Saturday, 26 March 2011

The Novel Writing Process: Part 1 - From Concept to First Draft

Some people who know might know that I enjoy creative writing, and have actually managed to complete the first draft of a novel (five years after I came up with the idea, but still). Sure it's a complete mess and needs a lot of work before it can even be considered a coherent story, but it's still an accomplishment, and I learned a lot from the experience. I personally feel that if someone has an idea that they think could be turned into a story, that they should go for it. Many people are put off by the writing process, or find they start and then get stuck. I think this is a real shame, since there must be thousands of potential stories out there that never get told. I really want to encourage people to give writing a go, so have decided to write a series of blog posts in which I share my experiences in novel writing. This first part will go through the basics; how to put together and plan a story, how to start putting your ideas into prose, and how to see your creation through to a conclusion.

First of all, a little disclaimer in case you hadn't already figured it out: I am an amateur writer at best. I have never had anything published, so these blog posts will not teach you how to write a best-seller. There are probably far better writers out there who have given advice, so it's down to your own judgement to decide whose advice best fits your style of writing. The purpose of these blog posts is to encourage people to give novel writing a go. It really is an amazing experience, and I think people can learn a lot from the process. I'm not trying to act pretentious or superior, so if I come across that way, I'm sorry. With all that out of the way, let's begin.

The first thing you need is some form of starting point; a premise, a character, a scene, a conversation, something that can be built upon to create a full story. Sometimes these will just come to you, but other times you will have to search for them. J.K Rowling came up with the character of Harry Potter while she was at a train station, and the idea gradually grew into the seven part series. I've come up with various plot ideas while working on the till at my old job. This isn't always the case though, sometimes you will need to look for an idea. They don't always come from nowhere, so you might want to start by thinking about what sort of story you want to tell: a tragic love story? A crime thriller? A fantasy adventure? Take a look at the stories you enjoy, in any medium, and think on what makes them good, or what you enjoy about them the most. Or, think about things that disappointed you about a story; plot points that could have been expanded, characters with wasted potential, how would you have told the story? How will you tell the story?

So now comes the next step: can your premise be turned into a full-length story? Take your premise, and try to branch ideas from it. Think up possible characters and story events, get an idea of its direction, its themes, its tone, its narrative style and your potential audience. I tend to list everything on a word document, but you might prefer pencil and paper, or a spider diagram. When you've got down these ideas, try your hand at writing a synopsis. Describe the rough events for the beginning, middle and end, trying to link up all your ideas. This is where things will get difficult. You may find gaps in the story that need to be filled, or certain story events that just don't fit. Some plots will have to be dropped, and some events will have to be added. It's best to try to fill as many of these gaps as you can, or you will find yourself stuck later down the line. The synopsis is not necessarily set in stone; it should serve as a guideline to keep you on track, and prevent you from running dry halfway through. If you find that you cannot come up with enough material, you might be better off turning your premise into a short story; it's probably better to tell a short story well than a novel badly. Hopefully this won't be the case, but you want to know now rather than later.

So now you have your synopsis, it's time begin. I have found getting started was the hardest part (why do you think it took me so long to put something on this blog?), but others have disagreed with me. If you are like me, the best advice I can offer is not to worry about it being any good. Just get the events down and try to establish your characters. Remember that this is a first draft, and not the finished piece. Your style will improve over time as you get into the story, and you start to figure out exactly how you are going to write these characters, and what sort of narrative voice you want. The next thing to remember is quantity over quality; the first draft is about getting everything established so you have material to work with for your second draft. You should also avoid editing as you go; there is no point writing and re-writing your opening chapter if you never carry on with the rest of the story. If you think of changes that need making, it's best to make a note of them separately, and go through them at the end when you are planning your second draft.

