The thing about depression is that even though you know – or hope you know, when your thinking moves beyond reason – that there’s a difference between it and you, it’s very, very good at persuading you otherwise.

Depression is insidious, laying quiet siege to the deepest foundations of brain chemistry – mood, motivation, memory – and steadily repurposing them as weapons against yourself.

Depression is a one-two punch, first making you feel incapable of enjoying the many things you love, then branding your fear at trying them (lest the fear prove true) as laziness: a self-fault, rather than yet another symptom.

Depression is a weight on your chest from the moment you first wake up, pinning you to the mattress with the realisation that nothing you could do today will possibly matter or make you happy, so why not just stay where you are?

Depression is sleeping either fourteen hours or four out of every twenty-four, and still feeling equally tired.

Depression is struggling to distinguish between apathy, selfishness and self-care while knowing they’re sometimes the same.

Depression is not so much wanting to die as wanting to press a button that makes everything stop, but there’s only one button that does one thing, and the more you hurt, the harder is it to remember that pressing it can only take your pain at the gross expense of transferring it to everyone you love.

Depression is an all-encompassing fear of failure: fear that your success is either insufficient, meaningless or fundamentally invalid; fear that there’s no point in trying; fear that you’re incapable of doing anything at all, and always were, and always will be.

Depression is thinking you might not be a real person, after all.

Depression is an absence of emotional object permanence – if your friends and family aren’t expressing affection right now, then they must feel none – coupled with a deep discomfort whenever you’re offered praise and reassurance (as you clearly don’t deserve it).

Depression is telling your child, “Mummy’s sick today.”

Depression means looking for tiny victories: taking a shower, making lunch, laughing.

Depression means walking each day as if across fragile, cracking ice that covers a roiling dark.

Depression means finding your own purpose in impermanent things and states of being, over and over again.

Depression means hanging on.

Depression means hanging on.

Depression means that every day doesn’t have to be a good one, but perhaps today might be.

Depression means moving a mountain when you throw off the covers, running a gauntlet to get dressed, a marathon to get outside.

Depression means breaking your heart, your resolve and your limits in the hope that, like a fighter’s knuckles, the microfractures will steadily heal you stronger.

Depression means a signal beaten back by noise, but your brain is a broken radio and your heart is the hand on the dial, turning and tuning for music in static, for bursts of speech that say I’m here, I’m still here.

The thing about depression is that I have so many words in me, so many wants and so much will, but my body is broken, my brain is part of my body but I am my brain in a way I’m not my stomach or elbows or aching ribs, and my brain is broken, my brain is trying to fix itself, my body is trying to heal a wound that isn’t a wound because my pre-installed virus scanner reports that there isn’t an injury here, just an old, inferior floor model; my body will not execute the commands I can’t route through my broken brain: there’s a barrier there, a pane of glass between me and the way I ought to feel about books and fish and Wednesdays and the smell of petrol; there’s a barrier between how I ought to feel about the way I’m feeling and how I’m feeling; I’m ripping away at my mental lantana almost as fast as it grows back, but the deficit is full of thorns and weeds running riot in overgrown places; I wish I could riot; I wish I could convert the way I feel in dreams to the suffocated waking hours spent with my eyes cracked open and stinging like two spoiled oysters, but the thing about depression is that it’s a civil war where you’re fighting both fronts in the battlefield of your broken body: each backfired nerve is a gunshot, and I don’t want to salt and burn the earth like a demon’s grave or an enemy farm, but what does that make me afterwards? I ought to lie down, depression says, but darling, these white bones were sown in bloody soil from dragons’ teeth, and though the marrow aches at night, at least

I can still feel.

 

At long last, the sequel to An Accident of Stars is here!

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Saffron Coulter has returned from the fantasy kingdom of Kena. Threatened with a stay in psychiatric care, Saffron has to make a choice: to forget about Kena and fit back into the life she’s outgrown, or pit herself against everything she’s ever known and everyone she loves.

Meanwhile in Kena, Gwen is increasingly troubled by the absence of Leoden, cruel ruler of the kingdom, and his plans for the captive worldwalkers, while Yena, still in Veksh, must confront the deposed Kadeja. What is their endgame? Who can they trust? And what will happen when Leoden returns?

I’m so immensely thrilled with this book, and I can’t wait to see what people think of it. Writing it was a labour of love: it felt like something I’d been working towards for a long time – for longer, perhaps, than I’d even had the idea of the series – and hopefully, at least a fraction of that comes out in the writing.

Read, review and be merry!

