2016 science fiction, second of a trilogy. Michigan Long continues to
serve aboard the analogue ship Fives Full as tensions brew up into
interstellar war.
(Disclaimer: I know Karl through BoardGameGeek, and he gave me a
copy of this book.)
That's a tiny part of what's going on here, though. Even more than the
first book, this is a whole bunch of short stories crammed together,
and made to fit into the space by omitting anything that the author
doesn't find of interest. So one moment our heroes are sitting on the
ground complaining about the bureaucratic hassles they're getting,
next moment that's all been dealt with and they're two star systems
away starting on the next mission. Scenes always start with a location
and an acceleration/gravity level, but never a timestamp, which might
have been more useful.
The first volume tried to be at least a bit even-handed in its
portrayal of the two major human powers and how they dealt with the
rebel AI threat: the Fusion (heavy firewalls and monitoring), and the
Disconnected Worlds (no networks at all). Here that doesn't happen;
it's not just that our heroes are from the Disconnect, the narrator is
clearly on that side too. There are attacks on the straw-man
socialistic world-view which could have some straight out of Jerry
Pournelle in the 1980s; more interestingly, one of the major reasons
for wanting to end the war quickly is that the Disconnect is
developing social coercion (shaming people into contributing to the
war effort), and if that continues it will destroy everything the
Disconnect stands for. ("If it keeps up they will start taking money
at gunpoint. That's how tax laws start." But we know they already have
taxes…)
Also, the Fusion has been standing up to AI attacks for many years.
All of a sudden, when one of its worlds comes under attack, all its
defences are completely worthless and it falls in minutes. Why? What
was different about this attack? Later, an information weapon
developed by the Fusion turns out to be completely ineffective
against the AIs, but devastating against the Fusion's own warships.
(Which could happen, sure, but again it could use some explanation.)
The origin of the AI rebellion is solved in a few moments by wild
speculation which turns out to be right. Meanwhile our heroes are very
slow to pick up on some other implications of things they learn, which
makes them look over-lucky and stupid at the same time. Major ethical
questions are raised, then dismissed with "eh, it's probably OK". Huge
world-changing plot devices are given out, dispense the Key Fact, and
are then removed again. Perhaps because of the hugely accelerated pace
of events, it all comes to feel like the author deliberately throwing
things at the characters rather than each plot element developing
naturally from what came before.
Characterisation is mostly minimal (but people like sleeping together,
heterosexually and mostly monogamously of course). War is hard on
people but still Great Fun. Mitchie casually commits minor war crimes
and gets away with it, and only Nasty People would suggest that she
should face any consequences, because combat is tough. (And anyway,
the Fusion never signed the Geneva Convention, and if we treat their
guys well it'll just give them an incentive not to sign. Um?)
In spite of all that I rather enjoyed it; there are many, many
interesting things happening, as well as an ongoing sense of fun and
some excellent ideas. There's even a little bit of heroic engineering.
But the bitty style leaves me feeling I'm missing things, especially
when it's combined with sudden libertarianism that wasn't as obvious
earlier in the series, and I wonder whether actually having less stuff
happening would have made for a better book. Followed by Torchship
Captain.
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