If you have never tried writing a story, you will probably think I am crazy for this next bit. I can promise you, however, that this is true. Stories have a mind of their own, and can often go in directions that you never imagined. There is a chance you will surprise yourself with what you write. It could be something like a character reacting differently to a situation than you had down in your synopsis, or someone who was supposed to be a one-shot character getting a much bigger role. To give an example, the writers of Friends have stated that they didn't originally plan for Ross and Rachel to get together. The main couple of the series was going to be Monica and Joey. As they wrote the story, it turned out that the Ross/Rachel pairing just worked a lot better. I find it difficult to imagine what the show would be like if they had gone with their original idea. If you find that this happens to you, and you think it improves the story, don't be afraid to run with it. You might need to revisit your synopsis to make sure everything fits together, and edit future events if they don't. Be careful about how you do this though. You could end up with a complete mess if you don't put a lot of thought into the changes. The best thing to do is remember what inspired you in the first place. What sort of story did you want to tell, and what sort of story are you telling now? Which is better? Just make sure you think things through, and try to find a balance between what you want to do and what the story wants to do.

If you persevere, you will eventually find that your story is drawing to a close. The ending is really important, and you should try to put some effort into it and try not to rush it to get to the next draft. It's a funny feeling to finish a novel, to close the final chapter and step away from your creation. I think it's important to wait a bit before writing the second draft, you will want to look over the first draft with a clear head, and decide what needs to be improved. It will most likely be quite messy, so now you want to tidy everything up. Make a note of all the changes you want to make, rewrite your synopsis to reflect this, and try to make everything a lot more solid this time around. But again, remember your roots. Don't try to change too much, or you will lose sight of what you originally set out to do.

You can get a lot out of writing a novel; it can teach you a lot about yourself, and really change the way you think about stories. It can also be a cathartic process. By following your creations through their trials, you experience them too, and watch them grow from each experience that you write them into. My intention with this blog post was to encourage people with an idea to give it a try, and not to be put off by the writing process. I really hope that somebody who reads this is able to find the drive to tell a story, and gets a great experience from it. I do wonder how other people approach the planning and drafting process, so if you have a way that varies drastically from the advice I have given here, leave a comment or a response.

Wednesday, 9 March 2011

Ratchet and Clank Future: A Crack in Time Review

As I said when I first started this blog, I wanted to alternate between my various interests. As such, for my second post, I've decided to write a review of a game I recently completed. This game is from one of my favourite franchises; Ratchet & Clank Future: A Crack in Time. Before anyone comments, I know that this game had been out for well over a year, but I only just bought a PS3, so I'm going to be behind the times.

To start off, here is a brief synopsis for anyone who is unfamiliar with the series (if you are familiar, you can skip this paragraph). Ratchet & Clank follows the adventures of a Lombax (a cat-like creature) named Ratchet and his robot buddy Clank, as they thwart the schemes of each new villain who crosses their path. The platforming series is famous for its wide variety of creative weapons and gadgets, and its fun but engaging storylines. The series ran for four games on the PS2 (and two on the PSP) before making the jump to the PS3. With its new games, Insomniac decided to tell a longer running story under the Ratchet & Clank Future title (although the 'Future' part was dropped for the European release). The story began with Tools of Destruction, continued in the downloadable mini-game Quest for Booty and comes to its conclusion in A Crack in Time.

I'll try to keep this review relatively spoiler free, but since this is a game review, I need to talk about the gameplay, and this will require me to give away certain plot elements. I also cannot talk about this game without giving away the ending of Tools of Destruction and Quest for Booty. I don't think I've said anything that could be considered a major spoiler, but read at your own risk.

Story
A Crack in Time picks up where Quest for Booty left off. After finally discovering Clank's location after his abduction at the end of Tools of Destruction, Ratchet heads off in search of his missing friend. Meanwhile, Clank finally comes to and finds himself in The Great Clock; a complex designed to maintain the balance of time throughout the universe. Assisted by Junior Caretaker Sigmund, Clank begins to learn more about the clock and how he is connected to it. While Clank explores the Great Clock, Ratchet finds an ally in Alister Azimuth, a rebel with ties to the Lombax's past. Together they search for Clank and The Great Clock. Ratchet and Clank both learn that their old enemy Dr Nefarious plans to use the clock for his own evil deeds, and must each work to protect it and put a stop to Nefarious once and for all.

