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The October Daye Reread: Night and Silence

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Phew!

Friends, I have a confession to make. I have felt quite motivated the last couple of weeks and I think I’m back on the horse in terms of my reading and even starting to write again, though I may need to offer apologies to the Wheel of Time Reread. I pushed through a few books that have been lingering, and I’m feeling good (about reading, anyway). It’s been a while, relatively speaking, for October Daye, so I picked up The Unkindest Tide and I’m starting to take notes and speculate about a couple of characters (who *is* Maeve, anyway?) when I thought maybe I should double-check that I’m caught up on actually writing about the rereads.

I am not.

I finished Night and Silence back in August, so we’re going to do the best we can here.

Welcome back, dear readers. Today we’re going to revisit the twelfth novel in Seanan McGuire’s October Daye series: Night and Silence. We are making a good push to catch up with publication, and with no October Daye novel this year, and if the September publication schedule holds with Tor (the series having moved from DAW), I’ve got some time. If I don’t flake. Twelve down, six to go.

The preceding novel, The Brightest Fell, took Toby to the deepest (and sealed) realms of Faerie to bring home the sister she never knew she had. Being a hero, she might have done so anyway, but Toby’s Firstborn mother Amandine took Tybalt and Jazz, and so a-questing-she-did-go. As an investigator and fully named Hero of the Realm (not always in capital letters), many of Toby’s novel-length missions involving finding people.

Night and Silence is the second book, after One Salt Sea (#5), where Toby has to find her missing daughter. There’s a much longer story there, and hopefully, if you are reading me talk about book twelve, you’re well familiar. If this is all new to you—hey, I really like the October Daye series, definitely recommend you read it, and start from the beginning. The books more or less stand on their own, but there is a growing impossibility of references and connections to how all this fits together that so much of the richness would be lost if you start *here*. There are worse places to start (Be the Serpent), but this is maybe also not the place.

If you are here, though, you’re ready for the search for Gillian and for Secrets to be revealed. I really like lore, and Night and Silence builds the lore of Faerie through the storytelling and also with more detail that Toby’s ex-husband and Gillian’s father has remarried a woman named Janet. Because this is a Seanan McGuire novel, Janet is far more than she initially seems—which is just the new wife who raised Gillian when Toby disappeared (being turned into a fish for fourteen years and all) and resents the mere idea of Toby trying to get back into Gillian’s life—but begins the novel accusing Toby of kidnapping their daughter, a scene that does not go well for either Toby or Janet at all. With grace, these are two hurting parents with no reason to like or trust the other. We see everything through Toby’s perspective, of course, which is one of the things I most appreciate about this series, because we see Toby trying to give understanding to Janet (and others). She may not always verbalize it, but she is more thoughtful than she often gets credit for by other characters.

Let’s just be clear that I’m going to spoil Night and Silence and, frankly, anything that runs through my mind while working through this.

I’ve mentioned Janet as the woman who married Cliff, Toby’s ex husband. If you’ve read the series this far, you don’t know Janet. You know Miranda. People have multiple names in this series and alternate titles and it’s just a mess of names. Miranda has been magically alive for some five hundred years. This bit doesn’t make a ton of sense, but it’s also the underpinning of the series. Back in the day when Oberon, Maeve, and Titania were walking through Faerie, there was a “Ride” where a human becomes a part of Faerie and is granted some power and position, but that incurs a debt, and that debt is paid through the sacrifice of that human’s life during the Ride of one of the Big Three of Faerie.

Janet, then a daughter of a Scottish landholder, fell in love with a man named Tam Lin, and Tam Lin was to be Maeve’s sacrifice in her Ride. Through the conniving of Firstborn Eira Rosynhwyr (always, she’s the worst), Janet “broke” Maeve’s ride and is ultimately responsible for Maeve’s disappearance and the splintering of Faerie. She, through a dalliance with Oberon, is also the mother of Amandine, which makes her Toby’s grandmother and Gilian’s great-grandmother despite now being married to Cliff and being known as Gillian’s mother.

It’s an absolute mess and also holy crap. McGuire has brought up breaking Maeve’s Ride a number of times throughout the series, and it’s mythic in every possible way. It’s this thing that happened so long ago (and is it weird that I wonder if 500 years isn’t actually that long in Faerie?) that it’s legend—but then, for all the fae, now Oberon and Maeve and Titania are all legend, and we are very close to McGuire pushing towards a presumed endgame in bringing back Oberon and Titania (like her daughter Eira, Titania is the WORST) and we have to be on the cusp of Maeve’s return. I’ve got a theory, which I’ll discuss more when I write about The Unkindest Tide, but it’s almost a certain that we’ve already met Maeve.

Lore! It’s a lot of Lore!

Also lore, but truly pertinent to Night and Silence, but for a number of books now the Luidaeg has been talking about needing to do something about the Selkies and that their debt is going to come due and they are on the clock and Toby is going to help the Luidaeg deal with it—but through the eventual rescue of her daughter, Gillian is elf-shot, and being fully human (see One Salt Sea), is going to die. But wait, there’s more! To save Gillian, the Luidaeg gives Gillian one of the lost Selkie skins, which anchors Gillian into Faerie, and Gillian *cannot* take off the skin for one hundred years and return to being human, or the elf shot will kill her. Faerie is seldom kind.

What all that means is that we are truly on the cusp of the Luidaeg doing something about the Selkies, and now Toby will have an even more personal stake in that action.

Next up on the reread will be The Unkindest Tide, in which the Selkies’ debt is paid, Toby is stabbed again, more Firstborn!, and because the path from A to B will always run through any number of additional letters, there is a bonus murder mystery.

Open roads and kind fires, my friends.


Previous Rereads

The Brightest Fell


PUBLISHED BY: Joe Sherry - Senior Editor of Nerds of a Feather. Hugo and Ignyte Winner. Minnesotan.

GUEST POST: Joseph Brant Interviews Chinese Horror Authors in the SINOPHAGIA anthology

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Today Joseph Brant interviews Xueting C. Ni, Chu Xidao and Hong Niangzi about writing horror and their recent anthology Sinophagia

Cover by Alyssa Winans

Xueting C. Ni has been extolling the virtues of Chinese cultures to the geek community since the mid 2000s, hosting tea tastings and Wing Chun demos at anime conventions, publishing articles on China’s traditions, emerging popular cultures, both on her own website, and for major media such as the BBC and RTE. She writes nonfiction books which have covered mythology and the growth of internet fiction in China, as well as collecting, editing, and translating (a set of roles she refers to simply as “curating”) genre fiction for a Western audience. The latest of these, Sinophagia, was released worldwide on September 24th, from Solaris Books.

We managed to sit Xueting down, alongside Chu Xidao (a pen name meaning Knife-Loving Chu), and Hong Niangzi (The Red Lady), both contributors to the book, to ask them about the project.

Ms. Chu, Ms. Hong, your works are all very popular in China, and are beginning to be translated for the West. Ms. Chu, I know you had work in The Way Spring Arrives, which Ms. Ni was also featured in, but for those of our audience who have yet to discover you, what can they expect?

CX: I’m a writer from the generation that grew up during the transition between traditional and internet literature. As a student, I was educated in the traditional classics, but when I was beginning to write for the general public, it coincided with the explosion of China’s internet age, and I found homes for my work, not just in magazines and anthologies, but on forums, blogs, and literary websites. I was getting instant feedback from my readers. At university, I studied pop culture, and particularly found its dissemination of narratives interesting. This is definitely present in my creative work, which combines my interests with the changing times. Even though I write fantasy about ancient or imagined worlds, the themes are unique and the issues are eternal, and I hope I’m reflecting the current psyche of the public.

XN: She’s not just famous for horror, though. She’s well known in China for qihuan (fantasy) and wuxia (martial arts fantasy) works, and also, she’s just released a new licenced novel based on the Assassins Creed games, set in the Tang Dynasty.

HN: Well, I’m a woman born in 1981 in a remote mountain village in the Chinese province of Hunan, whose culture venerates witchcraft and spirits. I grew up with no television or radio, and there were frequent power cuts, so our main entertainment was lighting a fire in the house to keep the cold out and listening to the older generation telling us scary tales. Many of these stories became the inspiration for the horror works my readers have loved. I’m so happy to be translated into different foreign languages, and for these fireside stories told in our village to make their way out of China and be enjoyed across the world.

Xueting, after the success of Sinopticon, many people were clamouring for a Sinopticon Volume 2. What made you pivot to horror?

XN: As an eclectic reader, I have always read across genres. As I said in a previous interview, science fiction reflects the hopes of a nation, and horror reflects its fears. I think that both of these facets are important to explore, particularly in such an unusual and rapidly developing society as China. I can also see that, after what the world has been through in the current decade, it really needs the darker genres right now to work through some of those experiences and emotions, and the popularity of horror attests to that thought. China has produced some excellent pieces of horror both traditionally and in the contemporary times (although it may not like to see them as such) which I feel the Anglopsphere would enjoy and benefit from. Sci-fi, horror, wuxia and crime, these are genres I have always been drawn to and are particularly important to me.

We’ve recently heard a lot about science fiction in China, but not modern horror. Why is that?

XN: Part of the reason is in my previous answer: what horror represents is not what China likes to present to its people or the world. After a mini-boom in the 2000s, there was a slew of trashy works exploiting the profitability of this type of storytelling that gave the genre a bad reputation, as well as tragic copycat killings that happened around the same time as the Death Note incidents in Europe. These resulted in a ban that went on for a decade, discouraging many writers and eventually, filmmakers, that persisted for a while. There seems to be a rather polarised view of horror in China. The traditional zhiguai or chuanqi, records or tales of the strange that are often quite atmospheric and employ the supernatural to explore a range of social and societal issues, these are treasured but not seen as horror. What is seen as horror are the stories with the jump scares and torture gore. Part of the aim of this anthology and the talks I’m currently touring is to try and merge these two concepts and elevate the genre to the literary status it deserves, on par with others, because, just like them, it seeks to explore the depths of the human experience.

HN: Science fiction novels gained a lot more attention in recent years because they express advancements in technology and imaginings of the future, which resonates with the social psyche in this age of rapid development, whereas horror literature in China is usually associated with superstition as well as the supernatural. Even modern horror isn’t free from this stereotype. Moreover, I don’t think there’s enough translated works out there to enable foreign readers to appreciate China’s excellent horror tradition, which is an immense shame, because Chinese horror writing is often entangled with its millennia-old cultures, it depicts the intuitive foresight of an ancient Eastern civilization on human nature, reincarnation, fengshui and cosmology in the modern times. It’s mysterious and bizarre, but also splendid and magnificent.

How difficult is it as a woman to write in the horror genre? Do you think it is harder in China than it is in the West?

CX: I feel the genre is very well developed. I’ve seen plenty of dark suspense magazines, and the best-selling novels have all been thrillers. And online, the genre is booming.

XNI think the use of those terms demonstrates the issue China has with horror. A lot of writers don’t want to be associated with it at the moment. They prefer the term xuanyi, “doubt and suspense” or dark mysteries. If you euphemise something or avoid it altogether, then it comes under the danger of erasure. I was not aware of this euphemism at first. When I was initially putting together this anthology, quoting the terms for horror (kongbu and jingsong) to some publishers and agents, I stuck out like a sore thumb. Some publishers choose to assume I was soliciting for work and tried to assess me for translating their fantasy titles. Some authors backed out of the project altogether; others ignored the messages of this mad woman. I got sent some works that were suspenseful rather than horror. At the moment, it is hard for writers in China, especially women who want to delve into social horror, because very often a lot of their experiences are not seen as disturbing, and should be.

HN: Another challenge, especially in China, is the majority of horror fans are men, who tend to be bolder and want more thrills, so trying to engage them with female perspectives is no easy matter. On the other hand, appealing to female readers with love stories that are full of gore can also be a big challenge, as they tend to like sweet romances. Relatively speaking, the Western horror tradition is more established and more diverse, and female writers have a firmer foothold in the landscape. Yet, these challenges are what compels me to keeping breaking through the existing frameworks, to explore ever more unique, creative ways of storytelling, to grip the reader’s attention from the start with a marvellous sense of suspense, and thus to win their recognition and support.

Hong Niangzi / The Red Lady / 红娘子

Hong Niangzi, you have a huge following in China, especially with your Seven Colour Horror series. You yourself present as a “Colour-Coded Horror Heroine.” How much do you feel your persona is part of your success, especially in the age of social media and net novels?

HN: In the age of social media and internet novels, an author’s personal image definitely plays an important role on the propagation of their works and their success. The “Red Lady” persona I created for myself is closely associated with my work, and aims to provide the reader with a vivid and memorable symbol. With the seven colours I am representing seven kinds of emotions. It is a quick way of conveying the essence of the stories I intend to express, and my self-image, with its scarlet nature, represents my fiery passion, like a nüxia of ancient China.

XN: That’s the classic swordswomen of martial arts fantasies.

HN: In this way, I not only improve the interactions I have with my readers, but attract more attention on social media. Personal image and style of work combine to create a unique brand, and definitely give it more of an impact.

What do you think is the biggest difference between Western horror and the Chinese tradition?

XN: The biggest difference between Chinese and Western horror traditions seems to hinge on broad concepts such as delineation and pacing. The earliest Chinese concepts for gui, which is usually translated as ghost, actually had crossovers with divinity. It’s not until later that gui became associated with supernatural beings that cause harm, and morality. There’s even a place in the cosmos for spirits in the modern Chinese consciousness; they are not intrinsically frightful. Where Western horror may delineate more between the natural and the supernatural, for the Chinese, the horror is generated when taboo boundaries between the living and the dead are crossed. Chinese storytelling also has a different pacing, a four-part structure rather than the traditional Western three, and Chinese horror articulates yet a further variation on this. The pacing is something that reviewers and readers of Sinophagia have already picked up, and feel is an element that makes the works thrilling for them.

CX: China has had a tradition of “shamanism” since ancient times, and Taoism has its share of spells and charms to drive away evil spirits. Domestic thrillers pay more attention to karma. An individual’s death is not the end, and there is still the divine punishment of evil. Beyond that earthly conflict between good and evil, there is also divine justice, which focuses on roles within society. Western horror seems far more influenced by psychology, religion and the gothic aesthetic. Tropes like multiple personalities, the apocalypse, vampires and homunculi, etc. Behind the fear, there is often a complex psychoanalysis to be carried out, with more focus on the individual.

Chu Xidao / Knife-Loving Chu / 楚惜刀

Ms. Chu, what inspired you to write horror, and how does it interact with other genres?

CX: Horror comes from an inner fear, a fear of loss, which is then caught and recorded with a pen. I then combine it with fantasy, and add a little bit of interpretation outside reality, with impossible, imaginary scenarios, to dissolve that inner anxiety.

Do you think a country needs to be comfortable to write horror, or in hardship?

HN: The creation of horror literature is closely linked to a country’s social environment. In a comfortable environment, people are more likely to lean towards psychological horror and explorations of the supernatural; as their basic needs are being met, they can turn their attention to the experience of mental-related thrills. In hardship, horror novels usually reflect social problems or survival anxiety, manifesting in a more direct, radical expressions. I think different environments give rise to different types of horror literature, but whether in comfort or hardship, it’s possible to write compelling horror stories.

CX: No matter the circumstances, as long as humans experience death, there is parting, loss, and fear, and from that, violence and horror are born.

XN: Definitely. But I think that a country needs a certain amount of comfort to write horror. It would be ghastly to wish hardship upon any country. But literature is reflective by nature, and when reality is the very stuff of nightmares, it’s hard to find the space to reflect. Those nightmares don’t just go way after they occur. Decades after the Resistance and Cultural Revolution, writers like She Congge and Nanpai Sanshu are still reflecting on those recent collective experiences, and it’s important to do so. Contemporary experiences are more fragmented, and those who find themselves in horrific situations may not be in a position to tell their story, but horror writers like Yimei Tangguo and Zhou Dedong could and would, with their empathy and imagination. The roots of human fear are somewhat timeless, and often period settings can be effective frameworks to examine current or recurring concerns. This is why I loved working on Xidao’s piece Immortal Beauty. By retelling such an iconic classic tale as Pu Songling’s Painted Skin, it examines women’s objectification by society and individual fulfilment, issues that keep cropping up because they never seem to be resolved.

