Author Archive: jsomers

Jeff Somers (www.jeffreysomers.com) was born in Jersey City, New Jersey and regrets nothing. He is the author of Lifers, the Avery Cates series published by Orbit Books, Chum from Tyrus Books, and We Are Not Good People from Pocket Books. He sold his first novel at age 16 to a tiny publisher in California which quickly went out of business and has spent the last two decades assuring potential publishers that this was a coincidence. Jeff publishes a zine called The Inner Swine and has also published a few dozen short stories; his story “Sift, Almost Invisible, Through” appeared in the anthology Crimes by Moonlight, published by Berkley Hardcover and edited by Charlaine Harris. His guitar playing is a plague upon his household and his lovely wife The Duchess is convinced he would wither and die if left to his own devices.

Villain Decay

Ben Linus! FOR THE WIN!I’ve been hard at work writing the fifth Avery Cates novel, which is the last in this series, which means I’m wrapping things up and settling scores. Which also means I’m going to have significant page-time with the main villain. So I’m pondering villains in stories – especially SFnal stories – these days, exacerbated by the fact that the TV show Lost is also wrapping itself up, and also dealing with villain issues in the form of Ben Linus’ character. For those of you who watch the show, you know what I mean; the last episode “Dr. Linus” dealt with Ben and his descent from power on Craphole Island.

Villains are tricky. They’re like monsters in horror movies: Usually the less you see them, the less you know about them, the better it is. The more familiar we become with villains the less scary they are, either because their supposedly awesome powers are revealed to be not so awesome after all (because the hero usually defeats the villain, thus putting into question just how tough the villain was to begin with), or because we learn something about the villain that humanizes them (awww, they have a child! awww, they love kittens! awww, he could have let the hero die horribly but he saved him!).  Villains usually do have backstories, but it’s generally best to keep those backstories vague and mainly for the use of the Writer. I mean, if I’m writing a story, it’s good that I have some idea why my villain behaves the way he does. It’s usually not useful that the reader knows, however.

Part of this is the simple fact that your reader’s imagination will always have better special effects and more meaning to them than your own. If I give you a vague, menacing villain with some pithy dialog and dark hints about their abilities and backstory, you will come up with something on your own that is better – for you – than anything I’d come up with. Because your imagination is tailored precisely to your own likes and your own squicks. The moment I start filling in blanks, I’ll invariably select things you don’t think are so cool, and thus my villain decays.

Part of it, though, is simple familiarity. In a serial fiction, either a series of books or a TV show, or even a movie series if it goes on long enough, the villain has to have screen/page time, even if you put off the final encounter with the hero. Take Ben on Lost: This is season six, and Ben’s been around a lot, and he’s been one of the more popular characters. As a result he’s had a nice arc, and we’ve learned a lot about him, and recently he seems to be inching closer and closer to redemption, which kind of sucks. While I admire the way the show’s writers have maneuvered him into being a sympathetic character, I mourn the loss of the villain. He was much more fun as a character when he appeared to be a cold, ruthless manipulator rather than a tortured, unhappy soul.

The ultimate problem, though, is that readers/viewers want it both ways. They like their villains to be badass and unbeatable, they want the hero to beat the villain, and they want to know about the villain. The longer your series goes on, the more you have to reveal about the villain (otherwise you risk them becoming a humorous caricature of evilevilevil) and as a direct result the less impressive your villain becomes. If this goes on long enough, your villain often has to switch sides and go hero, like, transforming from Vader to Skywalker. This can be a dramatic moment, of course, but it does leave you with Villain Vacuum. You can then come up with a new villain, even More Awesoma than the previous one – but that trick only works once, maybe twice, and then you start to have a rather comical collection of ex-villains puddling about, looking less than impressive. This wears out your audience sooner rather than later, trust me.

The solution: Well, there is none. If you’re presenting a standalone story, of course, it’s not a problem at all, because your villain is going to get it in the end anyway; by the time your audience starts to get to know the villain, you destroy him. In a series, however, you will suffer Villain Decay, unless you’re okay with your protagonists being useless little pricks who always get beaten. Which you might be. The hero winning all the time is so predictable, after all.

Voice Acting for Avery Cates

The Terminal StateWell, Avery Cates #4, The Terminal State is heading for bookstores this summer, kids, and we’ve been working on a web site for it, which is always fun. I need a little help and have decided to make it a little contest; members of the super-secret Street Team got an early wink at this, but now that they’ve had their head start (I’ve already got a couple of pretty kick-ass submissions) I’m opening it up to any one:

The web site will  include some videos I’ve been working on. The videos are tiny little clips representing 4 characters from the book. The voices for these videos are placeholders. I tried to give them some flair, but I can’t help but wonder if they could be better. I figured, why not crowd-source it?

