Conflict is beginning to arise in a distant planet millions of years in the future. Up until now, a computer program (the "oversoul") has kept everyone in line. The society is both advanced and primitive. Computers and holographic displays are ubiquitous. However, people tend to work as primitive traders, voyaging to the desert on foot or horseback. The computer 'network' allows new works to be communicated from library to library. However, transportation and communication are no faster than a horse could travel. And wheels are only used for kids toys and gears. And just to make sure that nobody decides to 'advance' the culture, the "oversoul" blocks out thoughts of using carts with horses, or any other advancement. However, the oversoul is beginning to lose its strength, and some previously verboten thoughts are now being allowed.
This is the premise in which Orson Scott Card sets The Memory of the Earth. The first part of the book sets up this world (which also includes distinct male and female religions as well as a 'renewable contract' form of mating.) Then the adventure begins. The "adventure" part of the story will be familiar to anybody who has read the first few chapters of the Book of Mormon. Card uses the same basic plot, while using his own richer characters and setting. The story works quite well, however, Card's obsession with "junior high" locker-room vulgarity detracts from the powerful storytelling. Reusing a known story makes the events predictable. However, the reactions of the characters keeps it interesting.
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