The Evolution of “Science Fiction” – Episode 44
The Evolution of “Science Fiction” – Episode 44

The Evolution of “Science Fiction” – Episode 44

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Science Fiction Novels and Video Games of 1991

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(Romanian)

Cerc Scifi 3

From a written book perspective, 1991 is a new year marked by author Lois McMaster Bujold, who “launches” a new volume in the Vorkosigan series under the name Barrayar (a planet with an exciting culture and society, a rich history, and intricate, feudal, and militarized politics, providing an interesting contrast to Cordelia’s home world, Beta Colony).

Another gem of science fiction literature, rightly considered one of the author’s best works (similar to the “evolutionary manifestation” of T2, a sequel considered in the world of cinema as a pearl of the Terminator series), rewarded with the Hugo and Locus awards, even though it was a continuation of the story of Cordelia Naismith and Aral Vorkosigan, begun in the previous novel, “The Vor Game”.

Like a parenthesis, Cordelia is a strong and intelligent woman (the novel is centered on this character, Cordelia Naismith Vorkosigan, a strong and courageous woman who navigates political intrigues and personal conflicts in a patriarchal society), and Aral, a charismatic and complex leader, are characters who conquer you through their determination and loyalty, the relationship between them being one of the most beautiful and authentic in SF literature.

The action is fast-paced and suspenseful, and the plot keeps you on your toes until the last page, with assassinations, political conspiracies, and power struggles unfolding in a tense atmosphere that will keep you turning the pages eagerly.

Beyond action and adventure, the novel addresses universal themes such as love, loyalty, honor, power, and identity, these themes are explored in a deep and complex way, offering the reader a rich literary experience.

Another notable novel is Bone Dance by Emma Bull, a captivating urban fantasy (combining elements of fantasy, hard science fiction, and cyberpunk, nominated for the Hugo, Nebula, and World Fantasy awards), set in a modern Chicago with a magical twist, combining elements of folklore, mythology, and science fiction, creating a unique and memorable atmosphere.

Bull creates an alternative Chicago, where magic and mythical creatures coexist with humans in a precarious balance, the city being full of secrets and intrigue, and the reader is invited to explore this parallel universe.

The protagonist, Rhyan, is a young musician with an extraordinary musical gift, but also a complicated personal life, and the secondary characters, from wizards and spirits to mythological creatures, are equally interesting and well-drawn.

The story follows Rhyan’s quest to understand his past and find his place in the magical world, the plot being full of suspense, secrets, and twists and turns that will keep you on your toes until the last page.

Beyond action and magic, the novel addresses universal themes such as identity, belonging, love, and loss.

All the Weyrs of Pern by Anne McCaffrey is a cornerstone in science fiction and fantasy literature and is certainly one of the most captivating novels in this author’s “Pern” series.

Pern is a unique planet, constantly threatened by the fall of a toxic substance called Thread. To survive, the inhabitants have developed a symbiotic relationship with dragons (the stars of the series), telepathic creatures that help them combat this threat (the relationship between dragon and rider, one of friendship, trust, and partnership, is one of the strongest and most moving in literature).

The world of Pern is detailed, with a fascinating culture, history, and technology, an intriguing element of the novel being the exploration of Pern’s past through artifacts and an ancient artificial intelligence, a “detail” that adds complexity to the story and gives us a broader perspective on the evolution of this world.

Interestingly, there is an obvious similarity between the narrative line of Anne McCaffrey’s “Dragon Riders of Pern” series and that of Christopher Paolini’s “Eragon” series (which was the basis for the film “Eragon” and other “image achievements”), stories that focus on the special relationship between a young man and a dragon, in a fantasy world where dragons play a crucial role in the fight against an external threat.

Paolini was likely inspired by McCaffrey’s work, which is considered a classic of the genre, especially since it can be considered that they are novels that fall into the category of “chosen” stories, where a young man discovers that he has a special destiny and must save the world (these tropes are common in fantasy and science fiction literature and have been used by many authors), but I cannot avoid emphasizing that McCaffrey created the Pern universe long before Paolini wrote “Eragon”, and her contribution to the fantasy genre is undeniable.

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The Summer Queen by Joan D. Vinge is a continuation of the famous saga (and direct sequel to the award-winning) “The Snow Queen”, a novel nominated for the Hugo and Locus awards for best science fiction novel, a work that explores complex themes in a captivating science fiction universe.

Vinge had already built a complex, exotic world with extreme climate cycles and a society divided between those who live in winter and those who live in summer, “The Summer Queen” continues this story, further exploring the political, social, and personal implications of this cycle.

The main characters, Moon and Elspeth, face the consequences of the decisions made in the first novel and new challenges that threaten the delicate balance of the planet Tiamat, the political intrigue being complex, in which power, ambition, and love intertwine in a captivating way, the characters are well-defined and evolve throughout the novel, and the relationships between them are complex and full of nuances, exploring universal themes such as power, freedom, identity and the nature of life cycles.

Now is the time for an already “master” of science fiction, Orson Scott Card, represented by the novel Xenocide, the third novel in the famous Ender’s Game series.

After the dramatic events of the first two books, Ender Wiggin, the former commander of the International Fleet, faces a new challenge on the planet Lusitania (a fascinating planet, where different species try to coexist), a place he helped colonize and where humans, buggers (an insectoid race) and a viral life form called descolada coexist (the relationships between humans, buggers and the descolada virus being complex and full of nuances).

