Haruki Murakami is a bestselling Japanese author whose novels have been translated into dozens of languages. He’s one of those literary writers who lives in the borderlands of literary magical realism and sci-fi/fantasy. My first introduction to his work was the monstrous tome 1Q84, which is almost 1200 pages.
Novelist as Vocation is a book about writing, but if you’re hoping for a technical manual or detailed tips on voice or pacing, this is not the book for you. The closest analogue I’ve read is Stephen King’s On Writing.
King’s book is half memoir, half writing advice. Murakami’s book also has a memoir component, but any writing advice is almost incidental. Murakami seems loathe to put himself on a pedestal with the implication that his advice might be valuable, but he does describe his writing process in some detail.
The book is split into a dozen chapters, each one standing alone and covering a different topic. Half of these chapters started life as essays Murakami wrote years ago and set aside, eventually being published as a serial feature in a Japanese literary magazine. The rest were written later to fill out the book.
For those who are fans of Murakami, the chapters “Are Novelists Broad-Minded” and “Going Abroad – A New Frontier” provide the most history of his career and insight into the man and his view of the world. For those seeking concrete advice, the chapters “So, What Should I Write About?” and “Making Time Your Ally: On Writing a Novel” give an overview of the author’s entire process leading up to, writing, and rewriting a novel.
If nothing else, Novelist as Vocation reinforces the common view of Murakami as a successful author who never quite fit into the literary establishment in Japan or internationally. He comes across as idiosyncratic and sometimes odd, having never been formally trained, and making a start at writing much later in life than many of his literary peers. Getting a glimpse of the man through these chapters, it seems almost obvious that this would be the person behind these unusual novels.
Murakami is self-deprecating and self-important in turns, on the one hand brushing off some critics’ poor reviews of his works and style, but then bringing it up so often that I can’t help but think it hurts him more than he would like to admit. He knocks his own writing as nothing special, but also repeatedly calls back to the prize he won for his first novel and his broad success since then. If nothing else, the fact that he wrote this book about his own life and writing has a certain egoism built into it.
Murakami also serves as a good reminder for any writer who is worried about not having an MFA, worried about starting later in life, or simply feeling like an outsider in the literary world: there are many definitions of and paths to success in writing, and we should not be discouraged or afraid to forge our own way.
At 138 words, this is not quite drabble-length, so it needs to hit hard and fast. It’s a story about the loss of someone loved, with the sci-fi element being their replacement by an artificial duplicate.
The opening is a metaphor unfurling: salt as grief. The end is a callback to the title. Great structural choices for micro-fiction.
The mix of italics and quotes is something I’ve done myself, but it’s dangerously ambiguous. Is the robot speaking non-verbally? Is it the protagonist’s internal voice of their lost loved one? Any lack of clarity can be catastrophic in a story so short.
The theme is imminently relatable; we’ve all experienced loss of a loved one, by death or lesser proxy. I don’t quite get that gut-punch emotional reaction I want from a short story, but that’s always the biggest challenge of micro-fiction, where you are fighting for every word.
Children of the Mind is billed as the final book in the “Ender Quartet.” In my opinion, that quartet is really Ender’s Game standing on its own, and sequel trilogy that is in many ways tonally different and mostly disconnected in plot.
The trilogy of Speaker for the Dead, Xenocide, and Children of the Mind centers on the story of the planet Lusitania, thousands of years after Ender’s defeat of the buggers. The ticking clock of the series is the war fleet sent to destroy Lusitania. It has been delayed by the computer intelligence Jane, but now Starways Congress is aware of her presence in their computer systems, and has a plan to reset their communications network across the hundred worlds. This will not only prevent her from meddling, but effectively kill her as she’s reduced from millions of computer systems to only a handful.
The destruction of Lusitania would do more than kill the thousands of human colonists, because the planet is also home to the only other intelligent species known to humanity: the pig-like Pequeninos, whose life-cycle was heavily modified by an extra-terrestrial virus—the Descolada—and includes a worm-like larval stage and an eventual transformation into something like a psychic tree.
Ender has also brought the last of the Bugger hive-queens to Lusitania, where it is busy building enough industry to build starships and send out new queen larva to distant planets, ensuring the continuation of the species.
