Rejoice, dear readers – I live!
What have I been up to of late? My discovery of the Last Kingdom and first reading of EE “Doc” Smith are chronicled over at the Castalia House blog. But what else have I been up to? Certainly not writing blog posts, right?
Well, I’m nearly done with my first “Known Space” book. I read the Mote in God’s Eye by Larry Niven and Jerry Pournelle some years back and remember being impressed. Since then I’ve read one of Pournelle’s solo works and it was pretty solid. Time for Niven, right?
One of the challenges with going back to read these older series is sorting through the various collections that pop up, along with conflicting or sparse information on proper reading orders. I don’t think you can ever really go wrong following stories in publication order, but for some reason I settled on this order, starting with Neutron Star.
It isn’t exactly publication order, but close enough. Neutron Star is a collection of short stories taking place in the Known Space universe. Once I’m finished I intend to proceed as chronologically as I can, though I’m eager to get to the famed Ringworld.
So far I’m really digging the setting and Niven’s writing. Stylistically his sense of humor and sarcasm come through without crossing over into silliness (a ‘la Douglas Adams). In my Doc Smith post at Castalia House, I noted my enjoyment of Smith’s aliens. Incidentally I’m also really liking that about Niven’s Known Space. Rather than space elves and dwarves (which I suppose you could argue some of the variant non-terran humans resemble), you’ve got space-faring cat folk, intelligent and honest yet cowardly monstrosities like the gentleman pictured in the above cover art, and physically weak, bizarre-looking yet honorable squid people. Then there’s the grog.
So far most of the human protagonists blend together, but there’s a lot of cool technology, intriguing plots (especially if you’re into “hard”ish SF) and at least one rad alien character.
In gaming news, I recently powered through XCom 2, which was a flawed but ultimately fun preoccupation. Now I’m on to Rimworld, and oh boy this is a time sink.
If you’re unfamiliar with this title, it’s a scifi colony sim/survival game. There are several modes and difficulty variations to toy with. And holy crap is it detailed. When your colonists are injured, you can see exactly where – they might get a bruise to their torso or lose a pinky or toe. They can get scars and health conditions like asthma and infections and diseases.
There’s crafting, of course. There are pets and animal taming. There’s hunting, cooking, and growing crops for food and medicine. You can build defenses like sandbags and turrets to help you ward off raiders and hostile animals.
Perhaps one of the most interesting features of Rimworld is the storytelling AI. You can pick from among three AIs with different personalities and tendencies, and they basically generate events at certain intervals. The base AI, Cassandra, tries to ramp up the difficulty over time and keep your number of colonists at levels she likes (so if you have too many she won’t give you chances to get more or she’ll try to kill someone off).
The stories that can develop are nuts. Sometimes they’re funny, sometimes they’re sad.
For example, in my first game I wound up incapacitating one of the raiders who attacked me. I remember she was a doddering old fat woman named Delgado. She had dementia and was a pyromaniac. Still, people are resources and I lacked manpower. So I captured her and treated her wounds, and kept her locked up until she agreed to join me.
Eventually she did, and she ran around naked and unhappy until I was able to craft some garments for her. Things went well for a while. She could cook, and that was a skill my people sorely wanted for. One day, however, she snapped. She started wondering around and setting fires on the outskirts of my base. I had to send someone to beat her down and throw her in the clink to cool down.
Shortly after that we suffered a heat wave that I was woefully unprepared for. My colonists all collapsed into unconsciousness in the 50 degree (C) weather before I could figure out how to treat their heatstroke. With no one to rescue them, they all died. The end.
Another time in a succeeding game, I was hunting muffalos for meat. Usually they just try to run away. But this time they decided (or Cassandra decided) not to stand for that shit. They got mad and I wound up with a couple dozen alien buffalos chasing my colonist back to base. I was able to draft everyone and ward them off without any deaths, but damn.
Meat for the meat god.
One of the saddest things to have happened thus far, though, involves one of the colony pets. Stupid me had no problem letting them all sleep outside despite the bears and wolves and crap wandering around. After one raid, one of my dogs was pretty badly wounded. So I guess I shouldn’t have been surprised when a lynx attacked him. I was able to get the dick cat in time, but damn. Only a couple minutes later, a BEAR showed up for an easy meal. I was able to kill the bear before my dog kicked the bucket. But the damage was done, and the dog was down to two good legs.
There was another raid, and the dog went in to help its master. I mowed down the invaders, all except one, and this guy was tagged and about to go down. So the piece of crap raider stops advancing on my entrenched colonists, turns to the dog, and slices its leg off right before he bites the dust.
It was a while before I noticed the dog wasn’t moving from the spot where my colonists had carried him to treat the wound. He would just lay there, periodically sleeping and being fed. I checked his stats, and…
Yup. Down to one leg, and zero mobility. Fuuuuuuuuuuuuuu.
It was just a virtual dog in a stupid little game, but it took me a good few minutes of inner deliberation before I euthanized it. Damn game.
But man if Rimworld hasn’t got its hooks in me. There’s already so much content packed into this thing, but I can’t wait to see what’ll be added next.