Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts

Wednesday, July 3, 2024

Review: Identiteaze

A cyberpunk allegory about the dangers of reducing human life to binary codes

Inspired by Legacy Russell's theory of glitch feminism as a deliberate embracing of anomaly as resistance to imposed norms, and by José Esteban Muñoz's theory of queer utopianism as a project that can be realized in the present by performing it, Jessie Earl's short film Identiteaze, released last week for streaming on Nebula, satirizes the corporate cooptation of human self-expression by proposing a cyberspace where blank digital avatars reclaim the agency to assert who they are outside of their designed parameters.

Identiteaze is set in a future where AdVent, a tech megacorporation, has created a virtual space for employees to live and work in. Passing mention of "physical asset storage" implies that their bodily functions are suspended while they exist in the VentiVerse. According to the in-universe promotional website, the VentiVerse is intended by the company's founder as a family. And it's precisely this prescribed family model that causes trouble for our protagonists.

We follow Aaron and Erin, who, strictly speaking, aren't people yet. They're created as options in a menu, two possible looks for an employee's digital avatar. In the VentiVerse, you're supposed to be either male or female. When one is selected, the other is deleted—consciousness and all. Because subtext is for cowards, this piece of exposition portrays the fundamental problem with imposed binaries: to conform is to kill a part of yourself. It is simultaneously betrayal and self-mutilation. The rules of the binary demand that you commit a profound violence against yourself in order to adopt one of the allowed values.

Normally, a movie shouldn't need a handbook to understand it, but "normal" is one of the concepts that Identiteaze calls into question. Earl has posted on BlueSky, with evident excitement over the completion of this project, enumerating instances of visual shorthand she resorted to and the respective meanings she used them for. Of course, this is optional reading; a movie ought to be able to speak for itself, but viewers unfamiliar with the symbolic conventions of queer cinema will find the thread illuminating.

Speaking of symbols, an interesting metaphor that the dialogues embed throughout the story is that of a symphony. Its tempo is set by the pace of a metronome. One can notice it hidden in the soundtrack: Tick. Tock. Male. Female. Either. Or. The logic of the VentiVerse is inextricably tied to the Law of the Excluded Middle. The company's founder casts himself as director of this symphony, and his motivational speeches invite users to dismiss the space in between Tick and Tock, to reject the melody it may suggest. The moral stance of Identiteaze inhabits this space in between and argues for the beauty of the atonal, undirected music that we could hear if only we eschewed the rigidity of the metronome.

Apart from this ever-present aural cue, the dehumanization inherent to binary codes is stated repeatedly, both in dialogue and by visual language. On this topic, Identiteaze wastes no time being subtle: in one scene, a middle manager recites a training script at our protagonists without looking up from the page, and doesn't start having a truly personal interaction with them until she finally notices them face to face and realizes that they've rejected the mandatory binary choice.

A later scene is no less straightforward, but it explores the movie's theme in an unexpected way. To correct the glitch in the system, a villain tries to manipulate the protagonists into betraying each other. The format of this coercion has a clear resemblance to the classic prisoner's dilemma. What makes this scene special is that it posits a prisoner's dilemma between the parts of one consciousness. Decision theory tell us that the rationally optimal solution to the prisoner's dilemma is for both parties to refuse to betray. Only cooperation wins, and that decision must begin with each individual refusing to betray themself.

A bonus treat for viewers of Identiteaze is the behind-the-scenes video posted by Earl on her YouTube channel. It's heartwarming to hear an indie creator describe the hard work and dedication it took to bring a piece of sincere art into the world. Earl explains that there's much more plot and lore already created behind Identiteaze, and depending on the short's success, she hopes to eventually turn it into the pilot of a TV series.

The theoretical grounding Earl drew from includes not only the two philosophers named above, but a handful of science fiction predecessors: Cube, Tron, The Matrix, Neuromancer and Severance are cited among the influences that informed Earl's creative process and left their imprint on the aesthetic, the worldbuilding, the dramatic stakes, the tone and the emotional message of Identiteaze.

With so much thought and so much love at the center of this movie, it feels almost mean to have to point out the growing pains that one sometimes finds in indie productions. While the set design is impressive (even more so once you learn from Earl's behind-the-scenes video how it was built), and the CGI effects are used in the right measure, and the frequent symmetrical shot composition is both aesthetically and thematically perfect, the sound quality isn't always ideal. The whole movie is supposed to take place in an abstract cyberspace, yet a background echo from recording in a semi-enclosed set persists in some scenes. In quick, scattered moments, the acting or the writing noticeable stumble, and there's a distracting distortion in the sound of many of the protagonists' ADR lines.

Still, for the minuscule budget it was made with, Identiteaze achieves a professional-level look. A movie as loaded with symbols as this one demands a very deliberate use of the camera, and Earl relies heavily, with a well developed eye, on the possibilities of shot composition and, especially, the shot/reverse shot technique to underscore the themes of duality and nonduality. This is the first Nebula production that has convinced me to subscribe to its streaming service, and the decision has certainly paid off.


Nerd Coefficient: 7/10.


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

Wednesday, June 5, 2024

First Contact: Akira

A classic and fundamental movie in the history of anime lives up to the hype, 35 years on

Anime.

For someone who is as visually focused as I am (amateur photographer and all), it will be a surprise to readers that my knowledge and consumption of anime is minimal. Mostly due to circumstance, and luck, and not having access to cable shows and channels that featured anime, by the time anime was widespread and easy to consume, the bewildering variety of anime kept and keeps me from trying to dive in. My watching of anime ever since has been mostly scattershot. A few episodes of things like Dragon Ball Z. Cowboy Bebop. And a few other random episodes here and there of odd series that I’ve come across. So my education of anime needs a lot of work.