A final additional subplot is introduced, as if there weren’t enough. The dangerous Descolada virus has been neutralized on Lusitania, replaced with a harmless version that fills the needs of Pequenino physiology without the danger of infecting and modifying the genomes of other species. But it has become apparent that the virus is not natural. It was created, and the species that could and would send such a dangerous weapon into the universe is potentially the greatest threat humans, Pequeninos, and Buggers have ever seen.
Ender, once the titular character, has now been almost entirely sidelined in the story. As a reader, his perspective is barely present in the book, and he spends a good chunk of it effectively comatose. By the end, it’s apparent that the book is a send-off for him. His presence almost feels like an afterthought. Instead, the book focuses on Miro (his adopted son and Jane’s new favorite human), Si Wang-mu (genius emigrant from the planet of Path) and young Val and Peter, ghosts from Ender’s childhood that he made physically manifest on his brief trip outside the universe in Xenocide.
Tonal Shift
Analyzing the series as a writer, it’s interesting to see the transformation of Card’s style in the post-Ender’s Game trilogy. Ender’s Game was a relatively near-future hard SF story that focused on a single brilliant boy’s journey through military school, and the horrifying extremes the wartime government was willing to go to in order to defeat an existential threat to humanity. While there is a B-plot for Peter and Valentine, most of the story stays tight on Ender’s perspective.
The subsequent trilogy is much more scattered, and while it touches on plenty of interesting ideas, I think this lack of focus is somewhat to its detriment. The series becomes decidedly softer sci-fi, culminating in a deus ex machina mode of faster-than-light travel that also allows near-magical creation of a bespoke super-virus and several entirely new people.
My daughter and I both came to the same comparison independently—the Golden Compass series had the same seemingly tight beginning before spiraling off into odd and confusing tangents. Both feel like completely different series at the beginning and the end.
A fair amount of Ender’s Game is dedicated to his own internal angst as he undergoes indignities and abuses at the hands of the adults in positions of authority over him. The subsequent books include even more angst, spread across a large cast of characters. Long internal monologues are par for the course, and I would be hard-pressed to identify any character experiencing any kind of happiness before the final two or three chapters.
Where Ender’s frustration and eventual desperation felt appropriate to his situation, I couldn’t help but feel that this modus operandi became oppressive with so many more characters, and continuing for three books. It was unrelenting and a little exhausting.
A side-effect of this feeling was that the problems posed to the characters became so big and so multitudinous that their inevitable resolutions at the end of the series felt too trite and easy in comparison. It’s a tough balancing act to set up huge roadblocks for the characters and then resolve them in a way that feels earned.
Welcome to Ethnic Planet
I am keenly aware that I’m reading this series 30 years after its original publication. One of the strangest things about these books is the way Card has built his universe. His characters and their personalities run up against each other in a variety of interesting and well-thought-out ways, but his settings feel like cardboard cutouts in comparison.
The planet of Lusitania is the most fleshed-out setting in the series, but that’s a little deceptive because it has been engineered for simplicity. The Descolada has ravaged the ecosystem, and only a dozen species have managed to adapt. There is a single human colony city, and it is Portugese Catholic through-and-through.
The common sci-fi trope would be to construct “Star Wars” planets with a single distinguishing feature, usually an environmental biome. The ice planet. The forest planet. The desert planet. The lava planet.
Strangely, Card has managed to at least partly eschew this (though Lusitania is a uniform mix of forest and plain and Trondheim is icy). However, he has very plainly replaced these tropes with a different sequence: planets that are each a uniform human monoculture. Even more strange, in my opinion, is how these caricatures hew to a myopic 1990s American perspective. Say what you want about some of the performative multiculturalism in the still-not-very-broad-minded modern publishing industry, but I am honestly a little surprised that Card’s blatant stereotyping made it into a series that was not only mainstream, but award-worthy in its day.
Speaker for the Dead introduced Trondheim, the stoic Scandinavian planet. Xenocide introduced uniformly Chinese planet of Path, dominated by a kind of luddite, vaguely Taoist folk religion. Children of the Mind adds two more: Divine Wind and Pacifica. Divine Wind is the Japanese planet, industrious and technologically innovative much as the US saw Japan in the 70s and 80s. Pacifica is the Samoan planet, and everyone that Peter and Wang-mu encounter there seems to be built like a linebacker, living a simple tropical life, and deeply invested in ancient, polytheistic religion.
