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The Wertzone
SF&F In Print & On Screen
Saturday, 16 January 2077
Support The Wertzone on Patreon
After much debate (and some requests) I have signed up with crowdfunding service Patreon to better support future blogging efforts. You can find my Patreon page here and more information after the jump.
Thursday, 8 May 2025
The Rose in Darkness by Danie Ware
Opal, a gleaming beacon of the civilisation of the Imperium of Man. A peaceful world deep within the Imperium, where vast crowds pay homage to the Emperor and his great hero, Saint Veres, in a glorious celebration held once every eight hundred years. The Skull of Saint Veres is a great relic, one which has been ordered to be moved to a shrine world, but the local leaders are reluctant to part with it. Sister Superior Augusta of the Order of the Bloody Rose arrives to expedite the process, only to find bubbling cauldrons of discontent and heresy waiting for her. She realises that Opal's opulence and tranquillity is a facade, one that is dangerously close to breaking.
My prior explorations of the Warhammer 40,000 universe have mostly been through the works of Dan Abnett and Sandy Mitchell, not to mention Paul Kearney's two books in the setting, which have meant reading a lot about Space Marines, Imperial Guard and Inquisitors. The Rose in Darkness was an appealing read as it meant switching focus to another one of the Imperium's orders, the Adepta Sororitas or the Sisters of Battle. The belligerent death-nuns of the Emperor, the Sisters step in to situations which local militias can't handle but sending in the Space Marines would be massive overkill, with the addition that their religious rites and devotion to the Emperor give them an insight that some of the other orders lack.
This book is a good exploration of what kind of situation requires the Sisters' attention, as they have to respect local traditions, honour the local Saint's day but also be firm in their objective of removing the planet's most holy relic, which the local leaders are understandably upset about. The negotiations are interrupted when it becomes clear that some outside force is stirring up trouble on Opal, and it's up to the Sisters to identify the threat. When it is identified, all hell breaks loose, resulting in lots of crunchy battle sequences of the kind that make up the backbone of most Warhammer 40,000 fiction.
Danie Ware paints Opal in all its Imperial splendor. Most 40K fiction takes place on the ragged frontier, where the Imperium is fighting some kind of conflict against an exterior threat, but here the trouble is much harder to pin down. Unleashing a storm of bolter fire to take care of an Ork invader is one thing, but when the threat is more insidious and you cannot tell friend from foe, it's a more nuanced challenge, something that Augusta and her troops struggle to initially engage with. The author is operating with a constrained page count here but deftly characterises figures so even briefly-appearing players (like the planet's governor and military commander) are given at least some depth and flavour.
The book's main success is this idea of a world deep inside Imperial space, blessed by the Emperor, relatively rich and opulent, but whose workers are poor and downtrodden, sometimes even starving when the rich nobility sits in comfort just a few miles away, creating a sense of natural anger and resentment even without strange cults or xenos interference. The feeling of tension ramping up through the book is remarkably successful. It also helps the book gives us POV characters both in the Sororitas and in the local population, so we get both an insider and outsider's perspectives as events on Opal reach breaking point.
It is worth saying that The Rose in Darkness is bleak as hell, even by 40K standards. Most other 40K fiction I've read takes the view that, sure, things are bad, people die, a lot of things blow up, but the most positive - or least-negative, anyway - outcome is infinitely preferable to the worst-case scenario. The Rose in Darkness instead evokes the idea of fighting against the dying of the light, of fighting a long defeat for the sake of fighting it, and true heroism is counted by people making a stand for the right reasons in the dark, where nobody will ever see or hear.
The Rose in Darkness (****) does what good 40K fiction does well - chunky action sequences, mixed in with moments of supernatural horror - but it does it with an air of melancholy and futility that I had not previously encountered in the setting (despite its reputation), which is interesting, but I suspect won't quite be for everybody.
Friday, 2 May 2025
GRAND THEFT AUTO VI delayed to May 2026, as was foretold in the ancient texts
Tuesday, 29 April 2025
Philip Pullman's final BOOK OF DUST novel, THE ROSE FIELD, will be released this October
Tuesday, 22 April 2025
THE ELDER SCROLLS IV: OBLIVION REMASTERED announced and released
As was prophesised in the ancient texts (well, yesterday), Bethesda Game Studios have announced and released their remake of The Elder Scrolls IV: Oblivion on the same day. The game is available right now on PlayStation 5, Xbox Series X/S and PC.
