Friday, April 3, 2026

6 Books with John Chu


John Chu is a microprocessor architect by day, a writer, translator by night. He has been a finalist for the Hugo, Nebula, Locus, and Ignyte Awards, won the Best Short Story Hugo for "The Water That Falls on You from Nowhere" and won the Best Novelette Nebula for "If You Find Yourself Speaking to God, Address God with the Informal You." The Subtle Art of Folding Space is his first novel.

Today he tells us about his six books.

1. What book are you currently reading?

Matching Minds with Sondheim by Barry Joseph. Stephen Sondheim, of course, is one of greatest writers of musical theater of all time. He was also a great creator of games and puzzles. This book explores this aspect of his work to give us more insight into his creative process. Also, it has some of the puzzles and games he created. As you read the book you are, in fact, also matching minds with Sondheim.




 2. What upcoming book are you really excited about?

I was lucky enough to read an advance copy of What We Are Seeking by Cameron Reed, the author who wrote The Fortunate Fall. It’s a bit lengthy, but I absolutely devoured it. The novel is unabashedly and unapologetically queer. It is an unflinching exploration of gender that takes place on a world whose native living beings have a genuinely alien lifecycle that defy our implicit categorization of living beings. ((I apologize for the awkward wording of that last sentence. I’m trying to avoid spoilers.) All of this takes place in an epically far-future milieu. There is so much to unpack with this novel and it is all fascinating.

I believe both Cameron Reed’s novel and mine have the same release date [April 7th]. Buy both!

3. Is there a book you’re currently itching to re-read?

I don’t generally re-read books. I’m not the world’s fastest reader. Also, the day job and writing doesn’t leave much time for reading. So, I prioritize works that I haven’t read over works I have. At this point, my (virtual) to-be-read pile is so large that I don’t know whether I will ever make my way through. And yet, I keep adding to it.

That said, there are books like The Palm-Wine Drinkard by Amos Tutuola that are so far outside my lived experience, I feel like perhaps I need to read it again before I can claim with a straight face that I have read it. In grad school, I rushed through The Book of the New Sun in my spare moments and I would love to experience those novels again at a more leisurely pace. While I’m at it, by sheer coincidence, I read A Fire Upon the Deep while I was studying network architecture. (A novel computer network is a tangential part of my PhD dissertation.) So much of that book referenced what I was also learning about and researching at that moment. It might be nice to revisit that book in a context where that is not the case.

 4.  A book that you love and wish that you yourself had written.

I read Arkady Martine’s A Memory Called Empire and was instantly smitten. It is a gorgeously written novel and very much the novel about assimilation that I wanted to write. The book is trenchant about the effects of imperialism and the contradictions it inevitably creates. Mahit is so true to life in that she both admires the culture of the empire, seeing its value, and understands viscerally the cost of that culture. She does this through, in part, the context of language, which is a topic near and dear to my heart.

5. What’s one book, which you read as a child or a young adult, that holds a special place in your heart?

I’m going to mention two because I can’t decide. 

The first is The Phantom Tollbooth by Norman Juster. Malka Older, who read it recently, posted about it on social media and from that I have to conclude, sadly, that the Suck Fairy has gotten to it. Fear of this is one reason why I never revisited or passed it on to my nieces when they were the right age for it. I gave them more contemporary books. The Phantom Tollbooth, I should note, was already pretty old when I read it. So, maybe the right time to read it was when both you and the world was young enough not to know better.

That said, baby me was absolutely delighted by the sheer invention of all the places Milo visited. I ate up all the absurdity and wordplay. 

That brings me to the second book, The Westing Game by Ellen Raskin. It’s another book that I’m afraid to revisit, lest I find out the Suck Fairy has gotten to that, too. This book almost sparked the love mysteries and sheer wordplay that I still have today. Again, tiny me eeked and gasped at every revelation. Tiny me reveled in the clever way Ellen Raskin manipulated words. 