There is an argument to be made that the book explicitly says that these planets are more diverse, and there is more to them than regions depicted in the main plot. However, I think this is a weak argument. It’s textbook telling instead of showing, and it seems to admit that the cultural caricatures, which are all we’re actually shown, are shallow and problematic.
Besides, the problem is not the lack of wokeness, it’s the abject unbelievability of a universe where each planet is almost entirely populated by uniform groups of people defined by a handful of simple traits that apparently haven’t changed over thousands of years. This is as absurd as the idea of a modern Italy that has adapted to our current world, technology, and politics while remaining culturally almost identical to the early Roman empire.
Even weirder, the term “western” is explicitly used, which is nonsensical in a far-future multi-planetary society. Of course, the core power systems of the Starways Congress and the military seem to be fully controlled by these “western” cultures, because who could possibly envision a universe where the US and Europe aren’t dominant?
The Dangers of Rereading
I have to admit, part of me wishes I hadn’t revisited these books. They didn’t quite live up to my fuzzy teenage memories of them. Those memories told me that Ender’s Game was the best of the set, and I continue to feel that way. But the sequel trilogy might have been better served by being further divorced from that book and getting a little more breathing room to explore other ideas.
In the end, I found the “Ender Quartet” to be an interesting series, but ultimately flawed enough that I had a tough time enjoying all the good bits without being reminded of the things that annoyed me. My current views are certainly affected by my age, my experiences, and the many fantastic books I’ve read in the interceding decades.
On the other hand, I might have reason to worry if I felt the same way about these books today as I did in my teens. For writers, rereading our old favorites can be a fun and useful exercise, but it’s also a dangerous one. You may find that those books were more enjoyable through the lens of nostalgic memory than they are in the cold light of a fresh read.
It’s a common misconception that a great idea makes a great story. The truth is that most great stories come down to execution. A great idea with poor execution rarely works, but a great writer can breathe new life into even the most tired tropes.
Like any writer, I have my own treasure trove of ideas that might end up in a story…someday. But why horde them? Instead, I’m opening the vault and setting them free.
Use these ideas as a writing prompt, or come up with your own twist and reply in the comments.
The Corporate Cold War
When the history books were written, the story started with an exodus of intellectuals and policymakers from the United States and Britain. Their failure to effectively change the festering kleptocracies of their native lands only galvanized them to fight even harder for the more favorable battleground of the EU.
The opening salvo was the unexpected passage of laws that set hard limits on the size of corporations by employee count, profit, and revenue. Any company too large would have to split up. These limits would tighten over time, and any uncompliant company could do no business within the economic block.
The first front of the war was political, with multinational corporations spending billions to influence elections and run ad campaigns. They threatened to abandon Europe, an empty threat, knowing how much it would cost them. They claimed prices would skyrocket. But they underestimated the public vitriol against them.
When political wrangling failed make the problem go away, a legal arms race began. The corps found a hundred ways to split one company into many while maintaining total control and channeling profits to the same shareholders. Regulators updated the rules, and the corporations changed structure again. It took decades of closing loopholes to see the laws really go into effect.
Some of the corps followed through on their warnings, leaving the EU altogether and eating the loss. Others divested themselves of their European branches. But some of the biggest, loudest corporations gave in and broke up in a sudden cascade of shocking announcements. The continent celebrated.
However, the elite shareholder class had been busy consolidating their power in America, Britain, and parts of Asia. As their influence waned in the EU, elsewhere the lines between corporate and political power blurred and fell away.
This, the history books said, was what led to the worldwide split into two socioeconomic blocs: a new cold war. And if there was one thing the gleeful intellectuals of the EU underestimated, it was the amount of bloodshed the rich would embrace to keep their wealth and power. The rhetoric became increasingly violent, demanding that the “continent of socialists” accept “true capitalism” into their borders, no matter the cost.
Armies rallied along the borders. Fingers hovered over the controls that would launch fleets of missiles and drones. And the doomsday clock ticked forward: five seconds to midnight…
Xenocide is the third book in the Ender series, after Ender’s Game (link) and Speaker for the Dead (link). I read the book decades ago, and remembered almost nothing about it. I’m now reading it again with my daughter.
