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We are an opinionated group of friends reviewing all sorts of fantasy and science fiction media. Don’t forget to get to know the curators and visit our curated Collection, where we discuss the stories that never cease to transport us to another world.
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- Book written by James S.A. Corey
- Published 26 June 2012
- Part 2 of The Expanse
I liked Leviathan Wakes a lot, so I’m actually surprised it took me half a year to get to Caliban’s War – part of the problem must be that I’m reading the series on paper, and I read more by listening than by reading. Don’t let my slowness in picking up this book discourage you from trying it though!
One of the cover blurbs for the The Expanse-book series describes them as a Hollywood-blockbuster in book form, and I think that description is pretty accurate. Caliban’s War is expertly paced, with jumps of perspective meaning there is always something going on, until all those separate lines intersect at the big climax. The subject matter doesn’t exactly make it a light read, but it is certainly a page turner, with easy prose and enough lightness in between the dark to keep it easy to digest.
The downside of the ‘blockbuster in book-form’-style, is that the story itself, while engaging, is rather run-of-the-mill. You’re not reading The Expanse for its mind-blowing plot-twists or carefully constructed mysteries, but rather for the banter between the characters and the tense moments where the bullets ricochet off the pages.
While reading Caliban’s War, it struck me that The Expanse has quite a few similarities to Brandon Sanderson’s writing: both read like movie scripts at times, with super-fast prose and lengthy battle scenes. But where I feel Sanderson’s characters never really come to life and he specialises in plot, Corey doesn’t focus on the plot too much but instead zooms in on that found family trope we see so often in space ship crews – in modern fiction like The Long Way Round to a Small Angry Planet through Firefly and Star Wars all the way back to classics (and I use that word here without meaning to attach the connotation of quality) like Ringworld.
Mixed with just enough near(ish)-future medium-hard sci-fi, The Expanse actually takes an interesting position in that list, since all of the other examples (except, perhaps, to some extent Ringworld) are really ‘sci-fi-as-a-setting’-type stories. Caliban’s War actually moves further away from hard sci-fi, a move that was already apparent by the end of Leviathan Wakes, and to be honest, I think it improves the book. It is mostly still very much within the realms of the plausible and certain elements – such as time delay in communications – remind the reader that the story is set in a universe that conforms – at least mostly – to the same rules as our own. That, in turn, makes it extra horrific when those rules still get broken.
Caliban’s War takes The Expanse in a slightly simpler direction, and I think that is probably the right place for it to go. I’m curious where the next instalments will take us, and I hope especially that we’ll get to read more from the perspective of Chrisjen Avasarala – who doesn’t love a foul-mouthed political realist grandmother who runs half of Earth’s government?
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- Book written by Samantha Shannon
- Published 26 February 2019
- Standalone, though a prequel has been published
Good gods, will you look at that cover! It is amazing!
I’d seen this book around for a long time, and have been looking forward to reading it because the cover is SO pretty. It’s also about five million pages long.
I have to be honest, I wasn’t immediately sold on The Priory of the Orange Tree. At the beginning, I really worried it would fall into the same trap that A Song of Ice and Fire fell into: too many characters in too many different places of the world. I don’t like spending a chapter with one character and then having to wait 100 pages before we get back to them again. Fortunately, The Priory of the Orange Tree doesn’t have quite as many characters as A Game of Thrones, and more importantly, Samantha Shannon set out to finish the story in one book. Yeah. Take that in. This book actually ends. There is potential for more stories in the world Shannon has built, but it’s quite unusual nowadays to see a fantasy book of this scope that is a standalone novel.
As I mentioned, it did take me a while to fully get into the story. Until page 300 or so, I didn’t much care for any of the characters, and the plot didn’t seem to… really exist? So if you pick this one up, be sure to give it some time! At the end, I promise it will have been worth it!
