A Visit from the Goon Squad.

Jennifer Egan’s A Visit from the Goon Squad, winner of the 2011 Pulitzer Prize for Fiction (and the incumbent title-holder, since the Board decided that every book published in 2012 sucked and declined to give the award to anyone), is a hybrid novel/short story collection, weaving long vignettes involving a small group of interconnected characters together across time to track, backwards and forwards, their rises, falls, and sometimes rises again. The results are often funny and occasionally tragic, but the writing and characterization are so compelling that when Egan punts the entire thing in the final two sections it is an enormous disappointment.

The book doesn’t have a single protagonist, but we do see several of the core characters in multiple stories, including Sasha, the charismatic, troubled young woman with an unexplained penchant for stealing, one that doesn’t even fully abate when she’s confronted with the consequences of one of her thefts. She works for the unctuous Benny Salazar, a record executive whose fortunes ebb and flow with popular tastes, and whose own history includes a stint in a punk band where many of the novel’s central relationships began. He’s a bit of a wacko magnet, like the former bandmate of his who shows up at Benny’s office one day bearing a freshly-caught fish, or the snobby neighbors in the suburb where he moves with his young, self-conscious wife, looking down on the nouveau-riche Hispanic guy in the neighborhood – who might be a terrorist, because, well, you know. The spectre of 9/11 hangs over many of the stories set in the few years after its aftermath, with the majority of the novel happening in spitting distance of New York City.

The novel’s unconventional structure, with a nonlinear narrative and changing perspectives, gives Egan some room to stretch out and show off her writing skills, which she does well for most of the book. One section comprises a magazine feature, presumably unpublished, written by the brother of one of the major characters, an account of a celebrity puff piece gone so wrong that he ends up in jail (with cause) and the celebrity’s career ends up so derailed that she eventually finds herself paid to be the consort of a murderous third-world dictator, one of the funniest sections of the book, even more timely with the Arab Spring occurring after the novel’s publciation. Sasha runs away from home as a teenager, and one section has her feckless uncle trying to find her in Naples to coax her to come home. The changing styles shift our views of characters, peeling back layers while also turning the onion to show us as much as possible in such a short space.

The last two sections destroyed the book for me, unfortunately. The first of the two is a ninety-page slideshow – excuse me, slidshow – written the daughter of one of those recurring characters, describing their family dynamic and the slightly depressing future in which they live. It’s gimmicky and superficial, losing the depth and most of the wit of the previous sections. The final story is set in a dystopian future a few decades from now, with Egan embarrassing herself trying to craft her own texting vernacular, and where interpersonal skills have broken down the point that people standing next to each other communicate via their devices. It wasn’t funny enough to be a parody and it was a lousy way to send off some great characters.

Next up: I’m past the one-quarter mark in William Gaddis’ mammoth novel The Recognitions. I’m hoping to finish before Thanksgiving week.

Babel and An Awesome Wave.

Mumford and Sons’ second album, Babel, is a little better than more-of-the-same – not that that would be the worst thing in the world, since their debut, Sigh No More, was both good and commercially successful – but it doesn’t break much new ground, at least not musically. It’s not exactly predictable, but it feels very expected, evolutionary rather than revolutionary, and likely, given its huge initial sales, to continue to spawn more bands attempting to mimic their fusion of country, bluegrass, and folk traditions with modern-rock production values.

Babel does vary from its predecessor in one specific way – the album’s music is more upbeat, feeling more like what you’d expect from a live concert experience, without as many of the funereal tracks that populated the first album. Sigh No More‘s high points were largely found in songs that picked up the pace, in whole or in part, with “White Blank Page” the main exception. Babel starts out with the title-track, a slightly formulaic barn-raiser that at least announces that this album will be more energetic than their previous disc, although it also lacks the strong hook that made singles like “Little Lion Man” and “Cave” into big radio hits.

It’s the third track and lead single, “I Will Wait,” that gets Babel going in earnest, an exemplar of what Mr. Carey Mulligan and company can do when they hit all their strengths – tempo changes, heavy bluegrass influences, strong harmonies, and concrete imagery (including the album’s first mention of eyes, which becomes a recurring metaphor through the rest of the disc). The song is as radio-ready as it gets on the disc, without sounding excessively commercial beyond the upgraded production quality. The song begins a five-track run of highlights, including “Ghosts in the Dark,” which veers about as close to straight American country as Mumford & Sons get due to the heavy use of finger-picking; and “Lover of the Light,” which combines several memorable hooks with an off-beat lyrical melody over a repeated piano riff that leaves the listener slightly askew before shifting to more conventional structure in the second half, in by far their longest track yet as well as one of their most layered. Even the later track “Hopeless Wanderer” manages to transcend the slow-fast-slow cliché from their first disc with more abrupt transitions between sections and the tempo contrast between the lyrics and the horse-race feel of the fast guitar riff behind the chorus.