Monday, 21 April 2025
The Last of Us: Part II
Four years have passed since Joel and Ellie's epic trip across North America. They have found a safe haven and new home in Jackson, Wyoming, which has been fortified against the threat of the infected, but have grown estranged. A chance encounter outside the town with a woman named Abby, a member of a group based in Seattle called the Wolves, sees Ellie making her way to that city in search of revenge. But both young women are being driven by circumstances to make harsh choices to survive.
The Last of Us: Part I is regarded as one of the best video games ever made, its combination of a strong narrative, some of the best voice acting in gaming history and survival-horror-combat mechanics being quite compelling. Inevitably, its massive commercial success and critical acclaim demanded a sequel, which Naughty Dog Studios finally delivered in 2020, with a remastered version for PlayStation 5 and PC now available. The question is if they could satisfy the orbit-high expectations for that sequel.
The answer is, sort of? The Last of Us: Part II is larger and longer than its forebear, with way more action setpieces, massive explosions and furious last-ditch battles than you can shake a stick of dynamite at. It also ramps up the emotional and storytelling stakes with shocking deaths, brutal injuries and hardcore moral questions which don't have pat answers. The Last of Us: Part II is a lot to take on board, and some of its ideas work incredibly well whilst others fall flat on their face. At its worst, Part II is bloated and messy, not always confident of what it's trying to do or trying to say. At its best, it's a compelling horror story where the horror doesn't come from its slightly expanded repertoire of fungoid-zombie monsters, but from humans and what we are capable of.
The game divides its 26-ish hour narrative into four distinct sections: an opening section in Jackson where we touch base with the characters from the first game (and some newcomers), followed by two sequences in Seattle and an epilogue taking place elsewhere. The core of the game takes place across three days, which we see from both Ellie and Abby's perspectives. From Ellie's view Abby is a monster who needs to be eliminated, whilst from Abby's her actions are fully justified in retaliation for some of the more questionable things Ellie and Joel did in the first game. The game switches perspectives to allow the player to experience both points of view. This is an interesting device as I can't remember too many games that allow you to play as the protagonist and antagonist; Grand Theft Auto V flirts with the idea through Michael and Trevor's opposing viewpoints but doesn't fully commit (both being frequently forced to team up against much more threatening, obviously outright villains).
Much more common are those games where the player commits heinous acts which they try to justify through self-defence or the ends justifying the means, but this doesn't stop the moral corruption of the soul from such heinous acts. Far Cry 2 and 3, Grand Theft Auto IV and, most notably, Spec Ops: The Line, all explore this moral murkiness in a full-on manner. The Last of Us: Part II isn't quite as alone in this space as it seems to like to think.
Graphically, the game is beautiful, with impressive character models (that extend to more than just the main protagonists this time around), outstanding scenery and very good lighting. It's not quite cutting edge (and some of the skybox city backgrounds feel distinctly archaic), but still impressive, with responsive controls. The game's PC port isn't the most technically stable, though, with my play-through blighted by a memory leak that caused it to crash every two hours or so without fail. It doesn't seem like a universal problem, though.
From a gameplay perspective, things are pretty similar to Part I. You move through an area looking for the way to progress forwards, whilst evading or defeating enemies and scrounging for supplies, ammunition, collectibles and new weapons. Areas can be large or small, sometimes relentlessly linear but sometimes a more open area consisting of multiple houses, shops or rooms. Part II encourages thorough exploration, although sometimes at the expense of logic: the narrative constantly urges you to get a move on, so it can feel weird to take ten minutes out to thoroughly explore a laundromat, sliding through a skylight to open a locked door and toing and froing between neighbouring buildings to solve a puzzle to open a safe filled with supplies. The game has a good stealth system, allowing you to distract and eliminate enemies silently, even the mushroom-fuelled undead, but this can be a bit hit and miss at times. The game continues to cheerfully (and stupidly) refuse to let you move bodies, meaning you have to either trick enemies into going where you want them or "steer" them there whilst holding them at knife-point.
Direct combat is more satisfying this time around, with a more robust shooting model and a better selection of weapons, including silenced SMGs, pistols, revolvers, crossbows, shotguns and longbows. You can also create tripwire-bombs and shrapnel grenades as well as molotovs. If anything, the game gives you so many options for direct combat that it's often faster and more efficient to simply cause some noise and obliterate the enemy as they converge on your location, especially since looting enemy troops is also the best way of acquiring ammo.