The Priory of the Orange Tree might be one of the most difficult reviews I’ve written since we started this website. The reason is that my opinions of this book are all over the place, and that is probably because the quality of the book was all over the place.
Some chapters and storylines are really well written, while I found others clunky and underdeveloped (looking at you, Loth). Some of the world building was really cool, while some of it came up a paragraph before it became relevant. Some chapters are emotionally really satisfying, while others feel tonally jarring. At times I was feeling like I was reading top of the line Fantasy, at times I felt like I was reading an under-edited draft. It is really difficult to give a general critique because the quality was so inconsistent.
Let me start with some elements of The Priory of the Orange Tree that I really liked. I love that the book takes both Western and Eastern mythology as inspiration. I love that Shannon contrasts Eastern and Western dragons in her story, tying into the medieval perceptions of those creatures in both cultures. I really love the sort-of-but-not-quite-alternate history vibe that the book has going on. I love that some of the book’s nations are clearly identifiable as inspired by places such as Britain, the Dutch Republic, Japan, and China. I think the book has some awesome characters – in particular Ead and Sabran are well fleshed out and great to read about. I really admire Shannon for trying to tell the story in a single book rather than spreading it over a trilogy. The cover is probably the best Fantasy cover in my bookcase, period.
There are also things I liked less. I think that Shannon probably tried to cram just a bit too much into a single book – it is really long at 800 pages and the pacing doesn’t quite pull you through. Another result of this being a single book is that certain elements of worldbuilding feel underdeveloped: I would have loved more depth on the different nations, both in the East and West. Even Inys and Seiiki, which get most of the attention, could have been fleshed out more. Sometimes, solutions to problems just appear with no explanation or foreshadowing, and make you wonder why you hadn’t heard of them before. Sometimes, problems appear for no apparent reason (I still don’t understand the riddles in this book – I like riddles, but it makes no sense for the people who came up with those riddles to do so). There is some politics in this book, but the court intrigue doesn’t get the pages it needs to really work.
And then there is the names – oof. In particular, the Dutch-themed Mentendon has a bunch of pseudo-Dutch names that caused me much gnashing of teeth. Some, like ‘Truyde’, are real Dutch names. That’s fine. But some of the shit Shannon thought of herself… the city of ‘Zeedeur’ had me choking with laughter. That’s a literal translation of ‘Sea door’ and sounds utterly dumb in Dutch. In archaic Dutch, you can change the sound of some vowels by adding a ‘y’, representing ‘ij’. It works for ‘uy’ or ‘ey’. Shannon does it with ‘ay’, which… doesn’t work. It’d have to be ‘aey’. So… she doesn’t really know. And it is painfully obvious. I don’t know why, but this bothered me. A lot. Do with it what you will.
Overall, I think The Priory of the Orange Tree is really a book for the less critical reader. There is a lot to love, and if you’re not too bothered by my gripes then I am sure you’ll enjoy reading it. Perhaps Fantasy veterans will be disappointed by the worldbuilding. Perhaps narrative experts will feel like it lacks foreshadowing. But dragon lovers are sure to get their fill, and the imaginative world did make me want to return to it. I enjoyed The Priory of the Orange Tree, but for some reason I had expected it to be an instant classic – it wasn’t so I felt a little let down. But if you go in with tempered expectations, The Priory is well worth your time.
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- TV show developed by Critical Role for Amazon Prime
- Released in 2022
- Starring Laura Bailey, Taliesin Jaffe, Ashley Johnson, Matthew Mercer, Liam O'Brien, Marisha Ray, Sam Riegel and Travis Willingham
- 2 Seasons of 12 Episodes each, as of July 2023
This review relates to season 1 and 2.
I really loved campaign one of Critical Role. It was the first Actual play D&D campaign that I watched and I was super impressed by their ability to mix comedy and drama. While I’m not exactly up to date on Critical Role nowadays (I’ve watched exactly half of an episode of Campaign 3) I was still super excited to hear about their Animated Series coming out. Did I watch it a year after its release? Yes. But that’s only because I didn’t want to get an Amazon Prime account and I needed to find someone else to sell their soul instead of me (so thanks for that, Peter!).