One of the perils of being an innately contrary, frequently combative person is that you sometimes find yourself backed into a corner entirely of your own making, attacking in defence for no better reason than that it doesn’t occur to you to do otherwise. My psyche is friable of late; that doesn’t excuse bad behaviour.

Yesterday evening, I put up a thread of tweets about my editorial experience with my forthcoming book, A Tyranny of Queens. My comments were made in response to a different thread about fellow genderqueer author JY Yang’s difficulties in having the singular they accepted in their work. The thread struck a powerful chord with me: I felt moved to reply, and did so, as I often do in such instances.

The issue itself is important; vitally so. But the approach I took in broaching it was not.

In writing the thread, I made an early factual error: the editor in question, Amanda Rutter, was my structural editor, not my CE. That distinction is an obvious and crucial one to other, more experienced writers and professionals, but I am still a journeyman in that respect; I apologise for the confusion. I also erred in assuming that, because I hadn’t named Amanda directly, I’d somehow left her out of it; that I was discussing her editing in, not exactly a vacuum, but a context where her identity was both ambiguous and beside the point. I thought – inasmuch as it occurred to me to think – that, even assuming someone did realise who I was talking about, it wouldn’t actually matter, because the actual issue was a wider one.

As a social media veteran, I should have known better. I should have thought better, and I’m very sorry that I didn’t.

In referencing Amanda as clearly as I did – in citing her comments without first giving her warning or recourse to response; in letting my personal upset colour my discussion of an issue that exists beyond me – I behaved both badly and unprofessionally. My sincere apologies to Amanda for doing this; she deserved better of me.

I would also like to apologise to my publisher, Angry Robot, and to all the amazing people there who’ve worked with me, especially Marc Gascoigne and Phil Jordan. A Tyranny of Queens is a book which I’m immensely proud to have written, and the final product would be nowhere near as strong without the feedback, help and encouragement I’ve received from the AR team. Though hindsight renders the conviction both naïve and ridiculous, I can say with utter sincerity that I never intended any criticism of Angry Robot, whom I’ve always felt honoured to work with, and I’m furious with myself for slighting them in any way. I’m deeply sorry for this.

I’m sorry for putting my agency, Red Sofa Literary, in a position where they had to deal with my unprofessionalism, and I’m sorry for letting my actions detract from a very serious and necessary conversation, one I should have had the sense to contribute to in a far more productive manner.

It has long been my position that deleting things you said on the internet as a belated form of takebacks is a bad idea. For one thing, screenshots and retweets exist: removing the originals doesn’t ever stop their circulation, but rather tends to increase it, as the act of retraction makes more people eager to see and preserve what was (intemperately or wrongly) said. For another, and with very few exceptions, it strikes me as a gross way of pretending that the conversation never actually took place, like a form of self-distancing. This is why I’m leaving the thread itself intact: other conversations more useful than the original have sprung up from it and within it, and in a forum like Twitter, deleting any retweeted content is rather akin to shutting the barn door after the horse has bolted. I said these things, and now I have apologised for them, and I hope that a more productive conversation will subsequently come from it.

I am sorry.

When I first heard that FFXV was going to break with franchise tradition by having an all-male central team, I was more than a little surprised. Final Fantasy has always been distinguished as much by its memorable – and central – female characters as by any other element; which is why, somewhat paradoxically, I never felt particularly angry about the switch, either. As a whole, video games are still male-dominated in a way that frequently sets my teeth on edge, but Final Fantasy has a strong line of credit with me: whatever my thoughts on the state of gaming as an industry – and while criticism of Square Enix’s decision in this context is nonetheless valid – I felt I could still attempt the game itself.

Thus far, at roughly eight hours in – which is, I’m aware, not very far at all – I’m enjoying myself immensely, though possibly not in a way that was intended. And in order to satisfactorily explain why that is, I first need to say a little about my history with the franchise.

The first Final Fantasy I ever played was VIII, which always made me something of an oddity among my friends: unlike everyone who started the series at VII or earlier, I had no established sense of how the combat system ought to work, and so took the VIII model, which was a widely-hated departure from canon, as my yardstick for the series. This meant I was not only frustrated by the traditional setup used in VII and IX, but irritated by the more cartoonish character designs. Which isn’t to say that I disliked either game, exactly: just that they were always less beloved to me than VIII and, later on, X and XII, whose advanced graphics and combat systems more closely resembled what VIII had been trying – with, admittedly, more ambition than success – to achieve.