This combat-heavy focus is a bit bewildering after the first game, which emphasised stealth and made most encounters with both human and myconoid enemies tense affairs throughout the game. Part II by contrast turns both Ellie and Abby into action heroes, each fully capable of storming a camp of a dozen or more highly-trained enemies and eliminating all of them in short, bloody order. It's hard to invoke terror in your horror game if your characters can fairly casually blow that horror away with a shotgun firing napalm shells like something out of The A-Team. However this does result in the very fun roguelike optional challenge mode, where you guide a character through several maps in succession before fighting a boss, unlocking new characters and weapons as you go.
Whilst the gameplay is solid, this is a story-focused game and it's fair to say that the game has been divisive. The game is not particularly interested in giving us too many likeable characters or sympathetic factions: the Wolves and Seraphites have very different motivations but ultimately are two sides of the same coin, and the late-emerging Rattlers are just cliches. The characters are also put through the ringer so much that some scenes start to feel like torture porn. The Last of Us: Part I was a story driven by hope, but Part II is fuelled by rage and vengeance instead. It's a darker game that flirts with outright nihilism, like writer Neil Druckmann wants to be the Cormac McCarthy of video games but doesn't have the chops for it, and sometimes risks being the "late-stage Walking Dead showrunner of video games" instead. Similarities between the two franchises are inevitable and sometimes possibly intentional, but I'm not sure that's what he had in mind. It largely falls to our protagonists' sidekicks, Dina and Lev, to keep some kind of beacon of light shining for them, but it's a mighty thin light at times.
The game's length (half again that of the first game) and structure is also a bit questionable. When we switch perspectives, we rewind three days and play through those days again from Abby's point of view, but it takes a good seven or eight hours of gameplay for her storyline to synch back up with Ellie's, which is a long time to leave a cliffhanger dangling. Abby's storyline is pretty good, and paced better than Ellie's (though you might feel like you could go a while before visiting an aquarium ever again), but it doesn't feel like the structure entirely works. Maybe intercutting between the two would have been better, though that may have impacted the mystery that Ellie is investigating in Seattle.
Ultimately, The Last of Us: Part II (***½) is a game that doesn't make life easy for itself. Turning in a cookie-cutter sequel of "moar adventures with Joel and Ellie" would have been safe and easy. Instead, embarking on this Heart of Darkness trip of duelling demands for revenge and "whose righteousness is more righteous anyway?" was a riskier path, and easily more interesting. Games don't take enough risks, and taking this kind of risk with a major AAA franchise is impressive. Structurally and in terms of pacing the game can be a bit of a mess, but its action is far more satisfying than the first game. Whether players are prepared to put up with 26 hours of bleakness and moral murkiness is another question, one that five years of (at times, combative) discourse has failed to fully answer.
The Last of Us: Part II is available now on PlayStation 4 and 5, and PC. The Last of Us TV series is currently airing its second season, based on the first half of this game, right now.
Bethesda to announce THE ELDER SCROLLS IV: OBLIVION REMASTERED tomorrow
Saturday, 19 April 2025
STAR WARS: ZERO COMPANY announced
Lucasfilm, Respawn and BitReactor have confirmed development of Star Wars: Zero Company, a turn-based tactics game set during the Clone Wars. The game is currently targeting a 2026 release window.
The game is basically "XCOM, but in Star Wars." The game sees players taking control of a Republic special forces group fighting the Separatists. Your initial squad of named characters (who will drive story decisions and appear in cutscenes) can be augmented by fresh recruits, who can level up as they do missions. The game will feature an ironman mode and also permadeath, which on the highest difficulty can be applied even to your named characters. On the named characters is a Jedi, one is a droid and there are at least two Clone Troopers. You lead character, Hawks, can be customised in appearance and ability.
The game is being developed by new studio BitReactor (who have veterans of the XCOM, Civilization, Gears of War and Elder Scrolls series on board) but are receiving support from Respawn, who made the recent Jedi Fallen Order and Jedi Survivor games. The game will be published by Electronic Arts.
Sunday, 13 April 2025
RIP Jean Marsh
News has sadly broken that the British actress and producer Jean Marsh has passed away at the age of 90. She is best-known as the creator and star of the classic British TV series Upstairs, Downstairs (a rare UK show which was a big hit in the USA), and for playing the role of Doctor Who companion Sara Kingdom.