Overall, I liked season one. The pacing was a little bit strange, which I think was a result of the short season length. In the original game, there’s a lot of downtime. That downtime is where a lot of character development happens. Because of the pacing of The Legend of Vox Machina, it’s hard to really connect with the characters. They are constantly “on”. Vex’Ahlia is one of my favourite characters, but in The Legend of Vox Machina, she doesn’t quite have the time to show both her sharp and her soft sides. She’s constantly a little bitchy. In the original campaign she has much more time to be funny and charming and off-duty, if you will.
A similar thing happens with Scanlan. In the campaign, his actions may often annoy the other characters, but the players are folded over laughing. In the show, we don’t see the reaction from the players. He is funny, but when he does things the other characters perceive as annoying, there’s little to remind you that that can be funny as well. Compare it to a laughing track: take that away, and we no longer know which jokes to laugh at.
To be fair they did omit some stuff from the campaign that either didn’t age well or was funny because the cast seemed to have a strong connection and knowledge of each other’s boundaries. Take for example Scanlan’s crush on Pike, which is much more inappropriate in the original Campaign. These things wouldn’t have translated well to the show and I’m glad they left them out.
So the pacing is a little weird, which made it harder to connect with the characters. I would love a format more like Avatar: The Last Airbender. That show had filler episodes that gave us time to really bond with the main cast.
Aside from the pacing, the story is good and the writing is fine. Nothing ground breaking but serviceable for a fantasy series of its kind.
Season two is definitely better than season one. There’s less pressure to “introduce” the characters, so everything happens a little more organically than in season one. I can imagine the stakes also get a little higher once viewers are familiar with the characters and care a bit more about what happens to them.
I actually really wonder what it’s like to watch this without knowing Critical Role. Things that get to marinate a little longer in the campaign happen really quickly in the Legend of Vox Machina. An iconic scene from Critical Role which takes like 30 minutes to play out is over in 10 seconds in The Legend of Vox Machina. I often found myself going to Youtube to rewatch the original scenes because seeing it happen in TLOVM just didn’t scratch that itch the same way.
This review relates to season 1 and 2.
Similar to Lotte, I waited till Peter got Amazon Prime before I started watching The Legend of Vox Machina. As a fan of Critical Role’s actual play campaigns, I was very curious to see the adaptation. The Vox Machina campaign and characters are not my favourite (Mighty Nein, you are the best and I can’t wait for your series), but I could think of a few events that would look great when animated.
The first season left me a little underwhelmed. I more of less binged it and I was entertained. However, it lacked the emotional depth and the casual humour that made me fall in love with Critical Role in the first place. Maybe because it had the difficult task to set up the setting and characters in relatively few episodes.
I liked the second season much better. Maybe because the pacing suited me better. Or maybe just because it had a lot of dragons destroying civilization, something I always thoroughly enjoy.
The Legend of Vox Machina is a good place to start if you want to get somewhat involved with the Critical Role fandom, but are afraid of their thousands of hours of content. As an animation series on itself it’s okay, but not the best or most original out there.
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- Movie directed by Makoto Shinkai
- Starring Ryunosuke Kamiki, Mone Kamishiraishi
- 26 August 2016
- Runtime: 107 minutes
Before I launch into my review, I just want to fire a couple of shots at the other curators -we totally watched this movie together to review it over a year ago and then I was the only one who did. (You guys are free to remove this underhanded stab once one of you has added their review!) So. Anyway. Let’s get into it.