As far as the purposes of the First Contact project were laid out, I wanted to pick a piece of classic anime. And so we come to Katsuhiro Otomo's 1988 cyberpunk action film Akira, based on his 1982 manga of the same name.

Akira is the template, the herald for anime to be accepted and watched and studied by adults, and has influenced generations of anime, and Western movies, ever since. In some ways, though, I’ve seen parts or images or motifs from this movie, and I’ve been seeing the “Akira Slide” for decades now, particularly in animation. I never knew that Akira was really the origin for the visual. What was also clear, upon watching this film, is how many other images and motifs were also clearly borrowed from  it. Recently, I watched an episode of What If? that features a horrible and distinctive transformation. Imagine my surprise when, while watching Akira, I saw what that What If? episode was clearly borrowing from and referencing.

And I had always heard in a second-hand way that Akira was an inspiration for The Matrix. I had accepted this as received wisdom without understanding what that meant, until I finally watched Akira. When Tetsuo holds up a shell coming at him hanging in midair, I could see the bullet-time of The Matrix. The stylization and the visuals of the action sequences, the fluid motion and movements of characters were clearly forerunners of what was done in The Matrix (and therefore movies that borrow from The Matrix are borrowing from Akira). Also the idea of someone ordinary developing psychic powers that can change the world is in fact the central theme of Akira, although it goes in very different directions.

And such visuals! Even beyond these and other iconic images, the palette of the movie is gorgeous. Hundreds of hand-painted colors make the saturation of the film unbelievably gorgeous. In our current era of muted and underlit palettes, watching Akira was a riot of color and imagery that threatened to overwhelm me at times with the sheer power of what was on screen. Even scenes in tunnels and sewers (and there were more images of sewers in this film than I was ever expecting) had a visual key and style to them that is at odds with a lot of modern cinema—to Akira’s benefit. I could always follow what was happening on screen, see it, and experience it.

I am not so focused on sound and music in movies and television as some people are, but I was also struck by the clever and nuanced use of music. The use of Indonesian gamelans as well as Japanese Noh music was, to me, unique, and striking. The music counterpoints the visuals, both in the action beats and in quieter moments.

And then there is the topicality of the movie. This movie works so well on its background and worldbuilding as it does on its main plot that both feel very resonant, even today. As of the time of the writing of this piece, we are facing a world where protests and unrests against oppression and for freedom of speech and right to assemble are being met by violent reactions from people in power. Throughout Akira, we see in things as subtle as posters and graffiti, and as visceral as brutal police and army crackdowns against demonstrations, the struggle to be heard, to have a voice, to change an unjust system. The movie is not subtle that this is a post-war dystopia, and it even has a coup, to boot. Can a movie filmed in 1988 and set in an alternate 2019 have something to say about our present of 2024? It turns out, in the case of Akira, most definitely yes.

And I do want to expand that to talk about the final thing that struck me about this movie, and something that readers of my book reviews know I am concerned about, and that is the worldbuilding. Neo-Tokyo, the city built next to the ruins of the one shattered in World War III, is a vividly imagined and realized place. From visuals to settings, to small details and touches, Neo-Tokyo feels like a lived-in place with people of all strata of society trying to get along. It’s a city that feels real, a place you could go and be immersed in the experience. Granted, that experience would be alarming, with authoritarian police squashing dissent, violent and out of control biker gangs of young hooligans, and a full-on cult to a being named Akira, but it would all feel holistically and organically real.

And the movie’s plotting and pacing are very well done. We start with the image of the start of the Third World War... but what that image means and its implications are held in reserve until the end of the movie, when we answer another question: Just why is this movie named Akira? The main characters are Tetsuo and Kaneda. Just who and what Akira is (and consequently, why the movie is named Akira) is a slow building and compilation that mirrors a lot of what the rest of the movie does. I have discussed the worldbuilding, that starts with us seeing the Capsules and the Clowns and in a systematic and patient way. We add in the social dynamics of the police and society, and then our introduction to the ESPers, and then the military that controls them. The plotting is similarly a crackerjack piece of work, starting us with the small-time problems of a couple of gangs, and leading to, well, consequences not just for Neo-Tokyo, but for the entire world and the entire universe. It all feels like a logical progression, and what starts off as a story with small stakes winds up with the largest of stakes by the ending.

But for all of the visuals, the worldbuilding, the plotting, and even the sound, what makes this movie a true classic, one that truly justifies me tackling it as part of the First Contact project, is the thematic currents and subcurrents throughout the movie. It’s true of a lot of SFF that theme is what brings you back to the table for rereads and deeper dives. Akira’s themes are both worn on its sleeve and also reward watching and contemplation. Questions of government (military vs. civilian), the uses of power and controlling power. Press freedom. Violence and lawbreaking vs. authoritarian tyranny. The power of found families and chosen relationships. One can see in Akira an echo of Godzilla, and so we get into questions of nuclear war and nuclear power. As the movie goes on, we get into even weightier themes that approach apotheosis, the Godhead, and the future of humanity itself. All this condensed into a visually stunning, entertaining and kinetic anime movie that clocks in at a lean and mean 2 hours and 4 minutes.

My only regret is that I did not give Akira a try sooner.

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

Friday, February 9, 2024

Review: Womb City by Tlotlo Tsamaase

Womb City is a fusion of body horror, cyberpunk, dystopia, and a crime thriller all wrapped in an Afrofuturist setting. Think Handmaid's Tale meets Minority Report meets Get Out. (No spoilers).


In Womb City, we meet Nelah, an architect who lives in a futuristic Botswana with her police officer husband, Eli. Things aren't so copacetic, however. Implanted in the back of her head à la Johnny Mnenomic (and the now real-life Neuralink) lives a microchip that records everything she does and sees. 