The plot is split between two worlds and sets of characters. On the planet Lusitania, the story of Speaker for the Dead continues, with Andrew “Ender” Wiggin, his AI companion Jane, and the Ribeira family that he has now joined through his marriage to their matriarch, Novinha. Soon, Ender’s sister Valentine and her family arrive as well.
The Lusitanians, including the native Pequeninos and imported Buggers, live under the looming threat of an approaching fleet armed with the planet-destroying MD device, as well as the constantly shifting threat of the descolada virus that is integral to the Pequenino life cycle, but eventually deadly to all non-native species. The fleet is held back temporarily by Jane, who disables all their communications at the risk of revealing herself to the universe at large.
On the planet Path, we’re introduced to Han Fei-tzu, an important official, and his genius daughter, Han Qing-jao. They are members of the planet’s high caste, the godspoken, whose intelligence is linked to OCD-like compulsions that the populace believe to be the way the gods speak to mortals.
Fei-tzu is tasked by the congress of the hundred worlds to solve the riddle of the fleet near Lusitania, which seems to have suddenly disappeared. He assigns this important task to his daughter. Soon they are joined by one more character—Si Wang-mu, a servant girl who is not godspoken, but also turns out to be highly intelligent.
** More Planets, More Problems
Ender’s Game was clearly intended as a single novel that stands on its own. Speaker for the Dead was decidedly more complicated, and left a pile of unresolved plot points to pick up in Xenocide.
Despite this “head start,” the first half of Xenocide feels plodding, and it mostly involves setting up a large number of major problems that the characters are going to have to solve, along with a web of reasons why absolutely every character is going to be at odds with every other character.
Conflict can be an engine of story, but Xenocide proves to me that it can go too far. I couldn’t help feeling that the constant animosity between characters was exhausting, and when certain characters finally gave in and decided to work with others near the end of the book, it felt abrupt and somewhat unearned.
** Thinking Fast and Slow
The first half of the book is slow, and it would be easy to blame this entirely on the setup required by the huge cast of characters and the many interconnected conflicts. That is absolutely a factor, and I think this book was trying to do a few too many things at once. However, I think a lot of this is actually just Card being long-winded and having too much editorial clout at this point in his career.
There are pages of internal narration where characters muse on their feelings. These deep thoughts are sometimes interrupted by one or two lines of dialogue, only to immediately drop back into more pages of their thoughts! If there was ever an argument against a third-person omniscient perspective, this is it. A first-person narrator or even a tight third-person would have limited these long and winding detours and perhaps forced Card to show how characters feel more through their actions and words.
By contrast, the latter half of the book ramps into a much faster pace. All of those problems set up in the first half have to get resolved. Unfortunately, this leads to another problem of pacing, where everything feels like it’s happening overly fast. Again it feels like there was simply too much going on, and some plot points inevitably got short shrift.
To me, some of the resolutions felt like an abrupt tonal shift. This is a far-future series with advanced technology, but felt like hard sci-fi grounded in reality. Near the end of Xenocide, ideas are introduced that are decidedly further afield. There is a brand new kind of magical physics. When the whole plot hinges on these ideas, there’s a whiff of deus ex machina—even if they would feel perfectly reasonable in a story that plays a little looser with its sci-fi extrapolations.
It’s been long enough since I read this series that I no longer remember anything about the fourth book, Children of the Mind. Without spoiling Xenocide, I’ll say that the final bit of sci-fi magic also brings a pair of characters more or less back from the dead, further complicating an already over-complicated book, and I suspect they’ll be heavily involved in the conclusion.
This may be the first inkling of Card’s eventual obsession with rehashing his old stories. It would continue with his “Shadow Saga,” where he spends another six books rehashing plots and characters from the Ender books. I see from Wikipedia that there are at least 19 books in this same world.
** New Perspective
When I originally read these books, I was a teen. Those memories are fuzzy now, but as far as I recall, I found them to be a powerful vision of a distant future.
Re-reading now, I think that’s true of Ender’s Game. But Xenocide feels far less grounded and almost metaphorical. The conflicts, from interpersonal to intergalactic, largely boil down to people talking at cross-purposes, unable or unwilling to understand each other’s viewpoint. It’s ultimately a depressing view of the world that suggests real empathy and compromise is almost a super power, and most conflict is inevitable. It’s depressingly resonant here in 2025.
