Avengers Analyzed: Fury and Coulson

Now I could be criticized for including these two in my analysis of Avengers characters because at first glance it seems that neither Fury nor Coulson have distinct character arcs in this story. That’s not entirely true. Rather, these two erstwhile leaders of SHIELD share a conflict and a goal but it’s not one that works out like they expect.

You see, Fury and Coulson both fail in what they set out to do and that, in turn, cuts their character arc much shorter than we’re used to seeing. With that said, let’s just dig into it shall we?

Fury and Coulson’s Background

These characters share a single purpose, namely to create a superteam under the aegis of SHIELD. Coulson is the first of these two that we see, showing up pretty much as soon as Tony Stark stepped out of the shadows in his first shiny red Iron Man suit. Fury took a little longer to show up, poking his head in after the credits of Iron Man, and he was also more skeptical of Stark’s suitability for membership on the Avengers. Up until this point we haven’t really paid these two a whole lot of attention but after four movies we do know a few things.

Coulson is very enthusiastic at the idea of the Avengers and tries his best to reach out to potential members and interest them in the team, Fury is cautious and does his best to control risks that will undercut his agenda. There is a slight tension between the two in that Coulson hopes to see heroes doing their thing in a coordinated fashion that will protect and inspire others while Fury wants to be the head of his team and ensure that it is used in the best possible fashion. The balance between the two viewpoints is probably the fact that Coulson views Fury as a hero in and of his own right.

The Conflict 

Both Phil and Nick embody character vs. the world. Unlike Captain Rogers, their conflict doesn’t arise from changes in the world around them but from fundamental differences between the way Coulson and Fury think the way the world should progress and the way the world itself wants to be.

Basically, Fury and Coulson want the Avengers to be heroes. They want them to set an example for other people and be on the front line of what’s about to unfold. The world at large, on the other hand, sees all these exceptional people and the threats inbound and just wants them to go away as quickly and with as little fuss as possible. The world would prefer to just press a button or drop a bomb and have this sticky situation sorted out when, in truth, sticky situations are rarely sorted out that easily and will require brave men and women risking life and limb in very direct and personal ways to get things done.

In short, the world Fury and Coulson live in is exactly like ours.

Each of these two characters is going to face down the problem in their own way, if The Avengers is a war movie then Fury is the general who will command the troops and deal with government while Coulson is the trusted captain who will actually lead them into battle. One handles the strategic level, the other the tactical. Naturally, this leads to the basic conflict at work bearing out in different ways.

Fury is concerned with world leaders, the World Security Council, the people who’s backing he will need to make his idea work, he has to fight against the ideas permeating his world. Coulson, on the other hand, is going to face narcissism, a lack of self esteem, feelings of impotence and distraction by personal matters as he tries to keep the Avengers on task. His struggle is against the feelings permeating his world.

We Meet Fury and Coulson 

“This doesn’t have to get any messier.” – Colonel Nick Fury, to Loki 

This pair of erstwhile leaders are introduced pretty much at the same time, at the very beginning of the film as Fury comes to check on the Tesseract at a secure SHIELD facility at the back end of nowhere. This setting serves to quickly establish both characters as high ranking members of a government organization and that Fury outranks Coulson and establishes some other basic dynamics like introducing Agent Barton. Then, just to keep us on our toes, the movie drops Loki into the mix and lets us see what happens.

Fury vs. Loki 

“Yeah, you say ‘peace’, I kind of think you mean the other thing.” – Colonel Nick Fury, still talking to Loki 

Fury’s confrontation with Loki is our first demonstration of Loki’s power and it’s very impressive. He wipes out dozens of trained SHIELD agents and subverts two very valuable people, providing the impetus for Fury to go ahead and try the Avengers Initiative even though it had theoretically already been scrapped.

This confrontation is short but meaningful. In addition to providing the driving force behind the entire story and reinforcing the idea that SHIELD alone will not be enough to stop Loki’s invasion it also highlights a stubbornness that will ultimately be Fury’s undoing in his efforts to unite the world against the threats it faces.

Gathering the Avengers – And Hiding them Away

“With everything that’s happening, the things that are about to come to light, people might just need a little old fashioned.” – Phil Coulson, to Captain America 

Nothing evokes the attitudes of the SHIELD leadership more than their interactions with Steve Rogers, which is fitting because when the attention of SHIELD wavers it’s ultimately Captain America who will step into the gap and takes up the mantle of leadership. But that doesn’t happen in this film so I’m going to ignore it for the moment.

Let’s focus instead on what Fury and Coulson are telling Steve. If you look at the dialog they’re constantly talking about using SHIELD resources for the good of humanity. Fury tells about the potential the Tesseract has as a power source, showing a wide-reaching civic good that SHIELD wants to advance. Phil talks about how the Avengers can inspire and unite people in dangerous times. These are worthy goals, goals fitting for a group of people who want to call themselves heroes.

In contrast, the very first thing that Fury does with his group of individuals once they agree to work with him is gather them on a flying fortress and turn them invisible, far from the people the Avengers are intended to serve and protect. Now no problem is going to have a perfect solution but SHIELD’s actions and its claims don’t exactly add up. We’re never shown how much of these actions were Fury’s idea and how much they belong to the World Security Council but at the very least concealing the existence of a highly recognizable fugitive from the public isn’t the best way to find a person and Fury has to have known that.