The PS3 RaC games place a lot more emphasis on the story than their PS2 counterparts, and are a little darker and more dramatic. Ironically, the 'Future Saga' concentrates more on the past, exploring the origins of our two heroes. I would say that while Tools of Destruction focussed primarily on Ratchet's past, A Crack in Time is very much Clank's story. The obstacles that the two have to face make for some really good character development, the story is well-paced for the most part, and unlike other games I've played, opportunities for drama are never wasted.

I will admit that some of the plot points are a little hard to swallow. Insomniac have had to do some retconning to incorporate the origin stories. I think everything fits rather well, but you can tell it wasn't planned from the beginning. Funnily enough, my biggest problem is Clank's real name. In the first game he tells Ratchet that his serial number is B54296... (Ratchet cuts him off and says he'll call him Clank for short) but according to Orvus, Clank's original name was XJ0461. If Orvus actually chose that name, he's got a pretty cruel sense of humour! It just seems like a silly thing to miss, since they could have checked that detail with a simple YouTube search. The other thing that bugged me a little was that some plot points introduced in Tools still weren't resolved. Since it was possible that A Crack in Time would be the last game, it seemed wrong to leave these plot threads open.

Overall, the story succeeded in being a little more serious, while at the same time maintaining the silly and comedic aspects that the franchise is known for. I liked the alternating storylines, although it did make the game less 'Ratchet & Clank' and more 'Ratchet & Azimuth, Clank & Sigmund'. The separation for the majority of the storyline does however, make the later scenes all the more moving.

Gameplay
A Crack in Time is structured a bit differently to previous games. Normally you play as Ratchet for most of the game, using a combination of weapons, gadgets and platforming, with a few Clank levels here and there, which are generally more puzzle-based. Since A Crack in Time alternates between our two protagonists, there is much more Clank gameplay this time around.

Ratchet's levels are the classic 'shoot stuff, smash boxes and use gadgets to get places' style that the series is known for, and it works just as well as ever. I was a little disappointed with the weapons selection; it didn't really feel like there was anything brand new. There were some good ideas here and there; I liked the customisable weapons and the fan-created Spiral of Death, but for the most part the weapons were recycled from Tools, or twists on previous weapons. It's a shame to think that Insomniac are running dry, since the series has always been famous for it's creative arsenal. I did like having the gadgets assigned to the D-Pad rather than the Quick Select; it made things a lot easier. The first of the new gadgets are the Hoverboots, which are basically a combination of the Charge Boots and the Heli-Pack. Very useful for getting around places quickly, compensating for Clank's absence, and the hoverboot courses were a lot of fun. I do wish that they had included hoverboot races, since it's been a while since they did racing sidequests. The next gadget was the Omnisoaker. While I originally assumed it was just the Hydrodisplacer from the first game, I was impressed by how versatile a gadget it was. It's used to collect water which can be used to cool hot surfaces or fatten up plants so you can jump on them (it makes sense, I swear!), to collect nectar to distract certain enemies, and to collect oil to grease rusted bolt cranks. I wish there had been more gadgets, but at least what was there was good.

I should also mention the spaceship sections. In previous games, the journey between planets has been used as the loading screen. The loading screens now show 'Galactic Trivia', which gives little humorous facts about certain locations or characters in the game. You are now in control of Aphelion, and can move between planets, visit various moons to collect treasure, and help out people for extra bolts. You can also upgrade the ship by collecting Zoni, which is necessary to get to some locations. This is a nice touch, but I think the time spent making these sidequests could have been spent making a main levels a bit longer. My favourite aspect of the space levels has to be the radio stations, especially the adverts (I would totally watch UniCop!).