Mumford himself shows some lyrical growth here, avoiding some of the stumbles of the first album and developing some consistent themes across the entire disc, without falling too badly into the sort of fake-profundity that characterizes far too much contemporary music. Several images are repeated across different songs in different context, especially eyes/vision and buildings/walls, while he also exhibits more of the spiritual yearning from the first album, such as a reference to the Christian mystic Julian of Norwich’s views of sin. He also gets five thousand bonus points for successfully using one of my favorite words in the language, sanguine, in a phrase on “Lover of the Light” that has two meanings, both of which work in context.

“Whisper in the Dark,” the second track on the album, feels like filler material to me, and breaks the flow between the title track and “I Will Wait.” “Broken Crown” might have been the second- or third-best song on the disc, seething with rage the way that “Dust Bowl Dance” did at the close of Sigh No More, but instead comes off as a calculated move to replicate the success of “Little Lion Man” through the unexpected use of the f-word – yet where “Little Lion Man” used it to maximum effect, here it’s awkward and even immature, turning a vicious attack into a teenager’s angry yearbook inscription. (Besides, that word alone didn’t make “Little Lion Man” great – it just made it greater.)

I’ll take this album as progress over the first disc, but I’d also like to see these four musicians push themselves further, maybe incorporating more genres, or perhaps continuing their experiments with song structures as they did with “Lover of the Light.” They’re going to sell plenty of albums no matter what at this point, and I have little doubt they can continue to produce memorable hooks, so they have the intellectual and commercial freedom to play around if they want to. I hope the next album goes more in those directions.

If you want experimental indie-pop, another British band, alt-J, might be on the verge of an xx-style breakout, perhaps after they win the Mercury Prize on Thursday, as they’re considered the odds-on favorites to do so. The product of five years of songwriting, and two years of recording, their debut album An Awesome Wave (just $5.99 to download) is a bizarre, textured, trippy perambulation across a broad swath of modern music styles. It might be genius.

alt-J, whose actual name, Δ, is produced on a Mac by pressing the Alt and J keys, draw on a wide tableau of influences that seems to span decades. Each listen to An Awesome Wave brought some other reference to mind, from Nine Inch Nails to Massive Attack to Television to Bollywood soundtracks, with hard swerves in style from track to track. Comparisons to the xx, who won the Mercury Prize two years ago, will be inevitable, since both albums tend toward quieter sounds and minimalist production, but alt-J is Faulkner to the xx’s Hemingway, rewarding multiple listens with greater complexity, crafting all-consuming soundscapes that suck you in with surprisingly catchy hooks.

The album contains three interludes and a short intro, but it’s track 3, “Tessellate,” that announces the band’s presence, with a haunting piano line quickly accompanied by a Tricky-like syncopated drum line, later joined by a disjointed base line that give a tremendous sense of movement and flow. “Something Good” begins with another off-beat drum pattern, joined by a sinister guitar and bass combination that belie the song’s title, only to have the whole thing stop for a Muse-like piano interpolation … and then we’re hearing Turin Brakes over the guitar before we return to the drumline of the opener. “Dissolve Me” fools you with a poppy synth intro that hints at the current new-wave revival, but the heavy, distorted bass line tramples over that sunny feeling like a drunken tuba player. And “Taro” follows its verse and chorus with a percussion and string (perhaps ukulele) line straight out of a Bollywood movie, yet one that fits perfectly in the song’s broader structure.

The biggest single from the album, “Breezeblocks,” remains among my least favorite tracks, with a J-Pop kind of lyrical repetition as well as a vocal delivery that sounds like a parent talking to a infant who’s just found her feet for the first time, although that’s the song that was stuck in my head when I woke up this morning. The lead singer’s style often makes the lyrics tough to decipher, but they are worth the effort, exposing a deeply intellectual and literary bent behind much of their songwriting. One song, “Matilda,” is about the film Léon (a.k.a The Professional), while another, “Fitzpleasure,” deals with one of the most brutal scenes from the scandalous book Last Exit to Brooklyn. The songs drip with clever imagery that will almost certainly leave you pondering hidden meanings and literary or film allusions.

Before this week, I would have tabbed Of Monsters and Men’s debut album, My Head Is An Animal, as the best new release of the year, but as amazing as that album is, it can’t rival An Awesome Wave‘s sheer ambition, packaged in shockingly tight songwriting and enough nods to melody to make this more than mere experimental music. It’s mind-expanding.