Not working with the public to find Loki is an odd choice, but one that makes sense in the light of the Security Council’s statement that the Avengers are dangerous. The problem with assessing things in terms of security is that everything is dangerous. The Council is, to paraphrase Gandalf, beset by dangers for they themselves are dangerous. The problem is, they fail to recognize that and therefore regard anything dangerous as bad. Fury isn’t doing a good job wining them over to his side.

Coulson’s problem is much more personal. Heroes come with a lot of baggage and the Avengers are no exception. Making things worse, baggage frequently multiplies when you cram a bunch of it into one place, witness the constant bickering between Steve and Tony. Coulson’s conflict plays out as he tries to smooth over everyone’s conflicting feelings and forge the Avengers into a single team that can work together like his own agents do. The problem is, the Avengers are not SHIELD agents by any stretch of the imagination and, while Coulson has the kind of personality and insight to put each of these heroes at ease individually, he is not the person to lead them collectively.

Coulson vs. Loki

“You lack conviction.” – Phil Coulson, to Loki 

Coulson’s confrontation with Loki is also brief but even more effective than Fury’s. While Loki technically defeats Coulson the concept of a moral victory definitely applies here. At no point does Coulson’s resolve waver or his spirit flag. No, the reason Coulson can’t stop Loki is that he’s come alone. While Coulson’s goal was to help bring together and support the Avengers as a team he unfortunately didn’t actually consider himself a part of that team and because of this, at a critical moment when the presence of just one or two other members of the Avengers could have made a significant difference, Coulson doesn’t ask them for help.

Yes, some of them were busy with other things. Some of them were mind controlled. But honestly, Phil didn’t have to come alone, did he? Well, yes he did. You see, from a story standpoint, conviction was what the Avengers as a whole were lacking, just as much as Loki.

The Avengers lacked conviction in the cause Phil believed in, the idea that a simple, old fashioned crew could take a stand on something incredibly simple, like having the freedom to make your own decisions, and fight for it, inspiring other people to do the same. Banner and Romanoff think they’re monsters. Steve’s uncertain of his place in the world. Stark can’t see beyond his own narcissism. Barton’s perspective is so farsighted sometimes it leaves him alienated. Thor can’t parse his conflicting love for his brother and his adopted planet. And Nick Fury… well, he couldn’t do without a backup plan.

Only Phil Coulson had the unshakeable belief that the Avengers could become the heroes to inspire a generation. It was that conviction, in turn, that would inspire the Avengers themselves.

Things Fall Apart

“Director Fury, the Council has made a decision.” – The World Security Council 

While Coulson wins the battle for the Avengers, the war for the world falls through. Coulson’s part of the struggle was to win the Avengers over to Fury’s vision to defend the world and bring them to place that goal above personal goals. While Phil succeeded Fury can’t get the Security Council to buy in. They remain skeptical of Fury’s goals – a unified force offering Earth long term security – and instead pursue their own goal of immediate safety regardless of the cost in the future.

It’s important to understand what a setback for Fury this is. Not only has he lost his best agent, by deciding to destroy the Chitauri invasion along with the island of Manhattan via nuclear warhead the World Security Council has completely rejected Fury’s single greatest hope for saving Earth. Yes, Fury ignores their orders and tries to stop the nuclear strike but the fact is that he wanted the Avengers to be a symbol of mankind united, a testament to the way noble ideas can unite people in spite of pettymindedness. While it’s hard to blame the Security Council for their decision – the entire world was at stake after all and that kind of responsibility has got to be heavy – without Council backing the Avengers can’t really represent humanity united. It’s hard to represent a united front when you’re a rogue element, after all.

Ultimately, at the end of The Avengers Fury is not in the greatest position. The Avengers have gone their separate ways, the World Security Council is on his back and he’s lost his best agent. Fury is on the ropes and will probably need to take drastic measures to reestablish his credibility. Something like allying with a questionable politician to build an armada and dispatch threats before they materialize. But again, not the scope of this analysis.

Fury and Coulson serve the larger story of the Marvel Cinematic Universe, to be certain, but they also have their own conflict to resolve and that conflict comes from the differences between their idea of the world and the world’s own ideas. The small part of the world that they need to join them directly, the six members of the Avengers other than Fury himself, does come over to their side but the world as a whole does not. Fury is vindicated when the Avengers win but the Security Council still will not back his decisions or trust that the Avengers will function for the good of the world, both questioning whether they will be on task when needed again and whether they are up to the task.

This outcome to Fury and Coulson’s story may seem depressing, and to be fair it is. But at the same time, it does two very important things. First, it adds verisimilitude. As I said before, the World Security Council has a very real, significant burden on their shoulders and it’s not crafting a strong, heroic society it’s making sure that there’s any society left at all. It’s natural for them to want failsafes and be very skeptical of making seven people Earth’s first line of defense against things like the Chitauri invasion.

Secondly, Fury’s leadership style is secretive, controlling and frankly a little Machiavellian. These tendencies make him a poor leader for the kind of group he wants to build. The Avengers don’t naturally trust him and follow his lead. Fury explains his goals several times but the Avengers, and Tony and Steve in particular, are skeptical because his actions don’t really match with his stated ends. The other Avengers defer to Coulson because their previous experiences with him have convinced them of his good intentions but Fury never lets the Avengers get that close. Perhaps it’s not surprising that Fury’s efforts fail.