One of the best things about this game is the Clank levels. As I said before, Clank gameplay has always been puzzle or strategy based, and it was nice to see more of this. The first thing I'll mention is the Heli-Pack. Normally, Clank barely uses it, which always bugged me. You would think that he could stay airborne a lot longer when he's not supporting Ratchet's weight. A Crack in Time finally addressed this, allowing Clank to perform up to three 'boosts' in the air, covering a lot more ground than before. The next new item in Clank's arsenal is the Chronoscepter: A staff that allows the little robot to manipulate time. You can throw time bombs that slow down time in the particular area they land; very useful for some platforming parts. The Chronoscepter can also be used for smashing things and fighting monsters, much like Ratchet's wrench, but can also be used to fix things – so now violence really does solve all your problems! The strongest part of the Clank levels has got to be the Time Recording puzzles. It's a little difficult to explain exactly how this works, but basically, Clank can record his actions on up to four Time Pads in order to press the right switches to open a door. There are some extra optional puzzles later on that reward you with Gold Bolts.

The game generally has a good balance between typical Ratchet gameplay and the Clank levels. My main criticism would be that the game is very linear. I miss the PS2 days when you had more freedom to choose which planet you went to next, and which missions you completed first. While most of the planets have multiple missions, they have to be done in order, and I'd rather it was a bit more free-roaming. The main distractions are the moons and the Agorian Battleplex, where you can compete in tournaments for extra weapons, items and bolts. The other criticism I have is that the game is just too short. I cleared it in about 11 hours, and I just wasn't ready for it to end. I really wish they had included more levels once the pair were reunited – maybe some areas that could only be completed with Time Bombs, or some places that could only be reached if you had both the Hoverboots and the Heli-Pack. They only got a few levels together, and one of them felt tacked on as if the developers decided “Whoops, the game is going to end too quickly. We should probably put in an extra level”. I'm not complaining that they did, because it was a good level. I just wish it wasn't so forced.

Overall, what was there was good. Many of the issues I had with Tools were improved upon control-wise (barely any Sixaxis use in this game!), and it was a lot of fun to play through, but pretty much every aspect of the gameplay needed to be drawn out more. It feels like Insomniac were rushing to get the game out on time. This was especially evident after viewing the Insomniac Museum (unlockable after you complete the game); most of the rejected concepts were cut for time rather than gameplay issues. I wonder if it would have been better if the time spent making Quest for Booty was dedicated to A Crack in Time's development. I like to think that they will learn from this, and allow enough time in the future to put out something really good.

Graphics
Several reviewers have said that the PS3 RaC games make you feel like you are playing a Pixar film. I would have to say I agree. The games have always had amazing visuals, and since making the jump to the PS3 they look even better. I don't really know what else to say, I have no complaints.

Characters
The franchise has always been known for its colourful cast of characters, so I feel it's only right to talk about them a bit. Let's start with our protagonists; Ratchet and Clank both go through a lot of development in this game. Throughout the series, Ratchet has changed the most, going from an uncaring jerk to a brave hero and a loyal friend. Clank has gone through less development, being your typical 'do-gooder', but this game is the first time his way of thinking has been challenged. The events of this game really put their friendship to the test, and the tough decisions they make show just how much they have grown.

Stepping away from deep characters, Captain Qwark is as hilarious and goofy as ever, existing, as always, for comic relief. Dr Nefarious was also a joy to watch; just as crazy and hammy as he was in Up Your Arsenal. I absolutely loved every scene he was in, whether he was taunting our protagonists, rehearsing his epic play “Night of the Living Squishes”, or phoning a radio station to complain about the ending of his favourite soap opera. And then there's Lawrence, who is awesome (although I have yet to figure out why he's working for Nefarious). I was disappointed that Talwyn didn't make a reappearance, although Cronk and Zephyr's dialogue during the credits was a nice touch.

So now we come to the new characters. Sigmund was a lot of fun, he was silly, and a bit of a suck-up, but very loyal to both Orvus and Clank. Then we have Orvus; the creator of The Great Clock and Clank's 'father'. He is also a very fun and memorable character, even if we don't technically see that much of him. The hired assassin Vorselon serves as another over-the-top villain, with a personality that has just the right balance between menacing and comical. I really wish he's had a little more screentime; the levels involving him seemed rather short. The Valkyries for the most part were pretty forgettable, although I liked the dialogue between Cassiopeia and Nefarious in the Valkyrie Citadel. I wouldn't normally be as bothered by their lack of screentime, but since they re-used Nefarious for their main villain, I feel they really needed to show off their new villains. Previous side-villians such as Thugs 4 Less, Courtney Gears and Captain Slag really stood out, so it's a shame that Vorselon and the Valkyries weren't in the game more. The new character with the most development is definitely Azimuth. His backstory and motivations are interesting, and it's a change to see a competent character serve as a mentor figure for Ratchet.