If you’re interested, I’d like to invite anyone who wants to to submit a recording for one or more of the videos. If you think you can give it a real performance, here’s what to do:

1. Surf on over to

http://theterminalstate.com/voiceswanted.html

2. The scripts and videos for each character are there. The way the voices are in the videos are a guideline–feel free to experiment and be creative, but of course I do want something in the same ballpark.

3. Record yourself and send it to me (to mreditor@innerswine.com – please send ONLY to this email) either a WAV or MP3 file as an attachment, or as a link to the file on another server where I can download it (FTP sites are fine as long as you can give me access to them). Feel free to apply effects if you want.

4. Include in the text of your email explicit permission for me to use your voice on the web site. I’ll give credit, though I haven’t decided how yet.

If any of the entries are good enough, I’ll use them on the site. This will be entirely up to my discretion, so it’s 100% my sensibility. Feel free to pass this on to anyone if you think they’d be interested, it’s not a secret. I just wanted to give y’all first crack at it if you wanted. Have fun!

I Can’t Go, but You Should

The rather genius Evan Mandery is reading tonight in Manhattan. He is hilarious, and I wish I could make it, but I naturally forgot all about it and made other plans. Because I am an incompetent jackass.

The event is being moderated/hosted by the insufferably talented Sean Ferrell, which means it’ll be twice as entertaining. Afterwards, Sean will dance for drinks if you ask him. But only if you ask him.

Barnes & Noble
97 Warren Street
New York, NY
7:00PM

Portal 2

Portal Melts My BrainAside from being a boozer, an anti-pants activist from long before the advertising world latched onto the movement, and, oh yeah, a writer, I’m also a casual gamer, almost exclusively in first-person shooters. Maybe it’s the virtual carnage, maybe it’s the immersion, maybe it’s the fact that because of the cropped nature of the HUD I can imagine my avatar is not wearing any pants while I slaughter zombies/nazis/robots/whatever. Whatever the reason, I like me some FPS games, and Portal from Valve was no exception. Now that they’ve announced Portal 2, I’m reminded of how great the first one was.

I was dubious at first: The idea behind Portal is that you have a wormhole gun of sorts; fire it at one surface and portal A opens, fire it at surface B and portal B opens. Step through portal A and you emerge from portal B. At first glance I thought this sounded a little dull and cumbersome, but as with just about everything else, I was wrong: Portal was easily the best game I’ve played in years. One reason it was so enjoyable was the unique game concept of the portal gun, which made the game basically one huge puzzle. You weren’t just running and gunning and occasionally pressing buttons, you were solving what amounted to rich physics puzzles. This is more fun than the phrase “rich physics puzzle” might lead you to believe.

The other, equally important reason Portal rocks, though, is the storytelling.

That’s one of the things I like so much about first-person shooter games; they feel like you’re in a story. There’s usually a plot, some character development, and in the better-designed ones some branching of the story based on decisions you make. Portal has a great story, which I won’t spoil too much aside from the premise: You wake up in a “testing facility” which appears to have been suddenly and chaotically abandoned. Your only companion is a sentient computer that has awakened you for a testing session that is designed, it becomes increasingly clear, to kill you. You have to be very clever with the Portal Gun in order to survive.

What really makes the story great, aside from clever, hilarious writing and very good voice acting, is the way the entire story is Shown and not Told. “Show Don’t Tell” is a cliche of writing workshops, and should never be regarded as an unbreakable rule (just like all rules, there are times and places where breaking it is genius) but rules like this get repeated for a reason. Portal is a monument to the power of Not Telling. You only get the information you can glean – from things the computer says, from graffiti on the walls, from frickin’ slide presentations in empty conference rooms – while surviving the murderous “tests” the computer throws at you. By the end of the game, if you’ve explored energetically and paid attention, you have a pretty good idea what’s happened.

The game’s writers could have had someone show up and explain everything to you in a nifty two-minute narration, yes. And this would have been boring, and reduced the game quite a bit – though the genius of the game’s design itself would have saved things. As a story, Portal works partly because the writers decided to rely on the intelligence of their audience and let us piece together the story from what we’re shown.