Her husband reviews this tape daily, but not necessarily for the reasons you think (glimpses into potential affairs and lying are icing on the cake). Instead, it's because Nelah's body isn't the one she was born with. Nelah — her living personality and soul — currently inhabits a different body, and this one used to be a criminal. 

The world-building is top-tier

In this society, body-hopping is a frequent occurrence, but if your consciousness finds itself in a body that used to be "bad," you'll be monitored for recidivism, both by your family and by the state in a yearly criminal evaluation that can predict if you'll commit a crime. 

Because of the microchips and the subsequent 24/7 surveillance, crime is not common in this dystopia, but the price people pay is privacy and free will. 

A brief plot summary

Nelah and Eli are trying to conceive a child, but she is seemingly barren, so the couple turn to a Wombcubator, an external uterus that can grow a child to full-term. Because it's a dystopia, however, there's a catch. If you don't make every payment, the plug is pulled on the Wombcubator quickly and callously. (The Wombcubator made me think of the uterine replicators in Bujold's Barrayar.)

Nelah and Eli are accordingly stressed. Adding to their waning marriage is the fact that she is also having an affair with a rich businessman. One evening, on a wild night filled with sex and drugs in a fast car, the two hit and kill a woman, then bury the body instead of going to the police. 

The rest of the novel deals with the fallout from this enormous mistake, and it involves revenge, mythology (I had no familiarity with Botswanian history before reading this book, but the mirroring of the country's history of religious reincarnation with scientific body-hopping reincarnation is a fresh and fascinating take on sci-fi trope), supernatural forces, and a huge society-wide conspiracy regarding the mysterious Murder Trials (yes, that sounds like the Hunger Games, and yes, it's not an entirely unrelated concept). 

Even just typing all this out is difficult — the book does a lot in a short amount of time, and it can get confusing. There are also multiple plot twists around several corners, and these serve to tie a few plot strands together, even if they don't always need to be related.

Our bodies and who inhabit them — I can't stop thinking about this idea

There have been tons of books, movies, and TV shows about body hopping through the years, but Womb City really got me thinking for a few days about the mind-body duality. That, to me, is a sign of a great book. I turn to sci-fi for new ideas and predictions about the future, and Womb City definitely delivers. 

Nelah's inhabited her most recent body for about 10 years, and she still maintains ties with the body's original family. This relationship is fraught, however, as you could probably expect. She shows up on her family's doorstep on the day of the body's funeral. Just imagine burying your daughter, then a few hours later, she shows up alive with the personality and soul of a stranger. And then, you take her in as part of your family. 

I texted my mom if she'd want to hang out my body if someone else's soul was in it, and she thought for a minute and replied, "I think I would. I love your smile." Meanwhile, when I asked friends the same question, they said no, and I believe this reveals something Tsamaase was trying to get at in the novel. Mothers tend to have a strong corporeal connection to their child, considering that children literally come from a mother's body. Friends, on the other hand, are drawn to a person's personality and thoughts, generally speaking.

It's a question that's been thrown around society for thousands of years — Plato was talking about it in ancient Greece — but Womb City is adding more nuance to the debate, and it works extremely well.

For a first novel, it's very ambitious, but I was along for the ride

Womb City won't be for everyone, but if you're interested in a novel chock full of ideas and takes on the future in a futuristic Africa and don't mind the thriller-like pace and tons of body horror, you'll enjoy it. I can't wait to see what else Tlotlo Tsamaase brings us next. 

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The Math


Baseline Score: 7/10


Bonuses: Intriguing ideas that harken back to classic sci-fi ideas but are presented in new and very engaging ways; incredible suspense and body horror; twists that keep on coming; the cover is going to be one of the coolest of the year, I'm sure.

Penalties: Perhaps too many twists and plot changes; there's a lot going on in this book and it may be too much for some folks.


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.

Thursday, December 15, 2022

Maybe there's a parallel timeline where 'The Peripheral' hit the mark

It's a shame that a series with so many interesting ideas didn't try to go farther with them

Amazon Studios TV series The Peripheral, an adaptation of William Gibson's 2014 novel, has come up with an original angle on the overstretched "metaphor for class inequality" trope. In this story, scientists from the late 22nd century create alternate possible pasts where they can run unsanctioned experiments on live humans with cosmic impunity. Those other timelines are not seen as having real moral value, but in one of them lives our protagonist, Flynne, an experienced gamer who stumbles upon these secrets after beta-testing a new VR headset, and who is determined to defend her and her world's inherent right to exist.

This is an amplified echo of the cry of protest you can hear from exoticized peoples: Your Vacation Is My Home. Or, in The Peripheral, something more like Your Disposable Petri Dish Is My Spacetime Continuum. Such a concept sounds like it could spark lengthy discussions about the colonial practices still embedded in scientific research, the ethical loopholes of the gig economy, the rights of counterfactual agents, the mutual responsibilities between generations, and the still unsolved safety issues with brain-computer interfaces.

Unfortunately, the show doesn't meet the high expectations set by its premise. A research institute officially known as The Research Institute and a cleptocracy of mafia bosses collectively known as the Klept are the first signs that The Peripheral devoted only the barest of efforts to worldbuilding. Our near future, as shown in a small town in the southern US, looks almost like the present, with the changes established mostly in dialogue: stratospheric medicine prices, a vaguely mentioned Texan war, ubiquitous 3D printing, far superior video game graphics. With the supporting characters, the show follows the opposite approach: they are established implicitly, with minimal exposition, and the viewer doesn't connect who works for whom and who is whose childhood friend until well into the season. The mental bandwidth expended in keeping track of the scant clues about these characters detracts from the viewer's ability to follow the plot.

In the scenes set in the 22nd century, these deficiencies are multiplied: three separate factions are described but not properly introduced until the halfway point, and Flynne, who should serve as our eyes into that society, is persistently kept in the dark about how it works.