So overall, an extremely varied cast of characters, from the silly and fun, to the endearing, to the maniacal, Insomniac continue to make us care for this world and the colourful creatures that inhabit it. The voices are also spot on and the dialogue well delivered. Some of the characters were underutilised, which I think also boils down to rushed development.

Soundtrack
I should mention that this game brings in a new composer; Boris Salchow. His score is more orchestral than the previous soundtracks, and sounds pretty good. I have always liked the music in the RaC games, but have never found anything to be particularly memorable. The same can be said for this score. It fits with the game, there are some nice tunes here and there and nothing is particularly repetitive or ear-grating. I never really ask for much more.

Overall Thoughts
Pros
Good traditional Ratchet gameplay
Strong Clank gameplay
Well-designed gadgets
Controls are improved over Tools of Destruction
Strong focused story
Excellent character development

Cons
Too short
Very linear
Weapons are mostly recycled
Many gameplay aspects are underdeveloped
Side villains needed more screen time
Several plot point are left unresolved

Ratchet & Clank: A Crack in Time is a good game, and I had a lot of fun playing it. It's certainly not the best in the series; that honour still goes to Up Your Arsenal, but it's still a thoroughly enjoyable experience. Pretty much every complaint I have comes down to it needing a longer development time. What is there is good, it just needed more of it. If you've liked the series up until now, I would recommend picking it up. If you didn't like the direction that Tools took, chances are this game isn't for you. If you haven't played a Ratchet & Clank game before, I would recommend either playing them in order, or at least playing Tools of Destruction first. I was personally very pleased with it, and think it served as a good conclusion to the Future story.

Thoughts for the Future
With the 'Future Saga' over, I wonder what the future holds for the series (no pun intended). The next game in the franchise is Ratchet & Clank: All 4 One, a 4 player co-op game. I have a soft spot for Ratchet: Gladiator/Deadlocked's co-op mode, since it was the first game I played in the series, so I'm really looking forward to this title. From what I've seen, it seems to be taking a step back from the dramatic storylines of the Future games. I think it's a good thing for the series to take a break from the drama for a bit, so I hope my assumption is right. If I get an enjoyable co-op experience from this game, I'll be happy.

I liked the Future games, and would like to see more RaC games in years to come. I am a little concerned for the franchise, however. They are no longer at their peak, and I'm worried that if the series continues, the games will focus too much on dramatic storylines and forget that they are supposed to be fun, creative platformers. I would hate to see the series end, but I'd rather it finished on a high note than get dragged out to a point where I hate it. Part of me thinks they should do one last game after All 4 One; a game to wrap up all the unresolved plot points, bring in the best aspects of all the games that came before it, tell an epic story that leaves the player with a smile on their face, and give the series a really good send-off. We don't know what, if anything, Insomniac have planned after All 4 One. If they choose not to make more games, I will respect that decision. If they decide to tell one final story, I will be happy provided it is well-excecuted. If they carry on making new games, I will continue to play them unless I stop enjoying them. Not much more to say, except that Ratchet & Clank is awesome, and I hope it stays that way.

I realise that I've been a bit analytical in this review. Maybe I'm looking too deeply, but I do believe that video games can be a legitimate medium for storytelling (a blog post for another day). If something gives me material to work with, I will utilise it. So what are your thoughts? Do you whole-heartedly disagree with anything I've said? What sort of experience did you get from this game? What are your thoughts on the Future games and the future of the series? If you're not a gamer, has anything I've said made you think anything other than “what a geek!”? Feel free to post a comment, or write a response.

