House of Chains by
Steven Erikson
My rating:
3 of 5 stars
If you've made it this far in the Malazan series, it's hard not to see the recurring pattern. A proliferation of plots at the beginning, some of which will come hurtling back together in an epic power struggle in the last act, some of which will remain mysterious and lurking in the background. There's a big cast, you forget some of them, you get some of them confused, but it all comes out in the wash eventually.
House of Chains was a weak link in this saga. Erikson's cast is so numerous that I didn't have the time to really get to know any of them. So many players are gods, ascendants, geniuses that the human motivations a reader can identify with most easily are subservient to greater purposes, destinies, and obsessions.
It seems like Erikson's general thesis is that while gods and demigods may wield great power, they cannot control, or even predict, the minds of mortals. The best moments in the Malazan books are where those opposing sides run into each other and everything runs amok. The weakest moments are when these sides seem to be running peaceably parallel, and it feels most like all the characters are being moved through the motions of Erikson's meticulous plot without any control over it.
The opening section of House of Chains was probably the most electric storytelling so far in the series. It follows a single plot line, and it's refreshing to see Erikson follow one thread for long enough to invest us in a character, even if the character is morally repugnant. This character's evolution, and the reader's changing perspective of him, is the most compelling through line of this book.
The entire multiverse in which these books take place was first designed as a setting for Dungeons & Dragons, and Erikson has said that many plot elements, including the climax of the entire series (don't tell me!) were in fact played out in the game. The books come alive when we see the chaos of real human decision making, which is the heart of D&D, and they stultify when Erikson the Dungeon Master is railroading his players through the byzantine intrigues he's dreamed up.
In total, and with the exception of the opening rampage, House of Chains is an unsatisfying session at the gaming table, where the players didn't get to be themselves. That being said, the characters and plots have sufficiently hooked me that I no longer have any choice but to continue the series. It will take more than one weak installment to put me off now.
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