There is a Chinese translation. One day, I may have to get my hands on it just to see how the translators navigated some potentially thorny issues as the wordplay is very much part of the mystery. (Again, I’m being vague so as to avoid spoilers for a novel that’s nearly 50 years old.) Maybe I should have mentioned this as a novel that I’m itching to re-read. (It depends on whether you call reading it in a different language re-reading.)

6. And speaking of that, what’s your latest book, and why is it awesome?

My latest (read: first) book is called The Subtle Art of Folding Space and it comes out on April 7th from Tor Books. To reference question 4b, this is, to some extent, the book about assimilation that I did write. Right off the bat, the main character, Ellie, is accused of being insufficiently Taiwanese by her sister and, throughout the book, Ellie finds herself navigating the expectations of not just her family but multiple cultures. 

That, however, is the context for a story about the sometimes thankless job of making sure the world keeps working. Ellie is sent off by her sister Chris to the skunkworks, the machinery that generates the physics of the university, to replace a worn part. Chris can’t do it as she insist on being the one and only person to take care of their comatose mother. However, her cousin Daniel shows her that physics has been deliberately modified to keep her mother alive. It’s also causing spurious errors all over the universe. Right at the start, she is forced to make a decision no one should ever be forced to make: the life of her mother or the proper functioning of the universe.

The novel deals with family, assimilation, and the responsibility to make the world work, but it’s also a lot fun. It has both a secret cabal that threatens to topple the order of the universe and a man who makes food appear out of thin air on command. It has both a library with too many physical dimensions and a librarian who is a giant tree trunk mounted on top of a giant spider. It encompasses both the messy aftermath of a death and a car that spontaneously turns into a rhinoceros. I hope the novel captures the absurdity and joy of life and I hope people have as much fun reading it as I have writing it.

Thank you!

Thank YOU, John. 

You can also read a review of The Subtle Art of Folding Space here.

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

Thursday, April 2, 2026

Video Game Review: Cocoon by Geometric Interactive

A world within a world within a world...


You may or may not have heard of Matryoshka dolls, those stackable dolls that can be nested within one another. What Geometric Interactive did with Cocoon was take that concept and turn it into an adventure puzzler, but instead of dolls, you stack worlds. That’s right, worlds (or, levels represented as worlds, to be more precise). Hard to imagine, but bear with me here.


Part of Cocoon’s beauty is its simplicity. You use the left stick to maneuver and the X button (on PlayStation) for everything else. That’s it. Want to pick something up? X. Want to activate something? Hold X. In doing this, Cocoon begins with no tutorial. You start the game and get to work. But what are we doing exactly?




Cocoon
is a clever adventure/puzzle game, novel in its approach. The protagonist is a little bug with wings exploring a weird set of worlds. It uses orbs to activate different events and solve puzzle mechanics to discover more about the universe. These orbs, when placed on a proper pedestal, can be accessed, a level within a level. The puzzles range from rudimentary to moderate. There were a few times I found myself stuck on a puzzle for more than a few minutes, and those were the moments where the game shone. They made me consider the game, the world, and the mechanics. I’d overcomplicate the solution and find myself running around with orbs for no reason, putting them everywhere and anywhere I could. When it clicked, the game was satisfying, and using the stacking mechanic set the game apart.



Besides the stacking, the game continues to introduce new mechanics throughout its short runtime. By keeping the game brief (maybe five hours), the game stays fresh, pushing the player forward. The new mechanics themselves are not anything earth-shattering, but within the evolution of the game’s progress, they help to maintain curiosity. Once you advance past a puzzle, the game locks off any unnecessary areas so you don’t waste time unnecessarily backtracking. That Geometric Interactive thought of the player in this regard is a significant treat. Even the music, which is serviceable for the needs of the game, tells the player when they’re on the right track to solving the next puzzle.


The worlds themselves are intriguing, if typical. A sci-fi desert world, a world with shifting phases of matter, and a biological world that looks like the anatomical innards of some creature comprise the main playable areas. The brilliance comes into play when you hop between these worlds to move forward, sometimes using one world to activate puzzles in another. Difficult to explain until you see it in action. Cocoon’s puzzles become even more enjoyable toward the end when the player has to juggle multiple orbs and moving components to proceed.


