In the author's own words, from the interview at the end of the book:
Q: How would you describe Heroes Die?
A: It’s a piece of violent entertainment that is a meditation on violent entertainment — as a concept in itself, and as a cultural obsession. It’s a love story: romantic love, paternal love, repressed homoerotic love, love of money, of power, of country, love betrayed and love employed as both carrot and stick. It’s a book about all different kinds of heroes, and all the different ways they die. It’s a pop-top can of Grade-A one-hundred percent pure whip-ass.
Hari Michaelson is an actor, on the top ten most popular stars on the whole Earth. Reality shows have evolved in the future to the point where implants in the brain of the actor allow the audience to experience directly all the sensory input and the stream of conscience thoughts of the protagonist. The game is played on the Overworld, an alternate Earth accessed through some sort of harmonic resonance device that opens a portal between parallel universes. Overworld is a fantasy realm, home to mythical creatures (dragons, elves, goblins and much more) where medieval style kingdoms and empires fight it out with enchanted swords and magic spells. The catch is this: actors transfer to the Overworld bodily, their resonance tuning is only good for a limited period of time and death as a result of their risky behaviour is very much on the cards.
Your function in society is to risk your life in interesting ways.
Hari's expertise is dealing with problems in the most violent way possible and if there are no problems, he''s instructed to create a ruckus. The public is not interested in gardening or saloon conversations. They want blood. In his Caine persona, Hari is the most celebrated and the most feared assassin for hire in the Overworld. Back home he would like to take a break from the show and try to mend his broken marriage, but his producers, his agents and most of all his audience would have none of it. When his ex-wife goes missing on her latest Overworld adventure, Caine is forced to get back into the game.
Here's what his agent has to say about this:
"But this is absofreakinglutely spectacular — I can’t lose, y’know?”
Hari understood exactly what he meant: he’d heroically save Shanna, heroically avenge her death, or heroically die in either attempt. No matter what the outcome, it would reflect admirably on his Patron.
The concept may not be new - it started with the gladiator games and the 'panem et circenses' dictum and more recently with The Running Man or The Hunger Games - but Matt Stover really pulled off a difficult balancing act: writing an edge of the seat action-adventure without becoming obsessed by carnage and glorifying the killers. One of the tricks used to achieve this result is to make Caine into an underdog, vulnerable and constantly betrayed by his entourage, something the readers can connect with and cheer for. His mission of assassination is morphed into a quest to save his marooned ex-wife and liberate the people of Ankhana from a tyrant. Also, he fights mostly using his fists and feet against magic swords and powerful spells, putting his life on line and getting hurt every time he goes out. Despite his megastar status on the entertainment channels, Hari is still an outsider in the rigid Caste system that governs the planet, and an outcast on Overworld:
“Caine and I, we’re not the same person, all right? I grew up in a San Francisco Labor slum; Caine’s an Overworld foundling. He was raised by a Pathquan freedman, a farrier and blacksmith. By the time I was twelve I was a sneakthief because I wasn’t big enough to be a mugger; when Caine was twelve, he was sold to a Lipkan slaver because the whole family was starving to death in the Blood Famine.”
All powerful reasons to identify with his struggle, but Caine knows how to subvert his own myth and to accentuate the consequences of his past 'successful' adventures. The murder of the Prince Regent in Ankhana (where most of the action takes place) has resulted in a bloody succession war that made way for the ascension to the imperial throne of Ma'elKoth - a tyrant who feeds his magic with the blood and the souls of his subjects. Even here, Stover finds a way to subvert the evil overlord cliche. In his own eyes, Ma'elKoth is the strong but caring hand that his country needs in order to recover from infighting and from terrorists (somehow he has learned about the offworlders and their actions) :
- "Tell me — try to guess why they come here, why they kill My people and try to murder Me, why they rape our women and slaughter our children. Try.”
Caine discovered that he had no voice. His stomach knotted.
- “It’s entertainment, Caine. They’re worse than demons — even the Outside Powers that prey upon men do so to feed, to sustain themselves upon our terror and despair; the Aktiri do so to divert their idle hours. Just for fun.”
The shades of grey, morally ambiguous characters are one of the characteristics of the novel. Switching the point of view from the first person angle with Caine to the third person narration of psychopathic killer Berne, of kingpins and patrons of bawdy houses in the slums of Ankhana, of the palace spymaster or of Kollberg - the show producer back on Earth, of the 'people's champion' Simon Jester or of her Caine worshipping bodyguard, Stover explores the internal reasoning for each character's actions and how they translate into bad decisions that leave hundreds of innocent bystanders dead.
I have identified few weaknesses in the story development, almost not worth putting down (making Ma'elKoth too powerful forced a spectacular finale that went just a tiny bit too far in stretching suspension of disbelief, the worldbuilding of Earth and Overworld are again a tad underdeveloped). The points in favour are easier to make:
- very strong characterization not only for the main heroes, but for every part time, even walk-in roles
- great action scenes where the author puts his own personal experience in hand combat to good use.
- complex plot that links together fantasy and SF and tackles socio-political issues of pressing actuality : the misuse of power, the control of the media by the elite class, liberty of expression ( ‘Those who make peaceful revolution impossible will make violent revolution inevitable.’ ), assuming responsibility for past mistakes, our fixation on violent games ( And the whole world waits, and squirms, and drools like a glutton smelling a feast. for a new Caine adventure)
- beautiful prose that can capture not only the moment of pitched battle but the emotional turmoil of finding and losing friends, companions, lovers:
The weight of days presses me down like I’m slowly being flattened under God’s own millstone. I slide down the wall to sit on the floor; I search within the sick emptiness in my guts, looking for my anger.
I left a whole week pass after I finished the novel, thinking to let some of my enthusiasm settle down and allow for a more balanced review, but I still feel I have found one of my top five fantasy novels for the last decade, despite the fact that I have been lately turned off by explicit gore and language. Although they are not exactly similar, I would link Heroes Die with the epics of Robin Hobb and James Clavell for the way they can grab my attention to the exclusion of sleep and food and socializing, and not let go until I turn the last page, exhausted but satisfied in the fantastic journey I just undertook. I can't wait to get into the next Caine book, maybe write in more detail about the Caste system on Earth and the magic system in Overworld. Since I started with a quote from the author I will finish with another one that expresses briefly why I come back to fantasy novels so often:
Much of my life has been an obsessive inquiry into philosophy, mythology, magic, religion, and the concept of the Hero (in the Joseph Campbell sense). SF — fantasy — is the only branch of literature that lets you look at all of those at once.
[edit for spelling 2022]