So what kind of further character growth can we expect from Age of Ultron? Honestly, I can’t say. With three villains to focus on this time around – Ultron himself plus Quicksilver and Scarlet Witch – plus all seven Avengers apparently returning in the second film I’m not sure how much character growth we can expect from them this time around. The individual films Iron Man 3, Captain America: The Winter Soldier and Thor: The Dark World made a wholehearted attempt to further the work done of Marvel’s The Avengers. They succeeded to some extent but what made The Avengers so great was it’s success in characterizing it’s cast without needing the background from the first phase of Marvel movies.

But we can still hope, since it is Joss Whedon at the helm. And there’s still a good chance of a great story and fun action.

Cool Things: Ticket to Ride

Board games are a great way to spend an enjoyable evening with friends and family but many of them are thematically “out there”, focusing on things like world conquest, clashing armies or other stuff that may feel too contentious for some people. Fortunately there are games that provide very intriguing and challenging gameplay while presenting a friendlier aesthetic.

Ticket To Ride is one of them.

The theme of this game is trains! Nice, safe trains, carting thousands and thousands of tons of freight and passengers daily at breakneck speed all over America and occasionally running over cars or pedestri- well, anyway. The goal of the game is to score the most points (surprise!) by laying claim to various rail lines by using (more surprising!) tickets. Tickets are color coded to certain lines and lines are worth more points depending on their length. Finally, players are secretly assigned the goal of building a long unbroken line between two cities on the map. The farther apart the two ends are the bigger the bonus but failing to finish by the end of the game gives a penalty instead.

The charm of Ticket To Ride is its simplicity. All a player has to do on their turn is decide whether they want to take new tickets or lay claim to a railway. At the same time, the ability to do only one thing on your turn makes all the other players a serious obstacle. Grandiose plans can be upset by one ill timed opposing play but, at the same time, the board is full of alternative routes and creative players will be able to do an end run around most obstacles with a little lateral thinking.

In short, the game is very simple and can be easily picked up by fairly young people but it’s still complex enough to keep experienced board gamers interested. If you’ve been looking for a board game to share with a skeptical crowd then this might be the game for you. Likewise if you’re looking for a game you can share with children age eight and up and still enjoy yourself as you play this might also be a good choice. Look around for it if you have the chance.

Overcommitted and Short on Quality

Sometimes you wind up doing too much at once and the more pressing priorities squeeze out the less pressing ones. Unfortunately, such is the situation I find myself in this week. While there is a chapter most of the way doe I’d prefer to wait to put it up until next week, as that will give me time to really edit and perfect it. Also, Thunder Clap has reached it’s climax and we’re about to start wrapping things up, there’s really only three or four chapters left to go so this is a natural break point.

Sorry for the delay, this is really my fault for failing to budget my time well last week. I hope you’ll come back on Wednesday for a Not April Fools Day segment or next week for the next installment of Thunder Clap.

Nate

The Importance of Context, Historical and Otherwise

Marvel’s Agent Carter was an interesting experiment. A series of eight hour-length episodes, the miniseries-esque offering served to expand the Marvel Cinematic Universe (MCU) while allowing it’s sister show, Agents of SHIELD, a chance to regroup and air the second half of it’s season in one long continuous burst rather than chopping it’s episodes up in that weird spring schedule a lot of TV shows adopt. This certainly helps SHIELD tell a cohesive, overarching story and the idea of a miniseries expanding the MCU is a new angle we haven’t seen in TV before, in part because there’s never been anything quite like the MCU before to drive it.

That’s not to say Agent Carter is without flaws. I could find any number to nitpick at but the one that really jumps out at me does so because of how glaring it is. On the whole, not many characters in the series, outside leading lady Peggy Carter, showed much character growth or had their background delved into at any length. What I want to poke at is one of the attempts to provide that growth that fell somewhat flat. It concerns SSR Agent Jack Thompson.

Thompson is Carter’s foil in the SSR, the agent devoted to the idea that she couldn’t hack it in the high stakes world of cold war spy work. He’s a decorated marine who won the Navy Cross in the Pacific Theater of the Second World War and he’s determined to prove he’s top dog. Eventually we find out why (and please be aware that this is a spoiler, if a minor one.)

You see, our boy Jack got the Navy Cross for saving his superiors life during a night ambush by the Japanese. He woke up, saw Japanese soldiers in their camp and started shooting. In the aftermath he found a white flag dropped on the ground and concludes the Japanese were surrendering and that he’d just incited the death of innocent men. Then he gets an award for it and the guilt really starts eating at him.

Jack tells Peggy this story after he freezes in the middle of a pitched gunfight and she asks him why, giving her and the audience a little more understanding of why he is the way he is. It’s a nice moment, well acted and well written. It has one problem.

The Japanese almost never surrendered.

Soldiers talk about fighting to the death all the time but a large percentage of them will surrender if it’s clear there’s nothing more they can do to win. Troops in WWII did it all the time. German troops, Italian troops, American troops, British troops, French troops, it was just a part of war and nothing to be ashamed of. For everyone, that is, but the Japanese.

