On most work days, I liven up my commute by listening to podcasts. They’re easy to listen to, because I can drift in and out of focus without too much trouble, and put together whatever I miss from context. Listening to audio fiction isn’t so easy. I need to focus on every word, or the thread of the plot is lost, and my enjoyment of the words themselves is lessened. I listen to short fiction on audio only rarely, and then only to very short things, twenty minutes or less. Still, I’ve found some remarkable stories online. These are three of them.
That hilariously short attention span aside, and ignoring for a second that sometimes depression prevents me from focusing on anything interesting, I like listening to short stories on audio on my phone. While waiting for the bus, on my commute, on lunch breaks, on the line at the supermarket… wherever I can squeeze in those twenty minutes of peace.
The game’s full title is Niche: a Genetics Survival Game, and thank Darwin fish for that, because “niche game” is the worst Google search term in history.
Anyhoo. Niche is an eco-bio-something sim that charges the player with raising a pack of vague mammalian critters, collecting food, breeding, fighting off predators, and exploring their surroundings. The game world’s science is a biological grab-bag of sorts. Differently colored tiles represent different “biomes” with different physical characteristics. Each critter has its own genome, where some traits divide to dominant versus recessive, and others mix interestingly, like fur color. A “mutation menu” lets the player pick specific traits to introduce into their newly-bred nichelings, rolling the dice and letting the odds determine the outcome. “Immunity genes” exist to discourage consanguinity. Later in the game’s life cycle, “alpha/beta” status for critters was also introduced.
My fall’s reading has been not nearly so prolific as the summer or spring had been. Since Icon wrapped up in October, I still haven’t finished the small pile of graphic novels sitting on my shelf, gazing at me, forlorn. NaNoWriMo happened and I was focused on trying to break barriers in my own writing and, frankly, November had been a rough month for everyone.
It’s a good thing I started out with Lumberjanes, then. This comics series, bound up in four-issue trade paperbacks, hovers somewhere between young adult and middle grade. Though nominally a fantasy adventure book, it’s a little more unrestrained in its fantastical exploration than I’m used to seeing in YA. The art style is vibrant and compelling, but the human figures are stylized enough that the age of the protagonists stays ambiguous. The summer camp environment and the bright and cheery atmosphere give it an overall middle grade vibe.
The world of Fallen London was yet again enriched this month with the release of the long-awaited Zubmariner DLC for Sunless Sea. A stretch goal of the Sunless Sea Kickstarter campaign, Zubmariner promised to expand on the hints of sub-aquatic travel lore already present in Fallen London, and take players to a deeper and darker place than ever before. As the surface of the Unterzee already features sea-urchins from space who speak the language of stars, and a malevolent living mountain that’s can’t be permanently killed, it seemed a tall order. Still, the early promotional materials were intriguing to say the least, so as a KS backer myself I was very ready to be hyped.
The Interactive Fiction Technology Foundation runs a yearly competition for interactive fiction called IFComp. Though it’s been flourishing for many years, I hadn’t heard about it before this year, and too late to be able to plan and execute a worthy submission. Still, nothing’s preventing me from browsing the 50-odd submissions and looking for something to catch my eye. As a novice to IF I’ve only had hands-on experience with a very few platforms for writing or playing it. IFComp, though, exposes a whole array of techniques and manipulations that I wasn’t previously familiar with. Needless to say, this affected my play experience significantly.
Eight characters, a number, and a happy ending – K.G. Orphanides
This was the first entry I played. Eight characters is a parser game, where commands can be entered in the text box or through navigation links. Some of the commands are helpfully explained in the in-universe manuals. Some are fairly intuitive, once you catch the trick of it – another effect of my being a novice player. I fussed for a long time over trying to open a simple chest before I learned to adjust to the game’s expectations.
Medical history can be fascinating, depressing and hilarious in more or less equal measure. A few of my smarter teachers have touched on it here and there, and it always helps to contextualize the material. It also puts things in perspective, when you’re learning about historical beliefs that represented the best medical thought of the time, alongside the best modern understanding of certain scientific mysteries. Makes you feel like maybe we know as little about the human brain as our antecedents did about germ theory. Someday, future podcasters will laugh at us.
Laugh, and be horrified. “Sawbones” is essentially a humorous podcast, as the subtitle says, “a marital tour of misguided medicine”. A doctor and a sidekick ask hard-hitting questions about garlic and butts. Given the rich history of the medical profession, they could conceivably keep producing weekly episodes indefinitely. So far their subjects have ranged from sleep disorders to deadly viruses, not to mention a lot of things that are no longer considered ill-health at all (left-handedness) to things that are straight up fiction (hysteria).
I love Sawbones because it keeps my commutes lively, and helpfully has a large back archive so that I’m never stranded without something to giggle about on the bus. I love it even more because almost every episode gives me a new story idea. As they say, fact is usually stranger than fiction. Nothing I could come up with independently is going to beat the 1918 flu pandemic, the discovery of vitamin C, or the history of sleepwalking.
Crossposted to Dreamwidth.
“Look, I know I’m crazy. I know that. You don’t have any reason to believe what I’m about to tell you[.]”
Disclosure: I received an ARC of Stay Crazy from the publisher in exchange for an honest review.
The most important thing to note about Stay Crazy, of course, is that the protagonist is insane. Well, yes, of course. It says right in the blurb that she was discharged from a mental hospital. And yet, she is also at the center of a vast conspiracy. It would have been so easy to make this the story of someone who only appears to be insane, when they are in fact the only ones who see the truth. Most often when I see spec fic stories involving characters confined in mental wards or the like, the story is one of false imprisonment, and draws a sharp line between the POV character and all those other people, the real crazies.
Em is as real-crazy as they come. Despite her unflattering descriptions of her fellow patients, she explicitly sets herself among them, the other psychotics. The book is written in a very subjective and often claustrophobic first person narration, dragging the reader deep into Em’s periodic bouts of hallucination. It’s difficult to immediately determine, during each episode, whether is is delusional or merely trans-dimensional. The silver insects crawling over her boyfriend’s plate at the restaurant, the swallowing brown smoke at the bowling alley, even the TV psychologist’s hidden messages. Which of these are conspiracy, and which are artifacts of the mind?