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I've been looking forward to Kimmie66,
a Minx digest from Aaron Alexovitch. He previously
illustrated Mike Carey's Confessions of a Blabbermouth,
but more to the point (for me, at least), he's also
responsible for the rather wonderful indie series
Serenity Rose.
This is one of the weirder efforts from
the Minx stable so far, although it's also arguably got the
strongest central plot. Set in the 23rd century, the
story revolves around a future where people are spending
inordinate amounts of their time online in virtual reality
games. Of course, this means that their social lives
largely revolve around people they've never actually met,
and who they really only know as a screen name and an
avatar.
Our heroine is, as you'd expect from
Minx, a 14-year-old girl. Telly Kade follows somewhat
in the line of Serenity Rose, as a quiet, intelligent,
vaguely gothy character who identifies with the outsider
aspect of that subculture but feels more than a little
embarrassed by the theatrics. Practically the first
thing in the book is Telly assuring us that she doesn't
really like parties, and asking "Aren't you relieved?"
The titular Kimmie66 is Telly's best
friend, and the story opens with Telly receiving her suicide
note. The rest of the book is basically a virtual
reality ghost story, as Kimmie continues to show up in
various online worlds, despite the minor handicap of having
drowned. Is it a hoax, a glitch, or a literal ghost in
the machine? That's the story.
In an odd but clearly deliberate choice,
we're told very, very little about Kimmie herself. Her
face is kept covered in flashbacks and she doesn't get to
speak until late in the day. So, even though Telly is
our point of view character and our narrator, and the story
is driven by her relationship with Kimmie, we don't get to
share in it.
I think I can see what Alexovitch was
going for, but I'm not sure it's altogether successful.
A key theme of this story, obviously, is the temptation to
take refuge online behind entirely constructed personas.
He could tell essentially the same story today using message
boards, but setting it in the future and using VR makes it
much more visual. It's basically the world that Second
Life evangelists insist is just around the corner (although,
in fact, the number of people who visit Second Life
embassies is still embarrassingly tiny - the reason
companies set them up is for the press release coverage).
Anyhow, Telly is unsettled by the fact
that she doesn't really know any of her friends outside this
completely fictitious environment. That's a point
neatly made with her surviving best friend, Nekokat, who
stubbornly refuses to get into any conversation that
acknowledges the outside world, even when discussing
Kimmie's death. So Kimmie is, presumably, a deliberate
cipher for most of the story, vaguely signifying a search
for identity through subcultures, without really having a
clear persona beneath it all (or at least, not being sure of
who that is).
This is all well and good in theory, but
it does cause trouble for the story's emotional drive.
It really wants us to invest in Telly's quest to find out
who Kimmie really was, but doesn't tell us a great deal
about why she cares, or give us much detail about their
relationship. We get that near the end, but for the
most part the story has to rely us liking Telly and caring
about Kimmie because Telly cares about her. It just
about gets away with that, but I'm not sure it was the most
effective way of telling the story.
Alexovitch is a wonderfully expressive
cartoonist, and he produces some lovely, subtle artwork
here. The ghosts are beautifully done, and there's
some nice comedy with the body language of putting Telly in
a shoot-em-up avatar for a few pages. The pacing in
the second Citadel sequence is great. I'm not quite so
sold on the real world scenes in the future, which kind of
look like the present day with some arbitrary tech upgrades.
Still, the story's not really about that setting, and
overall the visuals are great.
Okay, there's a clunky plot point about
people not being allowed to belong to more than one online
world at a time. That seems highly implausible and
contrived, but fortunately it's a minor part of the story.
Otherwise, this is a general success - and even when it
doesn't entirely work, it's at least interesting.
Whether there's a big market for teenage
girls wanting to read stories about diffident goths who
don't like parties and aren't keen on dressing up, I'm not
so sure. But I liked the book a lot.
Rating: A-
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