There is a pattern when I read/watch/whatever non-western media, love the art style or the premise etc., get really into it… and then the stories diverge from conventional western plot structure and as a result the ending leaves me unsatisfied and irritated. To grab a few random examples: I felt that the broadly praised The Three-Body Problem had some interesting ideas but pretty poor writing overall. I was intrigued by Nnedi Okorafor’s Who Fears Death but its story progression felt as random as a swallow in the sky. And while I loved the atmosphere in Miyazaki’s Howl’s Moving Castle, the ending had me scratching my head.
The main reason, I think, is that non-western stories tend to structure the resolution of their plots around emotion more than most western media do. And it turns out I am a logic-driven reader and viewer.
Unfortunately, Your Name was no different. I think it looked great. The premise might not be that original, but it was executed very well and the movie kept me engaged throughout the first three quarters of its runtime. But by the time it was starting to work towards a conclusion, I found myself frowning more and more, trying to follow what was happening and why it was happening and how the rules worked and I couldn’t make sense of it – which is especially weird in a movie like this that features – slight spoiler? – time/dimensional travel like this.
I have to admit that by the final scenes I was planning the other curators’ food order rather than focussing on what should probably have been a satisfying climax. But all I could see was a string of emotional beats with no set up in the story and no connecting tissue. That experience felt very familiar because I have it with almost all Ghibli-movies. The same curse all over again.
Does that mean Your Name is a bad movie? Probably not, because you’re probably not watching it for the deeply engaging plot but rather for the pretty pictures and strong vibes. And I think those emotional beats hit home in a way that was somehow more convincing in such a stylised animated world than if they would have been the climax of a live acted Hollywood drama. If I’m trying to catch it in a single phrase, Your Name is very good at the things it wants to be very good at. Just… don’t expect to make any logical sense of it.
- Book written by Kim Stanley Robinson
- Published October 1993
- Part 2 of the Mars Trilogy
Listened to the audiobook with Richard Ferrone, who fit the book really well.
In many ways, Green Mars is comparable to Red Mars: it is still very much a diamond hard sci-fi about terraforming Mars against a backdrop of political struggles on the red planet as well as back on earth. Robinson places scientists in the shoes of heroes, and I really like the awkwardness – and realness – that it creates. I think only Robinson could make a scientific conference attended by a socially awkward/neurodivergent physicist into a great narrative.
Green Mars picks up where Red Mars left off – that it is to say, like Red Mars, it time jumps forward often to cover more ground, but neatly picks up the narrative.
The narrative in the case of Green Mars is that of a ‘big tent’ movement of various different Martian ‘resistance’ groups going up against the big metanational corporations of Earth who see Mars as nothing but a mineral deposit. The various personal struggles of the first 100 colonists and their descendants are still a throughline.
Green Mars is slightly different from Red Mars in that it is somewhat more plot driven (and consequently, somewhat less character driven) than Red Mars. And it feels like Robinson’s editor took a step back on the project, allowing for even longer sections of explanation of the geological and climatological shifts on Mars. I’m torn on whether those tangents are really cool or whether they just clog up the narrative; and it probably really depends on what exactly Robinson is explaining. I have to admit that I dreamed off during some of them, but then I was also listening intently to others. At least, none of them felt as non-sequitur as a chapter on feral hogs in Texas.
So Green Mars is perhaps best described as a more intense version of Red Mars. Folk who like the Kim Stanley Robinson or Neal Stephenson style of hard sci-fi with plenty of space for tangents and explanations, will love this book.
I liked it myself, though a little less so than Red Mars. I think Robinson does politics really well and so I didn’t mind that politics played more of a role. But I do think that Green Mars has maybe just a little too much geological surveys for my liking. And it took me a while to get into the book, because the first section didn’t grab my attention as much as the beginning of Red Mars did.
Overall, I’m a bit surprised that Green Mars won the Hugo but Red Mars didn’t – might be a matter of competition, or possibly of the series’ popularity lagging a little behind its release. Either way, Green Mars was still a very good read, and I’m looking forward to Blue Mars!