Even now, XII remains my favourite Final Fantasy. The writing and voice acting were both incredible, and even though Vaan, rather than Ashe, was the POV character, I loved the departure from canon that made him a non-romantic participant in her narrative. By contrast, XIII was a clusterfuck, so much so that I quickly set it aside as unplayable: the writing was naff, the voice acting melodramatic (with the single exception of Sazh), the premise confused and the combat frustratingly garbled. I couldn’t understand how the best aspects of XII had been so thoroughly disregarded, and as such, I never bothered with the sequel, which makes XV the first new Final Fantasy I’ve played since 2010.

Aesthetically, then, XV is paying a great deal of homage to my favourite games in the series – VIII and XII – which predisposes me to love it. The opening premise of an invading empire and a missing heir to the throne is evocative of both Galbadia and Archadia, with Noctis’s early quest to recover lost weapons from ancient tombs running a close parallel to Ashe’s quest in XII. The fact that Noctis, Prompto, Ignis and Gladio spend the game driving around in a sports car might seem ridiculous on the surface, especially if you’ve got a preference for the airships of VII, IX and XII, but only if you’ve forgotten the convertibles and jeeps of VIII, where driving on the worldmap was also a feature, and where fancy cars were a staple of the more dramatic cutscenes.

In fact, there’s always been something of a roadtrip vibe to a lot of the Final Fantasy games, and not only in terms of the main party journeying thither and yon across multiple fictional worlds. The many flashbacks to Lord Braska’s pilgrimage in X show him broing it up with Auron and Jecht (to whom Gladio bears more than a superficial physical and vocal resemblance), while their decision to sphere-capture their adventures is a clear forerunner to Prompto’s photography. VIII didn’t lack for female characters, but the initial SEED test features a grumpily all-male party, with Squall, Zell and Seifer forced into a temporary alliance. Squall and Zell were always something of an odd pair, but delightfully so, and their dynamic has been revived – and, I’d argue, improved – in the byplay between Noctis and Prompto. Likewise, Ignis’s dry drawl and dryer expression are more than a little reminiscent of Balthier, though his dutiful priorities make him a closer equivalent to Auron and Basch.

In other words, the four protagonists of XV are themselves a homage to the male relationships of previous Final Fantasy games, and quite clearly so. Together, they interact much as you’d expect of a quartet of twentysomething men, joking and snarking at each other in equal measure. The writing and voice acting aren’t as good as XII, but they’re nowhere near the abysmal mess of XIII. I’d peg them as being on par with X: naff at times, but somehow endearingly so, and overall engaging. Granted, the background plot is complex – it helps to have watched the prequel movie, Kingsglaive, and there’s also an accompanying anime series – but part of what makes the quartet watchable is how clearly established their friendship is: we’re getting to know the characters by how they know each other.

As far as the gameplay and levelling systems go, I’ve got no complaints thus far. Even without being able to run through the full tutorial for fighting – my version kept glitching when it came to learning how to warp – I’ve still found it intuitive to use. It’s a dissimilar combat system to most FF games, in that it’s not turn-based, but neither is it as blindingly fast-paced or poorly-designed as the system used in XIII, and the ability to warp to targets makes for some engaging tactical options. It helps that I’ve just come off a huge Dragon Age: Inquisition jag: my preferred approach to combat in both games can best be described as “running in headfirst with a large sword and hitting things until they fall down,” with magic and projectile weapons left on auto until or unless I’m specifically forced to use them. Players who favour different tactics might have more complaints to level here, but for my purposes, it works just fine.

But what I’m really loving about XV is the extent to which – I assume unintentionally – it’s both hilarious and heavily queercoded.

I’ll deal with the latter first, because it’s arguably the more contentious point. Let me be clear: I’m not for one second giving Square Enix props for deliberately creating queer representation here, because I don’t think for a second that it’s what they actually meant to do – or at least, if they’re trying to muddle vaguely in that direction, then they haven’t had the guts to confirm it. Culturally, the lines we draw been homosocial and homosexual behaviour tend to be as historically arbitrary as they are fiercely policed, with any overlap subject to argument on both sides. But cultural differences is, I suspect, a large part of why XV reads the way it does: the game is originally Japanese, and in trying to cater to both Japanese and Western masculine ideals, Square Enix has wandered into what plays as a rather spectacularly queer compromise.

First and most obviously, there’s the wardrobe issue. Clearly, the all-black leather aesthetic is meant to look Manly and Cool and Deeply Heterosexual In A Traditionally Masculine Way, and if the designs were simple, functional and militaristic, then that would probably work, even given the youth and beauty of the characters (more of which shortly). But Final Fantasy, like a great many Japanese properties, is famous for its distinctive clothing designs, which means the characters look less like soldiers and more like scene kids en route to a metal concert. Specifically: Noctis and Prompto look like they shop at Hot Topic, Ignis is wearing Cuban heeled boots, driving gloves and seme glasses (seriously) and Gladio consistently looks like he’s posing for a Grindr photo. Like. I’m aware that he’s meant to be the most hypermasculine  straight male self-identification fantasy of the four, what with the scar and the tattoos and the devastatingly Japanese mullet, but generally speaking, ripped guys in open leather shirts and tight leather pants are more visually reminiscent of Mardi Gras than the military. I’m just saying.

