Geosynchron | ||||||||
David Louis Edelman | ||||||||
Pyr, 520 pages | ||||||||
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A review by Paul Kincaid
Edelman generously acknowledged my criticism on his blog and said he would address it in the third volume. Now the
third volume is here, and we can see that he has addressed part of my concern, but at the expense of making another
part of my concern even more noticeable. He has dealt with the notion of a family of geniuses by suggesting that
the successive innovations introduced in turn by Prengal, Marcus and Margaret Surina are all deprived from, perhaps
even inherent in, the original work of Sheldon Surina. This does open the question of how someone 300 years dead
can have produced work that is still new and astounding in such a fast changing technological world as this. More
than that, it doesn't begin to explain how the Surinas have continued to retain control of their work and their
company over so long a time.
Within the course of this trilogy, for instance, Margaret Surina has gifted the family's most recent and most
far-reaching innovation, MultiReal, to a buccaneering businessman with no great track record and absolutely zero
reliability (our protagonist, Natch), hardly the behaviour of an astute business leader, and we also see two
none-too-bright off-shoots of the Surina family go to court to gain control of the company. If this can happen
within the few months covered by the trilogy, then you have to wonder how many similar episodes might have
undermined or challenged the control of the Surina family over the previous 360 years.
Incidentally, I make no apologies for spending so long considering events long past before this trilogy even opens,
since that is what Edelman does. Following the pattern of the previous two volumes, Geosynchron has some 60
pages of appendices, most of which are devoted to filling in the background. For a work set so far in the future,
the Jump 225 trilogy seems very backward looking. The whole thing suggests a very carefully thought-out
environment, a slow and patient building up of detail. Though this sense of slowness isn't always borne out by the
writing, which frequently shows signs of hurry and carelessness (someone is described as "serene but not untroubled,"
a meeting "explodes into silence"). But in fact, away from the world-building (which, as I've said, is hardly
convincing), these novels are all about rush; they are, essentially, melodramas.
There is a three-act structure that we see repeated again and again in trilogies with but minor variations: in act
one you build up the protagonist, make us cheer them on, until they seem on the brink of achieving some great
goal. In act two, you knock them down again, so that our investment in their success turns into identification with
their troubles and a sense of tension (because this structure is necessarily downbeat, because it is an entr'acte
between two more positive acts, the middle volume of trilogies is often slower and less engaging than those that
bracket it). In act three, you start the protagonist's ascent once more, made to seem more tenuous because we now
know what forces are arrayed against them, but also their eventual achievements are that much more worthy because
they have come by overcoming troubles.
Jump 225 follows this plan perfectly. In Infoquake we saw Natch cheat and connive his way to the top in
business, although we tend to forgive his many and evident transgressions because he carries it off with such
swagger. He is, basically, a pirate hero, and we always tend to cheer anti-heroes in fiction so long as they are
colourful and insouciant. By the end of that first volume he had got the better of Len Borda (just one of the boo-hiss
villains of the piece) and was on the verge of releasing MultiReal to an eager public. Volume two, MultiReal,
shifts the focus from business to politics, which inevitably puts Natch out of his depth. Thus we see the rise of
Magan Kai Lee, Borda's lieutenant who seems even more power-hungry than his boss, and therefore a more formidable
opponent for Natch. We see Margaret Surina dead, suicide or murder we never really know, but Natch's powerful
assistant, Quell, is arrested nevertheless. We see Natch's fiefcorp taken away from him and put in the hands of
his deputy, Jara, whose self-doubts put the whole enterprise at risk. And we see Natch brought to trial, a set
piece that degenerates into an open fire fight from which Natch escapes only by being kidnapped by his arch-enemy,
Brone (another boo-hiss villain), who is then able to get access to the secrets of MultiReal.
In the first two volumes, therefore, Natch has risen high and been knocked down flat. As this final volume opens,
all the good guys are at a low ebb. (I say "good guys" advisedly; if you look at their actions, no-one in this
trilogy is exactly good, Natch least of all.
But these are our protagonists, the people we are encouraged to cheer for, and we naturally assume that those we
cheer for are the good guys while those we hiss are the villains.) Natch himself has managed to escape from Brone's
murder attempt but is disoriented and immediately finds himself imprisoned by business rivals, the Patel
brothers. Quell is in an orbiting prison where the inmates literally have to fight for survival and escape is
impossible. And Jara finds her fiefcorp breaking apart with no worthwhile products for the public.
In each case, our heroes begin their new ascent only thanks to an unexpected and unlikely intervention from
outside. Magan Kai Lee breaks into the orbital prison in order to rescue Quell. Jara's fiefcorp is hired as
consultants by the Islanders, the people of the Philippines who have deliberately remained disconnected from the
Data Sea within which Sheldon Surina's bio/logics operates. Here they find Josiah, the secret son of Quell and
Margaret Surina, who is on the verge of becoming the leader of his people. Most unlikely of all, Natch is simply
released by the Patels, and decides to take on a new identity and hide out in the lawless Orbital Colonies. But
once there, he immediately goes on a one-man crusade to clear out all the drug gangs, which he achieves with
remarkable ease, as if he has abruptly become morally right and super-heroic at the same moment. All of the moral
doubts surrounding Natch, who has never behaved morally to this point, are swept away in this transformation
into a good guy it really is okay to cheer. Which prepares us, of course, for the redeeming sacrifice that is
the climax of our tale.
As is often the case, good characters are generally less interesting than morally complex or even amoral
characters; and Natch's transformation from amoral to good really does eliminate much of our fascination
with the character. Which is okay, because he plays a notably smaller role in this novel than in its two
predecessors, since there is a lot of melodramatic action going on that doesn't directly involve him. And
Edelman has another character transformation to keep us on our toes. Do you wonder why
Magan Kai Lee should rescue Quell?
It's because he has suddenly stopped being the mysterious figure who looks like the super villain in waiting,
and has revealed himself to be one of the good guys after all. He is now in open revolt against Len Borda,
but this is no mere power grab; oh no, like so many generals in so many third world coups, he wants to seize
power in order to reintroduce democracy. And I think we're meant to believe him.
There's a big set piece battle, a dramatic infiltration, and Brone acts like a clichéd screen villain,
talking so long that the good guys are able to find a way to turn the tables on him. It really is non-stop
action, just so long as you don't want to believe in the characters or the situation. But then, melodrama
isn't meant to be believable, just to be engaging and thrilling, and that is something Edelman achieves with aplomb.
Paul Kincaid is the recipient of the SFRA's Thomas D. Clareson Award for Distinguished Service for 2006. His collection of essays and reviews, What it is we do when we read science fiction is published by Beccon Publications. |
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