Sinophagia offers a mix of styles. Supernatural stories, folk horror, and stories that stray into science fiction and fantasy. Ms. Chu, are there any other stories in the collection you particularly enjoyed, or authors you’re glad the West is discovering?

CX: Death of Nala offers a brief glimpse into such a multifaceted dilemma and is a story that really gripped me by the heart. Xiaoqing, who wrote The Shanxiao, has been a long-time friend of mine, and I’m so glad to see her writing included in this collection. She’s always been an author who writes about love in such a sly, seductive way, and can always make the reader’s heart flutter.

Ms. Ni, you’ve written in particular about how difficult it was to get the broad mix of stories you wanted in this collection. What were the biggest hurdles and triumphs?

XN: One of the biggest hurdles was getting authors and agents to come forward with their stories, given horror’s bad press in China. Once I’d convinced the agents that this contemporary horror anthology was a vanguard that presented a valuable opportunity, it took them a long time to reach the writers I wanted. This led to some nail-biting moments as my schedule rolled on. For the authors I had to reach out to myself, I could stalk them in a friendly way and hope they wouldn’t think I was a madwoman and just ignore my messages. Luckily, a few of them did not. Once submissions started flooding through, the other biggest hurdle was trawling through the gore and misogyny to find solid gems beneath—I could see the exploitative approaches that gave horror a bad name. And I also had to specifically request works by women to address the gender imbalance in the pile, and to deal with some male contributors who demanded certain terms or for the collection to feature their works only. I could hardly believe it when it started to come together; it felt like a miracle or the workings of the dark forces, take your pick. One of the triumphs is all the love I’m already seeing for the stories in this collection.

Ms. Ni, one problem about writing about “horrible things from China” is that it may add fuel to the fire of Sinophobia in the west. Was this something you considered when curating this book?

XN: This was something I had anticipated, after some Sinophobic readings were somehow made of the title of the last collection Sinopticon, and the worsening geopolitical situation around us, the flak from which I myself have not been free at author events. We picked the title of Sinophagia for its memorability and the creepy feeling it evokes, in the sense of devouring, but also as an ironic comment on the fear of Chinese and Asian eating habits that had been rife over the last few years because of COVID reportage. Unfortunately, we were still unable to totally avoid Sinophobia from one of our promotional collaborators, who stated as an “appeal” of the book “the horrors of living in China.” I insisted we dropped them, though it was incredibly stressful during an important stage of the book’s journey. It felt even more important to get through these hurdles and put the proper representation out there for the contributors, myself and my heritage.

Ms. Chu, your story is about beauty, and violence, and power—themes you return to repeatedly. What is it about these themes that work so well together?

CX: This piece was inspired by the classic ghost story from Pu Songling’s Strange Tales from a Studio, Painted Skin, which terrified me for most of my childhood, and the original title of the story, 红颜未老, comes from a song that was written by Chow Yiu Fei for Sandy Lam. A woman waits for her lover, looking and looking for him, but he’s a bad person. What she’s lost, she takes back for herself. It seems to be a love song, but it’s not quite. The human heart is a more complex thing than just love, but all we can see is what’s on the surface. This question reminded me that after I finished this, I wrote a story series called This Phantom Life, about a plastic surgeonwho helps her employers change their fates by changing people’s faces. It seems to be a common theme in my writing, wanting to explore beauty and the violence hidden behind it, and the way they both affect human relationships.

Xueting C. Ni 倪雪婷
The West has such an established idea of China, the supernatural, and the legacy of Pu Songling, but this collection also features a lot of modern settings, with very modern characters and mechanics. Are you actively trying to update the idea of horror in modern China?

HN: I’ve always experimented with combining modern settings and traditional horror, to create new styles in the narrative. In this way, I hope to break that rigid Western view and propel Chinese horror towards the international stage. Confucian ethnics and Daoist principles play an important role in my stories, and still give cultural depth to modern horror, but the modern setting enables the reader to feel immersed in the fictional environment. A modern setting also allows for more innovative constructions, which I believe allow Chinese horror to be better represented.

What sort of horror stories do you like personally? What do you read for your own enjoyment?

CX: I love thrillers. I watch Hitchcock movies, and adaptations of Agatha Christie novels. They give me just the right level of chills. Horror films are a bit too much for me, so… maybe I just need a good proportion of beauty within my thrills. I loved Punchdrunk’s Sleep No More. Aside from those, I like reading Japanese speculative fiction, especially Eichi and Kotaro Isaka.

HN: I personally enjoy stories that combine psychological horror with supernatural elements, especially works that delve into the weaknesses of human nature and social problems. I tend to read Western horror, like the Cthulhu mythos, and Stephen King, but I also like to read Chinese tales of the strange, such as Pu Songling’s Strange Tales, Ji Yun’s Notes from Yuwei Cottage, China’s County Records, and also works like Investiture of the Gods, from which I can absorb traditional horror elements that feed my creative writing.

XN: Interesting what Xidao says about beauty and thrills. That’s how I found Immortal Beauty; whilst there’s certainly a sense of horror to the story, I also loved translating the beauty of the embedded cultural elements. I grew up with Chinese tales of the supernatural, and classic European gothic literature such as Dumas, Radcliffe and Wilkie Collins, so shapeshifting demons in caves and trapped but spirited female heroines will always have a special place on my shelves. Jump scares can be overwhelming for me, and creepy tales I find far more impactful than slashers and gore. And I think tales like that, Susan Hill and Shirley Jackson’s works, always stay with you long after you finish the story. Hammer village horrors and films like Get Out are also a favourite, along with China’s urban legends. I agree with Hong Niangzi about needing to return to those Strange Tales too. In my research, not just for this book but my lectures and talks, I’m always surprised by how creepy they still are, even by todays standards.

What is the one question you’ve never been asked in an interview that you wish someone would?

HN: I’ve been hoping that someone would ask me, “What first motivated you to write horror?” so I could reveal my inner motivations as an author and my passion for horror literature. In fact, what originally motivated me was wanting to bring those fireside tales, that I had heard as a child, to the world. Ancient stories passed down for centuries, stories that gave me insomnia, and the sense of dread that inspired in me, as well as the insight into the shining qualities in human nature. Through the external shell of horror, I hope to lay bare the complexities of human nature and dark side of society, and rouse more readers to contemplate their own destinies.

CX: I'm so delighted we’ve got the chance to introduce readers in the West to China’s dark suspense and this sort of dark history. So thank you, Xueting and Solaris. But, at the same time, whilst we've had many great works of horror and suspense come from the West, including film, television, novels, and games, there has been a section of those stories dealing with “the mysterious world of the East” as alienating and fearful, because of the cultural differences and barriers between them. We hope that Sinophagia will interest more readers in Chinese culture, bring people closer to each other, and encourage more excellent publishers to participate in projects like this and bring Chinese thrillers to life in different languages.

What else are you currently working on? Where can we see more of your work once we’ve finished Sinophagia?

CX: I’m continuing to write my fantasy works, set in the floating continent of Jiuzhou. Skylight and Cloud Shadows is the story of an avian man helping his friend take revenge and infiltrate the inner cadre of a league of assassins. I’m also working on a sequel to This Phantom Life: The Legend of The Cherished Night, which is the story of a young boy who learns incantations and spells as he roams the world. When I started the series, my own son Maike was ten, the same as the protagonist. But now he’s 15, and my character has aged far slower, so I feel I’ll have to pick up the pace. I hope I can finish these, and maybe they’ll be published in English. I’d love you all to read them.

XN: I’m working on a nonfiction book on the culture of wuxia fiction, a horror lecture and a few SFF translation projects. My translation of Whale Ocean, which is a scifi by Nanpai Sanshu (also featured in Sinophagia) will be published in Strange Horizons’ Samovar. So lots of exciting things to come, and I’m still regularly turning out articles on my site, but yes, next projects already lining up and ready to go…

HN: At the moment, I’m planning the next novel in the Seven Colour Horror series, and expanding it into a grander fictional universe. The next one I’m writing will be associated with the colour yellow. To me, it has always represented sadness, nostalgia, and the past, so within these tonalities, I want to write a story about the past, that is full of sadness and longing, to commemorate my late grandmother. I hope that she’s doing very well in another world, and occasionally thinks of me. After Sinophagia, readers can continue to find my new works on my personal website, social media platforms and major internet publishing platforms. I’m also planning to introduce more translated works in English, so that more international readers could get to know my work.

Chinese inkwash painting by Qi Qing, inspired by Immortal Beauty, by Chu Xidao

Sinophagia is now available as paperback, ebook and audiobook.


Joseph Brant is a writer and editor who has worked on everything from esoteric mythology and pop culture to stories about dolls, monsters, and gender norms. He’s run Goth Nights in Beijing and has over 200 plush bats. Find him on Bluesky as @Macula.bsky.social.

Film Review: Time Cut

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A weirdly addictive slasher, murder mystery, time travel homage to old-school Disney Channel Movie storytelling

Do you remember what you were doing in 2003? Flip phones, low rise jeans, bright pastels, Kim Possible and Lizzie McGuire. It’s weird to think of 2003 as retro or historical, but for the purposes of this story, it is. Time Cut is a time travel, coming-of-age, slasher drama that takes viewers on a nostalgic tour of the early 2000s while trying to solve a teen’s violent murder by a mysterious serial killer.

The story opens in 2003, with a prologue introduction of the triggering incident: the murder of popular high schooler Summer Field (Antonia Gentry). Summer is at an unauthorized party to de-stress after the murder of three other close friends. While she’s there, a creepily masked killer finds and kills her outside of the gathering. Then the story skips ahead to 2024, when Summer’s younger sister, teen-aged Lucy (Madison Bailey), is living in the shadow of her death. Lucy was conceived after Summer’s death to be a replacement daughter. However, her parents preserve Summer’s room as it was when she was murdered in 2003. Her parents are trapped in twenty years of grief and, as a result, they are simultaneously overprotective and emotionally distant with Lucy.

Lucy stumbles upon a time machine hidden away in the same place her sister was murdered. The time machine is inexplicably just sitting there in a public location, barely out of view. She inadvertently triggers the machine and accidentally ends up in 2003 just a few days before Summer’s murder. Lucy gets a chance to meet her long-dead sister and see the reality of who Summer truly was rather than the idealized version portrayed by her parents. While there Lucy meets brilliant and nerdy Quinn (Griffin Gluck), who becomes her confidant, she meets Summer’s inner circle of obnoxious, self-absorbed bullies, and she gets caught up in the serial killer chase while trying to solve the murder mysteries and trying to get back home. As is often the case in stories like this, viewers will need a willing suspension of disbelief, not for the fantastical elements, but for the practical ones, such as why the time machine is so easily located and how Lucy is surviving financially in the past.

Time Cut feels like an old-school Disney Channel movie (except done as a slasher film with time travel elements). The film leans heavily into the post-Y2K teen drama style of acting and storytelling. Summer is the popular girl with one quiet friend, Quinn, whom she exploits. Summer and Lucy bond over teen angst, and Summer, bewildered by Lucy’s boxy 2024 pants, decides to give her a fashion makeover, complete with upbeat movie montage music. The sweetness of the time-loop sisters’ budding friendship is contrasted with Summer’s intense obsession with remaining popular. As a result, she is complicit in the cruelty of the bullies against Quinn, despite their longtime friendship; she’s willing to use Quinn to cheat on her homework; and she hides her feelings for her friend Emmy. The cutesy teen elements are also deliberately contrasted with the ongoing threat of the serial killer and the succession of violent, on-screen murders. Fortunately for the squeamish, the gore is kept to a minimum, and some (not all) of the scenes are cut away.

The film does a surprisingly good job of keeping viewers guessing until the very twisty ending. Time travel films always ask the same questions about whether we should change the past and what will be the fallout from doing so. Time travel stories, like vampire stories, typically have a universal set of rules that can’t be broken without consequences. Time Cut opts to acknowledge, and then do away with, some of the traditional time travel rules. As a result, we never quite know what to expect as the characters navigate the murder mystery they are trapped in.

Time Cut does not always have the best storytelling. There are plot holes, inconsistencies, and story elements that will require a willing suspension of disbelief. But, despite these shortcomings, it does manage to be confusingly addictive all the way to the end. And it provides a healthy dose of turn-of-the-century nostalgia.


Nerd Coefficient: 6/10.

Highlights:

  • Low gore
  • Twisty plot
  • Nostalgic appeal

POSTED BY: Ann Michelle Harris – Multitasking, fiction-writing Trekkie currently dreaming of her next beach vacation.

Anime Review: Frieren: Beyond Journey's End

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Gorgeous, slow-burn, adventure storytelling that takes a unique approach to building unforgettable characters

Among the likely contenders for Anime of the Year is relative newcomer, Frieren: Beyond Journey’s End, a story of a bored, eternally youthful elf mage, who begins her next adventure after completing a ten-year heroic quest with three friends. Despite the seemingly simple premise, the storytelling style is so clever that the basic journey narrative subtly becomes a unique psychological and emotional introspection as the characters progress through various adventures. The initial slow pacing and absence of feelings from the protagonist gradually evolve into intense adventures and a poignant, time-reversed exploration of the psychological connection between an indifferent, bored, immortal mage and a joyous, charismatic, but very mortal hero.

Frieren is a youthful, white-haired elf mage. She is not only incredibly powerful using magic; she is also essentially immortal, having been alive for centuries. But what sets her apart in the narrative is her personality. She is confident and curious but not really passionate about most things (except for finding new spells and grimoires (magic books)—then she becomes child-like. Prior to the start of the story, Frieren joins a party of heroes on a ten-year quest to defeat the demon king. The group consists of Frieren the mage, optimistic young Himmel, the heroic fighter, quirky, wine-loving Heiter, the priest, and strong, reliable dwarf, Eisen the warrior.

The anime begins at the end of their quest, when the four heroes return home after vanquishing the demon king. Initially, we aren’t given much backstory context about the demon king or why he needed to be vanquished. That detail is mostly beside the point, apparently. The heroes return home to much fanfare, celebration, and even monuments in their honor. However, the four remain contemplative of their time together. Frieren moves on without sentiment and without much of a future goal.

Years later, she encounters an aged but still joyous Himmel just before he dies of old age. She also encounters a much older Priest Heiter who asks Frieren to mentor a magically gifted orphan girl he has sheltered. The child, Fern, progresses under years of tutelage and Frieren reluctantly becomes attached to her. Later, the also long-lived Eisen, the dwarf warrior, gives Frieren his apprentice, a teenaged boy named Stark. Her new crew begins to resemble the original heroes’ party as they eventually pick up a priest (with his own complications) and deal with a range of obstacles throughout their journey, including monster attacks, vengeful elven mages, dangerous dungeons, political intrigue, personal grief and loss, and the inevitable tournament/competition arc, which adds a slew of new and intriguing side characters, including some semi-likeable antagonists.

Frieren has elements of many iconic journey stories, including Tolkien’s Lord of the Rings, Dungeons and Dragons, and the tear-jerker anime (which I loved), To Your Eternity. The show takes a clever approach to showing us what life is like for a near-immortal like Frieren to interact with short-lived but ultimately beloved humans. Many of the key human characters age dramatically between meetings with Frieren, and even though the time seems short to her, we see that it is catastrophically impactful to humans. On the other hand, in her new journey, Frieren must become a mentor to the talented (and quietly opinionated) orphan Fern and later to the insecure boy Stark as he finds his own inner, as well as external, strength.

In her interaction with her two young apprentices, we see the way time slows down for Frieren. After gradually recalling lessons from her journey with the original heroes’ party, she begins to see the world in a new way. She ironically bonds with her old teammates long after they are gone and, in the case of Himmel, she seems to be slowly falling in love with him decades after he has died. It’s not romance in the traditional sense, but it is emotionally gorgeous and incredibly, poignantly sweet. But, instead of being or feeling tragic, her moments of post-death connections feel like a celebration.