Worse problems afflict the visual style of the 22nd century. We only get to see future London as a vague skyline that blends impossibly cyclopean statues with incompletely rendered ruins, or as deliberately secluded side streets that look like the production team only had access to a small number of set designs. It's true that this society is recovering from multiple catastrophes that killed a huge portion of the world's population, but it's inevitable to get a sense of artifice from the continued recourse to the same few sets and the same few immensely powerful characters without ever learning how ordinary life proceeds for the average human.

The conflict between the near future and the not so near future is hindered by unnecessary mystery. Flynne only discovers what the villain wants from her in the last episode, and then almost by chance. Until then it's hard to get invested in the stakes of her fight, because the show insists on delaying as much as possible the moment of letting the viewer know what every faction wants. The lead characters of this future act as if they were facing an imminent crisis of utmost urgency, but then they spend interminable scenes sitting for tea to exchange barbs about their respective leverage and strategic weak points, and it's no longer believable that there's anything actually being fought over.

The Peripheral suffers gravely from this intentional slowness. Each episode spends too much time in revealing too little at a time, and the way the final two episodes resolve all the plotlines may as well have occurred just after the pilot, if only these characters stopped walking around, looking menacing and launching indirect taunts. This ungenerous pacing, combined with the barely-there London of the future, deals a near-fatal blow to the viewer's suspension of disbelief. It's no wonder that the villains managed to convince Flynne that she was playing a video game instead of visiting a physical place, because this supposedly broken and polluted London looks too small and too fake to take seriously.

There's no word yet on whether Amazon will produce a second season of The Peripheral, but if it comes to pass, the producers should ask for a higher VFX budget or larger outdoor sets, and stop being smugly mysterious just for the sake of being smugly mysterious. The viewer is supposed to be given a reason to care, and this first season relied too much on hidden agendas kept hidden too long for the resolution to have the impact it should.


The Math

Baseline Assessment: 6/10.

Bonuses: +1 for showing a realistic brother/sister relationship rich in complexity and disparate perspectives, +3 for T'Nia Miller's wonderful acting.

Penalties: −1 for the criminal underutilization of Alexandra Billings, −1 for having a tad too many extraneous subplots, −3 for the whiplash of following too slow a beginning and middle with too rushed an ending.

Nerd Coefficient: 5/10.

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

Tuesday, October 25, 2022

Review: MegaDeath by Tory Quinn and Marie Vibbert

A thrilling addition to a subgenre that seems, if you'll pardon the figure of speech, done to death

In the deadly tournament subgenre, overcrowded with such memorable entries as Death Race, Tron, Rollerball, Battle Royale, Bloodsport, The Running Man, Mortal Kombat, Mad Max: Beyond Thunderdome, The Hunger Games and Battle Angel Alita, it's interesting to see new stories are still being made. After seemingly every possible angle in this topic has been explored, an author who decides to create yet another deadly tournament story must clear a high bar to not be lumped along with thousands of mediocre imitations.

In the 22nd century where the novel MegaDeath is set, we find many of the same familiar elements: there's a globally broadcast athletic competition, with execution as the punishment for the losing team, and we're told that humankind has adopted this form of regulated mayhem as a cathartic substitute for international war. So far, so samey. Where MegaDeath distinguishes itself is in the extra building blocks of its world: if this sport is going to serve as a replacement for war, it needs to be attached to the same geopolitical consequences. In this world, the country that wins MegaDeath gets priority in setting the global agenda for the next four years, with decreasing amounts of power assigned to the losing countries in order of disqualification. The issues on the table are the same they've always been: trading privileges, taxes and tariffs, allocation of key resources. Whereas they were long ago decided by actual combat, they're now subject to the numbers on the scoreboard.

In a disturbing display of fervor that the novel uses very intentionally to blur the line between patriotic loyalty and hooliganism, the spectators and participants of MegaDeath honestly believe in this system. They'll defend its success at preventing widespread destruction by channeling the animosity between civilizations into a controlled environment that sublimates bloodlust into show business. One of the rules of MegaDeath gives the winning team the right to pillage the defeated territory for an entire day, a practice whose merits are repeatedly defended by some of the protagonists. The underlying assumption is that a mutually agreed period of supervised violence will prevent other, more explosive forms of it.

The stakes are further heightened by the revelation that fans have taken their patriotism to the absurd extreme of gambling their own lives upon the result of the tournament. A vicious circle of social pressure quickly forms because not betting your life is interpreted as not believing in your team's chances of winning. So the losing country will not only lose its top athletes, but also a sizable chunk of its population, which will bring the limited carnage of MegaDeath back to the massive casualties of conventional war. When one team discovers that the betting system might not be fully transparent, their already heavy ethical misgivings are multiplied by the millions of innocents who will die in another country if they win.

The main achievement of this novel, fitting for characters running for their lives before an audience, is the consistently breakneck pacing. The authors comfortably wield the rhythm and momentum needed to tell a nail-biting action story, although this intensity often carries over into other scenes of more reflective nature that needed a different treatment. Despite the minimal space dedicated to developing these characters, their desperation to win is communicated loud and clear. By the final rounds of the competition, their group dynamic resembles that of shell-shocked veterans.

MegaDeath is more enjoyable for the creative depictions of acrobatic violence than for any deep message contained in it. The big villain reveal isn't exactly compelling, and the ensuing discussion about the ethics of the game is held at the simplest level. This is not a book one reads for life-changing insights. This is a spectacle that demands to be experienced through primal impulses, in the blood and sweat of muscled idols whose shoulders bear the weight of the world. If the story is intended to convey any point about its themes, it may be that a replacement for war is no better than real war if it's used for the same ends and feeds the same darkness inside us. A civilization that enthusiastically sends its young to die is already a fallen civilization, and we need to ask ourselves who we're becoming when we cheer for our fellow humans' destruction.