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- Dungeons and Dragons Actual Play series on Twitch and Youtube
- First streamed in 2015
- DM'd by Matthew Mercer
- Starring Ashley Johnson, Travis Willingham, Laura Bailey, Liam O'Brien, Taliesin Jaffe, Marisha Ray and Sam Riegel
I’m writing this review as I’ve recently finished watching Critical Role’s second campaign: The Mighty Nein. In addition, I’ve watched more than half of their Vox Machina campaign, a score of one-shots and a great variety of their content that had nothing or little to do with D&D at all. As can be surmised from my rating, I enjoyed it all.
In a way, it is odd to rate Critical Role -by now a full-fledged company- as a whole, instead of their individual productions. However, there is a good reason for this. Any appreciation of Critical Role’s content, I believe, depends on the degree in which you enjoy its people. They are really the core of it all: a group of friends thriving in each other’s company. Not the games they play. Not the stories they tell. If you don’t like the individual quirks and the inside jokes of Critical Role’s cast members, you miss out on half their charm.
The cast and crew of Critical Role are extremely professional in what they produce nowadays (the earliest episodes of the Vox Machina-campaign seem rather outdated and clumsy in comparison). The production value is high. However, because Critical Role consists of a friend group, it is important to remember that they value their own enjoyment highly. Although they are very mindful of their public, they don’t necessarily cater to their audience as most other entertainment branches do. It’s easy to forget that you’re not watching theatre, but games in which improvisation and the randomness of die rolls play an important part. As such, it’s hard to rate Critical role as any other medium, such as a book or a film.
With those caveats out of the way, why do I love Critical Role so much, apart from the people at its core? Well, that has certainly to do with their D&D campaigns. The cast members are all extremely talented storytellers, worldbuilders, (voice-)actors and creators (so much so even, that there are unbelievers who claim that all their content is scripted, somehow). With roleplaying sessions that last 3 to 4 hours on average, their D&D episodes differ little from theatre as far as the experience is concerned. There were times I cried, times I laughed till I cried, and times I sat at the edge of my seat in anticipation of thrilling events. Some will say that the episodes are too long and should be edited, but I’m not of that opinion. After all, it is the little silent moments in between, the moments of strong emotions and bumbling with rules or story developments, that remind you of the magic that is unfolding before your eyes.
Is Critical Role for those who have no prior knowledge of D&D? The honest answer is, I don’t know. Similarly, I don’t know if people without a vivid imagination will find Critical Role to their liking. Most of their content contains very little visual stimulation, apart from their own acting. However, I do know that Critical Role is excellent in what they do: improvisational storytelling, with lovable life-like characters and clever storylines. If this sounds appealing to you, you should at least give their content a try.
Not to brag, but I started watching Critical Role back when they were still under Geek & Sundry, and their production value was Not Good. Still, I was hooked immediately.
At the time, I was already familiar with D&D, having played for a couple of years at this point. What intrigued me was that the way the Critical Role cast plays D&D is very different from what I’m used to in my own games. All of the players are voice actors. As actors, they are very good at fully inhabiting their characters. Their Dungeon Master Matt is insanely good at world-building and leading the game.
Vox Machina
I watched the entirety of campaign one. It starts off a little crusty in terms of production quality, but the audio and video quality improves pretty quickly. The first couple of episodes aren’t that bad, they’re just not what we usually expect from the content we watch nowadays.
In terms of the story, the Vox Machina campaign is pretty “generic” fantasy featuring some pretty generic characters. That’s not a bad thing, though! It makes it easy to understand what’s going on, especially when you consider that the story is a continuation of their home game, and we are literally dropped in the middle of the campaign.
Whilst generic, the Vox Machina campaign tells a very compelling story with some super emotional moments, as well as some very funny ones. I think fans of fantasy like the Lord of the Rings would love it.
The Mighty Nein
With their second campaign, the party clearly felt more confident in their ability to tell a story through D&D. I was worried I wouldn’t like the characters as much as I liked Vox Machina, but the cast quickly proved that they weren’t one trick ponies.