If there is a central theme across Xenocide’s many plotlines, it’s that people and cultures tend to act in ways that make them dangerous to themselves and each other. Humans are easily controlled or manipulated, and often give in to their most base instincts, even when it’s obviously bad for them.
We see evidence of that on the nightly news, but it’s far more depressing to imagine that we’ll still be so barbaric and unenlightened in three thousand years.
** Final Thoughts
In an appropriate twist, Xenocide leaves me conflicted. It does a number of things that irritate me. I’m still of the opinion that Ender’s Game was the best book in the series. But Xenocide incorporates a lot of strange and provocative ideas, and it has made me think. It comes from an era when the genre conventions of sci-fi expected intricate plotting and…less intricate characterization. So the complexities of the plot can perhaps be forgiven, and the characterization, as heavy-handed as it sometimes is, should perhaps be praised.
Once upon a time, I would likely have considered these books among my favorites. I don’t think they still hold that place. They’re by no means bad, but I do think the state of literature has changed significantly in the past 25 years, as have my own personal tastes. I’m enjoying my foray through the series, even if I do have the old man tendency to complain the whole way. And there has to be merit to any book that you find yourself thinking about well after you’re done reading it.
It’s a common misconception that a great idea makes a great story. The truth is that most great stories come down to execution. A great idea with poor execution rarely works, but a great writer can breathe new life into even the most tired tropes.
Like any writer, I have my own treasure trove of ideas that might end up in a story…someday. But why horde them? Instead, I’m opening the vault and setting them free.
Use these ideas as a writing prompt, or come up with your own twist and reply in the comments.
Bad Music
There was a long-running debate among fans of the band Bad Music. Were they the most punk of the “neo-unda” punk bands, or were they marketing geniuses who truly understood how much people wanted something that was impossible to get?
The name of the band was designed to make it difficult for internet searches. Their shows were never announced more than one day in advance. Everyone entering the venue had to go through tech scanners and put their phones and smart glasses into the block of modular mini-lockers that seemed to travel with the band. They wore masks on stage and never revealed their names. And holy hell did they rock.
They had no label, and they claimed that they didn’t release records. Fans competed to post the highest quality bootleg tracks. There were eternal arguments over which songs were legit, and which were made by copycats and fakers.
At the height of their fame, debates raged over whether “unreleased” songs could win a Grammy while Bad Music topped the charts on every streaming platform. Then the band vanished. No more popup shows. No more cryptic announcements on the “cool” niche music sites.
New songs surfaced here and there, but they were widely regarded as fakes. An expose in The Guardian made tenuous connections, claiming to have tracked two of the anonymous band members to a suicide cult, and two more to a plane crash in Brazil.
The songs remained popular in the ensuing decades. The band’s disappearance only fueled their legend. Conspiracy theories abounded, and many fans were convinced that the band was still alive. Lookalike cover groups became popular, with some even insisting that they were the real deal, back from the dead.
Every year or two, someone claimed the band had reappeared for one last secret show in an unexpected place.
I purchased this as The Murderbot Diaries Vol. 1 double feature—which contains the first two novellas in the series—so I immediately jumped into this story after completing All Systems Red.
While the first story in a series has to introduce characters, introduce a setting, and set the tone, this is really not very different from the requirements of a stand-alone story. The only additional thing a good series-starter needs is some dangling plot threads that can be used to pull the reader into subsequent entries. As a reader, my question for a series is always, “what’s my reason for reading the next story?”
All Systems Red did this setup well, ending with Murderbot sneaking away from the new friends that had just bought its freedom from the oppressive Company. It knows that its memory was wiped after an incident at a mining colony; an incident where many people died and it was first able to override the governor module that keeps all security bots under strict control. It feels compelled to return and learn the truth about what happened.
The ART of Security Consulting
This second installment begins to set up Murderbot as the travelling tough guy in the mold of classic ronin samurai stories and westerns. Murderbot is Jack Reacher with social anxiety, 50% artificial components, and (ironically) actual emotions.
As far as we can tell, Murderbot seems to be pretty good at its job. It knows how to hack the local security systems to avoid being spotted as it makes its way through space stations. It disguises itself as an augmented human, and tries to secure passage off-the-books by finding automated transports with no human passengers to be suspicious.
