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The Grey Bastards
The Grey Bastards
Jonathan French | 2018 | Science Fiction/Fantasy
10
8.5 (4 Ratings)
Book Rating
world-building, dirty language, character growth (0 more)
Shelf Life – The Grey Bastards Exemplifies Grimdark Fantasy at Its Damn Finest
Contains spoilers, click to show
The Grey Bastards is a fun, foul-mouthed read. If you’re turned off by bad language, steamy sex, or a good plot with plenty of action and twists, then this book isn’t for you. The Grey Bastards falls into the fantasy sub-genre known as grimdark. Where high fantasy has your Tolkien beautiful and noble elves, dwarves, humans, and wizards with epic battles between good and evil, grimdark takes all of that and covers it in shit, pus, and blood. Notice how in high fantasy nobody ever takes a piss or fucks? In grimdark, everyone does.

But don’t be fooled into thinking this book will be any less intelligent, epic, or heartfelt for it. The Grey Bastards is all of that and more. The novel follows Jackal, a half-breed orc living in the Lot Lands, the barren desert wasteland of Hispartha. He is a Grey Bastard, one of many half-orc hoofs, each protecting its own small town in the Lots. Members of a hoof are elite warriors that ride out on their Barbarians—giant warthogs—and slaughter invading bands of orcs.

Hispartha is a vibrant world, with a mix of fantastical species (orcs, half-orcs, elves, humans, halflings, and centaurs) with unique cultures and religions. Hispartha itself takes influences from Reconquista Spain, which is especially noticeable in the nomenclature, geography, and architecture.
The primarily atheistic half-orcs recently won their freedom from slavery at the hands of humans. Humans treat the half-orcs like second-class citizens, but tolerate them because of their strength, using them as a shield from the orcs. The elves are beautiful, reclusive, and probably the most cliché; there is one important elf character, but for the most part, we don’t get a good look into their culture in the first book. The centaurs worship Romanesque deities and go on crazed, Bacchanalian killing sprees during the blood moon.

Besides the half-orcs, the halflings are perhaps the most interesting. I still have a hard time visualizing them, trying to figure out if they are thin, pixie-like creatures or more stocky like dwarves. Their small stature and black skin makes me think of pygmies. They worship a god they expect will reincarnate someday, (view spoiler)

One thing that has always annoyed me about fantasy is that many authors feel that the characters of their world, being pre-industrial and thus “medieval,” must all be white, straight, Christian (or proto-Christian), cisgender males. If a woman appears at all is to act as the damsel, prize, or, if she’s lucky, a mystical enchantress to guide the heroes or provide a maguffin. It has come to the point in which this has become a tired and accepted baseline for fantasy. I don’t necessarily think that these fantasy authors are intentionally trying to be uninclusive, so much as they just seem to forget that other groups of people can exist in fantasy thanks to its fathers, Tolkien and Lewis.

But enough with my rant, the purpose of which is to highlight why I am often drawn to grimdark fantasy: at the very least I know that women, people of color, lgbt people, and other religions will be present, even if they are often victimized. This is because grimdark fantasy honestly depicts the horrors of rape, war, murder, slavery, and racism (or rather, speciesism in most cases) and has heroes and villains that are morally grey.

However, many authors describe these atrocities and then leave it at that, assuming that simply depicting them is enough to make a book mature and meaningful. They often fail to make any sort of statement on evil, and thus can seem to be, at best, blindly accepting it and, at worst, glorifying it (this often happens in the cases of magnificent bastard characters, who are absolute monsters but are so charming you almost respect or like them).

Jonathan French, however, does not fall short of the mark as many authors do, and for two main reasons: humor and humanity.

Let’s start with the humor. This book is hilarious. I mean in the I literally laughed out loud while reading it way. Sure, the jokes are often crass, but I have a dirty mind, so inappropriate humor is my favorite kind. The dialogue is especially top-notch, and the interactions between Jackal and his friends Fetching and Oats feel genuine, full of in-jokes, insults, and sexually-charged humor, all of which are exactly how I interact with my own close friends. And every major character in this book is so damn witty that I’m honestly jealous of them. If I could be quick enough to make even one of their zingers at the right time in a conversation, I would feel proud of myself for the rest of the day.

Humor is necessary to prevent any grimdark fantasy from becoming too over-the-top or depressing. And honestly, humor is needed most when the world is a dark and frightening place. But too much humor could accidentally downplay the point of grimdark: the brutally honest depiction of the atrocities that people are capable of.