And, so I can justify reviewing these two albums together, here’s Mumford and Sons covering alt-J’s “Tessellate:”

Asara.

Asara is a family-strategy game that revolves primarily around building towers that will be taller or otherwise more valuable than the towers your opponents are building, a bit of light game theory that keeps a fairly simple game interesting. It incorporates some light worker-placement mechanics with a moderate amount of randomness to give it replay value, along the lines of Stone Age (if less elegant), while fans of more serious resource-based games like Puerto Rico or Caylus would probably find Asara too streamlined. If you consider the theme as well as the mechanics, it feels like a simpler version of Alhambra, a Spiel des Jahres winner with a money allocation system that detracted from the game for me.

In Asara, players compete to build towers in five different colors, each color bearing a different price and earning different numbers of points in the four scoring rounds. Players add tiles – spires, bases, and two types of middle tiles – by placing Buyer cards in the four market areas, but with a twist: The first player to place a Buyer in an area in each round determines what color worker must go there for that entire round. Other players must either place a Buyer of the same card, or must place two Buyers of any color in lieu of the correct one. After placing a Buyer, the player must buy one tile in that area, eventually placing a card on the center ring of builder spaces to allow him to build new towers or add to existing ones. The board also includes market areas for acquiring cash, stealing the start player tile, or paying a “bribe” to look through any stack of unused tiles to buy a specific one.

There are four rounds (years) in which players use Buyer cards, distributed randomly at the start of each turn. At the end of each year, a player receives a point for every tower he’s already completed, and a point for each section with a gold star (a minority of the available sections) that he’s built, while the end-game bonuses are much more substantial, awarding points to the player with the tallest tower in each color, smaller bonuses to the player with the second-tallest tower in each color, and bonuses to the players with the most completed towers and with the tallest tower of any color.

The main trick in Asara, especially with three or four players, is to stay ahead of your opponents in a couple of the available colors. That can mean building taller towers in those colors, but it can also mean blocking them from obtaining tower sections they might need. There are only six or seven pieces available in the market for each section type during each round; if the one you want isn’t available, you have to pay a “bribe” to look through the remainder of the stack and take the piece you want. Buyer cards also come in specific colors, and once a specific color of Buyer has been played in a market, all remaining Buyers played into that market in that year must be the same color; if a player is out of Buyers of that color, he must play two Buyers of any color to buy from that market. A little observation and a little deductive reasoning can go a long way if you want to play Asara to its full extent, although it works as a casual game if you just focus on building more or bigger towers.

Asara’s best attribute is its artwork, which isn’t a huge driver for me but is worth mentioning when it’s really bad or, as it is here, really strong. Aside from two tower section types that are too similar in shape, the pieces themselves are high-quality and easy to work with, with setup fairly quick and gameplay moving along easily. The randomness of Buyer cards and of available tower sections in each year give the game replay value, but more randomness generally limits strategizing and the decisions involved are usually pretty simple. I also found this a little too solitary as a two-player game, with so many spaces on the board that you’re never sufficiently restricted in your actions – both players will be able to construct complete towers in all colors if they want, and it’s almost impossible to run out of money. The game also includes a “professional” variant that doesn’t add much to the core game – it makes it more complex but not more clever or fun, in my opinion.

I’ll update the overall rankings in a week or so, but I would say Asara’s worth grabbing if you already have the better family-strategy games like Stone Age or Small World, or even the game from yesterday’s review, Tobago. Asara’s well made and plays very easily, but just doesn’t have the oomph to make me want to pull it off the shelf over other games of similar complexity.

Tobago.

I’ll be updating the annual boardgame rankings (that links to the 2011 list) in about two weeks, so as a prelude to that I’ll post reviews of the half-dozen or so new games I’ve gotten this year, some as far back as Christmas. First up is Bruce Allen’s Tobago, ranked #226 on Boardgamegeek’s master rankings and #27 on its “family game” rankings, which sounds about right – it’s a fun game, not that complex at heart, with two twists that make it a little more interesting to play, yet simple enough for younger players to learn without having to pore over the rules.

Tobago is set on an island containing several different terrain types across its hexed map, as well as three kinds of objects on certain hexes (palm trees, native huts, and statues). Players attempt to look for buried treasures on the island by narrowing down the treasures’ locations using clue cards tied to the terrain types. Clue cards may say a treasure is on a specific type of terrain, or next to a hex with a statue on it, or on the largest lake or mountain range – or they may say the treasure is not on a certain kind of hex. Once a treasure has been limited to no more than fifteen possible hexes, players place colored cubes on all possible locations for that treasure to know when its location has been identified.