Monday, 7 March 2011

My Top 10 Favourite Novels

Before I begin, I want to apologise for taking this long to post something in this blog. I started writing this a while back, but never got around to finishing it until now. I can't promise to be more active from now on, but I do know what my next post will be, so hopefully I should be able to get it out sooner rather than later. So, onto my first entry.

As an English Literature graduate, it makes sense for my first post to be a literary one. As such, I have put together a list of my top 10 favourite novels. I have not used the same author more than once, and have tried to choose texts from different time periods in order to give this list some variety. And bear in mind that this is purely opinion; I'm sure there are a lot of people out there who would hate my taste in literature. Also, there is a lot of stuff out there that I have yet to read, so if your favourite novel hasn't made the list, there is a chance I haven't read it yet.

10 – Nights at the Circus by Angela Carter
Carter's post-modern novel focuses on the story of Fevvers; a famous circus acrobat who supposedly hatched from an egg, and as a teenager grew swan-like wings. The novel charts her journey to fame, her adventures through Petersburg and Siberia and her relationship with the American journalist Jack Walser. One of the things that makes Angela Carter's writing unique is her ability to combine the surreal, fairytale elements of her writing with vulgar, crude descriptions and language. This gives the novel a fantasy-like quality while at the same time feeling very human. Additionally, like most post-modernist novels, Nights at the Circus explores the idea of storytelling itself. We are never entirely sure of Fevvers' origins, or how she even exists, and Carter uses these uncertainties to challenge our suspension of disbelief. This novel is enjoyable on many levels, but ultimately, it is just a tonne of fun to read.

9 – Crossing the River by Caryl Phillips
A novel that I only discovered during my final semester of university, Crossing the River charts the story of three Africans during three different points in history. Nash is sent from America to Africa as a missionary, Martha escapes her life as a slave and travels to California in order to find her daughter, while Travis is stationed in England during World War II. The novel uses a range of narrative techniques, alternating between the first and third person, with some parts told through letters or diary entries. A novel that is incredibly varied, one of the only constants being the origins and hardships of the three 'siblings'.

8 – The Moonstone by Wilke Collins
Considered the first English detective novel, The Moonstone is definitely worth a read. When I studied it in my second year, I stayed up until three in the morning to finish it before the lecture, because I didn't want the ending spoiled for me. Told from a series of first-person narrators, it charts the mysterious theft of the Moonstone; an Indian diamond given to Rachel Verinder on her eighteenth birthday, and stolen that very night. Normally I criticise 'whodunit' stories because often the answer is the only thing that keeps me reading. What makes The Moonstone special is that as the mystery starts to unravel, it is not merely the 'who' that is important, but the 'how' and 'why'. The unexpected twists, combined with a varied cast of characters makes this a detective novel worth reading.

7 – Pride and Prejudice by Jane Austen
I love Jane Austen, but I will be the first to admit that she is a very formulaic writer. Once you've read one of her works, you can already guess how the rest are going to end. But it's Jane Austen's satire that makes her novels brilliant, and Pride and Prejudice is definitely her strongest work. The novel follows Lizzy Bennet and her sisters, who are encouraged by their mother to find good marriages so they will be settled in life. It charts Lizzy's relationship with Mr Darcy, showing how a bad first impression can blind you to a person's true nature. Much of the humour comes from the witty dialogue exchanges, as well as the narrative's mockery of characters such as Mrs Bennet and Lady Catherine. My favourite passage in this novel will always be Mr Collins' proposal to Lizzy. You have to read it to appreciate it, but trust me, it is hilarious. A fun read both for those who love romantic novels, and those who want a laugh.

6 – To Kill a Mockingbird by Harper Lee
I've never grown tired of this book, no matter how much I studied it at GCSE. If anything, knowing it in so much detail made me enjoy it even more. The novel follows the lives of Scout, Jem and Dill over several years, the assumptions they make about the people around them, ultimately showing how they learn to step into someone else's shoes before judging them. The novel is generally considered to be about racism, and while Tom Robinson's trial is a crucial part of the story, I'd say it's more about prejudice in general. It is a touching novel with some amazing characters, that no amount of studying could hinder.