The culture of Imperial Japan was fatalistic in the extreme, most famously manifesting in the kamikaze pilots at the end of the war, and it’s shocking how all pervasive the attitude was. Many Japanese troops captured during the war were incapacitated somehow and most of those capable of resisting chose to do so until killed, or did something suicidal like running at enemies with a grenade ticking in their hands or just committed suicide rather than submit to capture. This isn’t to say the Japanese didn’t surrender but those who did were a very small minority.

On the other hand, the Japanese knew the Americans surrendered and expected them to do the same. So Japanese troops would sometimes pretend to surrender, approaching with a white flag and hands in the air, only to drop the flag and attack when it looked like they were close enough to enemy lines. This tactic quickly became well known among American troops who viewed any attempt to surrender in a large group with a great deal of suspicion. It may have happened much less often than people talked about but it’s still a historical fact, confirmed by records on both sides of the conflict, that Japanese troops almost never surrendered during WWII.

This is something Jack Thompson should have known. He should not have been readily accepting of the notion that the Japanese troops who’d come into his camp were there to surrender because the historical context makes such an assumption highly unlikely. Failing to take this context into account when writing this scene strips the moment of all the credibility it’s good writing and acting earned it.

It’s not like this fact would have changed the scene a great deal if it had been included – Thompson could have been just as guilt-ridden over choosing not to wait to see if the Japanese really were surrendering before fighting back instead of giving them the benefit of the doubt no matter how little he may have thought they deserved it. In fact, that scene might have been even more believable and more suited to analyzing the horrors of war because Jack would have found himself in a situation where he was powerless to know whether he made the right choice or not. At least when he knows with concrete certainty that he was wrong he can look for some kind of penance. But the stark fact of war is that it dehumanizes those that participate and Jack’s inability to tell whether he did the right thing or not would be a powerful representation of that, one that would reinforce the ambiguous yet grim fate of the Japanese soldiers who found their way into his encampment.

Instead the writers failed to do their research and a scene that had the potential to be very impactful fell flat by failing to fit with the historical context it was intended to have. Agent Carter did a very good job recreating the mid to late 1940s in fashion, culture and even architecture and vehicles. That’s what makes this oversight particularly glaring – it’s a hole in the historical context that’s otherwise rock solid. Writers take note! If you’re going to add historical context make sure you get it all or your work is just going to come out flat.

This War of Mine

This War of Mine is a computer game about a familiar topic: War in the modern age. Mechanically it’s very cool, combining elements of resource management and base building with careful, stealthy gameplay. Basically, during the day you keep your base running and during the night you go and collect resources without drawing too much attention. While none of that is new or groundbreaking gameplay it’s solid in concept and well executed. That said, the game would be pretty bland if that was all there was to it. In fact, there are a number of zombie survival games that probably do the base building half of the game better and there’s certainly at least two ninja/commando style games that do the stealth parts in a more interesting way.

Or, at least they do if approached from the direction of most game stories.

See, the typical video game is an examination of what the player would do with unusual powers. Could you manage to rescue a princess? No? What if you could jump really high, throw fireballs and utilize plumbing in surprising ways? Well play a Mario game and find out!

Strategy games give players the chance to command armies, first person shooters give players unlimited stamina and military gear they’ll probably never see, RPGs let players develop powers that could never exist in real life and Minecraft lets you make just about anything you could ever want. It’s no surprise these games are popular since they let you do things that, for the most part, you could never hope to actually do. This War of Mine, on the other hand, does the exact opposite. It challenges you to do something that you would never want to do in real life and gives you no special powers to accomplish it with. While that doesn’t sound interesting at first it is still an engaging experience.

You see, in This War of Mine your base is a small house in the middle of a civil war somewhere in Eastern Europe. The stealth portions of the game are you going out to look for supplies in the night, so soldiers won’t see and shoot you. And you play a civilian with no special training just trying to stay alive while bullets and shells fly by outside.

This War of Mine is a nerve-wracking game. I don’t recommend playing it in large chunks, the decisions you have to make are sometimes unpleasant and emotionally draining. You will probably wind up turning away other refugees looking for shelter because the house just cannot hold anyone else. You will run like a coward when the soldiers outside spot you on a foraging run. You’ll have to decide whether running a risk to help someone you meet outside is worth your possibly not getting back to the house and the hungry people there. Especially if helping means standing up to a soldier with nothing but a crowbar in your hands.

As a game, from the angle of gameplay mechanics and execution, This War of Mine is not groundbreaking even if it is solid. But it manages to convey an experience that people must live through every day in a way that is gripping and rightly draining. For that alone, the game qualifies as an unmitigated success.

Thunder Clap: Brawl

Izzy

Circuit kicked things off with a literal bang, electricity arcing with a teeth rattling crack from his chair to his hands, then from his hands to the plasma cloud in front of Helix. Things got weird – if the guy throwing lighting wasn’t weird enough – when the plasma ball bent and stretched from an orb to a weird, wavering teardrop shape that pushed towards the middle of the room before throwing lightning bolts at the two nearest guards and sending them tumbling to the ground. That seemed like an excellent time to gently tip a desk over on top of them so I did.

Hopefully it was too heavy for them to move, I’m not very good at judging things like that. To be on the safe side I got a desk for each of them.