The Math

Baseline Assessment: 7/10.

Bonuses: +2 for the dynamic style used to narrate action scenes.

Penalties: −1 for clunky exposition, −1 for a less than gracefully executed ending, −1 because most of the transitions between scenes are too abrupt.

Nerd Coefficient: 6/10.

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

Reference: Quinn, Tory; Vibbert, Marie. MegaDeath [Level 4 Press, 2022].

Friday, May 6, 2022

Review: The Memory Librarian and Other Stories of Dirty Computer

The story of Dirty Computer continues in five richly plotted scenarios set in a dystopian future

Taken as a whole, Janelle Monáe's Dirty Computer art project consists of a music album (nominated for the Grammys in two categories), a short film (nominated for a Hugo), and now, from Harper Voyager, a collection of short stories written in collaboration with other authors of color. This production is not connected to Monáe's previous Metropolis storyline, centered on the android Cindi Mayweather. Both the album and the film of Dirty Computer follow a different character, Jane 57821, as she escapes an oppressive future in the company of her lovers. This book serves as a window into exactly what horrific world Jane is escaping.

The introduction to the collection is a quick summary of the rise of a totalitarian regime, New Dawn, whose control over society was possible because "we accepted their offer that an eye in the sky might protect us from… ourselves." With the assurance of total visibility, an immediate problem emerged regarding privacy and deviancy, and the regime decided that "what they struggled to see, they began to deem not worthy of being seen—inconsistent, off standard. Began calling it dirty—unfit to be swallowed by their eyes."

In the backstory that this introduction presents, the new social category of the dirty started being applied to modes of thought and identity that did not fit the rigid standards of the regime. The stories that compose this collection explore various characters' struggle to reclaim, preserve, and even celebrate the dirty.

The titular story, The Memory Librarian, cowritten with Alaya Dawn Johnson, follows Seshet, a government employee whose job is to gather, catalog, inspect and, if necessary, redact memories routinely collected from the citizens of New Dawn. What she thought she knew about her position in society is challenged by an unexpected romance with Alethia, an underground dissident whose thirst for independence of mind forces her to face thorny questions of power and intimacy. How can you learn to respect your partner as an equal when you have the legal authority to manage their mind? Is full access to your partner's every thought enough for you to say you know them? Why is it so difficult to be vulnerable in front of someone you don't control? And what does it do to you when you're given the power to edit how people—even you—remember you?

In the story that follows, Nevermind, cowritten with Danny Lore, we meet our main heroine, Jane 57821, in hiding after having survived New Dawn's attempt to remove her most precious memories (as seen in the Dirty Computer short film), and now turned into the unofficial leader of an intentional community that inhabits a hotel in the desert where women can experiment with alternative forms of social organization. Free from New Dawn's monopoly on memory, the members of this breakaway community find comfort in a storytelling ritual where each participant contributes the bits that the other struggles to articulate. Against this joyful act of sharing stand the hunters of the regime, mutated humans for whom sharing feelings is physically painful. While New Dawn weaponizes memory as an assault on reason, the dissidents paradoxically wield emotional openness as a protective deterrent. This story draws from ongoing discussions in contemporary activism about the need for an ever-expanding scope of inclusiveness.

Then comes Timebox, cowritten with Eve L. Ewing, about Raven, a newly independent young woman with barely any time for all her daily obligations, who discovers that her apartment has a paranormal room where the flow of time is suspended relative to the outer world. Her chronic sense of deprivation clashes with her girlfriend's shallow performance of generosity when they set out to decide what to do with an infinite resource.

We are next treated to Save Changes, cowritten with Yohanca Delgado. This is a brilliantly multilayered exploration of the fantasy of fixing the past. On the surface, this story is about the social difficulties experienced by the family of a political prisoner, whose shaky mental state after being sentenced to memory revision is placed in symbolic parallel with her daughter's project of repairing clocks dating from before New Dawn. But on a deeper level, this story is about the heart-rending sacrifices people are willing to make for their loved ones under unbearable oppression. In a regime that lays claim to all facts, a blatant lie can be the most unpredictable tool of resistance.

The last story is Timebox Altar(ed), cowritten with Sheree Renée Thomas, an uplifting metaphor about the social power of media representation (and therefore, a metafictional statement of purpose for the book itself). In a plot of overgrown land with disused rail tracks and rusty fairground equipment, a small child whose mother was taken away by New Dawn reshapes the abandoned objects into something new, following an inborn urge toward the raw potential of artistic creation. In doing so, they produce a miracle. This event establishes a correspondence between the fictional artists inside the story and the real artists writing the story, as well as between the characters who are shown a vision of a brighter future and the readers who might feel similarly inspired by seeing themselves in that future. The link between memory and time—namely the metaphor of reclaiming memory as a form of time travel—extends further to Monáe's role as a musician. As the protagonist of this story wisely proclaims, music is fundamentally made of time. This notion invests the musical record (and, by extension, any work of art) with the properties of a time machine. To make art is to reclaim memory is to exert power over time. This theme brings the book full circle back to the Dirty Computer album as a ritual whose performance is meant to effect change in the material world, as a cry for a liberation whose realization is contained in its utterance.

In each of these stories, but most notably in the introduction, which Monáe wrote by herself, her talent as a songwriter shines. Her prose vibrates with the telltale cadences that tell you this was written by an artist intimately familiar with the music of language. It takes an experienced lyricist to produce sentences with such rich sonority that they all but demand to be sung, like "She missed the music of the hotel the moment she exited, even as the wind hit her face, just cool enough to mimic the feeling of misting water," and "So they stared at the gray obelisk in the distance, shuddered and turned away, running in the opposite direction, racing down a path, not caring where it would go."