The fact that you can customise their outfits (to a degree), and that picking a new wardrobe changes their stats, isn’t a new development: in fact, it’s something the franchise first introduced with dress spheres in the all-female X-2, which makes its presence in the all-male XV a subtly pleasing symmetry. And yet it runs up against a standard of masculine gaming: changing your armour is one thing, because armour is Manly, but changing your clothes – which, stat bonuses or not, is what we’re functionally talking about – is something else entirely. It’s a truly strange demarcation, because there are plenty of instances where video game characters change outfits of their own accord, in cutscenes or for plot-specific purposes, or where the change represents a specific, all-over upgrade. But the option to alter the appearance of male characters for largely aesthetic reasons – to change how they look to you, the player, in clothes that are recognisably modern and fashionable – is not, I suspect, a common feature of games aimed at heterosexual men, nor is the in-game implication of the characters toting around a bunch of fancy matching outfits a particularly straight-coded thing.

And, okay. Even though we queer folk often telegraph our identities through fashion, there’s a degree of reductive stereotype inherent in judging sexuality on the basis of clothing choice, and if that were the only issue here, I wouldn’t have brought it up. (Except, of course, to point out the truly delightful ridiculousness of watching four goth boys run around the countryside in full club gear, often while complaining about the temperature. It’s like they’re headed for Glastonbury with monsters.) But the queercoding of XV is a package deal: it’s not just the clothes, but the clothes in combination with the characters themselves, the dialogue they’re given, and the way the four of them occupy the game.

Specifically: Final Fantasy is a gaming franchise that’s well aware, historically speaking, of its very large female fanbase. Even though the majority of the games have male protagonists, they’ve traditionally been designed for a straight female gaze – and more, I would argue, a teenage female gaze, given that the characters are usually in their teens or very early twenties – in line with aesthetics more Japanese than Western. Former heroes like Cloud, Squall, Zidane, Tidus and Vaan might be formidable warriors in-game, but they’re never beefed up: they’re overwhelmingly built lean, with much longer, more stylised hair than you typically see on masculine Western characters. They wear jewellery – often visible in their base character designs, and not just as a hidden accessory slot – and offhand, aside from various weird lines around Cloud crossdressing in VII, I can’t think of any real instances of sexism or misogyny from those characters that aren’t actively shut down. In fact, the number of female characters in the earlier games ensures that, in addition to any love interests, the leading men also have platonic female friends – something that’s still damnably unusual in most forms of media, let alone in video games.

All of which, thus far, holds true in XV, too: Princess Lunafreya, Noctis’s intended bride, is his childhood friend, as is Gladio’s sister, Iris. When the game begins, Noctis and his friends are travelling to meet Lunafreya before their (politically arranged) wedding; when everything goes awry because betrayal and empire, they’re forced to regroup and end up hanging out with Iris, who has escaped to the city of Lesallum. That’s where I’m up to so far, and what immediately stands out to me, as someone who spent a not inconsiderable portion of their adolescence and early twenties hanging around single straight guys, is the fact that the quartet barely ever talk about women at all. And the thing is, I can see why it’s been done! Final Fantasy has a heavy female fanbase, and in any case, they’re not the sort of games where the male soldiers sit around reminiscing about sexual conquests. But contextually, because of the way the game is presented – four friends driving and talking shit in real time, mocking each other, while initially on the way to see one of them married – the lack of talk about sex or romance of any kind is jarring.

Which isn’t to say the subject of women never comes up at all; it’s just that, when it does, the overwhelming impression is of dialogue written with a female audience in mind, but without any awareness of the queercoding implications of its delivery by these particular male characters. This means, for instance, that there’s a scene where the boys find a magazine article about Lunafreya’s wedding dress, and all of them start cooing about how beautiful it will be; Ignis notes that the dress is bespoke, designed by Vivienne Westwood, and Prompto starts enthusing about how pretty Lunafreya will look in it. In Hammerhead, the buxom mechanic Cindy, whose character design is clearly meant to please the straight male players, is someone who, in real life, you’d expect a bunch of straight boys on an ostensible stag trip to talk about. Except that they never do; and instead, the one time there’s a reference made to Gladio “chatting someone up,” it turns out to be a grumpily endearing scientist who wants you to go catch some frogs as penance for interrupting her research.