The man on the throne swooped through the hole in the side of the building, his hoverchair – or whatever you wanted to call it – humming loud enough to be heard over the chaos and the plasma cloud bent back towards Helix. Whatever was going on there it was probably magnetic and headache inducing, by which I mean any attempt to explain it would probably fry the brains of most people, so I didn’t worry about it too much and just kept an eye on the to make sure I didn’t get fried by it as it went spastic.

Helix apparently had no such worries because he walked through the plasma with no visible harm. As he did so he clapped his hands over his ears and dropped his mouth open, giving me just enough of a warning what was coming that I could do the same and confusing most everyone else in the room to no end. The plasma abruptly shimmered out of existence, the heat that kept it burning quickly dispersing in the surrounding atmosphere as Helix stopped holding it in one place. The result was a loud bang exactly like you would expect from a bolt of lighting, since the part of lighting that you see is composed of superheated plasma doing the exact same thing.

The noise was loud enough that I could feel it in my sternum and even with my ears covered and my mouth open to relieve pressure it still felt like the noise came from a whip cracking at the side of my head. I managed to get my bearings with a quick shake to clear my head and Helix didn’t seemed bothered by the noise any more than I was but by the time my head was clear the guards in the room were still woozily looking about or had hands on the side of their heads. Circuit didn’t seem to notice at all, or at least he didn’t do anything about the noise for all I knew he’d put earplugs in while I was busy smashing walls, but whatever the explanation Davis apparently shared it because he didn’t seem bothered either. His partner with the fancy hoverthrone was probably protected by the fact that he was still at the far end of the room and probably too far to suffer more than minor tinnitus from Helix’s improvised flashbang.

In spite of being the closest to ground zero Helix showed the least signs of being affected out of anyone there, he’d already put one guard into an arm lock and levered him to the floor by the time my ears stopped ringing enough for my eyes to focus again. But even with most of the players temporarily stunned we were still outnumbered and Davis was surprisingly fast for a man of his size, and he jumped Helix with a lack a finesse more than made up for with enthusiasm.

Desks were getting pretty scarce on my side of the room for some reason so I took matters into my own hands by the expedient of trying to grab Davis. Before I could add one more to the three person pile-up Hoverthrone sideswiped me and I spun once, rolled twice and wound up against the wall with a throbbing pain in my side where I’d been hit. Yes I could have stopped him with one hand if I’d seen him coming but that’s the real trick and I hadn’t managed it. I got to my feet and swiped my hand through the wall, fumbling for a second before I managed to grab a two-by-four and yanked it out of the wall in a shower of drywall dust. I realized as I was hefting it to throw that yanking it out of the wall hand left the ends jagged and potentially fatal if I threw it at Davis, who wasn’t in body armor, so I switched and flung it at the Hoverthrone, catching it low, near the base in fact, and tumbling it end over end. The rider fell entirely out of the chair, proving that Circuit’s roller coaster style restraints were a wise choice, and without direction the throne itself just kept spinning for a moment before falling to the ground like an abandoned puppet.

Circuit’s head snapped around, the throne’s deactivation apparently distracting him from beating a guard’s head against the armrest of his wheelchair. Pushing the guard aside Circuit kicked his chair into motion, it’s motor whirring frantically as he rolled towards the tangle of equipment at the center of the room. He only got halfway there before Davis looked up from the frantic wrestling match he was tangled in and yelled, “Stop him!”

A second later Davis went back down as Helix kicked him in the teeth.

Circuit’s doppelganger – evil twin just doesn’t sound right – scrambled to his feet and made a twitching motion in the direction of the only guard left standing, a woman who still looked a little dazed, and she went flying towards Circuit. She suddenly slowed a few feet away and Circuit managed to grab her and deflect her over the top of his chair but it was proof enough that the guards were still wearing maglev harnesses and fake Circuit still had some measure of control over them.

And fake Circuit himself was wearing a harness too, as he proved when a second later he jerked up and over the debris we’d left all over the place, flying straight towards Circuit with a frustrated scream. Circuit matched flying with flying, his chair whirring back away from his imposter for a split second before it cleared the floor itself and went straight up towards the ceiling. For some reason the wheelchair flipped over mid-air and wound up with its wheels pressed against the ceiling as Circuit looked down on his double disapprovingly.

Fake Circuit had his arms outstretched and I wondered for a split second whether Circuit’s chair had flipped because of interference from his rival, then one of the chair’s wheels spun and it pivoted 180 degrees around the other wheel putting Circuit right above his clone. Then chair and rider dropped like a stone, Circuit’s arms outstretched to catch his double, and both men crashed to the floor with the chair on top of them.

Davis and Helix were still grappling with each other but the guard Helix had been tangling with at first had squirmed free and started over to dig his boss out. I headed that off at the pass, crossing over to him with three quick steps, looping one hand around his head as I slid a knee behind his. Flipping him to the ground was as easy as flicking water off of my fingers and I took his carbine and twisted its barrel into a knot as an afterthought. What I really wanted was the Hoverthrone.

It sat on its side where it had fallen, looking fairly inoffensive covered in dust with a two-by-four sticking out of the bottom, not like the monument to self-importance it had probably been intended as. But then, self-important stuff rarely comes off looking as grand as it’s intended. I picked the thing up, stepped over to the pit it was obviously intended to fit in somehow and smashed the two things together. They didn’t fit together nicely so I tried it again. And again. And a few more times, for good measure. Once the whole mess was reduced to a sparking mess of wires, cracked casings and loose microchips I tossed the wrecked throne aside and looked around.