5 – Animal Farm by George Orwell
Since I decided I would not use the same author twice, I had to make a call between Animal Farm and Nineteen Eighty-Four. While Nineteen Eighty-Four is a great novel and definitely worth a read, I would say I prefer Animal Farm. Tales about animals are normally associated with children's literature, and this association makes the novel all the more sinister. The novel centres around the animals of the titular farm, who overthrow their human master and run the farm themselves. Things start out well, but as time goes on, the strong begin to manipulate the weak, resulting in a cruel dystopia disguised a free society. A chilling critique of communism, Animal Farm is a short, but moving read.

4 – A Clockwork Orange by Anthony Burgess
One of my favourite things to analyse in a novel is the language, and a strong narrative really pulls me in. A Clockwork Orange delivers exactly this; told from the perspective of the teenage Alex, and narrated using a fictional teenage slang known as nadsat. It follows Alex over three years of his life, charting his rebellious years and society's attempts to rehabilitate him. It raises many questions about free will; should we choose to be bad or be forced to be good? I'm guessing most people are more familiar with the film adaptation that was infamously banned for years, and having read the book I can see why. I think there is something even more disturbing, however, by having the events described to you in an almost innocent sounding voice, rather than seeing them for yourself. The narrative is amazingly crafted, and the language can be picked up surprisingly quickly, so if you do give it a try, don't let it scare you off, and don't use a glossary.

3 – Watership Down by Richard Adams
The only children's novel on the list, Watership Down remains one of my all time favourite novels. I lost count of how many times I have read it, but I love it every time I do. The story centres around the journey made by a group of rabbits, lead by the main character Hazel. Hazel's brother Fiver senses that something terrible will happen to their warren, causing them to leave and build themselves a new home. One of the things I love about Watership Down is how much effort Adams puts into the rabbits' language and culture, from the creation of new words to the tales of El-ahrairah that are dotted throughout the story. The story is strong, with some great characters and clever writing. A childrens' book that I think anyone can enjoy.

2 – The Tenant of Wildfell Hall by Anne Bronte
My favourite of all the novels written by the Bronte sisters, The Tenant of Wildfell Hall is told from the perspective of Gilbert Markham, and charts his relationship with the titular tenant Helen Graham. One thing I really like about this novel is that it allows both Gilbert and Helen to narrate; most novels would only let one character tell the story (except Wuthering Heights, which is, to be honest, a narrative mess). Another thing that makes this novel interesting is that it can almost be seen as a 'corrective' version of her sisters' works, subtly picking at the flaws in Jane Eyre and Wuthering Heights. The lesser-known work of the Bronte sisters, but in my opinion, one of the best.

1 – The Handmaid's Tale by Margaret Atwood
As I have said before, I love language, and the narrative in this novel is simply amazing. Set in a speculative future, where America is run by religious extremists, it charts the story of the handmaid Offred, whose purpose is to conceive a child for the family who owns her. The narrative is scattered, alternating between her present-day life as a handmaid, and her past. What makes Atwood's narrative stand out is how she allows the reader to become fully immersed in Offred's world with descriptive, sensory imagery, while at the same time reminding us that this is 'just a reconstruction'. The narrative style makes this an amazing read, even though, if you sit and think about the actual events, not much really happens. This novel for me shows exactly what makes literature stand out from other mediums, and I wholeheartedly recommend it.

I hope that this list has encouraged some of you to pick up some of these novels and possibly try something you wouldn't otherwise read. You have probably noticed that language and narrative crop up a lot in this list; I am a big fan of experimental narrative styles, and playing with the idea of suspension of disbelief. I find it is an area that can only be explored though written work; done right, description is more powerful than visuals. There are some other novels that almost made this list, but were rejected in favour of others, and a few that didn't make it because I already had something by that author. Later down the line I might do a 'runner up' novels list, but for now, I'll leave you with these ten.

As I said when I first created this blog, I encourage responses, so if you have an opinion on any of these novels, feel free to comment, or better yet, post a response; what are your top ten favourite novels and why?