And then there’s Noctis taking a tour of Lestallum with Iris. Throughout this mini-quest, you’re given a set of binary conversational options to either encourage Iris in her enthusiasm for the town, or to disapprove. Then, at the end, she coyly suggests that being on the tour was almost like a date – an assertion you can either play off lightly, or outright deny: pointedly, there is no option to agree. If you deny, she laughs and says “you could at least play along for once,” suggesting that Iris knows Noctis isn’t interested in her and is willing to tease him about it – an odd thing to include, if you don’t want the audience to wonder about his preferences.

A little earlier in the game, Prompto asks Noctis what he ought to take more photos of: apart from declining, the only options are “me” (meaning Noctis), Ignis or Gladio. Again, there’s a gameworld logic to this – the photos are ultimately viewed by the player, who gets to pick which character they want to record the most – but in terms of the impact in setting, this is not an outstandingly heterosexual moment. Very possibly, there exists a group of straight bros whose designated photographer is happy asking, “Hey bro, which of our friends do you want to see more in pictures?” in an established No Homo way, and if so, more power to them. But if you want to find a context where that sort of exchange is an everyday thing, then look no further than the queer regions of Instagram. (Plus, it’s kind of conspicuous how often Prompto, when assessing the day’s photos, comments on how good Gladio the Perpetually Shirtless looks.)

And then there’s the occasional quirks of dialogue and voice acting: choices that, again, would be minor on their own, but which collectively become suggestive of something specific. Early on, Cor sends Gladio, Prompto and Ignis to make a distraction at a military blockade while he and Noctis sneak inside: the gambit is successful, and when the group reunites afterwards, Gladio says cheerfully, “The Niffs couldn’t keep their eyes off us!”. To which Ignis quips, in reference to Noctis and Cor’s arrival, “You spared us their attentions.” Offhand, I can think of about a dozen different ways to word that exchange that don’t remotely brush up against innuendo, and which are far more colloquially and contextually apt besides. The eyes/attentions combo is the kind of thing you’d expect a pair of femme fatales to say after seducing the guards and knocking them out in an action movie. (The fact that we don’t actually witness the initial distraction only adds to its ambiguity.) And yet, this is what they’ve gone with.

Other examples are smaller, but they all add up. Whenever you find new ingredients for Ignis to cook with, he stops to announce, with particular vocal flamboyance, that he’s just thought up a new recipe (exclamation mark!), and whips out a notebook to jot it down. (“I’ll taste test for ya,” Gladio says, in a playfully growling tone that always seems to have one eye on the bedroom.) And then there’s Prompto, who I’m inclined to think of as a confused bisexual puppy, whose voice turns dreamily fanboyish when discussing Cor’s exploits, and who gets just as excited on receiving Cor’s praise as he does at the prospect of seeing Lunafreya in her pretty wedding dress.

Put this all together, then, and what you have are a bunch of young men who are, by Western standards, more pretty than handsome, dressed in fashionable clothes and accessories that are more evocative of queer or queer-friendly subcultures than not, and who care enough about their appearance to have multiple outfits on hand at any given time. (You can, if you’re willing to sacrifice an accessory slot to aesthetics, buy hair gel for them to use.) These men are knowledgeable about fashion, have a platonic concern for the women they encounter, are constantly photographing one another for each other, have zero comments to make about the stupidly hot female mechanic unless they’re praising her competence, and whose idea of “chatting someone up” apparently means “talking to the grumpy frog lady about the local wildlife population”. This isn’t me leaping to conclusions, here: in the immortal words of Buffy Summers, I took a tiny step and there conclusions were.

All of which is a way of saying that, thus far, I’m delighted with Final Fantasy XV, though not in the ways I’d expected. The characters and setting are a homage to my favourite games in the series, and while I worried the absence of female characters would grate on me, our quartet of bumbling chocobros is stupidly endearing. At this point, Noctis is functionally useless as a prince: even when he’s recognised, the local yokels have no qualms about asking him to take their deliveries or run their errands, and while random sidequests are an RPG staple, they’re usually somewhat tailored to the protagonist’s perceived status. In FFXV, everything is rendered hilarious by the fact that Noctis is a prince, and is seen as a prince, and is still being asked to catch frogs in a swamp and grab shit from some random marketeer’s broken van.

(He’s also gloriously introverted: in dealing with people, his responses usually vary from monosyllabic to resigned disinterest, but when you come across a stray cat in need of feeding – a tiny sidequest that’s a deliberate throwback to Squall doing likewise in VIII – he talks to it at greater length and with more enthusiasm than he otherwise displays with anyone.)

