I just re-read Ursula K. Le Guin's A Wizard of Earthsea (1968). Such a wonderful novel. What distinguishes it, I think, is the nuanced intensity with which Le Guin renders her secondary fantasy setting and fictional cultures. Earthsea is just as important a character as the protagonist, the transgressing magician, Ged. I propose that the world, the atmosphere of Earthsea, subordinates the characters and the narrative. This is a dangerous aesthetic experiment, I think, and risks frustrating the expectations of some enthusiasts of popular fantasy fiction who come to her work because of comparisons between it and J.R.R. Tolkien. Such readers, to generalize, are just as invested in good stories, engaging narrative events, conflicts, and resolutions as compelling secondary fantasy worlds and fictional cultures. There are times when Le Guin's narrative pace slows, but her atmospherics are always engaging. The strangeness and beauty of her fictional world is a satisfying payoff for me, and I find, as I read her work, that I am o.k. with lingering over specific scenes, such as Ged having tea in a hut with his former master, Ogion.
I just finished the second novella in Gene Wolfe's collection of three novellas, The Fifth Head of Cerebus. It is called, "'A Story' by John V. Marsch." I have no idea what to make of this tale. It is filled with ambiguities. Attempting to paraphrase the plot seems trite, a disservice to the narrative technique and style, which I would described as "aesthetically engineered confusion." Let me try: the novella seems to treat the spirit quest of a pre-technological humanoid named Sandwalker and his struggle to become a friend of the Shadow Children, a mysterious race who exists on multiple dimensions. Although it is frustrating, I recommend the story and its worth your effort. I was constantly in a state of confusion, but not the confusion of a story badly told but an invigorating and challenging confusion that always seemed just about to evaporate (although it never does). Although Wolfe is a science fiction writer, I think his novella is comparable to a proto-modernist work like Henry James The Turn of the Screw. Both tales cannot be easily interpreted.
I beat the NES game Final Fantasy I (1987) yesterday. The final boss is an entity named "Chaos," a horrible monster and a long boss battle. I had never beat Final Fantasy before. My first video game RPG was Final Fantasy II (the U.S. version), and I didn't play that until 1992, when I was nine. I had to borrow Final Fantasy II from my friend, and I never had enough time to beat it (he always wanted it back). By the time I finally got Final Fantasy I, it seemed antique to me. It was during the late 16-bit era when I purchased FF1 from a toy store in 1995. They were clearance selling their 8-bit video game stock. The version of FF1 purchased was a re-release and it included this awesome strategy guide, a full map of the world, and some other material, I think a poster. I couldn't get into the game then. There were subtle differences to the gameplay that my impatient twelve-year-old mind couldn't handle. For example, if you chose to have one of your warriors attack a monster, and that monster died before your warrior had a chance to attack, then your warrior would attack empty air and you would get an "ineffective" message. This was the source of so much frustration for me then. Of all the elements associated with that game that I remember, the thing I recall most clearly was the print map that came with the game. It's beautiful. At the very top of the map are these suggestive lines: "Here is the map of the entire Final Fantasy overworld. Surrounding the map is a list of most of the places you will journey to."