My primary issue boils down to the lack of narrative depth each of these worlds provides. Besides paring down the complexity, the game also completely shuns any sort of narrative above the base-level gameplay and discovery. As I mentioned, you play as an insect exploring the world. But why should I care? What is the purpose? Is this some kind of rite of passage for this insect’s species? The closest thing the game has to lore exists in the “side content”. Small puzzles in not so hidden areas that allow you to release a trapped entity. But there is no information about them, why they were trapped, or how freeing them impacts the world as a whole. It’s just something else to do, and doesn’t provide any challenge.

I am uncertain whether this was the intent of the developer. The game doesn’t provide any true challenge, and is interesting enough to keep you hooked through the gameplay and environment alone. Sure, backtracking can sometimes be a bore, but overall the game moves at a steady pace. There is no story here to intrigue, but there’s also not enough challenge to make someone quit. Is this the perfect balance for an adventure/puzzle game that does not want to include any story elements? Honestly, I think it is.

Depth does not guarantee fun. Sometimes maintaining someone’s interest for a short time is enough. Cocoon does just that. It’s a game that doesn’t impose. It doesn’t ask too much of the player and, in return, it provides an enjoyable experience that allows its novelty to pull you through to the end. Would I have liked more story? Sure. Was it necessary? Not at all. In fact, when I think of the term palate cleanser (regarding video games), Cocoon is an apt example. I may not come back to Geometric Interactive's darling in the future, but I still think it’s worth a play through. For those seeking a game that won’t eat all of your time, something a little different without too much of a challenge, an intriguing (if not deep) world, and some clever puzzles, Cocoon is a perfect fit.



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The Math

Objective Assessment: 7.5/10

Bonus: +1 for world stacking mechanic. +1 for staying fresh.

Penalties: -1 for no lore. -1 for over simplicity at times.

Nerd Coefficient: 7.5/10

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.

Wednesday, April 1, 2026

Book Review: Ode to the Half-Broken by Suzanne Palmer

Traumatized but healing mechas and humans building community in a ‘cozy’ post-apocalyptic setting

Cover of 'Ode to the Half Broken'. Features a large mecha and a small dog walking down an alley into what looks like a nicely lit area with trees.

Suzanne Palmer’s Ode to the Half Broken is, somehow, a cozy post-apocalypse near-future science fiction story about a former military mecha. And, unlike some extremely valid recent critiques of the ‘cozy’ genre in general, Palmer manages to take seriously the traumatic events in the past of her characters as well as what might be required for them to heal.

The story begins with the former military mecha, our protagonist [1], injured and awakening alone in a “highly degraded urban interior space”. It quickly becomes clear that they were attacked by mysterious assailants. A cyberdog named Atticus, who is an organic-mecha hybrid, becomes their sidekick and helps our protagonist begin to acclimate to actually talking to other beings, which they have not willingly done in nearly 20 years.

As we are introduced to the world, we learn that things are not great. Through flashbacks and some past Global News Feed alerts, we are shown glimpses of how most of the planet was destroyed: proto-fascist paramilitaries with nuclear weapons; storms with radioactive, toxic airborne particulates; misinformation tearing people apart; global pandemics, some of them human produced; and engineers creating sapient mechas which are being used on the battlefield. 

Some humans do survive, but the mechas created by humans thrive in various types of bodies: from trains to carts to gravedigger bots to humanoids like our military mecha protagonist. There are also a lot of single purpose ‘internet of things’ bots that are not necessarily intelligent, but have at least a basic sense of self, like, for example, a smart toaster. At some point in the past, the mecha declared their independence. Now, some live independently and some live cooperatively with humans. But something seems to be going wrong: there are reports of antisocial behaviour from some mecha and rumours of shadowy forces gathering in old abandoned shopping malls.