As far as I’m concerned, FFXV is a magic road trip with a bunch of queer boys who have their wardrobes together, but not their shit. I can identify. And so, I suspect, can everyone else who’s fallen into the trashpile of this visually beautiful, thematically mishmash game. I honestly don’t care about the random anachronisms, like the fact that they’re carrying smartphones and fighting magic robots, but still using paper maps and newspapers, to say nothing of using a fucking dog as a messenger for vital correspondence through a warzone – or rather, I do care, but only because the clear discontinuity of it somehow plays as a feature instead of a bug. The entire thing ought to be ridiculous, and it kind of is, but pleasingly so, like a cat in a Halloween costume. The characters don’t take each other seriously, which frees the player up to do likewise – to laugh with them, rather than at them. And frankly, I’ll take that over XIII’s self-important melodrama any day of the week.

 

Warning: all the spoilers for The Great Wall.

When I first heard about The Great Wall, I rolled my eyes and dismissed it as yet another exploitative tale of Western exceptionalism where the white guy comes in, either insults or co-opts the local culture, saves the day and gets the girl, all while taking a role originally intended for or grossly better suited to a person of colour. It wasn’t until later that I learned the film was directed by Zhang Yimou, filmed on location in Qingdao, China,  and featuring a predominantly Chinese cast, with Matt Damon – emphasised in Western marketing to attract a Western audience – starring as one of several leads, in a role that was always intended for a Western actor. The film was released in China at the end of 2016 – and is, in fact, the most expensive film ever shot entirely in China – and was meant to be an international release, designed to appeal to both Chinese and Western audiences, from the outset.

Which left me feeling rather more curious and charitable than I had been; enough so that, today, I went out and saw it. Historically, I’m not an enormous fan of Matt Damon, who always strikes me as having two on-screen modes – All-American Hero and Not-Quite-Character Actor, the former being generally more plausible than the latter at the expense of being less interesting – but I’ve always enjoyed Zhang Yimou’s cinematography, especially his flair for colour and battle sequences. The fact that The Great Wall is ultimately an historical action fantasy film – a genre I am predisposed to love – is also a point in its favour; I’ve watched a great deal of Hollywood trash over the years in service to my SFFnal heart, and even with Damon’s involvement, The Great Wall already started out on better footing than most of it by virtue of Zhang’s involvement.

Even so, I was wary about the execution overall, and so went in expecting something along the lines of a more highly polished but still likely disjointed Chinese equivalent to the abysmal 47 Ronin, an American production that floundered thanks to a combination of studio meddling, language issues with the predominantly Japanese-speaking cast being instructed to deliver their lines in English, last-minute changes and a script that couldn’t decide who was writing it. But of course, 47 Ronin’s biggest offence – aside from constituting a criminal waste of Rinko Kikuchi’s talents – was doing what I initially, falsely assumed The Great Wall was doing: unnecessarily centering a white actor playing a non-white role in an Asian setting whose authenticity was systematically bastardised by the Western producers.

Instead, I found myself watching one of the most enjoyable SFF action films I’ve seen since Pacific Rim. (Which did not waste Rinko Kikuchi.)

The premise: William (Matt Damon) and his companion Tovar (Pedro Pascal) are part of a Western trade mission sent to China to find black powder – gunpowder – for their armies at home. While fleeing Kitan bandits in the mountains, they encounter an unknown monster and, in seeking its origins, are soon taken in by the Nameless Order, an army manning the Great Wall against an expected incursion of the monsters, called Taotie. In charge are General Shao (Hanyu Zhang) and his offsider, Commander Lin Mae (Tian Jing), advised by Strategist Wang (Andy Lau). Every sixty years, the Taotie attack from a nearby mountain, and the next attack is just starting; as such, the Nameless Order and the Great Wall are all that stand between the hoards, controlled by a single Queen, and the nearby capital, Bianliang. While attempting to win Commander Lin’s trust, William makes two alliances: one with Sir Ballard (Willem Dafoe), a Westerner who initially came to China in search of black powder twenty-five years ago; and another with Peng Yong (Lu Han), a young soldier whose life he saves. While Tovar and Ballard are eager to steal the black powder and leave, Commander Lin, General Shao and Strategist Wang are working to counter the evolving strategies of the Taotie: if the Wall is breeched and Bianliang falls, the Taotie will have enough sustenance to overrun the world, a fact which forces William to choose between loyalty to his friends and to a higher cause.

