situation where you’re offering friendship and medicine to people only so that you can gain more power when you ultimately kill and betray them.

And as noted, killing has consequences. Embracing an important member of the community can have ripple effects, and if you kill too many, an entire district of the city can collapse, killing off all remaining NPCs, cutting off access to their missions, and causing the area to be overrun by powerful enemies.

A funeral in VampyrThat never happened in my playthrough — I was able to keep all four districts intact — but it was a very near thing.

There are story consequences for killing, as well. Vampyr has multiple endings, and it’s surprisingly hard to avoid the bad endings. Be very careful about how eager you are to embrace people.

If I have one complaint about this system, it’s that the stories of all the various Citizens are largely frozen in amber, never progressing. I respect that they didn’t go the Bioware route of making the player an omnipotent being who can fix everyone’s problems, but it’s a little disappointing that the lives of NPCs never change or evolve unless you start killing their loved ones.

Even with that minor issue, though, I think the mechanics around Citizens and the need for blood are one of the most clever marriages of story-telling and game design I’ve ever seen, and it’s stuff like this that keeps me following Dontnod games, despite their flaws. Very few developers offer innovative game design like this.

The dead of night:

As implied above, Vampyr does have some issues, though most are minor.

For one thing, it’s a bit unpolished. There are a lot of bugs — though none are close to game-breaking — and more than a few typos in the game’s text.

Combat in VampyrMy one big problem with the game, though, is how much running around it involves. It’s a big game world, and there’s no fast travel, so the only way to get somewhere is by walking.

Which you will do a lot of. Every time you rest (which you need to do to spend XP), more citizens become sick, and if you don’t give them medicine regularly, it risks destabilizing the city. So you’ll spend a great deal of time making your rounds to deliver meds.

Now, I get what they were going for here. Jonathan’s duties as a doctor are central to the story’s themes, and walking around the city by night to deliver medicine helps sell the ambiance of the game. These are good mechanics to have, and adding fast travel would have broken immersion a bit too much in a game so devoted to it.

The tuning is off, though. Too many Citizens get sick too often, and it becomes too big a part of the game.

That aside, though, it’s a pretty consistently good experience.

* * *

At this point I feel like we know what to expect from Dontnod. They make games that are brilliant, deep, powerful, and occasionally flawed.

Performing surgery in VampyrAll of that is true of Vampyr, but I think this the best job Dontnod has yet done of accentuating their strengths while downplaying their weaknesses. I strongly recommend Vampyr to any fans of vampire fiction or intelligent, story-driven games.

Overall rating: 8.8/10