Ender finds himself involved in a deep moral conflict, on the one hand, being forced to protect people from the descolada virus, which threatens their lives, on the other hand, he knows that destroying the virus would also mean the extinction of the buggers, a species he has learned to respect and appreciate (“the “congress” decides to destroy the Lusitania to prevent the spread of the virus, which leads to a potential “xenocide”).

Ender, now an adult, must face the consequences of the decisions he made as a child and learn to live with them, with the novel further exploring themes of war and violence, raising important questions about human nature and the cost of victory.

I should make a small mention… It’s obvious that the “science fiction” offering is much wider, and we’re talking about true masterpieces that didn’t catch on, but here, on Medium, I’m forced to maintain a kind of word limit.

So, for this episode, a final approach is represented by the novel Stations of the Tide written by Michael Swanwick, a remarkable work by this author (considered one of the best contemporary science fiction writers), which takes you to an exotic world full of mysteries.

The action takes place on the planet Miranda, on the brink of a periodic cataclysm (a planet on the edge of the abyss), in which the tides will swallow entire continents, a constant threat that creates an atmosphere of tension and urgency, but also of fatalism.

The planet’s inhabitants are divided into groups with different interests and values, some being followers of technology, others preferring magic, and still others living in isolated communities, divisions that create conflicts and intrigues that fuel the action.

Gregorian, an eccentric and charismatic scientist, is the central figure of the novel and will bring forbidden technologies to the planet and manipulate events for his purposes, causing a true revolution.

Thus, the novel combines elements of science fiction, such as advanced technology and genetic engineering, with elements of fantasy, such as magic and mythical creatures, a combination that creates a rich and original universe, the novel asking fundamental questions about the nature of power, the limits of knowledge, and the consequences of manipulating nature.

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It’s time for the video game world of 1991…

So, by far, the video game of 1991 is Dune II: The Building of a Dynasty (which would be a sequel to the 1990 game “Dune), considered by many to be the first modern real-time strategy (RTS) game…

This game was based on Frank Herbert’s science fiction novel Dune, managing to quite vaguely capture the epic atmosphere and complexity of the Dune universe (players take control of one of the three factions fighting for control of the planet Arrakis, factions represented by Atreides, Harkonnen, and Ordos, each of which has its unique traits and strategies, the main objective being to destroy the opponents and become the sole dominant force on the planet, managing the existing resources).

Thus, Dune II transported us to the planet Arrakis to fight for control of a precious resource: “Spice Melange”, the game introduces fundamental concepts for the RTS genre, such as building bases, extracting resources, and leading military units in real-time, without forgetting the fact that it introduced concepts such as the “fog of war”, which hid unexplored areas of the map, and the base building system, which allowed players to adapt their strategies depending on the situation.

Dune II influenced an entire generation of game developers, and its legacy is felt in titles like Command & Conquer, StarCraft, and Warcraft.

Another outstanding game of 1991 is Wing Commander (a video game classic), a space simulator (a true pioneer in the world of space simulators) that puts you in the shoes of a fighter pilot in a galactic war, impressive (for those times) for its cinematic graphics and its well-constructed story, with memorable characters and engaging voice dialogues, completing exceptional immersive gameplay (laying the foundations of a successful franchise that has continued to evolve over the years, with subsequent games coming with significant improvements in terms of graphics, gameplay, and story).

Wing Commander projects you into the distant future, into a galactic war between the Terran Confederation and the feline Kilrathi race, where, as a young pilot, you join the crew of the TCS Tiger’s Claw spaceship and engage in a series of dangerous missions.

The story is well-constructed, the characters are well-defined, and the dialogues are full of humor and tension, the video sequences with real actors brought an extra touch of realism and contributed to creating an immersive atmosphere, and the missions are diverse, from intense aerial combat to reconnaissance and sabotage missions, the epic music and sound effects immerse you in the game’s universe and make you feel the adrenaline of space battles, it offers the opportunity to interact with the crew members and develop relationships with them, adding an interesting social dimension to the game, etc.

Ultimately, the game had a significant impact on the video game industry, inspiring an entire generation of developers and helping to popularize the space simulator genre.

Now, it’s the turn of the video game Syndicate, a tactical shooter with RPG elements, in which you have to lead a team of cybernetic agents in a futuristic, dystopian world dominated by powerful mega-corporations, where cybernetic technology has become ubiquitous, presenting an intriguing vision of the future, influencing the cyberpunk aesthetic of many other subsequent games and films.

The game was praised for its dark atmosphere, embodied as a cyberpunk vision of the future, and for its innovative gameplay.

Syndicate introduced a tactical combat system, in which players could control a team of cybernetic agents, each with unique abilities, and was one of the first games to use a “face-on” interface to view the world from the character’s perspective.

The dark graphics, industrial design of the cities, and the story of corporate intrigue created a compelling cyberpunk atmosphere in an “open world” that offered an unusual level of freedom for the time, allowing the player to freely explore the city and choose their objectives.

Syndicate influenced an entire generation of game developers, and its legacy is felt in many modern titles, with elements such as the “face-to-face” interface, tactical gameplay, and cyberpunk atmosphere becoming staples of many action games.

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All these games share the desire to transport you to a fascinating future, full of advanced technologies and epic adventures, and have laid the foundations for entire game genres, inspiring generations of developers.

Merticaru Dorin Nicolae

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