There are four active treasures at any time, and each card added to the column under one treasure type narrows the number of hexes that might contain that treasure. Once enough cards are in a treasure’s column to guarantee that the treasure is on a specific hex, any player can move his vehicle to that spot to raise the treasure, after which coin cards are distributed to players depending on how many clue cards they added to that column. Coin cards show between two and six coins; the player with the most total coins at game’s end is the winner.

The distribution of the coin cards represents the game’s first significant twist. The deck of coin cards contains two curse cards, which, if revealed, can cost any player who was involved in that specific treasure hunt his/her highest remaining coin card. Coin cards for a raised treasure are distributed via a sort of draft format: The player who raised the treasure gets first crack at a coin card, followed, in order, by the players who placed each of the clue cards in that column, from the most recent card to the first one. One additional coin card is added to the stack to be distributed for a treasure.

For example, in a two-player game, if Player A placed the first clue card under a treasure, Player B placed the next two clue cards, narrowing the treasure to a specific hex, and Player A raised the treasure, Player A would get the first option to take a coin card (or pass), Player B would choose (technically with two chances), and Player A would get the final one. Once a player takes a coin card, he’s removed from the queue for that treasure, so if Player A took the first coin card to appear, then for the next coin card, Player B would choose first, followed by Player A. If a Curse card appears, that treasure hunt is terminated.

The second significant twist to the game involves the statues, which produce tokens called amulets every time a new treasure is raised. These amulets appear on the edges of the game board, depending on where the statues are located, and may be picked up by player vehicles in the course of their turns. A player may use an amulet to ward off a Curse card, or may use an amulet for any of these additional moves:

• Playing an extra clue card beyond the one allotted per turn;
• Moving his/her vehicle up to three hexes or terrain areas;
• Removing a single treasure cube from the hexes that might contain that treasure, possibly reducing a treasure’s possible locations to a single hex;
• Exchanging all of his/her clue cards for a new batch.

These amulets can be hugely valuable as the game goes on, especially due to their power to circumvent the clue-card process. For example, a player can put his/her vehicle on a location holding a treasure cube, then use amulet tokens to remove other cubes so that he’s occupying the hex that must hold the treasure, allowing him to raise it and get one more token in the coin-card queue.

The lone obstacle I could see to family play here would be the logic required for placement of clue cards. Some plays are illegal because they would eliminate all possible locations for a treasure; others are illegal because they don’t add any information and thus don’t reduce the possible locations at all. (One such move: adding an “on a lake” clue card to a column already containing the “on the largest lake” card.) The actual mechanics of Tobago are really straightforward – on each turn, you play a card or move your vehicle, perhaps supplementing your turn with an amulet – and the game involves no text on the board or cards, so even younger players can follow along with just the images. The game also plays well with two players; the BGG forums show some complaints from players who found they couldn’t make a legal card play in two-player games, but we’ve never run into that issue. Gameplay takes about 45 minutes for two players, an hour or a little over that for three; we haven’t tried it with four, which is the maximum. Tobago also offers added replay value because the board itself comprises three reversible pieces that may be connected in different fashions, allowing for 32 distinct game boards. It’s a good chance of pace if you’re a fan of Stone Age or Small World but want something with simpler mechanics and less strategizing.

Saturday five, 10/27/12.

I’ve been tied up this week working on the top 50 free agents ranking, and will probably be doing the same most of this upcoming week. I will be at Salt River Fields next Saturday for the Arizona Fall League’s Rising Stars Game, and hope to see some of you there.

* Adding to my link from two weeks ago about GM crops and California’s Prop 37, check out this French study that claims that rats fed Monsanto-modified corn developed tumors and died earlier than other rats. They found similar results with rats fed amounts of the herbicide Roundup that are permissible under U.S. law. (EDIT: Reader Dennis points out why this study might be a load of crap. And here’s a somewhat balanced look at the problems with the study and the need for follow-up.)

* Don’t buy or eat shrimp from Vietnam. Or any seafood from there, really. Or from China. Maybe this is why Bruce and his fellow sharks say fish are friends, not food.

* Former minor league pitcher John Dillinger comes out of the closet. I remember his name well, for obvious reasons, but never saw him pitch. This is a great read, especially his belief that an active player who chose to come out would meet with a friendly or at least non-hostile reception.

* Not that I want to be kind or gentle to the troll by giving her attention, but I thought this response from a man with Down Syndrome was spectacular.

* “The Island Where People Forget to Die” tells of the remarkable longevity of residents of Ikaria. One of their secrets is a heavily plant-based diet with virtually no processed foods, heavy on olive oil, legumes, and wine.

The Man Who Loved Books Too Much.