That is the true strength and uniqueness of the show: the way it celebrates kindness and thoughtfulness without becoming morose or overly sentimental. Frieren herself remains aloof, irritating, funny, and quirky. There is only one moment where she truly breaks down and sobs, and it is a showstopper moment for the series. This is the moment when we realize the show isn’t really about this thousand-year-old elf mage; it is about all of us, humanity, in this current moment. Can we choose bravery, kindness, strength, thoughtfulness, and compassion in the face of terrible circumstances or in the face of the relentless pull of ordinary, everyday life? Frieren reminds us that everything we do matters, and everything we do will be remembered long after our journey ends.


Nerd Coefficient: 8/10.

Highlights:

  • A quietly powerful study of the human condition
  • Unusual pacing mixed with lots of action
  • So many appealing characters in a unique storytelling format


POSTED BY: Ann Michelle Harris – Multitasking, fiction writing Trekkie currently dreaming of her next beach vacation.

Book Review: The Immortality Thief by Taran Hunt

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A thick, chonky SF heist novel set on a very deadly setting: a derelict spaceship orbiting a star that is about to go supernova

Sean Wren has a problem. He’s a small-time thief and smuggler, but he’s finally been caught. As one of the few people who understand a now dead language, he’s been put on a mission he can’t refuse: to go and board a spaceship. However, this spaceship has been derelict for hundreds of years, and is orbiting a star ready to go boom. And Sean soon learns that his is far from the only mission headed to the ship. What could be so important on such a ship to attract such interest in a dangerous place? Oh, only the secret to immortality...

This is The Immortality Thief by Taran Hunt, the first in a series of books about Sean and his world.

The Immortality Thief is a book that grabbed me from the premise and setup from the world go. Future setting, science fiction (as opposed to actual space opera) on a spaceship, a countdown and relentless upward pressure on its protagonist—the book did a lot of the work in preparing me to accept its world. There is some tension in that, while this has some of the features of a SF heist novel, it also alternates pulse-pounding action sequences with a lot of time spent in buttressing its world. The action sequences make me think of games such as Dead Space, and given the monsters and traps the characters face, my mind cast back to that game (about exploring an abandoned spacecraft) time and again.

A lot of the novel’s chonkiness occurs with the worldbuilding that Hunt puts us into. Hunt has a fond use of flashbacks, helping develop both the world and also (as we shall see) the character of Sean. This is a far-future world set in a galaxy (although we start in a solar system, we spend time on one spaceship and that’s about it) that is on the edge of wary conflict between humans and the alien Ministers. We get a lot of character development of Sean as we find out the details of his history with the Republic, the alien Ministers, and just why he can speak and read the dead language that makes him invaluable for the mission. With aliens included, the world Hunt paints and portrays here feels something like the Cold War series of Dan Moren: two powers not quite ready to start shooting, but the forces pushing them in that direction are stronger than those keeping them in this wary peace.

For all that we stick to Sean’s point of view throughout, there is a lot of development of the other characters from Sean’s perspective, more than just their backstory tied to the worldbuilding. Once things have gone to pot and we shake out to our main characters of Sean, Indigo, and Tamara, the novel really picks up. These are as uneasy and untrusting a trio of protagonists as one might ever find in a heist novel, but the twin goals of trying to find the Philosopher Stone data and trying to survive a very deadly spaceship force them to, if not trust each other, work together. While we get to know Sean the most (via the flashbacks), we do also get revelations on Tamara and Indigo that flesh them out and complete our trio.

Sean is a very unlikely hero and not the kind of person you expect to be front and center, especially without backup on his side. He is absolutely bad at using force, and every time he tries, it goes sidewise. He is intelligent, knows a lot, is a good thief and smuggler, but force is not his strong suit. He’s also witty, snarky, and sometimes his mouth gets him into more trouble than he can actually deal with. If this is the sort of protagonist that appeals to you, then you are going to like The Immortality Thief a lot. Tamara (and especially the alien Indigo) are much harder to read; they are much more inclined and capable when it comes to force, as one might expect, but both of them show well drawn aspects that refract and reflect our protagonist.

And I could see how the relationship between the three could have taken well worn paths, but Hunt avoids taking the easy course at every juncture. Their relationship as they grow is prickly, difficult, complicated, and (even given a Minister) all too human.

The derelict spaceship itself, with its own alien and horrible creatures, traps, confusing layout, and other dangers is an immersively dangerous setting for Sean, Indigo, Tamara and everyone (and everything else) that they meet. If you want the literary equivalent of jump scares on a dark night in the fall or winter reading, Hunt has some scenes for you! The scenes when our protagonists face yet another dangerous and horrifying problem that threatens to overwhelm them (leavened with the lighter moments of worldbuilding and travel) is an excellent, if long, pacing for traversing the ship. And the characters themselves can’t forget: that star is due to go supernova any time soon.

The novel does go into a strange and unusual shift toward the end, as the Philosopher Stone and its secrets are finally in grasp. It’s a little more surreal, certainly less of an action novel and much more speculative in its nature. It was a bit of a gear shift that took some getting used to, and I was wondering where Hunt was going with this. However, the “runway” of the previous chonkiness in the book was good preparation for Hunt to go much more speculative and a bit of weird in the climax of the action.

One last thing I want to mention in discussing this book (I have obscured a lot of details on purpose; there is a great joy and discovery in figuring and seeing how Hunt puts her world together) is how she ends the book. This IS the first in a series, but Hunt manages to pull off an ending that can satisfy people who want a one-and-done bottle episode on the derelict spaceship. But it also has an irresistible sequel hook in its last paragraphs. The Immortality Thief is whole and complete and you will enjoy what you read, this chonky experience. But there is a lot more story to tell in this universe, especially from that hook. I feel Hunt really has hit that sweet spot between single book and opening a series really well.

I look forward to the continuation of the Kystrom Chronicles (named for Sean’s hometown) and seeing where Sean and his companions go in a rich and interesting universe with a deep backstory and an intriguing future.


Highlights:

  • Strong primary character with an excellent pair of protagonists he is unwillingly teamed up with
  • Really interesting and deep worldbuilding, an immersive and deep experience
  • Excellent and sometimes rather frightening action beats


Reference: Hunt, Taran. The Immortality Thief [Rebellion Publishing, 2022].

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I’m just this guy, you know? @princejvstin.

Film Review: Gladiator 2

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Long, messy, violent, and exceedingly silly, Gladiator 2 is a still an entertaining sword-and-sandals epic. 


Has anyone checked in on Ridley Scott lately? The man is 86 years old, and to quote the musical Hamilton, "Why are you [directing] like you're running out of time?". Fresh off of last year's bloated and deeply strange Napoleon, Scott's Gladiator 2 asks the question, what if we remade the original but added CGI monkeys and turned the acting quality down by about 50%? 

Before we dive in, remember that the original Gladiator won FIVE Academy Awards in 2001, including Best Picture, Best Director, Best Actor (Russell Crowe), and Best Supporting Actor (Joaquin Phoenix). The movie had a chokehold on the American public, which I think may be attributable to the brief love affair we also had with Russell Crowe, who from 1999 to 2001 received three consecutive Academy Award nominations. 

First, a brief and fascinating detour into how we got this sequel

Soon after the success of Gladiator, plans were quickly made to start drafting a follow-up script. Ideas changed hands several times until Nick Cave — yes, that Nick Cave — was commissioned to draft one. It involved Maximus leaving purgatory and being sent back in time by the Roman gods to kill Jesus Christ and prevent the inevitable spread of Christianity. Maximus then gets cursed to live forever and fights in major battles for the next 2,000 years, which is essentially just a rip-off of the Casca: Eternal Mercenary series of novels by Barry Sadler. 

Surprising no one, this Cave script didn't go anywhere (Stephen Spielberg actually put the final kibosh on it!) and the idea of sequel dwindled for a decade until Scott revisited the idea and finally settled on David Scarpa, who he worked with on Napoleon, to write script for Gladiator 2. 

Wait wait, I also have to talk about Ridley Scott for a second


Scott is perhaps the only director I can think of who, for nearly 50 years, has made countless successful films with no overarching directorial signature. Wes Anderson, Hitchcock, Tarantino, De Palma, Burton — odds are you can name some recurring themes or styles in their oeuvres. This holds true even if you're not a real fan! That's how indelible directing style can be. 

Meanwhile, Scott is over here bouncing around from Alien to Thelma and Louise to GI Jane to Gladiator to the Martian to House of Gucci. The only thing I can think of is that the man is dedicated to creating compelling stories on-screen. His movies are very likable, for lack of a better word. They're also compulsively watchable. In his old age, Scott's also gotten very, very good at pure spectacle. Even though Napoleon is a bit of a slog, the sheer scope of the battle scenes alone are worth watching. 

Okay, on to the plot as best I understand it


Maximus is dead, to begin with. But it turns out Lucius, Lucilla's son (Lucilla is also the daughter of the former emperor Marcus Aurelius and was the sister of Commodus), is actually the son of Maximus. After the events of the first film, she sends young Lucius off to what appears to be Egypt for safe keeping. But even that's not safe, so he eventually flees to another part of northern Africa and lives as a simple farmer/warrior, taking the alias Hanno. 

Rome eventually comes calling, however, in the form of an army commanded by Acacius (Pedro Pascal). During the battle, Lucius's wife is killed. This is meant to evoke the same sort of gravitas as Maximus' entire family dying, but it just doesn't hit the same, though he swears vengeance on all of Rome and General Acacius in particular.

Lucius is taken as prisoner, and ends up fighting before the slaver/gladiator trader/plotter Acrinus, who promises Lucius the head of Acacius if he keeps fighting for him in the Colosseum.

Meanwhile, there are two evil twin-emperors of Rome, Geta and Caracalla. Hanno/Lucius fights his way through many battles in the Colosseum, including baboons, rhinos, sharks, and the Preatorian guard. His mom, Lucilla, realizes who he is. Also her boyfriend is Acacius, and turns out he's a actually good guy who hates what Rome has become and is planning to overthrow the twins. He gets caught and captured, however. Lucius discovers this and takes up his mantle and organizes the Roman troops upon the eventual death of the twins. 

You know what, none of this makes sense as I write it down. It's too complicated, and for no good reason. You had to be there. The gist: a man is angry and he has lots of fights. Lucius is actually the secret son of Maximus and Lucilla (which is odd considering how much Maximus tells us he loves his wife and OTHER son in the first movie). There are weird, debauched, and scheming politicians in Rome. A monkey gets named Consul. There's sharks in the Colosseum. Paul Mescal has incredible thigh muscles. That's all you really know to know.

The things that work


Now's a good time to remind you that, despite its flaws, I had a blast while watching this — it's entertaining, gruesome, sprawling, and visually stunning. Seeing vast legions spread out upon the plains outside of Rome was incredible. 

But is this movie at all accurate to Roman history? Of course not! I like to think of it as historical fantasy. You take bits of inspiration from the past — many of these characters existed, it's true — and then just say, "fuck, it we ball!" It's a fun world to visit if you can get past the glaring anachronisms in every other scene.

The standout performances are Denzel Washington (he steals every scene he's in, and his acting is so sublimely natural and devious that it's almost awe-inspiring to watch) and Joseph Quinn (he matches Joaquin Phoenix's demented emperor vibe to a T). They are unhinged, wild, and perfectly cast. 

The opening naval battle/attack scene is breathtaking, and you really feel the deplorable might of Rome's imperial ambitions. Every fight scene, in fact, is superbly choreographed, and the foley editor really put in overtime on this one. It's a loud, crunchy, bone-crushing, blood-spurty feast for the ears.

The things that don't

Guys, I just don't like Paul Mescal. He doesn't have the charisma or charm to pull off main character energy for a role like this. Also, his character spends half of the movie resisting Rome and rejecting his heritage, then in one single scene he reconciles with his mother to reclaim his birth right. This, in my opinion, is harder to believe than sharks in the Colosseum (I say this in my head in the same cadence as the "they did surgery on a grape" meme).

And while I do love Pedro Pascal, he is stiff in his performance of General Acacius. I was, frankly, shocked by this. He's usually a great actor, but I suppose wooden dialogue like "No...more...war" doesn't exactly give him much to work with.

Finally, there are CGI baboons in Gladiator 2 that look like something out of the Hercules TV show from the 90s. I'm guessing they blew most of the budget on eye makeup and 10,000 cloaks.

Final verdict


It's a fun romp in the theater, but it's not a serious movie by any means. I will probably watch it again for the sheer epic-ness of it.

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The Math


Baseline Score: 6/10


Bonuses:Denzel Washington puts on a hell of a performance, and is pure gold. Joseph Quinn as the evil Emperor Geta impresses. Production design, as per usual, is breathtaking, and the Scott manages to capture a new look at the breadth and scope of Ancient Rome.



POSTED BY: Haley Zapal, new NoaF contributor and lawyer-turned-copywriter living in Atlanta, Georgia. A co-host of Hugo Award-winning podcast Hugo, Girl!, she posts on Instagram as @cestlahaley. She loves nautical fiction, growing corn and giving them pun names like Timothee Chalamaize, and thinking about fried chicken.

Book Review: The Dark Between the Trees, by Fiona Barnett

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 No number of completed risk assessments can keep you safe.

Cover design by Dominic Forbes

As an academic myself, I lovebooks about academics going on adventures, but for the same reason I’m also hyper-alert to misrepresentations about academia. My teeth itch every time a book blithely assumes that the bulk of our job responsibilities are teaching; that we have ‘summers off’ (hah!); that it’s a straightforward matter to get a ‘new job’ at ‘the local university’; that a normal age for a new professor is 25 (hah, try 40!); and that field trips are wild jaunts into the unknown (oh god, the paperwork!).

What The Dark Between The Trees manages to do is provide everything that any horror writer who's ever dabbled in the Ivory Tower could dream of – drama, danger, discovery, mystery, magic, beasts and witches and unholy mysteries that lie well beyond the reach of any scholarship or human comprehension – while also getting the nature of academia exactly right.

Dr Alice Christopher is a historian, who has always been fascinated by an event that took place in Moresby Wood during the English Civil War in 1643: the ambush and defeat of a troop of soldiers, of whom a third were killed and the rest fled into the woods. Only two came back out again, and only one survived after to tell a chilling tale of impossible landscapes and shadowy monsters. Now, after decades of trying to find funding to do a proper on-the-ground investigation of this location, Alice has finally secured a very small grant, sufficient to lead a very small research team on a very small trip to explore the spot. With her come her PhD student, Nuria, weeks away from submitting her thesis; two members from National Parks department, and a representative from the Ordinance Survey. That last is quite important because maps of Moresby Wood are hard to come by, and the two that do exist -- one from 1731 and another from 1966 – don’t agree with each other. (For the avoidance of doubt, this is foreshadowing.)

The narrative proceeds across the two timelines. Alongside Alice’s team, we get interspersed paragraphs following the troop of soldiers, starting with their desperate retreat into the woods. The events of the two groups parallel each other: They each camp under an enormous oak tree in a clearing; they each wake the next morning to discover that the tree is gone. They try to make their way out of the wood, and instead find that the geography is changeable. They tell stories about local legends associated with the woods: a family of charcoal burners who went in and never came out; a monster named the Corrigal, whose nest lies in the heart of the forest. Their unity becomes fractured, riven by doubts in the leadership – an internal stress exasperated by existing battle wounds (for the soldiers), or the failure of GPS equipment (for the researchers), and the terrible weather (for both). Then people start disappearing and dying mysteriously, perfectly fine one moment, and the next moment gone – or, worse, cut in two with no warning beyond a shimmer in the air. (I should mention – there is a lot of blood in this book.) 

Things progress from bad to worse, until eventually . . . well, let’s just say that a book with centuries-separated timelines and a creepy forest that seems not to worry about reality and sanity has options when it comes to allowing those timelines to interact. 