None of the guards seemed to be interested in fighting anymore. Circuit had somehow righted his wheelchair and was rubbing at his shoulder with a pained look on his face, his double was still crumpled on the floor and might not have been breathing. And Helix was cuffing Davis, who had a nasty looking nosebleed and what would probably turn out to be two black eyes. I heaved a sigh and dusted my hands off. “There, that’s over with.”

Helix gave me an approving look before turning to look at Circuit. His expression quickly turned dark. “No. We’re not done yet. Not by a long shot.”

Fiction Index

Previous Chapter

Next Chapter

Creativity and Entertainment: A 21st Century Conundrum

From the wealthy of Regency England gathered around the pianoforte for an evening of music to the pioneers in the American West listening to a man with a fiddle, from a man telling stories by the firelight to a group of gamers telling stories about their D&D characters, the human race has a long history of people creating and sharing those creations with others. But not so much in the recent past.

We hardly even think of this kind of creativity as creative anymore, we just call it entertainment, ignoring the fact that throughout most of history “entertainment” was something that people created for themselves or those immediately around them. Since the rise of media driven culture people in societies with advanced media have largely given over the business of entertainment to an elite caste and become entirely consumers, rather than creators. The theory, as with all the things we’ve stopped doing for ourselves over the years, is that a professional will do it better than we could and the loss of knowing how to do it won’t hurt us that much. And in some cases that’s probably true.

But in the case of creating entertainment I’d argue it’s very much the opposite.

Our culture has lost the ability to create entertainment itself and it suffers for it. We suffer from a loss of ability to connect to other people, a loss of insight into the creative process and a loss of the ability to appreciate creativity.

Creativity is, at it’s core, the ability to explain ideas to other people in a way that they find exciting and engaging. In order to do it you have to be able to get a feel for where other people are mentally and emotionally and then lead them to the experience you want them to have. On the large scale that means understanding the society around you and on a smaller scale it means being alert and attentive to the people you meet. By necessity it requires that you both know how to understand people and how to best collaborate to bring them where you want them to go. These kinds of very basic people skills are a core part of entertainment and when we stop creating to entertain they begin to atrophy and our society is paying the price – as a culture America is becoming more rude, less understanding and more impatient. Is all this because we’ve given up entertaining ourselves? No, probably not. But is that a factor? I think it may be.

But society isn’t the only thing hurt by our failure to create and entertain – our ability to understand the creative process is impaired. There are some things about what goes into entertainment that can only be understood fully by someone who’s done it. Ask anyone who’s just attempted theater or written a short story for the first time – they’ll always tell you it’s more effort than they expected. On top of that, the sense of accomplishment and, when working in a group, the sense of comradery is far more than you would expect. To go with it, there’s almost a sense of possession – what you’ve done or created is yours alone and not like anything else on Earth, for good or bad.

An understanding of that work and that sense of accomplishment comes with an understanding of the euphoria and sense of importance that comes with creativity. After all, you’re making up something that never existed before and that’s going to feel good. With that rush comes the tendency to push ideas, to construct stories in ways that make our own ideas prominent. As a creator it’s important to check this tendency in the interests of verisimilitude but no one can do it perfectly and some creators don’t do it at all. Having actually been through the process personally helps you spot when others aren’t policing themselves as well as they might.

That’s an important skill to have because entertainment contains a lot of ideas that entertainers are trying to advance – yes, they have the goal of entertaining you but almost all entertainers have things beyond entertainment that interest them and those ideas always creep into the entertainment you provide. If you’ve created your own entertainment before you know how this can happen and can spot the signs more easily. Sure, TV is just TV but that doesn’t mean it’s not influencing you at all. You might not be selling your soul to the devil when you flip on pop radio but Taylor Swift is certainly getting some real estate in your brain. The familiarity being a creator yourself gives you will help you understand what those influences are doing with the brainspace you’re giving em.

Finally, being creative really does help you appreciate the results of the creative endeavors produced by others. The act of creating requires a practiced eye or ear or hand. Once you’ve developed those skills it will as easily pick out the best that other creators have to offer and savor it all the more for knowing all the time and passion that went into it.

The benefits of creating are many, but you’ll probably effect the most people with them if you aim to entertain. If you’ve not even dabbled a bit in creative expression to share with others then go out and try it. It will be good for your friends and for you.

Cool Things: Foxglove Summer

Usually when I talk about books or movies I enjoy I try and avoid spoilers. But this is book five in Ben Aaronovitch’s excellent Rivers of London series and, while I’m going to try and avoid spoiling anything about this book, there are some major spoilers for the rest of the series. If you haven’t read the first four books and you want to do so without spoilers now is the time to bow out. You can come back after you read up to this point, though!

So if you read Broken Homes you know that Rivers of London has gone through a major transition. Leslie May, a major player in PC Peter Grant’s life, has abandoned the forces of good and joined up with the Faceless Man to work against Peter, DCI Nightingale and the rest of The Folly (namely, the maid, Molly, and the department mascot, Toby the Dog). In exchange she hopes to get a new face to replace the one she lost to Mr. Punch at the end of the first book.