A good example of this is the way you figure out, slowly, that the Artificial Intelligence putting you through your paces is not, in fact, interested at all in your safety. At first the AI speaks to you in pleasant, programmed-sounding platitudes about test subject safety, but slowly, subtly, you detect some hostility, and by the time you get to the first test chamber that has some real, actual danger for you, you don’t believe the AI when it tells you that you won’t actually be hurt if you fail the test. This is good, solid storytelling: By this point you know the AI is not your friend, even though no one has told you and you’ve only had subtle visual and audio clues. A lesser storyteller might have had a cutscene where you witness or overhear something damning, or had the AI make a bombastic speech revealing its hatred of you, but Portal commits to the character of the AI: Insane, and possibly, on some level, unaware of its own evil intentions.

Of course, in a game storytelling is second to, you know, the game, and happily Portal is an exceptional game, that rare game that combined puzzle-solving with a visceral action interface. They are puzzles, sure, but since you (or your avatar) are the marble that has to be guided through the puzzle, there’s an exhilaration to solving the puzzles you wouldn’t get if they were on paper or mere models. When you jump into a portal from a high ledge and pop up from another portal, you soar into the air, disoriented and terrified. It’s great fun. Still, unlike most video games, if someone told me a novelization of Portal or a movie version were coming out, I might actually be interested. And that is saying something.

Moon

My handlers and minders don’t let me out much any more, due to ongoing litigations and my apparent inability to keep my pants on. As a result, I don’t get to the movies the way I did in my youth, and when I do manage a movie it’s usually a movie my wife, the sainted Duchess, wants to see. My wife is smart and pretty, but her taste in films is what scientists term atrocious. Don’t tell her I said that; I have enough bruises. For proof I offer up the simple fact that one of the last movies she made me see was Valentine’s Day. I rest my case.

Now and then, though, I am left on my own here at the Somers Bunker and allowed to rent movies on the magical televisual device in our living room. Whoever invented pay-per-view movies should be canonized immediately. Being able to press three buttons and watch a movie makes popping a DVD in seem like an immense chore. I mean, three buttons from across the room versus, what, 37 steps? No contest, mi amigos.

MoonAnyway, while The Duchess was out of town this week I rented Moon, starring Sam Rockwell. I’d heard some vague things about it but didn’t know much more than the star and premise. I really enjoyed it, mainly because it was one of the rare pure science-fiction stories you see filmed these days. Most SFnal movies are genre-mixers, really – and nothing wrong with that, as my own books fall into that category. But now and then it’s nice to watch a movie that is just SF geekery, you know? And Moon falls into that category. There are no guns, no explosions, no fancy special effects, and 4.5 characters, total. The story is not exactly a puzzle; you should figure out what’s going on pretty quickly. But it takes the refreshing approach of taking its premise seriously, exploring that premise’s implications, and seeing where that takes you, story-wise. It works really well.

One reason it works really well is because it shows you a lot and tells you very, very little. This makes sense because the character is on a mining base on the moon by himself, with just a computer and some video messages from earth for company. He only knows what he knows, dig, and what he can piece together from observation and logic. No Basil Exposition[1] shows up to explain everything, and the script very smartly avoids any Moron Lines to stress things that are perfectly obvious. For example, at one point in the film a message arrives telling the main character that a rescue team has been dispatched to effect some repairs. The photos of the rescue team are all you need to see to know they are bad news. No one needs to make a speech about it, and the character doesn’t need to find damning evidence that throws us a plot “twist”. You observe the team, you put their arrival into context of what’s happened already, and you know they’re bad news. The real fun part is, the main character makes the same calculation, but internally. When he does voice his conclusions about the “rescue team” it feels perfectly natural, because we’ve all made the same mental journey.

It’s nice to see that in the age of crap like Transformers, which, frankly, gives SF a bad name, someone out there can still raise 5 million bucks, get actors like Sam Rockwell and Kevin Spacey to star, and put out a smart little movie like Moon. I hear the director plans to make 2 more films set in the same general universe, though not necessarily extending Moon‘s narrative beyond this movie. I’m glad to hear it.

[1] If nothing else, Mike Myers gave us one of the most inspired character names ever.

You Wanted the Best, You Got . . . Me, Unfortunately

Ah, what is it that compels me to post my amateur guitar playing/compositions? Some mysteries are probably better left unplumbed, my friends. I will say I just sort of enjoy creating these songs and the same drive that pushed me to try and get people to read my writing pushes me to post songs here. So, if you’re brave, check ’em out. And then be glad I don’t try to sing <shiver>.

The usual disclaimers: 1. I admit these are not great music; 2. I claim copyright anyway, so there; 3. No, I cannot do anything about the general quality of the mix, as I am incompetent.

Song180
Son214
Song215
Song216
Song221b
Song222
Song224
SBB