This collection adds important details to the otherwise barebones worldbuilding Monáe had laid out in her album and film. The characters she and her collaborators have created for these stories feel profoundly, compellingly human, even as the conditions they have to endure threaten to rob them of their most human qualities. That's the most remarkable trait that these stories have in common: even in the absolute worst of circumstances, the characters we meet here are not broken. They abound in hope and kindness, and meet each new day with the bold refusal to become jaded. In the nightmarish future of Dirty Computer, marginalized communities still fight to create spaces for solidarity, safety, and pure joy.


The Math

Baseline Assessment: 8/10.

Bonuses: +2 for the intricate work of worldbuilding and characterization.

Penalties: −1 for sometimes relying on overused turns of phrase.

Nerd Coefficient: 9/10.

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

Reference: Monáe, Janelle. The Memory Librarian and Other Stories of Dirty Computer [Harper Voyager, 2022].

Friday, April 8, 2022

Microreview [book]: The Extractionist by Kimberly Unger

A comprehensive and realistic view of the future of the Internet, centered around a complex and well drawn protagonist.

In the near future of Kimberly Unger’s The Extractionist, our current Internet has evolved into a more complicated, and dangerous place, the Swim. The march of technology has provided for a lot of new ways to interact with that technology for ordinary people, and as always, for those on the bleeding edge. Eliza McKay is on that bleeding edge, with a rare and dangerous XWire setup in her brain that gives her an immersive connection to the data of the Swim that few can match. Few would, because Xwire installations can cause psychosis, or worse. 

For all of those skills and equipment, though, McKay  is on the margins of the technosphere, banned from doing most of what she has trained and studied and is rather good at. What McKay is doing these days is rescuing people who cannot extract themselves from virtual worlds and for various reasons simply can’t be unplugged. But when a government agency hires McKay, currently in Singapore, for such an operation, McKay finds herself caught in the middle of a story of corporate ambition, government surveillance, greed, and a lurking threat in the Swim.

McKay is the titular Extractionist.

Predicting the future of the internet or any technology is a tricky business. At best one can predict and describe a plausible future internet, given trends, technology, and human nature. Plausibility, and providing an Internet that provides the capacity for story are key to writing a story using a future iteration of current technology.  That so, it was inevitable that I kept thinking of previous genre works. Given McKay’s experimental technology and her deep connections to it and the Swim, it is natural to think of cyberpunk and cyberpunk novels, particularly. Given that there is one friendly AI and antagonist ones as well, Vernor Vinge’s True Names came to mind much more than, say, Neuromancer, because we don’t quite have the dystopian background of the latter in the world building of this novel. A more obscure connection I think also may go to Web of Angels by John Ford. While I don’t know if the author has read the novel (sadly, it is long out of print), the concept of Gailer as a Webspinner does connect with what McKay can do, which are both outside the bounds of what should be and have the potential to upend a lot of apple carts if fully manifested.

The technology in the novel goes beyond the Swim, though. There is a lot of speculation and invention involving devices in the real world, particularly nanotech, in the form of “bots”. These bots are a ubiquitous feature of Unger’s digital figure and landscape and are much like, say, a wifi signal today. One expects bots in this world to be everywhere, and Unger has some clever ideas on how they could be used on a day to day basis as well as for malfeasance and the bleeding edge of what’s possible in her future world. Between the bots and Xwire and other ways to connect to the Swim, the novel spends a lot of time thinking about levels of technology, who has access to it and what they do with it. Indeed, the “Street” does find its own uses for Technology in Unger’s world.

Early on, I had wondered why people could not simply be "unplugged" from the Swim. Instead of a relatively unrealistic "this would kill the person" sort of answer, instead, Unger uses an approach that reminded me of David Brin's Kiln People, except the alternate people are virtual beings whose later memories are incorporated into one's own. So, an unplugging from the Swim would work, but that lack of integration of memories could mean anything learned in the Swim would be lost. For many people, that's no big deal, but say, for a corporate spy or a government agent, the information is the crucial thing. So, McKay's skills find more use and a niche in this society. I also thought of the modern internet--imagining losing all of your stored emails or your twitter followers or the groups on Facebook you follow. You could reconstruct some of that, but the loss would be bitter.

As far as McKay herself as a character, I am going to turn to another genre work, a genre character as a point of reference for how I saw her, and that would be Dominic from INCEPTION. Like Dominic, McKay does not have an outlet for a lot of her skills and so has to make do with a series of marginal jobs. The novel opening with her away from her home in San Francisco and instead in Singapore reinforced that for me. Although unlike Dominic she is not banned from the United States for fear of arrest, she is under a ban for most of her work, and is constantly seeking to avoid notice by the government  And, like Dominic, she is seeking a way to get back into good graces so she can do her craft again.  And she has connections and longtime relationships that she draws upon for the “big score” that, if she plays her cards right, will give her all that she wants, just like Dominic, with the same high risk as well. 

But like her previous novel, Nucleation, the novel is strongest when we play with the technology, and not as strong when it is in more straightforward technothriller realms. However, given how immersive and ubiquitous the Swim is, and given the bleeding edge of McKay’s technology and its uses, this means that the technothriller elements are much more infused with that technology, and so, for me, they come off much better and much smoother than her previous novel. As mentioned above, the author’s strengths are in technology and the extrapolation of technological trends, and what people will do with that technology more than action beats. So the beats here, so infused with that technology and its uses (and misuses) came off much smoother for me this time around.