Allison Hoover Bartlett’s non-fiction book The Man Who Loved Books Too Much: The True Story of a Thief, a Detective, and a World of Literary Obsession (on sale for $6 on amazon) tells the story of a man who stole dozens of rare books from dealers (whose security protocols were often quite lax) because, well, he wanted them. Or he felt entitled to them, because the fact that he couldn’t afford them was just unfair. He’s a con artist, but not a very sharp one, just a persistent one with an pathological self-delusion when questions of right and wrong interfere with what he wants. He’s fascinating, enough that Bartlett’s portrayal is compelling reading despite only going about half as deep as it could have on the subject.

John Gilkey is the book thief of the title, a man who preys on the trust in the cloistered world of rare book collectors and dealers, most of whom still trade in these commodities for love of the books (but not necessarily to read them), and none of whom seem aware of the possibility that someone might rip them off. The problem is exacerbated by a lack of communication among dealers, allowing Gilkey, who isn’t the brightest bulb in the chandelier but manages to keep himself out of jail for longer than you’d expect, to stretch out his spree by avoiding hitting stores multiple times and eventually spreading out across the country, even pulling a scam or two via mail.

Yet the peculiar part about Gilkey’s crime wave is that he never sells the books. He collects the books just to collect them; he doesn’t even read them. He focuses on the Modern Library list of the top 100 novels of the 20th century, a list I’ve haphazardly been reading my way through (despite its sketchy tabulation), because, it seems, these books have been identified for him as Important or Prestigious. His knowledge is superficial and his moral compass is either damaged or nonexistent – he talks of “getting” books, not stealing them, and feels no remorse for the dealers he’s robbed. He can’t afford the books, so the logical option is to take them, because why should rich people have these things while he does without? His ability to rationalize his actions reminded me of pedophiles or serial killers who, even after they’re caught and convicted, remain unrepentant and even try to convince others of the rightness or fairness of their crimes. Fortunately Gilkey was completely nonviolent, although I wonder what would have happened had any bookseller confronted him while he tried to steal a book.

The story of how he was finally stopped is almost as interesting, a credit to the efforts of a single book dealer, Ken Sanders, a lapsed Mormon who is also a collector (and perhaps hoarder) of rare books, purchasing them for his store in part so he can be their temporary custodian. Sanders was the director of security for the Antiquarian Booksellers Association of America for several years and took Gilkey’s thefts personally, helping coordinate reports on the crimes and disseminate information to try to protect other dealers from falling for the same scam. Those efforts led to Gilkey’s arrest, but law enforcement’s interest in thefts of rare books, even valuable ones, isn’t that high, and the sentences for such crimes are often light if the criminals are prosecuted at all, meaning Gilkey serves his time, re-offends, and is arrested again, but the thefts continue. Many of the books he stole in his original spree have been recovered but others remain at large.

That last point is where Bartlett herself becomes enmeshed in the story herself, as she may have seen some of those books herself when interviewing Gilkey’s mother and sister, eventually seeing a group of books Gilkey asked his mother to store for him. The statutes of limitations on many of those thefts have long expired, but their recovery is also relevant for the books’ historical value, giving Bartlett an ethical dilemma she never fully resolves. Bartlett shies away from examining the books, but doing so could have given her some titles to give to Sanders for circulation, possibly returning some to their former owners, regardless of criminal charges.

Aside from the unsatisfactory resolution to Bartlett’s ethical quandary, she also didn’t get deep enough into Gilkey’s pre-thieving history to explain why he is the way he is. This seems like a mental illness, but Gilkey’s hints about thieves within his family, stealing from each other as a fact of life, go unexamined and unresearched. Gilkey seemed forthcoming with Bartlett, almost eager to tell his story, yet we don’t really get much beyond understanding that he’s not a profiteer and he’s not playing with a full deck. Once he’s caught, he’s not clever enough to change tactics, so the hunt for him (which, while short, is thrilling to read) can’t sustain the second part of the book. We do get some glimpses of Gilkey’s past, and his weird personality, but could have used more, so the book as it stands feels a little light even though it’s very interesting and an easy read.

Bartlett mentions along the way that she’s a fan of narrative nonfiction, mentioning four titles that rank among her favorites:

* In Cold Blood, which I read last year but somehow never reviewed. It was interesting, well written, but the crime at heart is tough to read about, and Capote’s platonic relationship with the truth detracts from the power of his narrative. It’s a better read for its historical value and literary importance than for the story within.
* The Professor and the Madman, which I read about ten years ago and loved, although its narrative is looser than most, without much of a conclusion.
* The Orchid Thief, which I haven’t read but purchased last week.
* The Spirit Catches You and You Fall Down, which I also haven’t read and would love to hear about if any of you have.

Next up: Jennifer Egan’s Pulitzer Prize-winning novel A Visit from the Goon Squad.