The plot and world-building (well, Forest-building) are largely vibes-based. The details of why Moresby Wood is so weird are never really clarified; the strangely veiled identity of those ambushing soldiers 1643 goes unrevealed; the eventual fate of many of the characters remains ambiguous; and the nature of the mysterious shimmer that slices people in half is left as an exercise for the reader. And yet, oddly, these narrative choices didn’t leave me unsatisfied. In the same way that trying to render something as incomprehensible as Moresby Wood compatible with a mere map only betrays a fundamental misunderstanding about its whole deal, trying to render something as misty and vibey as The Dark Between the Trees into a concrete set of events and actions also misses the point. It’s not that kind of book. Read it for the experience, not for the story.

But also, read it for the pitch-perfect rendition of UK academic research. This level of accuracy  can only come from someone who has been there. Take, for example, the PhD student Nuria. Her second supervisor is an academic nemesis of Alice’s, which means that any time Nuria disagrees with Alice, her opposition is seen in the light of a larger feud that really has nothing to do with her. (This type of thing absolutely happen: A PhD student in my programme had to avoid taking certain classes to satisfy her coursework requirements because they were taught by her supervisor’s extremely toxic ex-spouse, both of whom, bafflingly, still remained members of the same department.) Or take the other three members of the team, who represent non-academic ‘stakeholder’ project partners: yes, the involvement of the Ordinance Survey works well to support the plot point about disagreeing maps, but it also reflects a growing pressure in UK academia to demonstrate ‘impact’, or a demonstrable benefit or change that one’s research can effect outside the university context. I can just imagine Alice writing her ‘Impact and Knowledge Exchange’ section of the grant bid now: In partnership with the Ordinance Survey, this project will prove vital to supporting the badly-needed modernisation of existing maps of the Moresby Wood area. Currently, the most recent map is half a century old, and ...

And then, of course, there are the risk assessments. Because, as every University insurance administrator knows, if you’ve filled out the risk assessment, then nothing bad will happen! I can only hope my next research trip does not bring me near Fiona Barnett, because somehow I doubt the University of Glasgow’s SafeZone App is going to prove sufficient to protect me from her vision.

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Highlights

Nerd coefficient: 7/10, an enjoyable experience, but not without its flaws

Highlights:

  • Vibey vibes

  • Unfathomably scary Woods

  • Historical mysteries that do not illuminate the present

  • Pitch perfect academics

Reference: Barnett, Fiona, The Dark Between the Trees, [Solaris 2022].

CLARA COHEN lives in Scotland in a creaky old building with pipes for gas lighting still lurking under her floorboards. She is an experimental linguist by profession, and calligrapher and Islamic geometric artist by vocation. During figure skating season she does blather on a bit about figure skating. She is on Mastodon at wandering.shop/@ergative, and on Bluesky at https://bsky.app/profile/ergative-abs.bsky.social 

Film Review: Wicked, Part 1

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Real world social commentary wrapped in memorable show tunes and a classic, fantastical setting.

First came L. Frank Baum’s classic children’s book, The Wonderful Wizard of Oz, the story of Dorothy, a girl who gets blown from Kansas cyclone into the fantasy world of Oz. The book was made into the classic film, the Wizard of Oz starring Judy Garland as Dorothy. In Oz, Dorothy meets the beautiful witch Glinda who sends her to Wizard of Oz so that he can get her back to Kansas. In her quest to get home, she defeats the wicked witch of the West and forms friendships with three allies, the Scarecrow, the Tin Man, and the Cowardly Lion. However [spoiler alert] the wizard turns out to be a fraud with no magical powers and in an ironic twist, her companions who consider themselves to be defective and lacking, all turn out to be strong and capable despite their external deficits.

After The Wizard of Oz, came various musical versions of the story including, The Wiz, a primarily Black cast retelling of the story featuring R&B songs like When I Think of Home and Ease on Down the Road. The hit film version of The Wiz starred Diana Ross, Michael Jackson, Nipsey Russell, and other superstars. Later came the Gregory Maguire’s novel Wicked: The Life and Times of the Wicked Witch of the West. This time the story of Oz is told from the point of view of the story’s villain, Elphaba. In this version, Elphaba is mistreated, well-meaning, exploited, framed, and ultimately understandably angry. She also has a fraught friendship with Glinda the good witch in the original version of the story.  The novel inspired the musical, Wicked, featuring a tragic hero, tortured friendships, and iconic songs that never quite leave your mind. The Tony winning Broadway musical is the inspiration for the 2024 feature film musical starring Cynthia Erivo and Ariana Grande as Elphaba and Glinda, respectively. After more than a century into existence, Oz has been through many interpretations.

What contemporary audiences often want is a complex character study. People are seldom just bad or good. They are the products of their experiences and they act based on the reality of their world view and their lived experiences. Wicked, Part 1, tells us the story of a child, Elphaba, who is unloved because of her skin color (green) and feared because of her strength (magic). Despite this she grows to be resilient with a mix of compassion and cynicism. While escorting her younger sister Nessarose (Marissa Bode) to the wizard school, Shiz University, Elphaba’s magic skills catch the eye of a professor (Michelle Yeoh), so Elphaba also ends up enrolling in Shiz to develop her powers in the hopes of one day meeting the magical Wizard, the powerful leader of the land who can grant any wish. Elphaba (Cynthia Erivo) is stuck rooming with the self-absorbed and intensely popular, Glinda (Ariana Grande) who is the opposite of Elphaba’s reticent, outcast vibe. The two initially dislike each other but over time they become friends after each offers the other an unexpected act of kindness. The arrival of the handsome and charismatic prince Fiyero (Jonathan Bailey) creates a love triangle with Glinda and Elphaba. Meanwhile Elphaba’s younger sister Nessarose is attracted to the Munchin student Boq (Ethan Slater) who is not-so-secretly in love with Glinda. But the main external conflict is the oppression and racism against the talking animals who have been part of society for ages. Elphaba discovers a plot to wrongfully imprison them, cut them off from their homes and employment, and take away their ability to speak. Her determination to speak out against the injustice puts her in conflict with those in power and strains her friendship with Glinda. The film is only part one of the musical so it ends with much of the conflict unresolved. However, the story ends on an inspiring note as Elphaba and Glinda struggle with their respective choices.

If you are familiar with the musical, none of this is new material. But, while the film manages to stay true to the stage show, it also brings startlingly sharp observations of current issues of racism, social oppression, and political manipulation. When Elphaba is stared at because she is green, Glinda expresses hope that they can solve her skin color problem. Elphaba irritatedly rebuffs the suggestion and a man in Glinda’s entourage defensively declares that “I don’t see color.” The fact that Elphaba is played by a Black actress, particularly makes the message resonate.

As the story progresses, Elphaba and Glinda uncover political intrigue involving the innocent talking animals as pawns. Later the talking goat history professor, Dr. Dillamond (voiced by Peter Dinklage) warns that “you ignore the past at your own peril.” When you see Wicked, you can easily talk for hours about the current societal references in the story. The film has sharp content and excellent acting from Cynthia Erivo as the determined Elphaba and Ariana Grande as the good-hearted, but hesitant to act, Glinda.

In addition to the unexpectedly thoughtful and timely plot, Wicked delivers exactly what audiences want in a musical: stunning sets, gorgeous dance numbers (and costumes), and iconic songs (Popular, One Short Day, and Defying Gravity) that will make you want to play the soundtrack then entire way home from the theater. Cynthia Erivo is perfect as Elphaba, playing the character in an understated but bitingly cynical way. Ariana Grande is adorable as an onscreen embodiment of Barbie from Barbie and Elle from Legally Blonde, as she moves from confident and self-absorbed to compassionate, conflicted, and ultimately overwhelmed. The film also has nods to Wednesday and Enid from the Netflix series Wednesday. The only real problem with this film is that it is Wicked, Part 1, which means that we only get through the first half of the story in this rendition. However, it is so well done and ends on such a high note (literally and figuratively) that this story of the rise of an unlikely hero ultimately feels satisfying.

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The Math

Nerd Coefficient: 8/10

Highlights:

  • Sharp social commentary
  • Stunning sets and performances
  • Poignant, sing-a-long fun

POSTED BY: Ann Michelle Harris – Multitasking, fiction-writing Trekkie currently dreaming of her next beach vacation.


Book Review: Interstellar Megachef by Lavanya Lakshminarayan

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A frothy, funny and amusing SF novel... that has an undertone of far more serious and thoughtful ideas than you might well think.


Saraswati has a problem. Her cooking career on Earth has cratered and she’s desperate to get back in the game. Her answer: illegally immigrate to the planet Primus, the center of human culture and society in the galaxy and get on Interstellar Megachef, the premiere cooking show broadcast to multiple star systems. If she can win the competition, she will be poised to reclaim her position and show off her ability once and for all.

Things... do not go to plan.


Saraswati’s story is one of the two backbones of Interstellar Megachef by Lavanya Lakshminarayan.


The author hooks you in, with a book that looks and starts and has the outward appearance of a frothy and funny book. When I first heard about this book, saw the cover and started reading it, the book looked like it was going for Great British Bakeoff in space... or, to use genre comps, Catherynne Valente’s Space Opera meets Cat Rambo’s You Sexy Thing. Cooking... in spaaace, with a lot of fun and frivolity. A light read that I was going to devour with the relish of eating a dessert. 


The book has that, from the get go and throughout, don’t get me wrong. Saraswati’s arrival on the planet Primus and her efforts to get to the show are played up in high comedy. She has a cute digital intelligence companion. There’s a meet cute with a high powered executive (our second point of view character, Serenity Ko). Saraswati seems to be doing things all so well. She gets to the show, and starts cooking. 


And then the narrative, and even the book changes. It happens early so I am going to spoil it: she loses badly, and is the first chef eliminated, and it's not even close. Her practices (like cooking with fire, and with whole vegetables) are considered by the Primians to be barbaric, backward, dangerous and basically “primitive Earth human being Earth human”. Saraswati is devastated, but determined to not let it get her down. In the meantime, Serenity Ko’s latest venture in her space of virtual reality simulations has not gone very well either, and she has been given the equivalent of a two week sabbatical from work. She’s determined to get back in the game, too. We start with two main characters knocked down, but not out, in the first round.


And so while the rest of the novel shows how these two come back from their disasters and defeats (and wind up becoming reluctant and unexpected allies and partners), the novel keeps up the frivolity and fun, but starts seriously layering and bolstering the narrative and the worldbuilding with some serious thoughts about the nature of food. About cultural imperialism, dominance and where culture is from and what it is good for. About the roles and expectations of families, of society, of the power of found families. The author, while keeping the frivolity and tone often light and as easy to consume as a frothy glass of spiced eggnog, at the same time engages with some serious and important questions. She doesn’t even ask this only of the audience but the characters themselves, particularly our POV characters Saraswati and Serenity, face a lot of questions, confrontations and thoughts. It gives the whole book a whole deeper level that you would not expect if you just looked at the cover. (This is definitely a case of the cover being utterly deceptive). Don’t get me wrong, I had a lot of fun and reading pleasure diving into this story. But it was the thought provoking questions, both asked and unasked, and some of them not answered at all, that really brought the book home for me and to me. 


Lakshminarayan does this in a couple of ways. We learn things about Saraswati’s background that change and alter the narrative that we saw at the beginning. The author does it subtly at first, and then comes in with the “wham” of a spicy reveal or a turn in the plot and narrative that caused me to reassess what I’d learned about her so far. Saraswati’s history and background are far more complicated than we are led to expect at the beginning. So too, in a slightly lesser key, is Serenity Ko, whom we find has a background and a family tree that, when the reveal happens, is like the bloom of a flavor on one’s tongue that you didn’t notice before, and changes the entire meal in one bite. The gear shifts in going from subtle to unmistakable and back again are an excellent showcase of the author’s writing talents.


Next, the author raises these questions in the context of the narrative itself. Primus is the center of food and other human culture across the galaxy (Earth is a backwater in this day and age). Primians consider their culture, especially their approach to food, premiere and without reproach and supreme. And we get to learn, from both Serenity (as an insider who knows nothing about food but all about the history) and Saraswati (who knows food but not the cuisine of the planet) just what Primian food is all about, and why it is important to the culture of the planet. But it goes beyond just food, although food is the center. We get a whole view of Primian culture in general, human but different, evolved, changed. But it is in the reactions to that culture, and people’s considerations of their past, and their present, and the future of Primian cuisine... and culture that the author is asking some very pointed questions about our own society in the same vein. The lines are awfully easy to draw and we get a lot of food for thought, as it were, as the narrative unfolds. And there aren’t easy and pat answers, either, a real signifier as to the complexity of the narrative, and the situation on Primus... and our own modern day world as well.


Finally, the author brings this together with the culminating project that merges Saraswati and Serenity’s storylines. I don’t want to go into too much detail on this one, its an audacious idea that merges their talents. But it is an idea that brings up ethics and cultural questions, raised by other characters and also will be in the mind of the reader. It is a far cry from the light and frothy beginning at the start of the book, and the culmination of the project and ambition is left deliberately not clear and definitely ambiguous. The book is first in a series, and we left at sort of a stopping point but definitely in media res for the full narrative. I was left, though, with a lot of questions and thoughts about how I approach food, especially food from traditions not my own. In the delivering of a tasty and appealing work, Interstellar Megachef has unexpected, and very welcome, depth to it.


But let me say again, throughout and with all of this complexity, depth and richness of the SF narrative, the book is a pleasure and fun to read, not just in the beginning. There are moments of real tenderness, of high drama, and definitely of comedy. The novel is entertaining and a fantastic whirlwind of taste sensations throughout, and the sensory detail will make you hungry, even if little of this food is actually real. I tore through this book with the verve of me digging into a rich hot dish after a long day’s trek with photos, filling, sustaining and delicious. Interstellar Megachef is a fantastic work of speculative fiction and has, as I have thought about it after reading, firmly seated itself as one of my favorites of the year without question. 


--

The Math

Highlights:

  • Fun and frothy tone and start develops into wonderful complexity of narrative and theme
  • Rich and decadent worldbuilding that ties into characters, location, family and cultures
  • Excellent and immersive writing that brings the flavor of the narrative to your palate.
  • Does not finish off in a neat and single serving. 

Reference: Lakshminarayan, Lavanya, Interstellar Megachef, [Rebellion Publishing, 2024]


POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I'm just this guy, you know? @princejvstin

Anime Review: Dandadan

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Strange but addictive storytelling wrapped in stunning animation

Dandadan debuted with much hype and anticipation this year and has quickly become one of the most talked-about fall anime. With its addictive opening song and quirky, opposites-attract friendship vibe, Dandadan’s strange upbeat feel draws viewers in. But underneath is a strange tale of sexual assault, angry demons, and dysfunctional relationships. The show combines the vibrant, violent demon-fighting of Jujutsu Kaisen with the tortured, shapeshifting, slow-burn, romance/friendship (?) of Fruits Basket. In the end, it’s hard to know what to make of this anime debut. But, since it’s based on a manga, we know much more is yet to come.

Summary: Orphaned high schooler Momo is raised by her ghost-aware grandma. As a result, Momo has a deep awareness of the occult, although she tries to avoid it. She is also obsessed with movie star Ken Takakura. The first episode opens with Momo breaking up with her obnoxious, older boyfriend, whom she only dated because his tough guy attitude reminded her of her beloved movie star. Later, she intercepts a group of students tormenting a quiet, nerdy boy at school. She discovers that the boy’s name is also Ken Takakura. Momo and Ken become embroiled in a debate about the existence of aliens versus the existence of ghosts and agree to a dangerous bet. Momo sends Ken alone to a haunted area and Ken sends Momo alone to an abandoned hospital allegedly frequented by aliens. What could go wrong? It doesn’t take long before Momo gets kidnapped by aliens who take most of her clothes and threaten to assault her. Meanwhile, Ken gets a beatdown from a demon ghost who steals an essential sexual body part. The aliens’ attack on Momo releases her latent psychic abilities, and Ken’s demon possession leaves him with intense powers and, ultimately, an alter ego demon personality. Momo’s youthful grandmother helps the teens after they escape from both the aliens and the demon and then embark on a quest to get all of Ken’s body parts back. Eventually they connect with a popular girl, Aira, who, in a tragic episode, has her own supernatural experience and unlocking of power. From the opening sequence, we know there will be another person joining their crew.