If there is a weakness for me for this novel, and it is something Nucleation didn’t have to deal with because it was so bottled, but this novel does have scenes on two sides of the Pacific, is a lack of consideration or extrapolation of how the world is doing besides the march of technology. Especially given how McKay is wrapped up with a government agency, and such concerns would affect someone in her position and her forced-into-profession of an Extractionist for hire, sometimes globally, the world outside the technological world portions at best static and at worst, a cypher. I think a big opportunity for a fully formed future was missed, here. 

Ultimately, The Extractionist is a successful second novel that builds on the author’s first and is in good conversation with previous novels exploring this space. It’s hard to write near future SF, to the point that authors I know actively avoid it. Unger, however, is continually ready to dive into it, and I am very interested in seeing what she will do next. 

The Math

Baseline Assessment: 6/10.

Bonuses: +1 for very strong extrapolation and presentation of future technology, including the “Swim”

+1 for a well rounded and complicated central character with a fully realized past, present and future.

Penalties -1 for too light of a touch on extrapolation of the future beyond the technological.

Nerd Coefficient: 7/10 

Reference: Unger, Kimberly. The Extractionist [Tachyon, 2022]. 

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I’m just this guy, you know? 2020 Hugo Award finalist for Best Fan Writer. @princejvstin.


Wednesday, December 29, 2021

In 'Resurrections,' the toxic legacy of 'The Matrix' is the new villain to defeat

The Matrix Resurrections knows you came for the cool kung fu, but the big reveal of this sequel is that The Matrix was never about the cool kung fu

Lana Wachowski is very much aware of how dangerous it was to ask for another Matrix movie.

In the first scene of The Matrix Resurrections, a self-professed fan of Neo watches a deliberately inaccurate remake of The Matrix, one where the female lead loses. Then this fan intrudes into the narrative, rescues one of her heroes, and exits a movie theater, running for her life.

The title of the movie she's desperately fleeing? The Root of All Evil.

What, pray tell, is the root of all evil? The love of money.

That's the horror Resurrections is trying to avoid, and despite its corporately mandated existence, it manages to not lose itself.

The movie keeps a close eye on this danger. One level upward, the original creator of The Matrix detects this invasion of the narrative. One of his characters is missing, but before he can deal with that, he's summoned by his boss, who tells him he's going to have to produce another entry in his videogame franchise. The boss drops a few commonplace lines about the nature of storytelling and authorship, but as soon as he mentions marketing, the scene turns surreal and monstrous. His lips dissolve and blend together, recalling the interrogation scene in The Matrix. In the original movie, this represents that Neo doesn't really have a voice of his own as long as he remains within the system. It happens just after he says he's going to call for help. This time, it happens just after the boss mentions the company's marketing department. Wachowski is making a very conscious choice by reusing this visual marker for the loss of voice right at the moment in the scene where the moneymaking potential of the new Matrix sequel is being discussed. It is unsubtle, because it needs to be, so unsubtle that the Analyst spells it out in the next scene: if Wachowski cared about the marketing, she'd lose her storyteller voice.

One shot in that scene with the Analyst shows us a window in his office with a bonsai positioned between him and Neo. The bonsai is an appropriate symbol for what he's done to Neo: a creature who could be much bigger, deliberately warped and mutilated and limited to an unnaturally small container. The purpose of growing a bonsai is to imitate the shape of the real tree, but within a controlled space. As the boss casually remarked a moment earlier, "We're still telling the same stories we've always told, just with different names, different faces."

The cheapened approach to storytelling involved in WB's demand for a new Matrix is reproduced with gleeful spite in the movie itself. Neo's coworkers hold a strategic meeting to plan the new videogame sequel, dropping "originality" and "fresh" as keywords, failing to grasp that turning them into keywords negates their meaning. The montage that follows has supposed creatives repeating the same trite explanations of the charm of the original Matrix, having the exact same conversations day after day. Neo, the story's creator, is clearly sick of hearing it. But the best part is the contrarian fan who says, "I didn't love the first one, like some of you. And, frankly, I've got zero tolerance for anything that requires a syllabus and a highlighter. I like my games big, loud, and dumb." Another developer continues that thought with "We need guns. Lots of guns." That's a very popular quote from the original Matrix, and the fact that it became a very popular quote is an example of how fans chose the wrong bits to fixate on. Naturally, it's a woman who counters this testosterone-poisoned brainstorming with "Mindless action is not on brand," but as soon as she says that, her point is cynically twisted into "Ideas are the new sexy." It's a disturbing montage to watch, because the notion itself is disturbing. You can't focus group your way to art, and it's futile to try to make The Matrix great again. The result would be a grotesque deformation of the real thing, like the bonsai in the Analyst's office.

So that's what Wachowski proceeds to give us. "Yet here we are" is something of a motif in Resurrections, uttered twice by characters intrigued by their incongruous presence in the story. You wanted one more Matrix movie, with the same heroes you loved as a kid? You realize that would mean dragging Neo and Trinity back from their corpses and enslaving them again? Come and see what that actually entails. You want a callback to Morpheus pausing dramatically to say "At last!"? That would be ridiculous. If you must have it, there, have it. But it can never hope to be more than off-color mockery, so it's a mockery that openly accepts it's a mockery. You want a repeat of Agent Smith ominously screaming "Mr. Anderson!"? That would be ridiculous. If you must have it, there, have it. But it can't be more than a half-remembered nightmare, so it's a nightmare that openly accepts it's a nightmare. It's not that Wachowski is trying and failing to remake a Matrix movie; she's still a master-level director. But she knows that The Matrix is unique and that WB's insistence upon its recreation must produce a confusing parody, a chaos of bullets and gore. So she embraces the parody. This is the opposite of what we saw in Space Jam: A New Legacy. If this first act of Resurrections feels like bad fanfiction of The Matrix, it's entirely intentional. After Neo and Trinity earned their victory at the end of Revolutions, it would be a vile desecration of these characters to make another Matrix, and to make another Matrix. That's exactly the point. The scene where Morpheus and Smith start destroying Neo's workplace is so outlandish that the Analyst has to step in and undo it. Scratch that. It doesn't work.