From the outset, I was impressed by the scriptwriting in The Great Wall, which manages the trick of being both deft and playful, fast-paced without any stilted infodumping or obvious plot-holes, aside from a very slight and seemingly genre-requisite degree of handwaving around what the Taotie do when they’re not attacking. The fact that at least half the film is subtitled was another pleasant surprise: of the Chinese characters, both Lin and Wang speak English – their fluency is explained by years of Ballard’s tutelage – and who act as translators for the rest; even so, they still get to deliver plenty of lines in Chinese, and there are numerous scenes where none of the Western characters are present. A clever use is also made of the difference between literal and thematic translations: while the audience sees the literal English translation of the Chinese dialogue in subtitles, there are multiple occasions when, in translating out loud for the benefit of the English-speaking characters, Lin and Wang make subtle adjustments, either politely smoothing over private jokes or tweaking their words for best effect.The scene where Commander Lin’s ability to speak English is revealed made me laugh out loud in a good way: I hadn’t expected the film to be funny, either, but it frequently is, thanks in no small part to the wonderful Pedro Pascal, who plays Tovar so beautifully that he has a tendency to steal every scene he’s in.

Tovar is dry, witty and pragmatic, given to some dark moments, but also loyal, while his establishment as a Spanish character adds another historical dimension to the setting. Aside from calling William amigo, he only gets one real instance of subtitled Spanish dialogue, but the context in which he does this – using it as a private language in Lin’s presence, once her ability to speak English is known – makes for a pleasing gracenote in their collective characterisation. The brief details we’re given of William’s mercenary history, fighting the Danes and Franks and Spaniards, are likewise compelling, a quick acknowledgement of the wider world’s events. It reminded me, in an odd but favourable way, of The 13th Warrior, a film which made the strange decision to cast Antonio Banderas as an Arab protagonist, but whose premise evoked a similar sense of historical intersections not often explored by the action genre.

I also appreciated Tian Jing’s subtle performance as Commander Lin, not only because her leadership of the all-female Crane Corps is objectively awesome – in the opening battle, the women stand on extended platforms beyond the Wall, bungee down on harnesses and spear monsters in the face – but because, refreshingly, not a single person in the film questions either the capabilities or the presence of the female warriors. When General Shao is mortally wounded in battle, it’s Lin he chooses to succeed him, a decision his male Commanders accept absolutely. While there’s a certain inevitable hetero tension between William and Lin, I was pleased beyond measure that this never devolves into forced romance or random kissing: by the film’s end, the Emperor has confirmed Lin as a General, William is on his way back to Europe, and while they’re both enriched by the trust they found in each other, William is not her saviour and Lin is always treated respectfully – both by William, and by the narrative itself.

(Also, The Great Wall passes the Bechdel test, because the female warriors of the Crane Corps talk to each other about something other than men, although they do still, somewhat delightfully, talk shit about William at one point. This is such a low bar to pass that it shouldn’t even merit a mention. And yet.)

Though the action slows a little at the midway point, it remains engaging throughout, while the overall film is structurally solid. As a genre, fantasy action films tend to be overly subject to fridge logic, but the plotting in The Great Wall is consistently… well, consistent. Even small details, like the role of the Kitan raiders, William’s magnet and the arc of Peng Yong’s involvement are consistently shown to be meaningful, lending the film a pleasing all-over symmetry. And visually, it’s spectacular: the Taotie are as convincing as they are terrifying (and boast a refreshingly original monster design), while the real Chinese landscapes are genuinely breathtaking. Zhang Yimou’s trademark use of colour is in full effect with the costuming and direction, lending a visual richness to a concept and setting which, in Western hands, would likely have been rendered in that same flat, drearily gritty sepia palette of greys, browns and blacks that we’ve all come to associate with White Dudes Expressing The Horror Of War, Occasionally Ft. Aliens. Instead of that, we have the Crane Corps resplendent in gorgeous blue lamellar armour, the footsoldiers in black and the archers in red, with other divisions in yellow and purple. Though the ultimate explanation for the Taotie is satisfyingly science fictional rather than magical – which, again, evokes a comparison to another historical SFF film I enjoyed, 2008’s flawed but underrated Outlander – the visual presentation remains wonderfully fantastical.

While I can understand the baseline reluctance of many viewers to engage with a film set in ancient China that nonetheless has Matt Damon as a protagonist – and while I won’t fault anyone who wants to avoid it on those grounds, or just because they dislike Damon himself – the fact that it’s a predominantly Chinese production, and that William’s character isn’t an instance of whitewashing, is very much worth highlighting. While William certainly plays a pivotal role in vanquishing the enemy, the final battle is a cooperative effort, one he achieves on absolute equal terms and through equal participation with Lin. Nor do I want to downplay the significance of Pascal’s Tovar, who represents a three-dimensional, non-stereotyped Latinx character at a point in time when that’s something we badly need more of. Indeed, given the enthusiastic response to Diego Luna’s portrayal of Cassian Andor in Rogue One, particularly the fact that he kept his accent, I feel a great disservice has been done by everyone who’s failed to mention Pascal’s front-and-centre involvement in the project.