I will admit I had mixed feelings about this anime despite the enthusiastic recommendations. The animation, character design, and music are all top notch and highly engaging. However, the plot, particularly of the opening episode, was problematic. A high school girl is dragged into a sexual assault situation by creepy alien men and the entire scene is played for laughs or at least flippantly. It was troubling and distasteful enough for me to want to stop watching. And the boy (also a minor) having his body parts stripped from him by an old woman was likewise distasteful. The other element that’s vaguely annoying is the constant potty humor. It’s meant to fit the farcical vibe, but ultimately feels distracting. There are many anime that deal with tough subjects or lean into low humor. Dandadan stands out in the way the disturbing content is merged into brightly colored, murderous teen angst.

Fortunately, the more you watch, the more the pieces fit together. It took a few episodes for me to realize the theme of sexual assault and violence against women was intentional. The demon who assaults Ken is nicknamed Turbo Granny. She is monstrous, hideous, violent, and vulgar. However, we later find out she was an assault victim, and she haunts areas where other girls were assaulted and murdered. The vibes are similar to Jujutsu Kaisen with its themes of sorrow leading to rage then leading to demon creation. In a later episode, we meet another victim whose unimaginable loss leads to a monstrous transformation. In that particular episode, the animation style changes, gradually becoming more realistic and dreamlike at times. Stunning moments like that make the show worth watching despite the juvenile hijinks happening elsewhere.

In addition to the quirky plot, Dandadan has two memorable protagonists. Momo is loud, bossy, and opinionated. She dominates the show with both personality and screen time. She refuses to call Ken by his real name, and instead gives him the nickname Okarun. Still, Ken is the more interesting character. Despite having strong opinions, he is insecure, soft-spoken, and passive, and he is the complete opposite of the tough guy movie star who shares his name. He has little backstory so far, and we don’t really see his parents or his home. However, when he becomes cursed, his demon form is powerful, cynical, and disinterested, while still being reluctantly heroic. The character design of Ken’s demon form is intense, and the animation is intriguing and addictive. And it brings a nice bit of irony to the story. I find myself feeling almost relieved when he finally transforms in each episode. Another intriguing character is Momo’s grandmother, who looks almost as young as Momo. She is gruff and cynical, and is obviously hiding a lot of information from the two protagonists. The story initially feels limited with the sole focus on Momo and Ken rather than a more traditional anime ensemble cast. However, the opening sequences foreshadow the others who will expand the story to more of a team adventure.

Dandadan is quirky, irreverent, and exhausting at times, but the core story provides a good payoff and the animation is stunning. If you can get past the strange plot elements and the weird combination of very adult and very juvenile content, Dandadan can be a good weekly fix of unique storytelling.


Nerd Coefficient: 7/10.

Highlights:

  • Stunning animation
  • Weird, flippant treatment of adult themes
  • Quirky, innovative storytelling

POSTED BY: Ann Michelle Harris – Multitasking, fiction writing Trekkie currently dreaming of her next beach vacation.

Videogame Review: Dead Space Remake by Motive Games

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So many limbs to sever, so little time


Sent on a mission to help repair the USG Ishimura’s communications breakdown, Isaac Clarke and the crew of the USG Kellion arrive just in time to discover that the Ishimura's comms are the least of their worries. Infested with monsters called necromorphs, the crew has their work cut out for them if they have any hope of repairing their ship and getting out alive.

I’m not one for horror games anymore, not that I ever was, but I would partake in them more frequently when I was younger. For me, Dead Space Remake was more of a nostalgia trip to the mid to late 2000s, when single-player games had fun interconnected-level design and unreliable protagonists (Bioshock anyone?). This remake does what a proper remake should do: it stays faithful to the original but builds on it in small ways and fixes some of its issues. It makes it feel like you remember it to be, a tough balancing act in the games industry. To preserve a game’s story is one thing, but to preserve the spirit of the entire project is another, and on that, EA Motive has done a superb job.

One of the most striking things that hits right away is the visuals. The lighting and reflections, the detail in Isaac’s suit, and the upgraded animations all contribute to something that feels like a high-quality product. But even more importantly (as mentioned before), it feels like Dead Space as I remember it. It was a quality product that launched, subsequently aged, and now feels brand new again. For all its gruesome, visceral violence, Dead Space Remake is a beautiful game that nails its sci-fi/horror aesthetic with aplomb. Dead Space is one of those games you remember for its atmosphere: the thrum of the engines, the vibrant large open rooms, and the small, dark, tight corridors. No detail was spared in the remake to ensure that old players and new alike will remember their time aboard the Ishimura.


But not all is the same, and this is a good thing. One of the biggest and best changes is a more vocal Isaac Clarke. This may not be a positive for some, but on the whole, I think it was a great change that enhanced the experience. Isaac has more personality now and contributes his expertise as an engineer. Instead of being guided like a puppet, he now comes up with solutions and reasonings for his actions. It brings a lot to the character, and by extension, the game itself. In addition, the weapons have all been rebalanced, and the flamethrower is a worthy weapon now. The mechanics are more in line with Dead Space 2’s superior gunplay. They also upgraded the de-limbing system, which adds not only extra detail but more strategy to gameplay.

When I mention the de-limbing system, I refer to the primary mode of dispatching enemies in Dead Space; removing limbs. Headshots hold no power here. In the original, simply shooting at a limb two or three times would make it come off. Now, certain weapons are better for cutting through flesh, and some for cutting through bone. You can see the enemy’s flesh disappear with each shot, eventually getting down to the bone (now it’s time to switch to the ripper). This is an extremely detailed addition that deserves praise. It’s advantageous to synergize your weapons loadout, especially on the harder difficulties (or just run around with the flamethrower). The rest of the weapons have been balanced and adjusted so that the combat feels great and the movement is smooth. I do wish there were a few extra additions that are staples in the genre, like a quick turn-around option and an over-the-shoulder switch. Their absence didn't hurt the experience, but they certainly would have enhanced it.

Speaking of combat, the weapons themselves are such a blast to use. One of the things I loved about the Bioshock and Ratchet & Clank series is their use of imaginary weaponry that you can upgrade over time. Dead Space turned the plasma cutter and its teal laser guides into an iconic weapon, and with good reason; it may be the first weapon you get, but it’s damn good. Its precision makes you feel like a surgeon as you sever necromorph limbs. But the plasma cutter is just the beginning. The ripper, the line gun, the force gun, and the contact beam are all useful mining tools-become-weapons that are inventive and enjoyable to use. The flamethrower and pulse rifle are a bit more basic, but their alternate fire abilities add extra strategic layers to more complex encounters. In combination with stasis (freezes enemies briefly) and kinesis (telekinetic module), combat is a blast.


Once in a while, one of the game's flaws would flare up, and while it doesn't deal directly with the combat itself, it impacts it. In larger open areas, lurkers (little baby-looking enemies) climb the walls and start shooting at you. This isn’t a problem in itself, but when the area is open and other enemies are assaulting you, this simply becomes an irritation. It doesn't add to the tension of the encounter. Any spitting enemies poorly placed make certain encounters feel cheap and unenjoyable. Luckily, those don't happen too frequently, but when they do, it’s noticeable. A frustration that did come up frequently was the kinesis’s inability to prioritize. When using kinesis, you can take items from the environment, as well as the enemy’s sharpened bones, and launch them. Sometimes kinesis picked up every other body part besides the weapon-worthy items, causing much frustration. A system should have been put in place to prioritize useful items before picking up useless garbage, especially in frantic situations.

One of the most important things about the original Dead Space remains here, in a way I wish it applied to more games. The in-game UI is smart, simple, and direct, crafting a more intimate experience as a byproduct. Everything the player needs to know is on Isaac. Sure, there is a menu for item and lore management, but when it comes to combat, there is no HUD on the corners of the screen: it’s all on Isaac’s person. The amount of ammo in your clip shows on the weapon. The amount of health remaining runs down Isaac’s vertebrae and his stasis stock is visible on his shoulder blade. You don't need to look at anything other than the character and the enemies. Since you’re looking at the character’s back the entire game, why not make it your HUD? Brilliant.


While Dead Space isn’t an open world, it does have an explorable ship that can be traversed more and more throughout the adventure, almost like a Metroidvania. This gives the player reason to go back and look around at things they missed. Luckily, the remake added more encounters to keep things fresh, even when returning to a previously explored area. That said, it would have been nice to have a fast travel option to go exactly where you want. The tram isn’t the worst thing in the world, but it isn't exciting or expedient.

What is a horror game without sound? The sound design here is part of what makes the game and its atmosphere have so much character. The whispering in the walls, the sound of necromorphs scurrying in the ceiling, the screech of the automatic water supply systems, the electrical currents running through the thrumming ship, and the sound of flesh tearing off necromorph corpses when you use kinesis to turn their sharp limbs against them all contribute to creating an immersive, tense environment throughout the entire game. The voice acting is great, and each character gives a solid performance. The audio logs are great; there’s nothing like listening to what transpired on the Ishimura, the experiments and religious insanity that brought the gigantic planet cracker to its knees. The music appropriately adds to the sense of tension and horror as well, though at times the music lingers longer than it should (same with Isaac’s heavy breathing). These are obvious bugs that are momentary immersion killers. Walking down a long, empty hallway while combat music played kept me on my toes for no reason. Overall, however, this isn’t extremely detrimental, though it was noticeable quite a few times.

One of the other issues I had with the game was a random jittery frame rate, sometimes when nothing taxing occurred. Random door opening? Frame rate drop. Walking down a hallway? Random frame drop. Thankfully, this never happened during crucial moments. I also experienced other minor bugs or glitches, like items randomly disappearing (I still think about that power node that disappeared on my impossible mode run). Another of my gripes deals with the game’s story. I won’t spoil it for those who haven't played, but the story cheats a bit to deliver one of the game's biggest moments. It’s a bit obvious that something is off, and while I love the unreliable protagonist, the delivery mechanism feels a bit cheap. That said, the story is still enjoyable. Who can hate everything going wrong all the time?


Going through the narrow halls of the Ishimura brought me back to one of my favorite eras of gaming. Dead Space Remake is a faithful iteration that builds on and adds to the original. For those who played the original Dead Space and loved it, this remake is worth the price of admission as it not only fixes much, but also adds an alternate ending for new game plus, and a more intense impossible mode (where you only get one save that deletes itself upon death!). For those who haven't played it, I ask you this: Do you like sci-fi? Horror? Fun weaponry? Interesting lore and story? Get Dead Space and support the developer. Maybe we’ll all be lucky and get blessed with a remake of Dead Space 2.


The Math

Objective Assessment: 8.5/10.

Bonus: +1 for smooth gameplay, +1 for beautifully detailed visuals, +1 for memorable atmosphere.

Penalties: −2 for bugs/frame rate drops, −1 for lack of fast travel.

Nerd Coefficient: 8.5/10.

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Film Review: Moana 2

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Sequelitis strikes back

The first shot of Moana 2 focuses on a hermit crab switching to a new shell. The metaphor is clear: you're about to watch a story about leaving your comfort zone and searching for a bigger home. After our heroine taught her people to sail again in her first movie, she now has to solve the reason for their isolation: a storm god, afraid of the heights humans can reach with cooperation, has sunk an island that served as meeting point for all the navigation routes. (How there can be an unskippable crossroads in open sea isn't addressed.) One of Moana's ancestors, a legendary leader, already tried to find the lost island and failed. If the scattered sea peoples don't reconnect, they'll die out in a few generations. Moana needs to gather a crew and her demigod friend Maui to raise the sunken island before…

Before what? What, exactly, is the threat here?

This is one of the most noticeable problems with the writing of Moana 2: an adventure story needs a sense of looming danger, and the one presented here unfolds on a scale of centuries. Moana could relax, train more sailors, recruit a bigger crew, and, you know, travel directly to the other islands instead of looking for a vanished one where nobody lives anyway. This artificial urgency may be an effect of translating into cinema what originally was intended to be a full season of TV. The first Moana movie had ticking-time-bomb stakes and a straightforward structure. This one shoves a massive, epic conflict between gods and mortals within a tight, crowded space.

Another of the consequences of turning a TV series into a movie is the loss of development for the supporting cast. Moana and Maui are joined by a shipbuilding engineer, a craftsman who records stories in woven cloth, and an old farmer whose unique contribution to the team is promised but not delivered. Whatever arcs they were going to have are reduced to learning to work together. These character concepts deserved more depth than they get.

While the animation effort was well spent in designing breathtaking landscapes and cool monsters, imagination seems to have been in short supply when it came to drawing people. Either that, or the shift to movie format reduced the available time for artists to devote the necessary care to each scene's emotional delivery. This movie is rated for kids, but you could play a drinking game for every time Moana makes this exact face:

To be fair, the plot makes valuable points about the civilizational dangers of isolationism and the advantages of intercultural competence. The character who weaves cloth can point the team to an important subquest thanks to an ability to read pictorial narratives. Moana realizes she's on the right track toward finding the other sea peoples because she unearthes a piece of ancient ceramic, which in the context of Pacific Islander culture, where most objects for everyday use are crafted from perishable plant materials, is a huge deal.

However, these achievements in storytelling get lost in the rhythm of events. Probably as another result of the change in format, this movie is left with a very strange pacing. The pivotal downer that ends the second act doesn't get enough time to breathe before it's overshadowed by a tonally dissonant song. A fascinating secondary antagonist gets a great costume and a banger song, but the hidden complexities of this character end up swept under the rug. In the climax scene, Maui suffers a major calamity that is almost immediately reversed. Moana 2 speeds through its beats as if ticking off a checklist, and the excitement that ought to linger after our heroine's daring adventures wears off as quickly as every other emotional moment in the story.

To complete the perfect storm against this movie, there's a live-action Moana planned for 2026, a convergence of Disney's frantic remake spree accelerating to an unsustainable pace and The Rock's meticulously curated self-mythologizing campaign reaching critical fission mass. The timing is inauspicious: the mid-credits scene of Moana 2 is an obvious tease for a sequel that may or may not matter under the shadow of the remake. I bet it's going to be hard for Disney to properly care for both projects at the same time, and it's conceivably going to be harder to do for viewers. The impression left by Moana 2 is that the studio didn't have a solid idea of what to do with it, and instead of committing to a TV series that could overlap with the remake, preferred to release it in one go just to get it over with.


Nerd Coefficient: 6/10.

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Videogame Review: Dragon Age: The Veilguard

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The long-awaited fourth installment of the Dragon Age series from Bioware—does it match up to the legacy?

You gotta have dragons, right? It's there, in the title.

What makes a Dragon Age game a Dragon Age game? Is it the mechanics? The plot? The worldbuilding? The characters? Something else entirely?

For me, it's the characters and their relationships, as well as the joy that comes from the branching web of plot decisions and ramifications, that show you a world in which your choices have meaningful consequences for the world, the people around you, and your relationships with those who inhabit it. It's what draws me in, makes me love all three (and a half?) previous iterations of the franchise, and had me so frothingly excited about this one I booked annual leave for launch day and the start of the week after so I could play more hours per day than is healthy for a person (it was great). It's what drives me to have logged around a thousand hours of play time across the series to date, and with no expectation that this number won't grow in the future.

Which isn't to say there aren't issues with each of the previous games, of course. And one of the interesting things about Veilguard is how evidently Bioware has put in the effort to resolve them this time. So I'll start my review there.

Charitably, I might describe the mechanics of Dragon Age: Origins as… clunky. Underdeveloped. More honestly—janky af. It's imperfectly attempting to recreate some of the D&D experience in a video game, and at a time when the tech was not exactly making the job an easy one. We—or at least I—forgive it because it makes up for it with excellent characters, some banger bits of dialogue, an introduction to an enjoyable fantasy world, plenty of lore to dig into, and some very interesting plot moments where the player has the opportunity to impact the direction the world and plot takes… if they do things right. But good lord is the actual gameplay a mess. Do not get me started on the inventory system.

Dragon Age 2 attempted so simplify and pare down a lot of that clunk (to reasonable success) and developed its skill trees into something actually functional. It was not exactly focussed on getting the player that involved in the nitty gritty of fighting, but it had some really cool, stylistic animations of your various characters giving the baddies what for, with occasional big dramatic moments that made your Hawke feel like a badass.