Marsh was born in Stoke Newington, London in 1934. Growing up during World War II, she showed an aptitude for acting, singing and dance, especially ballet. She attended theatre school and trained hard for an acting career, with her parents' blessing. She made her screen debut at 18 in the British TV movie The Infinite Shoeblack (1952). She made numerous appearances on British screens and stages through the 1950s before going to the United States in 1959 to star in a John Gielgud play on Broadway, a fresh take on Much Ado About Nothing. Whilst in the States she appeared in some American TV episodes, including an episode of The Twilight Zone. In 1963 she played Octavia in the Elizabeth Taylor version of Cleopatra.
In 1965 she was cast in the role of Princess Joanna, the sister of King Richard the Lionheart, in the Doctor Who serial The Crusade. She impressed the production team with her performance so much they invited her back later that year to play Sara Kingdom. Although she only appears in one story, The Daleks' Masterplan, that story (made up of twelve episodes) is the single longest Doctor Who story ever made (the 1986 season was made up of a single fourteen-episode serial, but in reality that was four separate stories presented under a single title with a linking device). Her nine-episode run was longer than that of previous companion Katarina. Sara Kingdom was an unusual companion, being a futuristic, 41st Century special forces operative introduced by killing the Doctor's ally Brett Vyon (Nicholas Courtney), having been tricked into thinking he's a traitor. The Doctor convinces Sara of his good intentions and recruits her into helping in his battle against the Daleks. In a shocking move, Sara is brutally killed in the final episode when the Daleks' "Time Destructor" is activated and ages her to death (the Doctor is caught in the blast but survives due to his much greater lifespan, though fanon would later suggest it contributed to his first regeneration the following season).
As one of only three companions in the show's history to be definitively killed off, Sara would occasionally be mentioned in later stories, even in the comeback era, as an example of when the Doctor gets things wrong.
In 1989 she returned to Doctor Who to play the role of the evil "sorceress" Morgaine; she was reunited with Nicholas Courtney, now playing his traditional Doctor Who role of Brigadier Alastair Lethbridge-Stewart of UNIT. Courtney greeted her by saying, "We've both been in Doctor Who before and you killed me!" Marsh later had a cameo on the show's 50th anniversary special An Adventure in Space and Time about the real-life genesis of the show.
In 1970-71 Marsh worked with fellow actress Eileen Atkins on creating a new TV project, with the idea of focusing on the lives of a posh family in a period drama and their lower-class servants. Upstairs, Downstairs launched in 1971 and was an immediate, huge hit. The show ran for five seasons and 68 episodes. It aired in the USA as part of the PBS Masterpiece Theatre slot and became a critical and commercial success, a huge rarity for a UK show. The show won eight Emmy Awards and a Golden Globe, as well as two BAFTAs and a Peabody. Marsh created and produced the show, and also starred as Rose Buck, the head maid of the house.
In 2010 the show was relaunched as a sequel and ran for two seasons and nine episodes, with Marsh reprising her role. However, the show was overshadowed by the launch of Downton Abbey on an opposing channel, which went on to be a much bigger success with a very similar premise. Marsh reflected on the situation: "It might be a coincidence, and I might be the Queen of Belgium!" Marsh had previously worked with Downton Abbey creator Julian Fellows on Julian Fellows Investigates: A Most Mysterious Murder.
In 1991 she co-created the television series The House of Eliott, about fashion designers in the 1920s. It was a big success for the BBC, running for three seasons and 34 episodes, though it is probably more fondly remembered for the long-running French & Saunders comedy skit mocking the show, House of Idiot (in the final instalment, the entire cast turns up and berate the pair for their irreverence). Marsh created the show and contributed ideas, but declined to appear.
Marsh had numerous other roles of interest; her other primary genre contribution was probably playing Queen Bavmorda, the main villain of the 1988 movie Willow. She briefly reprised her role in the 2022 TV sequel series. She also played the role of Mombi in Return to Oz (1985), as well appearing in Jane Eyre (1970) and The Eagle Has Landed (1976). Her TV roles were vastly more numerous, appearing in both British and American shows including Danger Man, The Saint, I Spy, Adam Adamant Lives!, Department S, UFO, The Persuaders!, The Waltons, Hawaii Five-O, The Love Boat, Murder She Wrote, The Tomorrow People, Holby City and Sense & Sensibility.
Jean Marsh had a minor stroke in 2011, which she recovered quickly from but did limit the roles she chose to take on. Towards the end of her life she was diagnosed with dementia. She passed away at her home in London.
Jean Marsh was an extremely-respected British actress and producer. Her performances were always memorable and powerful, and co-creating two hit TV shows is a very impressive achievement, not to mention "blatantly inspiring" one of the biggest TV shows of all time. She will be missed.