I went into The Great Wall expecting to be mildly entertained by an ambitious muddle, and came out feeling engaged, satisfied and happy. As a film, it’s infinitely better than the structural trainwreck that was the recent Assassin’s Creed adaptation, and not just because the latter stars Michael Fassbender, the world’s most smugly punchable man. The Great Wall is colourful, visually spectacular, well-scripted, neatly characterised, engagingly paced and consistently plotted, and while I might’ve wanted to see a little more of General Shao and his offsiders or learn more about the women of the Crane Corps, that wanting is a product of the success of what I did see: the chosen focus didn’t feel narrow by construction, but rather like a glimpse into a wider, more fully-fleshed setting that was carrying on in the background. For Western audiences, William and Tovar are the outsider characters who introduce us to the Chinese setting, but for Chinese audiences, I suspect, the balance of the film feels very different.

The Great Wall is the kind of production I want to see more of: ambitious, coherent, international and fantastical. If we have to sit through the inclusion of Matt Damon this one time to cement the viability of such collaborations, then so be it. With films like La La Land and Fantastic Beasts actively whitewashing their portrayals of America’s Jazz Age, those wanting to support historical diversity could do much worse than see something which represents a seemingly intelligent, respectful collaboration between Western and Chinese storytellers. Maybe the end result won’t be for everyone, but I thoroughly enjoyed myself – and really, what more can you ask?

A poem by me, with apologies to Dylan Thomas:

Nevertheless, She Persisted

Nevertheless, she persisted.

Live women fighting we shall be one

With la Liberté and the French Joan;

When their hearts are picked clean and the clean hearts gone,

She shall wear laws at elbow and foot;

Though she go mad she will be sane,

Though she flees through the sea she shall rise again;

Though justice be lost the just shall not;

For nevertheless, she persisted.

.

Nevertheless, she persisted.

Over the whinings of their greed

Men lying long have now lied windily;

Changing their tacks when stories give way,

Stacking their courts, yet we shall not break;

Faith in our hands shall snap in two

And the unicorn evils run them through;

Split all ends up she shan’t crack;

And nevertheless, she persisted.

.

Nevertheless, she persisted.

No more may Foxes cry in decline

Or news break loud to a silenced room;

Where fawned a follower may a follower no more

Bow his head to the blows of this reign;

Though she be mad and tough as nails,

Her headlines in characters hammer the dailies;

Break in the Sun ‘till the Sun breaks down,

As nevertheless, she persisted.

At long last, Speculative Fiction 2015 is here! I was lucky enough to co-edit this anthology of essays with the excellent Mark Oshiro, and it’s now out with Book Smugglers Publishing. This is a really wonderful collection of pieces from a range of fantastic authors, and while there’s something bittersweet in knowing it’s the last of the annual Speculative Fiction anthologies, I feel extremely proud of what we’ve produced.

SpecFic2015FrontCover4 (1)

In the same vein, I’m thrilled to share with you the cover for my forthcoming novel, A Tyranny of Queens, due out in May 2017 from Angry Robot. This book is the sequel to An Accident of Stars, and I’m really excited to see what people think of it. The official cover release is over at the Barnes & Noble Sci-Fi & Fantasy blog, where ATOQ was also recently included in a list of 25 Sci-Fi & Fantasy Sequels We Can’t Wait to Read in 2017. (Which, I am honestly so fucking thrilled and flattered to be on that list with so many incredible books and authors, oh my actual god.)

Check out this gorgeous cover, with art by the always amazing Julie Dillon:

atyrannyofqueens_144dpi

Blurb:

Saffron Coulter has returned from the fantasy kingdom of Kena. Threatened with a stay in psychiatric care, Saffron has to make a choice: to forget about Kena and fit back into the life she’s outgrown, or pit herself against everything she’s ever known and everyone she loves.

Meanwhile in Kena, Gwen is increasingly troubled by the absence of Leoden, cruel ruler of the kingdom, and his plans for the captive worldwalkers, while Yena, still in Veksh, must confront the deposed Kadeja. What is their endgame? Who can they trust? And what will happen when Leoden returns?

In other recent news, I have two podcast interviews available – one with Sherin Nicole and Day Al-Mohamed at Geek Girl Riot, and the other with Megan Leigh at Breaking the Glass Slipper. I had a great time recording both of these – I hope you enjoy listening to them, too!