San Juan app.

The iOS implementation of San Juan is a bit expensive for a boardgame app at $7.99, second only to the best-of-breed app Carcassonne among adaptations of existing physical games, but at least San Juan can point to a very specific value the app offers to justify that cost – some of the strongest AIs I’ve come across yet in any of these apps. While that’s in part a reflection of the simplicity of the game itself, it means the app offers replay value that ranks among the highest of any of the boardgame apps I’ve tried. (I reviewed San Juan’s physical version three years ago.)

San Juan is the card game variant of the highly popular boardgame Puerto Rico, a slightly complex strategy game that has consistently ranked near the top of Boardgamegeek’s rankings (which are skewed toward complex games), making San Juan more of a gateway title that’s easier to learn and to play than the original. The entire game is built around a deck of cards that show various buildings players can construct, with the cards also standing in as goods to be produced and sold and as currency to be used from the player’s hand to construct those buildings. The physical game’s only other required pieces are five small boards showing commodity prices for the five goods players can potentially produce, with prices fluctuating slightly from turn to turn.

Strategy in San Juan is fairly straightforward – players get points for buildings constructed, and there are four ways to earn bonus points through specific buildings, three of which award points based on what else you’ve built, while the fourth (the Chapel) awards points for stashing cards under it over the course of the game. In most games the winning player employed one of those four cards and pursued the strategy from early on in the game; occasionally, a player can win strictly through aggressive construction of high-point buildings and filling out his space early, but I’ve found that requires some luck early on in acquiring and constructing the production buildings that make it possible.

The limited number of strategies likely helped the developers in crafting the AI players, but having played at least twenty three- and four-player games against AI opponents, I can vouch for the quality of their efforts. The expert-level AIs identify strategies early and pursue them strongly, with only the typical AI weakness of an inability to identify the human player’s strategy, thus sometimes making moves that help you more than the moves help the AI player itself. I’ve only found one game with AI players that take that aspect of gameplay into account, the aforementioned Carcassonne, which is one of the reasons that app remains the best of its class.

The graphics in San Juan are outstanding, clear and easy to read and navigate on a smaller screen, and gameplay itself is simple, mostly requiring drop-and-drag motions, with relevant information available through a single tap to zoom in on your own hand of cards or to see what buildings a rival player has constructed. I’d like to see an Undo option after a player selects a role – on each turn, you select whether you want to be a Builder, Producer, Trader, or one of two roles that involve gaining cards – although that wouldn’t be feasible for the Trader role once the commodity prices for that turn are revealed. I’d also like an option to speed up some of the graphics that waste time between turns or the time lost announcing who the Governor (first player to move) is on each turn, which would improve the game’s already significant replay value. Overall, I’d call this app a pleasant surprise given the price; for a spinoff of a generally superior game, the developers added value through graphics and strong AI play that make the cost pretty reasonable.

I’ve also purchased and played the app for Reiner Knizia’s Qin, but after encountering a bug I’ll wait for the next update before reviewing it. The game itself is very good, but I couldn’t finish one particular match because of repeated crashing.

A Thousand Acres.

I’ve got a new post up today on the Young-Bell-Pennington trade.

Jane Smiley won the 1991 Pulitzer Prize for the Novel with A Thousand Acres, her adaptation of Shakespeare’s tragedy King Lear, hewing fairly close to the original storyline aside from the typical Shakespeare tragic ending where everyone dies, often in a single pile on a battlefield or in a great hall. A Thousand Acres takes us to an Iowa farm near the end of the boom in land values in the 1970s, where a domineering, impetuous farmer named Larry Cook decides to divide his thousand-acre farm among his three daughters, a process that also begins to divide the family and presages his mental breakdown, much as Lear himself went mad after dividing his kingdom among his daughters.

Following Big Willie’s original plot, Smiley has Cook’s youngest daughter, Caroline (Cordelia in King Lear) lose her inheritance, here for the most innocuous of comments, spurring a severe estrangement between her and her father as well as between her and her two sisters, the narrator Ginny (Goneril) and the more devious middle child Rose (Regan). Ginny points to the tiff between Larry and Caroline as the beginning of the end of their family, perhaps ignoring larger environmental factors like the impending bust in land values and changes in American agriculture, as well as the lack of any male heirs to Larry’s estate who would run and work the farm. Those factors along with Larry’s decline into madness – at first merely bouts of anger and irrational behavior, but later near-complete dementia – increase the strain on Ginny, her husband Ty, Rose, and her wayward husband Pete, with Rose and Pete’s two daughters mostly inured from the family strife until Pete’s demons resurface closer to the story’s end.