Unfortunately, a deep space research vessel that Murderbot uses for transportation turns out to have an advanced artificial brain, and once he’s aboard it immediately clocks him as suspicious and forces him to reveal who he really is. What follows is a strange and decidedly awkward relationship with the ship, who Murderbot eventually dubs ART—Asshole Research Transport.
ART eventually helps Murderbot develop a cover story as a security consultant and even helps modify Murderbot’s body in its emergency surgery bay to help it avoid detection. It also ends up acting much like the classic hacker in the protagonist’s earpiece for the ensuing heist.
Murderbot, seemingly unable to avoid human entanglements, ends up taking a security job for a group of out-of-their-depth researchers trying to get their intellectual property from a shady mining corporation. This serves as cover for Murderbot’s actual goal of finding information about the mining colony massacre.
A Lack of Loose Ends
After two volumes, my impression of the Murderbot Diaries is that it’s more comfort food than high-brow sci-fi pushing the boundaries of the genre. That’s not a critique. Now seems like a time when plenty of readers could use some lighter, comforting stories.
Martha Wells has assembled a number of recognizable tropes and familiar ideas in the story so far. But they’re put together in a way that feels fresh, and mixed in with the mild goofiness of a surprisingly effective security bot who prefers to avoid human contact and binge watch its favorite shows instead.
Unfortunately, I felt that the ending of Artificial Condition didn’t quite measure up to All Systems Red. There was a whiff of deus ex machina in the sudden appearance of a character that happens to neatly resolve the concerns of Murderbot’s scientist clients. Murderbot does eventually find some information about the mining colony massacre and its own origin, but nothing is fully explained, and there are no clues as to where it could learn more. I would have liked one or two obvious threads to draw me into the third novella.
Artificial Condition expands the world, introduces new characters, and lets us get further into the head of Murderbot. It also feels like a comfortable stopping point to me, at least for now. The ending doesn’t compel me to keep reading, and maybe that’s okay. I will probably jump back in when I feel the need for some cozy, lighthearted action-adventure.
For now, this volume goes on the bookshelf, and I’ll pick up something else from my TBR list.
It’s a common misconception that a great idea makes a great story. The truth is that most great stories come down to execution. A great idea with poor execution rarely works, but a great writer can breathe new life into even the most tired tropes.
Like any writer, I have my own treasure trove of ideas that might end up in a story…someday. But why horde them? Instead, I’m opening the vault and setting them free.
Feel free to use these ideas as a writing prompt, or come up with your own twist and reply in the comments.
The Holy App
Caleb Ortiz-Levin made a career through the boom and bust cycles of Silicon Valley. Increasingly desperate bids to sell cryptocurrency, the metaverse, and everything AI. And what did he have to show for it? Only a few billion dollars.
Everyone was shocked when he stepped away from business.
He climbed remote mountains to study at isolated monasteries. He obtained three theological degrees. He brought his cadre of spiritual advisors to every gold plate charity dinner and political fundraiser. He spent six months not speaking. He interviewed the Pope and the Dalai Lama in the New Yorker.
Caleb wasn’t a fool. He knew how he was viewed: just another rich tech bro going down some obsessive rabbit hole. He didn’t mind. It just meant that he would be on the cutting edge of the next big thing: personalized religion.
People were increasingly desperate for meaning in a meaningless world. Why settle for an ethical system written on stone tablets in the bronze age? Why accept a cosmogony developed by shepherds before the invention of telescopes?
The app was downloaded a hundred million times in the first week. It made it easy to register a new religion, set up a hierarchy, and ordain your own priests. All with AI auto-complete, recorded indelibly on the blockchain. People began to wonder how the old religions survived without push notifications and subscription fees.
The two Churches of Satan, the Flying Spaghetti Monster, and Hatsune Miku vied for the most adherents in the weekly rankings. The pope denounced it as a tool of the devil. Oddly, this only caused a spike in downloads. Within a year, all the major religions were on the app too.
When Caleb went on the podcast circuit, he was asked one question more than any other: “What do you believe?”
It’s a common misconception that a great idea makes a great story. The truth is that most great stories come down to execution. A great idea with poor execution rarely works, but a great writer can breathe new life into even the most tired tropes.
Like any writer, I have my own treasure trove of ideas that might end up in a story…someday. But why horde them? Instead, I’m opening the vault and setting them free.