Foxglove Summer opens with Peter being sent out of London (gasp!) to investigate a case of missing children. There’s no evidence of this being the kind of case The Folly normally investigates but due diligence is due diligence and that goes double when children are involved. That goes double again when witnesses report the children talked to invisible friends that, unlike the typical invisible friend, are actually there. Moving things. Giving rides. Touching people. It seems like you can’t go anywhere with Peter and not find something Folly-esque.

Beyond saving the kids Peter has issues of his own to work out. First, by going into the country he’s quite literally run from his problems back in London. He hasn’t dealt with Leslie’s betrayal or the near-death experience he had on his last assignment. The Metropolitan Police aren’t entirely sure he wasn’t in cahoots with Leslie. And Beverly Brook, London River Incarnate, has come in on this case to consult and there’s unresolved emotional issues there, too.

All in all, Foxglove Summer is kind of a renaissance for the series. Peter is put in unfamiliar circumstances so he can get perspective, set new goals and come to grips with his very unexpected place in life. At the same time, it provides a jumping on point for new readers. If you want to get into this series in the middle, don’t want to go back and read a bunch of backstory or just want to enjoy a good suspense story with an otherworldly twist then this book will fit your bill. The one disappointment you might find as you read will stem from the title’s failure to advance it’s overarching plot, as Beverly is the only river of London in the book and the machinations of the various riverine incarnations is alluded to but never comes into play. While events in this book may eventually play a part in future parts of that story the lack of obvious advancement might be frustrating to some longtime readers.

All in all this is another solid installment to the series and reaffirms my belief that Aaronovitch will be able to transition things well from the opening act of his story to the larger stage of whatever is coming down the pike. But it’s also probably the last really accessible entrance point for new readers so if you want to get on board do it now.

Thunder Clap: Drag Out

Izzy

If you ignore the guy hanging outside, probably supported by maglev if the rest of the tower that Circuit built was any indication, the room looked pretty straightforward. There were half a dozen guards of a type I was getting pretty familiar with – burly looking men and women with compact, carbine weapons – in a room that took up a forty foot by fifty foot chunk of building space with office furniture scattered generously all over the place like an Ikea shipment had blown up in the middle of the room.

And I mean “blown up” in a pretty literal sense. There was a black depression something like a crater in the middle of the room that had a rat’s nest of cables and junk hooked into it. Davis was standing by that when he ordered his goons to start shooting and I ran out of time to look around. The door was off to my right and I jumped that way – I didn’t want to duck back through the new entrance I’d made in the wall because Circuit and Helix were, in theory, coming along behind me. That left the door in the wall to my right as the logical place to go.

I ducked behind a row of desks as the first handful of bullets came my way, slipping my fingers under one of them and flipping it towards my antagonists as I went. Throwing the desk far enough to block off the incoming guards without crushing any of them was probably beyond what I was capable of but papa likes to say when there’s no way to do it without hurting anything, property damage is always better than people damage. So I just heaved that desk, and the one next to it, through the ceiling entirely and the thugs scattered under the rain of debris. For good measure I yanked the door off its hinges as I got to it, intending to send it into the cascading debris as well, but I got distracted by the squad of four additional guards who were hustling into the room to see what all the noise was about.

The first man gave a surprised yell but was fast enough to get his gun up and around before I could get the door out of the way and give myself room to move. I settled for the tried and true approach of just flinging it into the nearest wall, where it stuck about halfway through, and pushed up against my opponent’s gun arm, keeping him from pointing his weapon at me just by standing next to him. I got one hand on the SMG’s carrying strap and changed the thing it carried from the weapon to the weapon’s owner, twisting my hand once to draw the strap tight around his chest and then using it to lever him up over one shoulder. The woman behind him looked like she wanted to surrender which was too bad, I would have liked to have had the time to play nice but it just wasn’t there. I flung the guy I was carrying into her and sent the two of them clattering down with the third guy in line beneath them.

The fourth guy got points for trying something different since he came at me with a knife, one of those big, serrated things you see in tactical gear. Al has said many times in practice that a well trained knife user in hand to hand combat is a real threat, even to vector shifts like him. There’s no talent that makes you immune to getting cut, or if there is we don’t know it yet. This guy’s problem was that he wasn’t a very good knife fighter, holding the weapon like an icepick and trying to grab me with his free hand so he could drag me into a grapple.

I just grabbed that free hand and gave it a yank, using what Al calls the “dislocation twist”, twisting and yanking so as to pull the arm out of socket and leave it’s owner in extreme pain. It was one of the first moves Massif taught me and he’d made me practice it until my eyes crossed from exhaustion. I don’t have confidence in pulling many moves without hurting someone but that one is the exception. Thug number four went down screaming.

That part I wasn’t used to.

All of that took about six seconds and left me with four down but not out opponents in front of me plus six or seven more behind me, depending on whether Davis wanted in on the action, and the guy on the maglev throne who was still something of a wildcard. Everyone agreed that he was the stand in for Circuit but how big a part he was supposed to play in this mess, whether Davis was in charge, partners with him or what, wasn’t something anyone had really addressed at all. That turned out to be a bit of an oversight.

I was in the process of making sure the weapons I’d taken from my prisoners were useless, which for me consists of stomping on them until they’re mangled junk, when the outside wall blew out and a bolt of lightning hit me from one side. For most people that would be a real problem, since electrocution is bad, but this is one of those areas where being a taxman kind of lets you cheat. See, electrical energy still involves entropy which means I still take a cut of it and I can push back against it using the entropy reserves I’ve built up. Not even the brainiacs like Doctor Higgins have figured out how that works, in case you were wondering. But it does, and it’s enough that tasers and similar weapons aren’t much good against me and even lightning just kind of slows me down. Although it still really hurts.