The Mighty Nein campaign is a lot for intentionally funny than Vox Machina, which I really enjoyed. Unfortunately, I didn’t end up finishing this campaign, and I haven’t gotten around to watching Hell’s Bells either. It just takes… so much time.
Critical Role episodes retail at 3 to 5 of the few hours you get to spend on this green earth. The full Vox Machina campaign takes 447 hours, and the Mighty Nein takes 556 hours to complete! I used to watch while doing other things, like drawing or sewing. Even while doing that, it was impossible for me to keep up with Critical Role and also watch literally anything else. I had to make a choice, and unfortunately, that meant quitting Critical Role.
I do like to occasionally check in on what they’re doing, like their animated series The Legend of Vox Machina, but I don’t expect to ever start watching the main campaigns again.
If the time investment isn’t enough to scare you off, I really do recommend checking Critical Role out!
If you’re new to D&D, you may want to start with the Vox Machia campaign (or even Dimension 20’s Fantasy High, or their series Dungeons and Drag Queens, which both feature first-time players). However, with both campaigns I’m confident you’ll pick up the rules fast enough. And let’s be honest, you really don’t need to know all of the rules of D&D to enjoy watching other people play it.
Review: Caliban’s War – James S.A. Corey
Part two of The Expanse – Jim Holden and the crew of the Rocinante once again find themselves at the center of the solar system’s politics when they discover that the use of a secret weapon on the agricultural moon of Ganymede is about to turn the tension between Earth and Mars into a war that may cause the end of all humanity. Meanwhile, Bobby, a Martian marine caught in the fighting, forges an unlikely alliance with Chrisjen Avasarala, a foul-mouthed grandmother who happens to hold a lot of strings in the Earth government.
Review: The Priory of the Orange Tree – Samantha Shannon
On the island of Inys, the queen of a thousand-year old line is believed to keep the coming of the Nameless One, the great wyrm from the Abyss, at bay. One of her handmaidens, brought by an ambassador from the far south, is far more than she seems. Across the ocean on the other side of the Abyss, on the dragon-worshipping Island of Seiiki, a young girl dreams of joining the clan of dragon riders, training hard every day to force her dream to come true. In the same city, an old man spends his days on a trading post, banished from across the ocean and dreaming of lost love and his return. As the wyrms of the world stir, their fates will converge.
Review: The Legend of Vox Machina – Amazon Prime
The Legend of Vox Machina is an animated series based on the popular tabletop role-playing game, “Critical Role.” The story follows a group of adventurers known as Vox Machina. Together, they embark on dangerous quests, battle monsters, and uncover mysteries in the fantasy world of Exandria. The series captures the thrilling and often humorous moments of the group’s epic journeys, showcasing their individual strengths, vulnerabilities, and the bonds they forge along the way.
Review: Your Name – Makota Shinkai
A girl from a small town and boy living in Tokyo find themselves swapping bodies in their dreams through a mysterious twist of fate. As they navigate each other’s lives and share unique experiences, an unexpected connection forms between them. However, just as they start to unravel the enigma behind their extraordinary link, a startling revelation threatens to upend everything.
Review: Green Mars – Kim Stanley Robinson
As the terraforming of Mars progresses and the population continues to grow, the influence of the big metanational corporations that control the earth is starting to grow as well. An ‘underground’ movement of early settlers and their children forms in response, seeking to channel the powers that be towards the political and climatological future for Mars as they envision it.
Review: Critical Role
Critical Role is a web series starring a bunch of nerdy-ass voice-actors who sit around and play Dungeons & Dragons, weave stories and aim to leave the world better than they found it.
The show follows the adventures of a group of unlikely heroes as they navigate a fantasy world, taking on quests and battling dangerous enemies. Led by Dungeon Master Matthew Mercer, the group’s engaging role-play and penchant for storytelling has gained them an audience of millions.