Use these ideas as a writing prompt, or come up with your own twist and reply in the comments.
Final Exam
In old movies, recognizing aliens was easy. They looked like giant insects, or gray-skinned people with huge black eyes, or heck, just humans with pointy ears. They spoke words through something mouth-shaped, and if they didn’t want to eat you or lay some eggs in your stomach, they at least wanted something reasonable, like taking over your planet.
The scientists in the old movies didn’t have to worry about Species 104, the plasma clouds that only understand calculus. They never had to devise a translator for Species 92, the fungal/viral symbiosis that communicates by rupturing your cells.
As a trained xenologist, it’ll be my job to explore the galaxy and make first contact with new alien species. I’ll be ambassador of the human race. But first, I need to pass my final exam: picking which one of these ten asteroid chunks is actually alive, and whether it talks by exchanging argon crystals or by carving glyphs into you with a focused sonic pulse.
Based on the noises made by the last student and the amount of blood on the floor of the examination room, I’m guessing it’s the glyphs.
Speaker for the Dead is the second book in the Ender’s Game series. The last time I read this, I was probably still a teen.
For Ender and Valentine, it has been two decades since the events of Ender’s Game. But much of that time has been spent on starships traveling at relativistic speeds. A thousand years have passed outside those starship hulls. Humanity has spread across the hundred worlds. Ender’s pseudonymous books, The Hive Queen and The Hegemon have convinced most humans that Ender, “the Xenocide,” was a genocidal monster, and have inspired a secular religion of “speakers for the dead,” who try to eulogize those who have passed with complete honesty.
Ender and Valentine find themselves on the icy, Scandinavian-colonized world of Trondheim, teaching and speaking for the dead, when they hear the news that the only other known sentient alien species, the Pequeninos, have brutally killed a scientist on the tiny colony of Lusitania. A call goes out for a Speaker, and Ender follows it. His sister, however, is married and expecting her first child. For the first time in twenty-two years, they part ways, fully knowing that after the lightspeed journey she will be nearly double his age.
Ender arrives at the Portugese-Catholic colony with two secrets: the egg of the last bugger hive queen, ready to revive the species he destroyed a thousand years previous, and a jewel in his ear that lets him communicate with Jane, the only sentient AI in the universe.
Ender intrudes upon a decades-long family drama. Novinha Ivanova is the colony’s xenobiologist, the orphaned daughter of the original xenobiologists, who died in the process of saving the colony from the deadly alien Descolada plague. In her youth, she was mentored by the colony’s xenologer and fell in love with his son (and apprentice). These two important men in her life, the only people allowed to interact with the Pequeninos, are the ones the aliens choose for strange, ritual murders. And Novinha is determined to keep secret any and all information that might lead others to the same fate.
Speaker for the Dead is a very different book from Ender’s Game. That book was all about Ender’s struggles to overcome adversity at the battle school. Ender is a genius with a variety of remarkable skills, but it works in that context because the challenges stacked against him are so brutal.
In Speaker for the Dead, Ender is even more of a Gary Stu. He is the legendary Xenocide. He is the accidental father of a religion. Not content to have committed genocide, he plans to revive the bugger species. Jane, the AI, chooses him as the only human she will reveal herself to. Even the Pequeninos can only be fully understood by Ender, solving mysteries in days that the xenologers couldn’t penetrate over decades. He immediately gains the trust of almost everyone he interacts with on Lusitania, with apparently little effort.
It’s a testament to the setting and the mystery-driven plot that the book is still good in spite of Ender’s nearly inhuman ability to do whatever he sets his mind to. The alien ecology of Lusitania is interesting and well-conceived, and there are fun twists along the way. The resolution of the mysteries makes perfect sense thanks to the clues peppered throughout the book.
This feels a bit like two books that only come together in the final act. Ender has his own life (and years of post-Ender’s Game history that is only alluded to) before the journey to Lusitania. And many of the important events on planet happen before he leaves or during his long lightspeed transit. Much of the remainder of the book involves teasing out this history and connecting the disparate threads, in the same way the detective pieces together clues in the drawing room at the end of a cozy murder mystery.
The main plot points of Speaker for the Dead came back to me pretty quickly as I was reading. However, I remember very little of the next book, Xenocide, and I’ll be rereading that soon. I’m curious to see if it has more in common with the first or second book in the series.