And this is where it is important to have an element of humanity. By this I mean that the “good guys” must make some action or statement on those atrocities. Too often I read or watch hardened badass characters with no emotion who can watch a person get tortured and killed without flinching (maybe even do it themselves) and who never stop to question the nature of their society (even as part of their character growth), and I have difficulty finding them at all relatable or even the least bit interesting.

Now, often for this type of character, he or she is dead inside as a coping mechanism and part of their character arc is learning to allow themselves to feel their repressed emotions: heartbreak, anger, fear, etc. This can be done very well (see The Hunger Games for a great example—dystopian scifi and grimdark fantasy have very similar undertones). But most times it just ends up falling flat.

But Jackal already starts out with more personality than most grimdark protagonists. He is a humorous and light-hearted person. Sure, he lives in a desert wasteland, his race is entirely created by rape, he’s treated as a second-class citizen, and his life and the lives of those around him are in constant danger of rape and/or murder by invading orcs or blood-crazed centaurs. But despite all of that, he still has a sense of humor, people he loves, a community, ambitions, moral code, and all of the other things that these protagonists are often lacking.

Don’t get me wrong, he can be an asshole, and he’s often acts rashly before he thinks. But the scene that really stuck with me the most was [when Jackal and the wizard Crafty come across an unconscious elf sex-slave. I was expecting him to say something along the lines of “There’s nothing we can do for her, we have to save ourselves” or “This isn’t any of our business” or “It would be best to just put her out of her mercy.” These are the typical lines that a grimdark protagonist might utter while their companion—accused of being a bleeding heart—frees the slave. But this was not the case. Jackal and Crafty both immediately set out to free the girl and steal her away from her owner, despite the danger to themselves. And when he comes across an entire castle-full of these women, Jackal again sets about freeing them without a moment’s hesitation. (hide spoiler)]

And it’s no surprise that Jackal has a serious problem with rape. As I’ve mentioned before, half-orcs are entirely the product of roving bands of orcs raping human, elven, or even half-orc women. [When Jackal learns that Starling, the elf slave he rescued, is pregnant with a half-orc baby, he is not only furious with the orcs that gang-raped her, but also disturbed by the fact that elven society shuns any of their women who have been raped, and that these victims often end up taking their own lives rather than give birth to an impure half-elf. (hide spoiler)]

Furthermore, Jackal, unlike many people in Hispartha, does not buy into misogyny or sexism. His best friend Fetching is the first female half-orc to have joined a group of riders. Not only does Jackal respect Fetching, he understands the emotional turmoil that she is dealing with being the first female rider and how she overcompensates as a result to earn the respect of the other men.

While there is quite a bit of speciesism (pretty much none of the species get along with one another), the inhabitants of Hispartha come in every skin color and nobody gives a damn. Furthermore, sexuality is primarily treated as each person’s individual preference and nobody else’s business. While characters may make jokes about acting “backy” (gay), these are made in good humor between friends, and nobody gets particularly offended by them. Fetching is herself openly bisexual (though she seems to suppress her heterosexual desires more than her homosexual ones out of that same need to be “one of the boys”), and Oats and Jackal are one of my favorite bromantic pairings.

Grimdark fantasy can often be depressing to read. But Jonathan French does an excellent job of infusing hope into his narrative. The story actually has a happier ending than I was expecting. [I was especially pleased when Jackal chooses Fetching to be the new leader of the hoof (she is voted in unanimously by the other riders). I find it incredibly annoying in books and movies when revolutionaries/usurpers decide to appoint themselves leaders, as the former does not qualify you for the latter. Part of Jackal’s arc is realizing that he is not meant to lead the hoof like he’d once desired. (hide spoiler)]

For the sequel, The True Bastards, I’m hoping to see [if a cure can be found for the thrice-blood child now infected with plague, how Fetching is doing leading the hoof, and what the mysterious Starling is up to (I don’t buy for a second that she’s killed herself). And of course, I fully expect that Jackal is going to have to fulfill his empty promise to the halfling’s resurrected god, Belico.
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games

Mar 1, 2020 (Updated Mar 1, 2020)  
Star Wars Jedi: Fallen Order
Star Wars Jedi: Fallen Order
2019 | Action/Adventure, Fighting
Lightsaber Customisation (0 more)
Almost everything else (0 more)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?

Apparently you get something that doesn't feel like Star Wars.

I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.

First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.

I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.

The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.

I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.


Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?

My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.

There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.

So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.