Smiley’s characterizations are by far the greatest strength of the novel, since the plot is not original nor was she likely to improve on our language’s greatest storyteller. Ginny and Rose are richly described and presented with great complexity, enough that the mid-story revelation that both were sexually abused by their father doesn’t add as much to their characters as such a background detail might ordinarily contribute. Jess Clark, paralleling Edmund, is recast as the sensitve, brooding stranger whose sexual magnetism draws in both women (and, one presumes, others unseen) despite his clear emotional unavailability. Caroline even earns her share of depth despite spending so much of the novel off-screen; Smiley even hints that she might be Rose’s daughter by Larry, a fascinating (if replusive) plot detail that could explain some of Caroline’s and Rose’s actions towards their father. Only Larry comes up short in Smiley’s character development; he’s an ass from the start, a cranky, misogynistic old fool who is later revealed to be depraved, manipulative, and evil, and from whom none of his daughters can completely break free, even after his death.

Smiley’s adherence to Shakespeare’s plot led her severely astray, however, when she mimicked Goneril’s attempt to poison her sister Regan; Goneril was successul, but Ginny, as she is presented to us, seems totally incapable of such a bold act of violence or jealousy. She is broken, emotionally, and bears some anger toward her sister, but her ultimate target is her father, by that point unreachable by vengeance. An attempt to kill her father, even as a means of closure for herself without the element of revenge, would have fit her character more completely. The idea that she hates Rose enough to kill her for stealing Jess is not adequately supported by her thoughts or actions, and the very sudden shift in her character to someone capable of premeditated murder is not dramatic, but sloppy.

That selective paralleling of King Lear pushes Smiley into a corner where the book, readable and compelling for about two-thirds of its length, starts to come apart, because she’s rewriting someone else’s story with her own characters and has to force them (when she wants) to act in ways not entirely in keeping with their given natures. By the time Ginny wants to kill her sister, she has been presented to us as someone incapable of such an act. When we learn that Larry raped his daughters (an original element not in Shakespeare), he becomes so odious that we are unable to muster sympathy for him in later scenes where his broken mental and physical conditions might otherwise make him sympathetic, or even pathetic, instead of vile and sickening. The lack of balance pushes the reader to Ginny’s side (and Rose’s, to a lesser degree), only to have Ginny revealed as a sociopath who’d murder her own sister. Had the binding come apart in my hands, the book wouldn’t have fallen apart any more completely than it did in its content.

Next up: I read Allison Hoover Bartlett’s quirky non-fiction story The Man Who Loved Books Too Much: The True Story of a Thief, a Detective, and a World of Literary Obsession (on sale for $6 through that link) and have begin Jennifer Egan’s novel A Visit from the Goon Squad, which won the Pulitzer Prize for Fiction in 2011.

Saturday links, 10/13/12.

Fall League coverage has tied me up all week, but I’m stuck around the house today waiting for a mechanic to finish $1500 in repairs to my car’s A/C, radiator, and catalytic converter assembly (the latter rather important with an emissions test looming), so here’s a mess of links I’ve collected over the last three weeks. Enjoy.

  • Monsanto and other major manufacturers of synthetic pesticides are spending tens of millions of dollars to defeat California’s Prop 37, which would require that genetically modified foods be labeled as such. Pepsi, Coca-Cola, and Nestle are also listed on the Yes on Prop 37 site among companies that have spent at least $1 million to defeat this basic pro-consumer law, which doesn’t ban genetically modified foods, but merely enables consumers to make informed choices.
  • With the Orioles’ unlikely season ending yesterday, it’s a good time to revisit Wire creator David Simon’s podcast with Sports Illustrated‘s Richard Deitsch. Speaking of Simon, he also did an interview with Salon a few days before that podcast in which he revealed that HBO turned down a Wire spinoff that would have followed Tommy Carcetti’s career in a new series.
  • Yahoo!’s Jeff Passan wrote a great piece on former A’s prospect Grant Desme, who retired from baseball to join a seminary after a breakout Arizona Fall League performance in 2009. I didn’t see Desme as a potential star or even a solid regular, but that doesn’t make his story any less interesting.
  • What your beer says about your politics. More fun than meaningful, although I think in my specific case it’s pretty spot on.
  • Via mental_floss: Why does sex make men sleepy? Amazing how you can explain things with science.
  • Bill Shaikin of the LA Times did a wide-ranging Q&A with Bud Selig. I’m having a hard time seeing the distinction between the Dodgers’ and Padres’ situations that Selig tries to make.
  • I haven’t tried this recipe yet, but I did bookmark it because it sounds and looks so good: crackly banana bread, using whole wheat flour and whole-grain millet to add a crunchy texture.
  • Michael Ruhlman on the fallacy of “follow your passion” advice. He meanders a bit before getting to the crux of the post, but I enjoyed following his train of thought, and I certainly agree that passion and $2 will get you a cup of coffee.
  • I usually avoid straight politics here, but I’m linking to this David Leonhardt piece on ”Obamanomics” because I like the underlying story of how a poor evaluation at the start of a rebuild can negatively affect policies for several years afterwards and lead to further incorrect evaluations that support the first erroneous conclusion. It could just as easily apply to teams like Houston and Colorado at the beginning of long rebuilding processes, to teams like Pittsburgh and Baltimore that had unexpected successes this year based partly on individual performances that aren’t likely to recur.
  • Maybe self-esteem is the wrong buzzword for improving happiness – experimental social psychologist Heidi Grant Halvorson argues that self-compassion is the real key. I first came across her writing in this July piece on success that argues (I admit without much evidence in the article) that believing in your own ability to learn and improve is a key to increasing job performance and finding happiness in your work.

