horror

A Question on Horror at Icon 2016

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Icon 2016, the yearly science fiction and fantasy convention, took place this year on 18-20/10. This year my participation was relatively modest, partly due to circumstances and largely due to my delusion that I could get some writing done during the holiday. Consequently I only attended about four events, one of them a panel on dark fantasy with guest of honor Charles Stross, alongside Rani Graff and Ehud Maimon, moderated by Didi Chanoch.

There’s something curious about attending a lecture or panel by an author whose works you’ve never read. On the one hand, I’ve been attending Israeli SFF conventions for years, and it’s important to me to look for the events that won’t be here next year. Anything involving a guest of honor certainly qualifies. I still find myself astonished now and then that our local conventions keep managing to lure international guests, year after year. On the other hand, I always feel a little self-conscious, listening and participating, when I lack the basic context of familiarity with the author’s work.

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Salt and Steel (a Sunless Sea review)

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I adore the world of the Echo Bazaar, the world of the Neath, damned to a shadowy existence both literal and figurative. Horror isn’t usually my jam, but this world has undeniable character and a creepy kind of charm. I’ve played Fallen London, on and off, for a while. Though I was initially very enthusiastic about it, I found the game mechanics wearying and never progressed as far as I liked. As such, I was terribly excited when Failbetter Games announced Sunless Sea, a desktop game exploring a new, wider horizon of their addictive fictional realm.

As a Kickstarter backer, I got access to the earlier, incomplete (and sometimes buggy) versions of the game. Not surprisingly, it was an up-and-down journey. The earliest versions had a somewhat notorious problem raising enough cash to buy fuel and supplies. Sometimes, just as I was setting out, only starting to get comfortable with my explorations, a new update would throw me for a loop. At one point map-shuffling was introduced which, at a stage of development when many map tiles were blank, was a major challenge to the player.

Still, new content kept coming out, expanding and improving the game, and I knew that eventually one of my captains would survive long enough, and raise enough cash, to reach the later stages of the game’s many quests. The major thing that changed this perception was the Steel beta. Sunless Sea updates were rolled out in batches, coded by color. The Steel update was added to the development plan rather late, and hadn’t been part of the Kickstarter game concept. It changed the game’s combat system from a turn-based mini-game to an integrated, time-sensitive style.

I wasn’t enthused for the Steel update. I don’t do well with time-sensitive portions of games, and I had been generally pleased with the turn-based combat, except for the over-abundance of low level opponents at mid-level gameplay. Naturally, I did want to give it a chance. I was a little apprehensive because I was launching a mid-level captain into a situation where I didn’t know if I’d be able to defeat (or survive) mid-level zee monsters. Even though I was resolved to give the Steel beta a chance, the game I was playing became less relaxing and less fun.

I didn’t play for very long after the Steel update. I had no intention of abandoning Sunless Sea altogether, even though, with the number of hours I’d already sunk into it, I’d definitely gotten my money’s worth. Because the game was in beta, I decided it would be better to wait and see whether future updates would compensate for the change I was so impatient with. I had little interest in re-learning combat, to begin with not my favorite part of the game. If my screenshots folder can be taken as reliable witness, I swore off the game for a little over a year. It was only lately that I picked it up again.

A lot can happen in a year. The game I launched three weeks ago was very different from the game I’d played pre-Steel. A little disorienting, with certain features having been removed or replaced with more elaborate, dynamic variations. But overall, the game benefited from a huge addition of content. The early parts of the game were still a trial, and I did find myself consulting more than one informal player’s guide. At least, though, the game no longer felt unplayable — or playable, but not enjoyable. Combat remained fairly stressful in the early stages of the game, but then I’ve always been a gun-shy game player.

After three weeks of intense preoccupation, my third captain achieved her life’s ambition to write the zong of the zee, and I achieved the much more modest ambition of making peace with the Sunless Sea combat system.

Crossposted to Dreamwidth