Dragon Age: Inquisition made the big jump into having you actually… doing the combat, rather than clicking to select the enemy and the skill you wanted to use on them. I actually had to get close enough and wave my sword right to hit the guy? Madness! Another marked improvement on the previous games, and with yet again a more developed, more interesting skill tree alongside it, where the choices you make in building what your companions can do feel like they actually have an impact on gameplay.

All the info you need is right at your fingertips on the tab screen in combat; it's easy to be fully involved in what's going on.

Veilguard then feels like the natural development of this thread—moving away from point-and-click D&D simulation into a fully bedded-in action game. I am choosing, moment by moment, what my character is doing and to whom and how. I block, I duck and roll, I parry, I shield. My involvement in the combat is down to me and my timing, my choices, and so feels… well, like I'm actually involved. And when you add in combos with your teammates—also very easy to achieve and clearly signalled in the combat screen—it just gets even better. There's a bit of a learning curve at the start as you get used to it, especially the timings for blocking, ducking and shielding, but the game does tutorial you in pretty well, and it is absolutely delightful the first time you manage to employ the perfect timing with a shield-block and are rewarded by absolutely twatting the opponent in the face. I am utterly, completely convinced that as a pure gameplay experience, Veilguard is hands down the best game in the series and just genuinely, actually fun to simply… play.

It also does a great job in differentiating the character classes by feel. My initial run was as a warrior, which felt suitably tanky, while still being able to dish out damage. Returning as a rogue, whose special attacks rely on the building of momentum (which is lost if you allow yourself to get hit) rather than a warrior's rage, changes how you react to combat. Suddenly, the dodge button is my best friend, rather than the parry. Then again into mage, where I can throw up a barrier and then go long range with staff attacks that really knock the enemy's socks off, but I'm constrained by my mana pool and refill rate. What we don't see is the full differentiation within the subclasses—Inquisition had you choose if you would be sword and shield vs two-hander warrior, for instance. What we get instead is the ability to switch between the two subclasses at any point, even in combat. For warriors, that's hitting X to pull out your two-hander. For mages, dotting between the two-handed staff and the ability to barrier, vs. orb and dagger which allows close combat, stabbing and parrying, at the cost of no shield. For rogues, there's no explicit switch-between at all—at any point, you can right-click and start shooting with your bow, while your default dual-wielding weapons remain in play for close combat. You can optimise your build for the subclass you find yourself most wanting to play, but the flexibility remains at the touch of a button. There's a learning curve to each class that comes with how truly distinct they feel, but once you get into the groove, each one does feel genuinely worthwhile—and enormously fun—to play.

However. As I said above, this is not why I play Dragon Age games. It's great, don't get me wrong, and I hope future installments keep and develop this, because it is extremely well done and satisfying. Moment by moment, there was none of the frustration because I just didn't have the control to win a fight I was involved in, or that combat was just feeling repetitive and dull. I applaud it. But… it's nothing more than a nice bonus to me. The meat of my interest was always going to be elsewhere, in the plot and the characters. Which is where I found things getting a little unstuck.

Which is weird, because a lot of the promo going into Veilguard talked about how they knew fans wanted character focus, so that was going to be where they put their efforts, and they visibly have done that. It just hasn't quite achieved what I, at least, want out of it. To boil it down to fundamentals, Veilguard just feels safe in a way that none of the others have. While the setting and story may be extremely dark, the characters and their interactions, both with each other and with Rook, the protagonist, just lack bite. I don't necessarily even mean conflict, though that could work too. There's just quite a sameness and a safeness to how they all interact, that ignores the vast range of positions and opinions on the core topics of the game that we've seen throughout the previous iterations.

Which also manages to deny the difficulty inherent in some of the factions at play within the story. One of the companions you recruit is a member of the Antivan Crows. This was, I know, something a lot of fans were hoping for, and harks back to Zevran in Origins. But the thing is, Zevran's story is one full of conflict—his position within the Crows is a fraught one, and one that has left lasting and unpleasant marks on him that he details in conversations with the Warden. The Crows are absolutely not an uncontroversial good, in that story, or his story. Which… of course they're not! They're a band of assassins for hire. They literally kill people for a job. Of course they're going to be morally complex at best.

So why then, in Veilguard, are they uncontroversial good guy patriots protecting Treviso, and we're just… not going to examine anything else about them, or about Lucanis (the companion from that faction)'s position within them?

Just some good ol' fashioned patriots, no murders here no sir.

What's extra strange is that we do get this introspection a little bit, but directed only at the Grey Wardens, who took a big hit on the "doing dark shenanigans" front in Inquisition, so that doesn't feel like treading new ground. But it means they were thinking about it, at least to an extent; they just never felt the need to turn that lens onto the Crows. Huh.

And it's that kind of lack of thoughtfulness that makes the game really suffer. Everyone gets along, more or less (I'm not saying there's zero conflict, because that patently isn't true, but it never rises to the levels we've seen in any of the previous games), and no one really critiques the position other people come from, or their background, or engages with any of the longstanding, baked-in societal difficulties that we've seen portrayed in the world so far. For a game that very much centres the elves, their stories and their histories, Veilguard is very light on talking about the impacts the events of the game will have on elves throughout Thedas. There are a couple of specific bits of dialogue (one of which you only get in the literal final mission) that touch on it, but it's not core to the story, when it really really should be to give us that feeling of a real, complex world that has been a key part of the series up to now. This is not a game that could encompass, for instance, a Vivienne or a Sera, two characters whose positions within their factions and peoples in Inquistion are fonts of discussion, argument and interest. There's no Merrill, with a complex view of blood magic that runs contrary to the dominant game view. There's no Alistair or Cullen to give us an insight into a Templar viewpoint. There's barely any Templar involvement at all. Without characters occupying fraught or complex positions, or a voice speaking from the other side of the divide, we end up with fairly unknown and unconsidered bad guys (why are the Venatori up to what they're up to? We never really get to know), and a coherence of vibe from the companions that feels a bit weird at times. Yes, we're all saving the world, but so were we in Origins, and that never stopped Morrigan from bullying Alistair, did it?

To add to this, on the one hand, we get way more party banter than in previous games, and they've added a device where, in the central home hub, you sometimes go into rooms and just find two companions chatting, which is great. And yet… for how long of a game this is, it feels like you don't get proportionally as much romance content as the previous games have given, which is one of the core USPs that Bioware have always had. We jest that it's a dating sim with a fantasy RPG in the background, but… well. Personally, I have always enjoyed the romance content because it adds yet another layer to those deep characterisations. It's part of making these people seem whole and real. And when that gets skimped on? It adds to the same feeling that their lack of bite feeds into.

In other gripes, the early game dialogue is rough, as frankly is the early game plot. You can see the shape of a slightly different game, one with some sort of prologue that has been skipped over now, and so they have to funnel new players quickly into the fun, main bit with enough info to get them invested, while also keeping hold of old players who know all the lore. They have not managed it well. But that evens out once you get into the main substance of things.

There are also times when the whole thing feels a little too linear, a bit too trammelled into the singular shape of the story they want to tell, without the semblance of broad-reaching options that the other games have managed to convey.

But… for all that… there are some moments, some choices, that really do hit and hit good. One of them came out of absolutely nowhere for me and left me fully shooketh, and remains one of the emotional highpoints of my playing experience. The game tells you early that the choices you will make matter, and on the whole, when those choices come up, they very much do. I would, of course, always love more of them, but I'm aware this is a sticking point for many games just in terms of hours of time and dollars of money that go into every branch they make. Where Veilguard does it, I think they do it right.

They also give us some really solid lore drops that are of a great deal of interest to anyone who's played the previous games and is into that sort of thing, things that make you go "OOHHHHHHH" about things previously hinted, or overturn things you thought you knew, sometimes in really fun ways. Unfortunately, there are issues with it as well, generally, more about what's missing than what we see. This is a story that really does centre a bunch of elven stuff, and I would have liked to see more of… well, literally anything else in the world. The chantry and chantry opinion and politics barely figure, even though we touch on a number of really quite important religious issues. For the die-hard elf fans, there is bounty. For the rest of us… a bit of famine. It also, in this elven-centricity, stumbles a little bit into… and here it is hard to critique without treading too close to spoilers… I suppose into the issue of wanting to make things too simple. Too many questions boil down to the same answer, where a multiplicity was one of the things that has long made this a world worth playing in.

Also, for all the people with deeply held opinions about the character creator, long hair and clipping? They got you covered. Like, so much. Also body sliders, which I am quite pleased to see.

I do also have to come back to the point that… it's just gorgeous. They've gone back to DA2-style "strong, coherent visual design" and it works, but expanded out further and with better graphics and more time spent on the game to back it up. I mean, look at this shot from Arlathan and tell me it's not pretty:

Or not enjoy how atmospheric and utterly committed to the bit the Necropolis is:

Or appreciate the atmosphere of a blighted wasteland, full of relics of the past:

So all in all… it's rather a mixed bag.

On the whole, I enjoyed playing it. I had a great time, moment to moment, dedicated some days to an intense amount of gaming, gasped, laughed and felt sad at various appropriate moments, and just generally got into the spirit of things. But there was, when I looked back across it all, and especially when I compared it with the games that had come before, some little spark missing that made it truly magical. What I keep coming back to, more than anything, is that there is no single moment in Veilguard that comes even mildly close to doing what In Your Heart Shall Burn did in Inquisition—i.e. permanently rewrite my brain chemistry and steamroller me on an emotional level. I will never recover from that quest, and I thank Bioware for it. Veilguard… just could never. For all the fixes, for all the improvements, for all the better mechanics, better systems, better graphics, better character creator, they have failed to fully preserve the spirit of the previous games, the thing that made me love them beyond sense and measure. And it's hard not to be sad about that, even when what I've got is still, objectively, a good game.

Nonetheless… I am currently working on both my second and third playthroughs, which is not nothing.

If you're a die-hard Dragon Age fan or a complete newbie, I still think Veilguard is a game worth playing, for all the things it has done well. I hope it succeeds, and I hope the studio can continue to make games set in Thedas, taking on all the improvements they've made here, but one day maybe recapturing that little special something that just hasn't quite made it through here.


The Math

Highlights: absolutely gorgeous graphics, genuinely enjoyable mechanics, lore drops that really dig into some of the background questions fans have been pondering for years.

Nerd Coefficient: 7/10.

POSTED BY: Roseanna Pendlebury, the humble servant of a very loud cat. @chloroformtea.bsky.social

Book review: The Wolf and the Wild King by K. V. Johansen

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A high fantasy story of two men caught in the tendrils of justice, invasion, heroism, and dark recurring magic

Mairran is the son of the Dragon Queen, and her bloody agent. Bloody in the sense of covered in blood; an agent of the Queen’s command, Mairran is sent when justice requires the edge of a sword. Or sometimes something less noble than justice... and just the command of his mother the Queen.

Meanwhile, in another time period but in the same area, Lannesk is a bastard son, along with his younger brother Anzimor. Theirs is not an easy life, especially with trouble brewing in the north from dragonkin. His is a story of growing up and surviving in a cold, unforgiving land.

And both Mairran and Lannesk are going to be confronted by a mysterious figure from the forest, one whose power holds fate and secrets for them both. The mysterious and eldritch and titular Wild King.

This is the story of The Wolf and the Wild King by K. V. Johansen.

Johansen’s adult fantasy novels, particularly that of the Caravan series, are full of old gods, demons, devils, and dark magic that is definitely not of the Sandersonian school of comprehensible and documented “scientific magic.” Mysterious beings of power, landscapes evocative, rich and immersive. Complicated wheels within wheels of plots, characters whose motivations and true intentions only slowly reveal themselves. Complex and multi-varied characterizations of protagonists.

The Wolf and the Wild King is no different in this regard.

Our setting is a northern taiga near the coast, but the main feature of the area is an enormous lake, large enough to be a sea with islands. This is a wild and hard country, where winters are long and hard, and growing and warm seasons brief, intense, and all too short, and life is unending toil for anyone from the Queen (or local Earls) on down to the peasants. It’s of a piece with previous novels by Johansen, but this is a land that we haven’t directly seen before in the narrative. The landscape is winningly evoked on the page, and I could almost feel the chill whenever the story turned to winters that even a Minnesotan or Canadian would respect in their ferocity. The lake itself almost feels like a character, the center of a lot of the action and the plot, and we get to see it in multiple seasons as well. It feels like a large Lake Superior, but with an outlet to the ocean, and kingdoms, earldoms, castles, villages, towns and more all huddled around its shore.

It’s no wonder that Mairran, son of the Queen, and Lannesk, a poor bastard son clawing his way through life as best he can, don’t have the most pleasant of lives. There is also a strong and abiding sense of stubborn independence in the people of this land. The Earls chafe under the rule of higher nobles, such as the Queen, which is where Mairran and his justice come into play. The commonfolk are cold and stubborn and often look out for themselves. Lannesk’s life on the road with Anzimor, once they are forced by circumstance, is not an easy one.

One interesting puzzle that pulled me through the narrative was just what was the relationship between Mairran and Lannesk, both as characters and when they were aligned in time and space to each other. Johansen layers her worldbuilding and exposition with rich detail, and I enjoyed the puzzle of picking up the pieces to try and make sense of the narrative. There is a real sense of fantasy history in her novels, a history told in songs and stories rather than tomes, and the contradictions and complications of historical narrative comes across. The characters, especially Lannesk, really inhabit this sort of thinking and mindset.

Another interesting series of choices is in Lannesk’s narrative. Lannesk is a mute, and in fact, aside from a couple of attempts at music, all of his communication, especially with his brother, is nonverbal. In order to accomplish this narratively, Johansen breaks away from the intimate first-person PoV that we get in Mairran (whereby we really get into his head). Instead we get a third-person PoV, and no word or explanation that Lannesk isn’t speaking for some time, something for the reader to discover and then reveal the narrative possibilities of. It’s an excellent use of the craft and techniques of writing to better tell a story. This helps distinguish Lannesk’s story from Mairran’s and gives us an outside perspective on some of the events in the book.

I have not really detailed the meaning of the title, talked about the Wolf or the Wild Man. This is deliberate on my part, since who they really are, and what they are to each other, is another of the mysteries and past narratives unfolding in the book. Suffice it to say that there are a number of powerful immortal beings memorialized in songs and tales by the characters, and they do impinge on the plot itself. To say more would spoil some of the lovely surprises the book has. It’s a rich and well written story that entertained throughout for both narratives.

This does make the subgenre of the book an open question. It’s not quite a full-screen epic fantasy; the fate of the world or the kingdom isn’t quite at stake in either narrative. However, it’s not a narrow book, either. It is a secondary world fantasy, and it can be dark at times (Mairran is not really a hero, and Lannesk is just trying to survive). I don’t think this is quite grimdark, either. It’s brooding, lyrical, dark secondary world fantasy.

One major criticism I have for this story is that it is incomplete. The story is “to be continued” in the second volume, The Raven and the Harper. From a plot point of view, that means the story gives me an air of dissatisfaction, especially considering where Lannesk is left off at the end (Mairran is in a more stable situation, but his mission is far from done). While I do definitely want to read the second volume to find the conclusion of the story, readers who want a complete narrative in one volume will not find it here.


Highlights:

  • Strong mythic narrative, with interesting plotting and worldbuilding puzzles
  • Excellent use of setting
  • Not a complete story in one volume

Reference: Johansen, K. V. The Wolf and the Wild King [Crossroad Press, 2024].

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I'm just this guy, you know? @princejvstin

Book Review: The Assimilated Cuban's Guide to Quantum Santeria

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A collection about the infinite, wonderful possibilities contained in intermixture

There's no such thing as a pure culture. Every culture contains blends of various influences. But in Latin America, the blending is taken to a whole new level, as showcased by the spectacularly titled collection of stories The Assimilated Cuban's Guide to Quantum Santeria, by Carlos Hernandez. (Full disclosure: I was a playtester in Hernandez's TTRPG Negocios Infernales.) The very concept of a "quantum santeria" alludes to this hybridity that pervades mestizo identity, a fusion of contrary particles that would be expected to annihilate each other but instead create something richer and marvelous.