Of course this high energy attack came from the man on the throne, who’s seat could apparently hover anywhere outside the building. If this was a part of Circuit’s original modifications for the building he’d never mentioned it and he seemed like the type who wouldn’t forget to mention details like the opposition having total, unrestricted mobility around the outside of the building. The hall I was in looked right out of the side of the tower, giving what would normally be a breathtaking view of the skyline but right now just let me see the tall, black throne and the man who was seated on it. He had his hands up with all ten fingers pointed at me, as I watched he clenched them into fists and flicked his fingers towards me again, giving me another fun experience with electricity.

The hallway was about forty feet long and offered no cover. Plus there was no way to know if there were any other hostiles lurking behind the doors so that left me with the options of going clear to the end of the hall and finding out what was there or doubling back the way I’d come. Since the whole point of coming here was to break whatever device Davis and his partner were using to control the building, and that was either in the throne or behind me, I did the sensible thing and doubled back into the room full of armed men.

Okay, it’s sensible from a certain point of view.

As I climbed over the four downed guards in the hall the air suddenly took on an almost breathless quality and suddenly it was like I was standing in a wind tunnel with increasingly cold air rushing by me and into the room beyond. So it was no surprise to come through the doorway and find that Helix had made it into the room, an orb of burning plasma pushing in front of him and Circuit a few steps behind, his wheelchair easily navigating the smooth path Helix had literally trailblazed for him. If the mess I’d made of the room when I smashed through thirty seconds ago wasn’t bad enough it looked like things were about to get really ugly indeed.

Fiction Index

Previous Chapter

Next Chapter

Gambit Souffle

It’s a well known fact that ignorance is a vital part of any story. Once the reader knows everything about a story they’re at the end of it, aren’t they? The art of keeping things from the reader is known as suspense and it’s a vital part of just about any narrative.

There’s a lot of ways to keep the reader guessing about what’s going on, a sort of grab-bag of narrative gambits that will keep the reader guessing. It can range from something simple, like not revealing a character’s plans to the reader, to something very complex like having the story told from the first person perspective of a man suffering from short term memory loss. These gambits are perfectly good tools for building suspense and keeping your reader interested in what’s going on.

Right up until they’re not.

I was reading a story recently that centered around a group of four characters. One was wanted for a crime and wouldn’t comment on whether they were guilty or not. One was a former criminal who claimed to be trying to go straight. One claimed there was a ghost telling her secrets and reading minds. One just seems irresponsible and reckless. The narrative doesn’t really do anything to clear up their motives or whether they’re sane and trustworthy or crazy and dangerous.

Then all four are captured and get brainwashed. Maybe. I think. That part’s a bit unclear.

And they might be hypnotically programmed to turn on each other and there are suddenly weird gaps in their memories and nothing makes sense any more because you weren’t sure how much they could be trusted in the first place and GAH! It was so frustrating because it seemed like such an interesting story to start off with. I liked the characters and the story was going somewhere. But there were so many narrative gambits at work that I couldn’t figure out anything that was going on anymore and I gave up. The writer had baked a gambit souffle and it fell in.

Writers love reading and we particularly love reading stories that show us a well used literary device. And it’s the nature of the beast such that, once we read a story with a good device, we want to try it out for ourselves. I’m sure you’ve felt this urge before. You may even want to combine multiple literary devices together and make a wonderful concoction of clever scenarios and deft writing.

But you should probably resist that urge.

You see, the problem with gambit souffles is they do tend to fall in. Let’s take a look at the example I gave earlier. Not only do we have unreliable narrators in a scenario where it looks like no one can be trusted. We also have brainwashing, casting the characters motivations into even more doubt, and blatant memory gaps on top of, in one or two cases, entirely contradictory memories. It’s so hard to build a  coherent picture of what’s going on that you can’t sympathize with anyone or judge whether they’re taking actions that will benefit them or hinder them.

Narrative techniques like unreliable narrators or literary devices like amnesia help a story by building suspense or helping the reader become immersed in the story. But pile to many on and the reader starts to have more questions than answers and are likely to get frustrated by the lack of information long before they get invested in the story.

Some time ago I did a series of pieces on the obligations a writer has and their first obligation is to their audience. Without an audience a writer is just daydreaming and a confused audience is going to stop paying attention sooner or later, and probably sooner. So as a writer, it’s important that you don’t get so caught up in your literary techniques and your narrative gambits that your audience gets lost. Have people read your work and ask them what they think. If they’re confused don’t explain the story to them, ask them what they think is going on and if they’d want to keep reading.

If they don’t know what was going on consider asking how you could clarify it. But first, ask if they’d keep reading until things became clear. If they would you may not need to change anything, they may just be pleasantly confused and waiting to see how the protagonist sorts things out. But if you’ve lost them entirely then your story is failing and it really needs an overhaul.

Remember, writing isn’t done for the sake of the techniques you use while doing it, writing is to convey ideas from you to your audience. Test your gambit souffles on audiences to make sure it’s holding up, because if your story falls in on itself it’s doing no one good.