Culinary Intelligence.

Peter Kaminsky is a longtime food writer, as a journalist, food critic, and cookbook co-author, who found that his career was threatening to shorten his lifespan – after a few decades in the business, he found himself overweight, prediabetic, and rejected when he applied for life insurance. His newest book, Culinary Intelligence: The Art of Eating Healthy (and Really Well), promises an approach to food that keeps calories in check without sacrificing too much pleasure while weighing the ethical concerns about some types of foods. I thought it fell a little short of those goals, but for someone looking to transition from a diet heavy on processed foods and chain restaurant meals, it’s an excellent starting point to get you to elevate your eating habits, one that never lapses into preaching or the monotony of calorie-counting.

This short (209 pages in deckle-edged hardcover) volume covers quite a bit of ground without much wasted verbiage. Kaminsky briefly recounts his history as a food writer whose waistline expanded with his fame, and discusses how he dropped forty-odd pounds without feeling like he was depriving himself. Some of the advice is obvious – cut out sugars and white flours, load up on whole foods, fill your stomach with vegetables rather than with meat (although he never argues for abstaining from meat entirely) – but much of it will be useful to readers who grasp that stuff but feel like their meals have become boring or even painful. There’s a lot of advice on cooking, including lists of key ingredients to keep on hand as well as using the powers of science, notably caramelization and the Maillard reaction (the flavors created when foods high in protein are browned). Kaminsky abbreviates this concept as FPC, or Flavor per Calorie, a variable that should be maximized at every opportunity – sound advice, easily followed with some basic kitchen skills and ingredient knowledge, some of which is contained within this book.

He also discusses sensible approaches to restaurants, including a discussion of why most chain restaurants are evil – and, along the way, why it’s not elitist or snobbish to try to avoid them. (He singles out Chipotle as an exception, mentioning their commitment to local, sustainable agriculture.) Any experienced home cook knows you can often salvage a mediocre cut of meat by drowning it in butter, cream, salt, or even sugar – think of Guy Fieri’s favorite “sweet soy sauce,” which can’t actually be a thing, right? – so when you see a restaurant dish that seems to promise those things, what are they telling you about the quality of the underlying ingredients? I also appreciated his thoughts on ordering less at restaurants, where portion sizes have grown to absurd levels, something you don’t find when traveling abroad. I tend to eat pretty small portions and rarely finish full entrees at restaurants, but I still feel a bit guilty knowing that what I didn’t eat will simply be trashed (or, rarely, composted). Sometimes I’ll order a few smaller plates rather than a main course, to try more items and to avoid wasting food, but Kaminsky validates that practice, arguing it should be more of the norm, and that a party of four would often do better (and consume fewer calories) to order two to three starters and two entrees, sharing everything as they go.

For me, the value in Culinary Intelligence is twofold: Kaminsky’s writing, which is elegant and spare yet highly descriptive; and the expostulation of a food philosophy very similar to mine. The book’s main point, about eating well without getting fat, will seem a little obvious to anyone who’s been cooking avidly for a number of years, and while Kaminsky’s book will help me keep my awareness of what I’m eating high, I don’t think I learned any new tips or tricks from it. It’s absolutely something I’ll buy for friends who want to start getting into cooking or to try to lose weight without using complicated programs or filling up with “diet” processed foods, and its readability should help it reach that target audience without making them feel like the author was talking down to them.

Next up: I’m currently reading Alan Bradley’s A Red Herring Without Mustard, the third book in the Flavia de Luce mystery series; I reviewed the first book in the series, The Sweetness at the Bottom of the Pie, in September of 2011. After that, I’ll start Jane Smiley’s Pulitzer Prize-winning novel A Thousand Acres.