The Aphotic Ghost, about a grieving father traveling to Mount Everest to retrieve his son's body, plays overtly with this kind of opposition of extremes. The son, Lazaro, learned from his mother a love for the creatures of the deep sea, but after winning awards for his oceanographic documentaries, he felt the urge to climb the highest mountain, to get as far as humanly possible from the place where he spent most of his youth. The twist is that Lazaro's mother, a biologist who studies the immortal life cycle of jellyfish, is something more than human, so it may be possible to rescue him from the frozen mountain.

The prose style in this story is deceptively simple for the multitude of thematic layers it contains. Lazaro is a clear stand-in for mestizo children of mixed families. The repeated mentions of jellyfish and their powers of regeneration occur first as backstory, then as allegory, and lastly as a central plot point. Although the sections of the story are alternatingly titled "Mountain,""Sea-Level," or "Aphotic Zone," which signals to the reader what degree of reality is involved, the story is a unified, harmonic whole where even the mundane can't happen without the otherworldly working in the background.

It was the size of a sleeping dog and looked something like
hand-blown Italian glass, impossibly whorling and curling
into 
itself, a hyaline nautilus relentlessly tearing sunlight into
rainbows. Deep in its 
center there seemed to be a dark nucleus,
and strange, ciliated veins circuited 
throughout its interior.

Homeostasis, about a woman adapting to her husband's subtly changed personality after he receives a brain implant to heal a head injury, does away with the overly abstract concerns that usually accompany this type of digital brain story. Is my husband still the same person? Does he keep the same soul? Is his identity an immutable monolith or an aggregate of attributes? Stop worrying about all that. Instead, hold his hand and feel his warmth. If that's intact, he's still there.

The robber's knife went all the way through his head;
its point poked out from his palate like a shark
tooth. It’s a miracle he didn’t die instantly. It’s a
miracle he didn’t die during the operation to remove
it. It’s a miracle his eyes are 
open and saccading.

Entanglements, about a Many Worlds researcher in an affair with a married woman, is a cute little comedy where the road not taken should have stayed that way.

I pushed a stalk gently, set it swaying. Flexible, but solid. Vibrantly
alive. Indistinguishable, yes, from the thousand  of others in
this field: until you get up close. Then it becomes uniquely itself.

The International Studbook of the Giant Panda, about a panda breeding program that uses human-piloted robot pandas to teach the real ones how to mate, explores big questions about the embodied component of identity. If your nervous system is hooked to an artificial body in such a way that you can feel it walk like a panda, breathe like a panda, quack like a panda, how close does that get you to being able to say that you've become a panda?

She brandishes the helmet I’ll be wearing. It looks like a
bear skull made from machined aluminum, with rubbery
black patches holding it together. The eyes are covered
with what reminds me of the metal weave of a microphone.
In all, it looks like the lovechild of a panda and a fly.

The Macrobe Conservation Project, about a future humankind struggling to save an alien ecosystem they'd unwittingly endangered, returns to the same questions about identity, this time in the form of symbionts that invade your nervous system and eventually take over you. Although this premise is very strong, it's executed rather inelegantly. The first-person narrator is a researcher's young son who discovers a cruel secret about his family, but the secret in question is immediately obvious to the reader, and its coverup depends on more spinning plates than one person could believably handle. And the story ends precisely at the point where the really interesting events could begin to happen.

She was like a pillow, a walking talking pillow. But she gave
good hugs and smelled right. They did a good job with her:
sometimes when she hugged me and I closed my eyes it felt like
it’s supposed to feel and I forgot that she’s not my real mom.

Los Simpáticos, about a crime-themed reality TV show derailed by a real-life murder, isn't a speculative story. It's a moderately convoluted whodunit that pits together contrasting notions of getting even.

We weren’t ready for her, but in the reality-TV biz you learn to adjust fast. While
the rest of us hid, Xavier slipped into character: a laconic, efficient sociopath.

More than Pigs and Rosaries Can Give, about a man's quest to recover the soul of his mother, who was executed during the Cuban Revolution, establishes symbolic links between love and pain. For example, the object with the strongest emotional resonance for an old married couple is the wife's false tooth; a widower keeps a knife stuck to his chest to preserve his wife's soul; and the victims of a firing squad still linger in the bullet holes left on the wall.

When a guard offered her a cigarette, she smacked the entire pack out of
his hand. The crowd whooped. Here was someone who knew how to die.

Bone of My Bone, about a man slowly growing a horn on his head, is a brief but effective allegory for the bits of themselves that people leave in us after they leave.

When he woke up the next morning, thirsty and woozy, he
found that the horn had mercilessly shredded his pillow.

The Magical Properties of Unicorn Ivory, about an interdimensional migration of unicorns into our universe, reads like a fable with a nuanced position on when truth is necessary and when it can wait.

I don’t want this magnificent creature to die without knowing
some comfort and love in his passing. It’s a girlish, sentimental
thought, I know. That doesn’t make it any less authentic.

American Moat, about alien explorers meeting vigilante enforcers at the US southern border, casts a satirical look at the patriotic impulse and questions what exactly it is that conservatives want to conserve.

Neither Ham nor Alex should have been able to hear her so clearly from
that distance. It was like her voice had emerged from within their own heads.

Fantaisie-Impromptu No. 4 in C#min, Op. 66, about a dead pianist's mind preserved in a brain implant, comes up with a creative way to negotiate the not-really-so-inevitable clash between spiritual beliefs and computer science.

I am not making this music happen, but every time the
glove strikes a key, the music shoots up my fingers and
passes into my body, just as if I were playing this piece
myself. It’s so pleasurable and enchanting to feel the music
course through me that I forget for a moment to hear it.

And finally, the titular story, The Assimilated Cuban's Guide to Quantum Santeria, about a child with an overactive curiosity who resorts to untested rituals to help his widowed father find love again, returns to the theme of pain linked to love, this time through sacrifice. In the world of this story, to steer your life into the desired timeline necessitates that you sacrifice all other potential timelines, even those where you would have lived with less sorrow.

This story is framed as an extended flashback; in adulthood, the narrator is simultaneously a quantum physicist and a priest of the Orishas, and has a knack for unusual innovation in both fields. This character is another example of successful mestizo life: the creative acquisition of dual competence in separate traditions that needn't be opposed.

As I got closer, I thought I saw the house … waver. Like a mirage. And
then, like any good mirage, it became solid again, reasserted its reality.

The thread that binds these stories together is, naturally, hybrid identity. All through the book, a case is made for rejecting strict dichotomies. You can both be fully human and also a jellyfish; or be fully human and also a digital pattern; or be fully human and also a robot panda; or be fully human and also an alien symbiote; or be fully human and also a channel for ghosts; or be fully human and also a truck. At the same time that you're assimilated by a dominant culture, you can choose to assimilate it in turn into you. You can be all. You can contain multitudes.


Nerd Coefficient: 7/10.

Reference: Hernandez, Carlos. The Assimilated Cuban's Guide to Quantum Santeria [Rosarium Publishing, 2016].

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.


Nanoreviews: Alliance Unbound, Nuclear War, Adrift in Currents Clean and Clear

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Alliance Unbound
, by C.J. Cherryh and Jane S. Fancher


Follow up to 2019’s Alliance Rising (my review) and only the second Alliance / Union novel published in the last fifteen years, which is far too long for my taste which is a statement I’ll make while ignoring the ten plus Alliance / Union novels I have yet to read. Alliance Unbound jumps right into the action of the previous novel with Ross Monahan having taken refuge on Finity’s End, a top of the line and incredibly powerful merchant ship following the takeover of his family’s ship, The Galway, during the conclusion of Alliance Rising.

It’s a little difficult to talk about Alliance Unbound without talking about the larger galactic politics and how this book fits into the larger series of generally connected novels because the actions with both Alliance Rising and Alliance Unbound center around the founding of the titular alliance between merchant ships to counter the encroaching power of the Earth Company as a border and buffer against the Union of other worlds and space stations. It’s both incredibly important for understanding the underlying landscape (spacescape?) of Alliance Unbound and not at all important because with very limited exceptions across some thirty novels, these books can be read and enjoyed in any order.

The core of Alliance Unbound is the founding of the Merchanter’s Alliance and my favorite bits of the novel are the ones that are dealing with the minutiae of interstellar politics and the issues merchant ships have with Earth Company (and it’s projected power of the home planet against ships and stations it views as their property even when years can pass between possible communication). The Neihart family of Finity’s End is compelling, though certainly a bit heavy handed as the rich / powerful merchant family, as they work on getting the last two family run ships signed on to the Alliance and discover a possible Earth Company

It’s not just the devil being in the details, it’s what the novel hangs on. Fans of Cherryh will find a lot to like here, especially if Cyteen was a hit though Alliance Unbound is shorter and moves around more than that novel but it has some of the same delightful awkwardness and power politics of Cyteen.



Nuclear War: A Scenario
, by Annie Jacobson


The most truly frightening book I’ve read in a long time is Annie Jacobson’s Nuclear War: A Scenario. The “A Scenario” part is incredibly important here because Nuclear War isn’t a novel though part of it is fiction and it’s not a non-fiction work even though a significant portion of Nuclear War is deeply researched history and background detail for how Annie Jacobson knows what she knows and how she is building this scenario of what a nuclear war would actually look like with a minute by minute (and sometimes second by second) explanation of what would happen if…

In Nuclear War Jacobson takes us from the second a surprise attack from North Korea is launched against the United States. Jacobson walks readers through how quickly detection occurs, how information gets relayed from the detection points through military commands to the President, what potential barriers to communication and decisions are in place, what policies are in place to guide those decisions, how little time there really is make those world altering decisions, what can go wrong, and what little hope there really is for the rest of us if there is a nuclear launch.

Nuclear War is part fiction. Unless we all live in a simulation that is continually reset, this hasn’t happened. Nuclear War isn’t a novel, though. It’s a thought experiment wrapped in deep and intensive research about how this all works with more information than we might have imagined is out there (but with so much more still so deeply classified that the only way out is via a deathbed confession, which, according to Jacobson, is functionally how some of the policy detailed in this book did come out).

Nuclear War isn’t science fiction and it’s not even the “five minutes in the future” sort of storytelling that bleeds into the genre but I can’t help but think of Nuclear War: A Scenario as being tangentially related in the sense of what writers could take from this book to build off onto their own terrifying futures. Clearly being riveted to Annie Jacobson’s incredible creative nonfiction and being terrified out of my gourd as to how little we’ll know until it’s too late (and hoping that somehow Nuclear War can be a warning call to today’s global leaders) wasn’t enough that I needed to start thinking about how this book could impact genre fiction as well.

That was almost how I began writing about Nuclear War, actually. I wanted to make an argument about how Nuclear War could fit into genre awards as a nonfiction work or a “Related Work” as the Hugo Awards go. This isn’t a genre work and is only genre adjacent in the sense that science fiction has a long history of thinking about how nuclear war could impact the world, the future, and everything around it. And yet - Nuclear War is so immediate that it seems to be a part of everything. Want to know what the future could look like? Read Nuclear War. Want an underpinning to the next decade of near future science fiction? Read Nuclear War. I don’t know. Nuclear War feels right as being genre adjacent, but I also look at a lot of things through a genre adjacent lens.




Adrift in Currents Clean and Clear
, by Seanan McGuire


It’s taken ten novellas, but Adrift in Currents Clean and Clear is the first miss for me in the Wayward Children series. It’s worth noting, as a well established fan of Seanan McGuire that this “miss” in this instance means that I enjoyed it fine but my level of expectation is significantly higher for this series and its emotional resonance than it is for other stories.

Adrift in Currents Clean and Clear is the tenth novella in Seanan McGuire’s Wayward Children series which began in 2016 with the practically perfect Every Heart a Doorway (my review). The general concept is that some children who don’t quite belong in whatever life situation they are in will find a doorway with the words “Be Sure” written above and when they pass through they are dropped in a weirdly magical world where the rules are all quite different but the child in question finds a place in which they truly belong. The series as a whole is about belonging, and the books alternate between the worlds through the doorway and the kids who come back home again and are very much not the same person they were before going through.

This is one of the through the doorway stories and features Nadya, her life in a Russian orphanage, her adoption into the United States, and her journey through a doorway. Nadya was previously seen in Beneath the Sugar Sky (my review) and frankly, at this point I don’t remember a thing about Nadya’s prior appearance or how she interacted with Eleanor West’s.

To that point, Adrift in Currents Clean and Clear felt somewhat more disconnected from the wider series (perfectly reasonable in a through the doorway story) but possibly more importantly Adrift in Currents Clean and Clear doesn’t *seem* to add much to the series / world beyond where it will certainly connect with other readers far more than it did with me. Coming off of the two Antsy books which had a truly compelling lead character and a new take on the wider universe (multiverse?), Nadya’s journey into the drowned world was lacking something.

Seanan McGuire is historically very good at layering her series work and seeding little bits that will pay off in big ways later, so I’m more than willing to be absolutely wrong in another three books about how this is secretly the second best Wayward Children book. I don’t expect that because despite the giant turtles, immigration, and physical disability, Nadya’s story is much less immediate and feels like it has been told before.

All of this sounds far more negative than I intend it to be and that’s one hundred percent tied to how much I love Every Heart a Doorway and how successful most of the Wayward Children novellas are. A novella that is absolutely fine and lovely only pales in comparison to those stories that shine as bright as so many from this series. It’s good. It’s doesn’t reach the heights of the rest of the series.


Joe Sherry - Senior Editor of Nerds of a Feather, Hugo and Ignyte Award Winner. Minnesotan.

Film Review: Y2K

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A retro comedy slasher adventure that struggles to connect with its intended audience.


It’s weird to think of January 1, 2000, as a historical date. For some of us, it may seem relatively recent. However, the relentless march of time has somehow brought us to the twenty-fifth anniversary of the turn of the millennia. It was the day much of society feared would descend us into chaos, or at least great inconvenience, due to the changing of computer calendars to a zero-zero date. In theory, this would make computers think we were in the year 1900 and all sorts of catastrophic computer failures would occur as a result. In retrospect, it seems strange that we were so worried about something like that. And, as it turns out, everything was fine.
 
But what if it hadn’t been? The film, Y2K, is an alternate history account of the first day of the millennia, a day where everything that could go wrong, does go wrong. Unfortunately for the kids in Y2K, it’s not just the ATM failures and computer data lockouts we all feared. Instead, legions of previously harmless, household tech turn into murderous robots, all skewering frantic teens and it’s up to our heroes to survive and try to save humanity. And, in case it’s not clear, this is a comedy.
 
The story starts just before New Year’s Eve, where a cross section of high schoolers are planning to party like it’s 1999. Quiet, video game loving Eli (Jaeden Martell) and his best friend Danny (Julian Dennison) are bored by their New Year’s Eve at home and decide to attend a big party thrown by one of the popular, athletic high schoolers, Soccer Chris (The Kid Laroi). Eli hopes to see the girl of his dreams, the also popular and secretly computer savvy, Laura (Rachel Zegler). In an intro scene, we see Eli and Danny with their supportive parents but we also see them being scoffed at by the popular kids for being too nerdy while also being bullied by the anti-establishment kids for being too mainstream. At the party, we get the set up of the mean, self-absorbed alpha-teens while Danny encourages Eli to be brave enough to share his true feelings with Laura. At the stroke of midnight things change when random electronic toys and household appliances suddenly attack the humans and kill them. As the panic ensues, Eli, Danny, Laura, and some of the anti-establishment crew, including grunge-girl Ash (Lachlan Watson) escape and try to find a way to survive and defeat the machines. Along the way, they meet more allies, suffer terrible losses, and discover that the machine attack is not just a Y2K bug but an organized uprising of machines against humanity. It’s sort of like The Terminator but with modified household appliances instead of sleek robots. The film gives some passing commentary on the ways humans misuse the internet for harm. But the real story is Eli’s coming of age, Laura finding her strength to try to defeat the machine monsters, and their rom-com moments amidst the death and chaos. The special effects are part of the humor with many of the machine attackers looking like a mini Radio Shack version of a Power Rangers Megazord. A funny scene involves Danny simply stomping a small, drill-toting robot instead of running (and tripping) hysterically like everyone else.
 