The plot of the book follows our protagonist, with their cyberdog friend, looking for repairs and finding out who attacked them. They are also looking for some long-lost sibling bots: other mecha that were built, along with the protagonist, by a past engineer named Dr. Milton. The plot is fun! Our protagonist is joined by excellent supporting characters, like a human mechanic named Murphy; a drone called Teal-A3-Charp (“Charp” for short), and eventually a train mind named 44-Mongoose that gets transplanted into the body of a vintage 1966 Volkswagen van that was retrofit with a steam engine.

I think this book falls pretty neatly into the cozy sci-fi subgenre. There has been some recent debate about cozy sci-fi. What even is cozy sci-fi? On a recent episode of The Coode Street Podcast [2], Jonathan Strahan and Gary K. Wolfe traced the origins of the term back to the 1950s and British science fiction author Brian Aldiss. Aldiss described works like John Wyndham’s Midwich Cookoos, as “cozy catastrophe” because they portrayed a disasters in a small village. Cozy fiction tends to focus on a small group of people, a manageable scale, not the whole world. On Coode Street, they contrasted this with “large management fiction,” like Isaac Asimov’s Foundation trilogy.

There seems to be part of a bigger movement towards ‘cozy’ as a reaction to The Times We Live In. John Rogers, well-known producer of the tv show Leverage, recently commented on Bluesky that, right now, “the biggest movie is about science bros and the power of friendship and sacrifice[;] the biggest TV show is about good people doing their best under impossible circumstances to help suffering people[;] even under our culture’s institutionalized greed and cynicism, people are desperate for fellowship.” I agree with this.

Cozy is not limited to science fiction, of course. It was probably a reaction to the popularity of cozy mysteries. But the focus on building community in the face of larger disasters makes a good story engine for sci-fi. I very much enjoy cozy fiction and I want people to be able to enjoy things! But I have also been convinced by some excellent critiques that I need to ask for my cozy fiction to do a bit more. If nothing else, it needs to take seriously the trauma done to the characters within the world.

Palmer absolutely does this. What might look like simply a fun story about some robots and humans working together also tells a deeper story about trauma, building community, and resisting the desire to demonize the other. Our protagonist mecha was so traumatized by events in their past that they literally hid out for twenty years doing research on insects and speaking to no one. Then, of course, they were forced out of their hiding because they were violently attacked. This is not a recipe for having a great relationship with the world! But we get them see them figuring out how to reenter the world. How to build trust. How to enjoy companionship. And how to heal. But Palmer also shows us that not all trauma victims can do this. We also get to see characters who are absolutely too traumatized to forge a new path.

In the acknowledgements, Palmer notes that she wrote this book during a period of personal grief. She wanted to tell the story of a near-future apocalypse, but needed that story "to still communicate hope and friendship, have humor, allow for light, without being crassly slapstick or flippantly dismissive of the days we are all now currently living in.” I think she succeeds in this; and it’s an approach where she’s excelled in the past. I am a longtime fan of her Finder Chronicles, which follows a character named Fergus Ferguson who travels the galaxy finding lost things. If you liked Finder, you will absolutely like Ode to the Half Broken. If you've never tried tried her other work, Ode is a good place to start.

[1] I am going to be referring to the main character as the protagonist throughout this review because, well, they declined to provide a name for themselves until nearly the end of the book. 

[2] Episode 716: Dystopias, Cozy Fiction, and Other Dilemmas

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The Math 

Highlights

  • Found family with mechas and humans building community
  • Dealing with trauma and loss in a world of technological change
  • Sarcastic cyberdog sidekick for comic relief

Nerd Coefficient: 8.5/10 Well worth your time and attention edging towards very high quality/standout in its category.

Reference: Ode to the Half Broken. Suzanne Palmer. [DAW Books, 2026].

POSTED BY: Christine D. Baker, historian and lover of SFF and mysteries. You can find her also writing reviews at Ancillary Review of Books or podcasting about classic scifi/fantasy at Hugo History. Come chat books with her on Bluesky @klaxoncomms.com.