This is the second Culture book I've read. The first was Excession,
which was decidedly not the book to start with. I couldn't make heads
nor tails of it. Of course, the second one I ended up picking up wasn't
the first book in the series either, but at least it was the second. And
much more accessible. Whew!
I'm still not loving them, though. I
enjoyed what I read, and won't avoid future Culture novels, but I'm not
at the point where I'd seek them out, either. I found this book to be
clinically distant from its material for a good portion of the text. It
did pick up and become quite emotional by the end, and I think maybe
that's the point. But it was a long way to go for a book that was only
engaging me intellectually until the last 50 pages. I got angry when the
main character did, and so it feels like that's the point.
Gurgeh
is the best game player in Culture. Doesn't matter what game - there
are local specialists who might be able to beat him in individual games,
but no one can stand up against him across the broad spectrum of
available contests. So when he hears that Contact has found an Empire
where the entire fate of the imperial structure is decided by incredibly
complex games, he is intrigued. And heads to Asad, where he takes place
in the Grand Tournament, becoming enmeshed in imperial politics and
strategy (and Contact strategy) in ways he never anticipated.
Banks
does a fairly good job of keeping attention on the game, but since it
isn't (and probably can't be, even if it were a real thing) explained in
the book, it is difficult to know what he means at times. A good
portion of the book are descriptions (not in great detail, more in
impressions) of the gameplay.
But when the book opens up, and
Gurgeh becomes aware of the implications of game and the society that
that game has created, everything kicks into high relief, and the end
moves, in real life and in the game, are engrossing.
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