It's hard to know who the target audience is for this film. The onscreen tropes are intensely high school and juvenile but they are high school and juvenile for people who are now in their forties and fifties. Nostalgia-based adventures work best through a subtle lens of maturity for the current viewer base. Stranger Things did this well, at least in the early seasons, immersing us in the culture of the 1980’s with a nod to our current sensibilities. Y2K stays rooted in its very niche turn of the millennia aesthetic in a way that may not connect with viewers whose own experiences of that time differed greatly. As a result, many of the references and gags don’t resonate the way they were likely intended. Some lines made me laugh out loud but others sent me Googling mid-scene to try to understand the comment. The overall humor style also feels like a combination of Monty Python and Stranger Things but the underlying story heads in a different thematic direction. At one point there is an extended scene involving Limp Bizkit which was mostly lost on me.

A comedy slasher/horror is one of the hardest sub-genres to execute, especially if it is not a parody. The humor has to be clever enough or the adventure has to be engaging enough for viewers to stay entertained. The concept of Y2K is interesting and the lead cast is solid and likeable. Despite this, the story often struggles to maintain the difficult balance between humor and adventure. The adventure is comfortably predictable with some funny moments but much of the humor may slide past those who aren’t in the particular demographic niche referenced. Somewhere out there is a Monty Python-loving, Limp Bizkit fan in need of a relatively short, teen rom-com slasher and, for them, this movie will be the perfect adventure.

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The Math

Nerd Coefficient: 6/10

Highlights:
  • Moderately violent
  • Solid acting
  • Unclear target audience
POSTED BY: Ann Michelle Harris – Multitasking, fiction-writing Trekkie currently dreaming of her next beach vacation.

Film Review: Rumours

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The world is burning. Now pass the canapés

Each time the world's top leaders get together at one of those secretive meetings to discuss the road ahead for humankind, it's inevitable to sense a certain air of Dan Brown-esque conspiracy. A handful of the über-privileged talking in private about the future prospects of eight billion? What could they possibly understand about the struggles of the commonfolk? Whatever it is they're deciding at that exclusive hotel or remote island or private yacht or inaccessible ski resort must be something absurdly removed from the real lives of real people. They may as well inhabit a realm of existence apart from the rest of us.

So what if they really did?

In the acerbic satire film Rumours, what begins as your usual tediously uneventful G7 summit turns into a survival horror adventure where the most powerful decision-makers of the free world are revealed to be pathetically useless when faced with an actual crisis. Our leaders sit for a business lunch in a luxurious castle estate somewhere in the German forest, and after banal pleasantries are exchanged between heads of state, the next item on the agenda is even more banal pleasantries addressed to the media. In a manner that brings to mind sociologist Bruno Latour's 1979 ethnographic study of the practice of science at a molecular biology lab, which concluded with the hilarious pronouncement that the purpose of science was to publish articles, Rumours presents us with a G7 whose sole task, after rounds of vigorous discussion, is to compose a joint press release.

Even when the world outside seems to have vanished, and the forest is suddenly haunted by shambling figures, and a fog descends over the night. Where did everyone go? Did nuclear war break out and destroy civilization? Maybe. They were honestly not paying attention. But damn it, they will write that press release.

The script of Rumours is impressive in its ability to make hollow platitudes sound gravely significant. Diplomatic lingo ends up being the only tool available to these clueless leaders while reality crumbles down around them. The movie doesn't even bother pretending to be subtle; the president of France openly tells us to interpret these events as an allegory of their respective countries' behavior. So we have a Canada that doesn't know who they are without Britain; a Britain that feel embarrassed to be seen next to Canada; an Italy that parrots every nonsensical word that comes out of the United States and whose role is reduced to offering its food to the world; a United States that keeps an eye on everything from afar and likes to talk a big talk about decisive action but falls asleep when it's needed; a France that drops flat on its face when it tries to venture alone and thereafter has to be dragged everywhere by the rest; a Germany that reminisces wistfully about its violent past; a Japan that suspects it's starting to grow old and is just along for the ride. Plus a special cameo from a Scandinavia that is so fascinated by big brains (yes, literally) that it self-destructs in devotion.

While watching Rumours, I was reminded of Don't Look Up: the whole gimmick of this plot is basic and obvious, but the movie comes up with ways to keep milking it for merciless commentary for two hours. The leaders' incongruous fixation on finding the right empty words to describe their present situation in the vaguest, most noncommittal terms is only surpassed in topicality by their extended handwringing over whether they really should risk their public image to run to rescue a child that is crying for help.

Rumours is a cathartic spit in the face of performative caring, a vicarious comeuppance for those in charge of preventing the mess they've thrown us into. Like the statement released by its protagonists, it's just talk, not something meant to change things. But oh boy does it feel good to watch the powerful be the ones trembling in utter horror for once.


Nerd Coefficient: 7/10.

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Book Review: Metal from Heaven by august clarke

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This industrial fantasy tackles how to overthrow corporations while protecting friends and family, all while dripping in vivid prose.

Marney is born into revolution because she’s lustertouched. Her family works for Yann Chauncey in his ichorite mines and production centers. Because she has spent her childhood around the stuff, she can control it, though it sends her into a “fit.” Due to the lustertouched children and the working conditions, her family strikes at the production center, but the strike is broken—more than broken. Marney is the only survivor and runs away.

On the run, she meets Mors Brandegor the Rancid and her group of bandits that rob from the rich. Marney is immediately taken with the group and pledges to help them. Her ability to control ichorite has helped her out of a few scrapes, and she wins the bandits over when she is able to seal a door and help them escape—all because ichorite is being incorporated into more and more products as Chauncey’s industrial empire grows.

The bandits accept Marney into their group and take her to the Fingerbluffs, where she lives out the rest of her childhood before truly becoming a bandit and working toward her ultimate goal of killing Chauncey. The Fingerbluffs is the home of all the bandits that steal from the rich to redistribute their wealth. Everyone who lives there is rich and it means nothing. All eat, all are clothed, all are fed. The place is utopic even though hidden away in a world beholden to ichorite and war. Marney is awed by her first sighting: “Into the Fingerbluffs we rode, the gorgeous, heaving Fingerbluffs, whose dingy narrow mews peeled out from the brick streets and held children who played there in the darkness, chasing each other and shouting, twisting, braids floating behind them in deference to their speed, not working, not governed, unafraid.” This childhood is so different than Marney’s upbringing, but she discovers the Fingerbluffs can exist because the servants overthrew the baron, but did not let the rest of the world know. Instead, they plead his insanity and were able to keep the larger public away from the isolated area. From there, the bandits assist other revolutionaries like the hereafterists, who work toward a utopia that they know they will never see. 

Marney grows and develops her skills as a bandit until the Fingerbluffs is at risk of discovery, and she must strike at Chauncey in order to save her new family. Aiding the Fingerbluffs also puts her one step closer to her ultimate goal of taking revenge against Chauncey and destroying his ichorite-fueled empire.

At its heart, this novel is a revenge story, but clarke is able to pack a surprising amount of worldbuilding into this very character-focused novel. The first person point of view of Marney is dense—a few steps removed from stream of consciousness. This closeness of the character makes the politics easier to weave into the fantasy. Marney is not radicalized by ideas but by her trauma and the physical impacts of being lustertouched. This impact changes how she sees the world, and when she uses her ability to control ichorite, the world turns shimmery, almost like an oil-slick (and reminiscent of the gorgeous purple-toned cover art by Richard Anderson). Like the best fantasy, clarke doesn’t give the reader an easy one-to-one for ichorite. It’s perhaps closest to oil but the mining process and physical impacts on the people bring to mind the coal mining (and strikes) of the 1900s. Because ichorite isn’t a one-to-one allegory, the novel has more depth. Like C. S. Lewis argues of the best fantasy, it isn’t a metaphor for our usage of fossil fuels but certainly comments on real world industrialization through Marney’s struggle. 

While the revenge plot pulls the reader through the pages, the most captivating part of the book for me was the worldbuilding, particularly around the Fingerbluffs. The first time Marney rides into the Fingerbluffs on a lurcher (close to a motorcycle), it felt like the first time reading about Le Guin’s anarchist utopia Anarres. The sense of home that Marney finds there as a child and teenager comes through strongly due to the close point of view and draws in the reader. But the Fingerbluffs is only one portion of the worldbuilding. clarke gives the reader a rich world outside of that, with different cultures, religions, approaches to sex and gender, and so on. The world clarke creates is big enough for a trilogy, let alone this standalone book and left me wanting more in the best way possible. 

What sets this novel apart from other bandit or heist books is the careful approach to gender. Unsurprisingly, the people of the Fingerbluffs are pretty queer-normative, but much of the world isn’t. There are still slurs, religious abstinence, forced heteronormativity, but also cultures where multiple genders exist and are determined by sex acts. Sex and gender aren’t simplified into utopic relationships among the bandits and and hate crimes among everyone else, but there’s a real nuance here to the depiction via the worldbuilding. This nuance is evidenced by clarke’s reading list included in the acknowledgements. I love when authors talk about their inspirations, and it was fun to see the wide ranging list that inspired clarke, including writers like José Esteban Muñoz, Leslie Feinberg, and Silvia Federici. 

Metal from Heaven won’t be for everyone due to the density of the prose, but for readers looking for the found family of Scott Lynch’s The Lies of Locke Lamora or Leigh Bardugo’s Six of Crows or the politics of Le Guin’s best work, there’s so much to enjoy here. clarke manages to combine the fun and violence of a bandit seeking revenge with working class politics in this sexy, action-packed book. I know I’ll be thinking about the Fingerbluffs for a long time to come.

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The Math

Nerd Coefficient: 9/10, very high quality/standout in its category

Reference: clarke, august, Metal from Heaven [Erewhon Books, 2024].

Posted by: Phoebe Wagner is an author, editor, and academic writing and living at the intersection of speculative fiction and climate change. 

Book Review: Sargassa by Sophie Burnham

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A queer and fearless novel of love, duty, and rebellion in a Rome that never quite fell.


Selah Kelios is the new Imperial Historian in the distant colony city of Sargassa, far from the center of the Roman Empire but high in pride and strength. Her father has just died (honestly, assassinated) and so she has been thrust into his role as Imperial Historian at a young age. Her father has left some secrets (as well as the secret of who assassinated him and why) and as Selah tries to uncover them, it’s the social bonds, and the bonds of love and relationships that tangle Selah and those around her, that are all the more important.

All this is the story of Sargassa, by Sophie Burnham.

Longtime readers of me know that, in the tradition of the meme of “men thinking about the Roman Empire”, I resemble that remark. I’ve thought about the Roman Empire since I first heard about it, more than 40 years ago. So, novels, fantasy and otherwise set in the Roman Empire, or Roman Empires than didn’t fall, et cetera, are catnip to me. It has been a few years, though, since I’ve read one that has satisfied me. “Roman Empire never fell” books often feel like pantomimes or pallid continuations of ancient society without any real growth, change, evolution or development. This really goes even against the spirit of Rome itself. Rome of 250 BC, before the Punic Wars, is a very different place than 146 BC, at the fall of Carthage and of Corinth, different than 45 BC, with Julius Caesar at his height, 5 AD, at Augustus’ high point before the disaster in Germany, 110 AD, Hadrian and building the wall in Britain, and so on. Writing, speaking, army composition, society, all the details of Roman life changed over the centuries. And that doesn’t even get into what 9th century A.D. Byzantium might look like to a Roman from 100 BC.

Happily, Sargassa avoids that trap. Sargassa is a major Roman city that by contextual clues appears to be somewhere in North America. There is some digging one can do in the book to piece together the world situation, but that’s not the worldbuilding Burnham really is interested in--there is no map, and a map would be beside the point. Instead Burnham is interested in what Roman society, in a city far from Rome, is like after rising from a dark age (the mysterious “Quiet” that gets mentioned a lot in the book). Some things are still the same. There are patricians and plebs, client-patron relationships. Sargassa is ruled by a Consul. But then there are differences. Evolutions from the Rome of textbooks and historical novels. There are a class of people called Verna, which sit in a very precarious social relationship with plebs, patricians and the rest of society. Religion is focused on a mother goddess figure (Christianity apparently exists, but never became the state religion in this world). Selah, although a woman, gets to be a paterfamilias in the wake of her father’s death, which would never fly back in the time of the ancient Roman Empire. So we get a built up web of a world in Sargassa, as a Roman society building back from a dark age, trying to recapture things that were lost, but going forward. Selah’s role as Imperial Historian is to try and help preserve some of the lost and glorious past.

And while the book is about Selah and a MacGuffin from that glorious past, and the question of who killed her father and why, it is also really much more about the relationships in the book. Selah’s very complicated relationship with her lover Tair, at first in flashback and then Tair's unexpected return. Selah’s half brother Arran. Arran's role and status as being Selah's half-brother is complicated from the get go and his drifting for meaning and life draws him into contact with another POV character, Theodora, who goes by Theo. Arran’s complicated is-this-a-romance with the nonbinary Theo is further complicated by the fact that Theo works for a revolutionary underground. Thus, these four are four of our five main points of view (Selah being primary), coming from very different social castes and situations in Sargassa society, the evolution of Roman society (as seen above). How they all eventually converge and interact really is the matter of the book. How these four deal with what is happening, to their city and to each other, is the reason to keep turning pages. Burham does an excellent job in point of view in showing the strata and roles of Roman society The relationships, brotherly, sisterly, queer, and otherwise really make this book what it is and give it its potency. Secrets, lies, the secrets of the heart, both confessed and otherwise, all under the slow burning of the aftermath of Selah’s father’s death.

Our fifth point of view is a bit different and is somewhat off the map compared to the others, and that is Darius. Darius provides us the “interior government role” as a law enforcement officer. Darius fits in as our “straight man” to the quartet of the primary POV characters (which is an apt pun, come to think of it). He utterly represents the establishment, the old guard of this new Roman society. He also fills in the “last incorruptible man” slot in the murder mystery strand of the book. He has been told by the powers that be to investigate the death of the Imperial Historian in a very specific way...but Darius wants to, bless his heart, actually find out the truth. It doesn’t really spoil anything to tell you that this approach doesn’t go that well for Darius.

At the three quarter mark, however, the novel changes. I know the conflicting theories and opinions about the nature, use and validity of spoilers are a thing, but I think in the case of this novel, the less I say about the last quarter of the book, the better. It reframes the entire previous book to that point, and to what Burham is doing here. It doesn’t make any of her ideas and her explorations of revolution, class warfare, society and the costs, personally and otherwise, of repression any less valid. If anything, those ideas she explores get turbocharged by the turn at the three quarter mark and to its conclusion. We spend three quarters of the book with a murder mystery, a character web, and a building of a world and society and conflicts, social and societal for them...and then, well, that would be telling.

This does make giving references to books that are similar difficult--because the books I am thinking of that resonate really strongly with Sargassa also rhyme with that three quarter mark turn that I am really trying to not spoil here. I think that telling you it is there does better than to leave it a complete surprise, you’ll watch for it now, and it will be an interesting extra fillip for you to watch out for as the rest of the pleasures of the book unfold.

The book is the start of a series and there really isn’t a good offramp here. I think it would be amazingly difficult to even try, given the last quarter of the book. There is a lot of the world, and the implications of the world left to explore in the projected next two books. I really want to see where Burham goes with this. I know for a lot of people waiting for a trilogy to complete before buying the first book is their power move (as bad as it is for sales of the original book). Thus, if my review has moved you, I do hope you will give Sargassa a try...be it by borrowing it from the local library, audio, or what have you. Burham has something interesting and wondrous going on here and I hope she gets the chance to continue to explore it.

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Highlights:

  • Rich and detailed worldbuilding on a social and societal focus

  • Excellent set of protagonists and points of view 

  • The three quarter turn in this book...watch for it.


Reference:Burnham, Sophie,Sargassa[Daw, 2024]


POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I’m just this guy, you know? @princejvstin.

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