Wachowski's brilliance is to then proceed to show us what kind of story does work, given this mandatory ridiculous premise. You wanted exquisitely choreographed gunfights? Too bad, you're not getting that. You wanted a fearless hacker dude with a great haircut and a wicked trenchcoat? Nope, not that either. You wanted the stylized dance of dead bodies dropping? Nah. That was never the point of The Matrix anyway. And we've already seen what happens when people mistake aesthetic for substance, when the meaning is so coated in layers that it can be smuggled into serving the enemy. Wachowski is determined to not let anyone distort her creation this time. Yes, Resurrections is woke as hell. That's the whole point; The Matrix was always woke. But people were too distracted by the shiny sunglasses and vinyl jackets to get it. Even the Analyst is recruited to deliver the message: "it becomes a problem when fantasies endanger us or other people."

Wachowski has been taking notes on the colossal effect her creation has had on mass culture. In the simulated world, coworker Jude proclaims his love for The Matrix, but Neo couldn't care less. It's this annoying fan, coded as a lowkey predatory gamer bro, who literally drags him to reunite with Trinity. In a later scene, once Neo has escaped back into the real world, he meets another fervent fan in Berg, coded and written as unmistakably queer, and this time the encounter feels genuine. Wachowski is telling us exactly which fans she's talking to. She has no time to lose with red pill charlatans.

The conflict between the machines and the humans appears to have been translated in Resurrections into a conflict between neofascists who parasitize the message of The Matrix and the rest of us. The surviving humans in Resurrections have developed a sort of fan culture around the epic story of Zion's salvation. Crew member Lexy joined the rebellion because she felt inspired by Trinity. Captain Bugs was set on the path to freedom when she glimpsed Neo's true self.

It's worthwhile to discuss Bugs, because what she perhaps represents is more significant than the Alice in Wonderland reference. Bugs Bunny is the visible incarnation of WB, or at least the benevolent face of it. If we read the character of Bugs as the good side of WB, we get a more complete sense of what Wachowski is trying to say about her relationship to this media megacorporation. By writing a story where Neo is oppressed by WB marketing, but rescued by Bugs Bunny, she's choosing to focus on however much joy she can get out of an impossible situation. If Matrix 4 was going to happen regardless of her input, the choice still open to her was to have fun and be true to herself while doing it.

The next time Bugs reenters the original film, it's through a tear in the image, as if to say: Clearly reenactment didn't work, so let's try ripping a hole in The Matrix and see if something new can fit. Once again she's in a movie theater, but this time she's not running from a mediocre copy, but breaking her own path back into the true thing. The scenes of The Matrix projected onto a broken canvas are matched to playful dialogue by the new Morpheus, who doesn't bother trying to replicate the majesty of the original scene. You already know this scene. You don't need to watch it done the same way again. You don't need a remake of The Matrix. You've been here before.

Indeed, the new Matrix doesn't look like The Matrix. Faces are still lit with just the right intensity of shadow and contrast that you recognize as Wachowski house style, but the use of camera motions, color correction, and scene cuts has a warmer, gentler air to them. When operators talk to the human rebels, or when Neo talks to the Analyst through a mirror, Wachowski employs the same visual language of telepresence she perfected in Sense8. The emphasis is no longer on cool poses and slow motion acrobatics; instead, she casts a more intimate, more affectionate eye on these characters. There are fights, sure, but they're meticulously designed to not give you what you learned to expect from a Matrix fight. The new combat scenes look messy, ugly, disorienting, because violence is messy, ugly, disorienting. Resurrections isn't here to feed your inner kid's power fantasy of looking awesome shooting guns, because there really isn't anything awesome about shooting guns. You're supposed to get uncomfortable with violence.

And yet, here we are. The numerous comparisons to The Last Jedi are fully earned: our hero has grown weary of war and learned the folly of viewing the conflict that defined his life as a rigid binary opposition. The meaning of "our side" has become more fluid. This was, in a clever way, foreshadowed all the way back in Neo's first visit to the Oracle, when Morpheus advised him, "Try not to think of it in terms of right and wrong." And even when Neo is forced back into combat, his style of martial arts has become far less aggressive, not meant to fight what he hates, but to save what he loves. He's become a protector. Niobe even compares the dulling effect of war to the illusion of the Matrix: it distracts you from what matters. Wachowski did not revive Neo to have him fight a war; she brought him back to explore his vulnerability and his tenderness. If this is not the Neo you used to root for, too bad. This is the part of Neo that matters. And Wachowski does a fascinating dissection of what it is that makes the character of Neo special.

In the simulation, Trinity's fictional husband is a walking joke. He's not only called Chad, but played by the original stunt double for Keanu Reeves in the original Matrix. So this Chad is literally the part of Neo that kicked ass, the stoic macho, the action movie star. But now he exists separated from the core essence of Neo, which is not his kung fu moves, but his humanity. To incel radicals, this ought to be the ideal state: all of Neo's awesomeness, none of his feelings. And that's precisely what Wachowski treats as horrific. For who knows how many years, Trinity has been stuck with the Chad, and she can't wait to run away from him and what he represents. At one point she complains about the role the system has given her: "I remember wanting family, but was that because that's what women are supposed to want?" This is the equivalent of screaming the message in the viewer's face, because people evidently didn't get it twenty years ago: No, the oppressive system you need to wake up from is not feminism. The oppresive system you need to wake up from is patriarchy. Memo to the manosphere: Chad, the quintessential incarnation of toxic masculinity, is the enemy here. Get it? Trinity's moment of liberation is to kick the crap out of Chad. Get it? Are we being clear and unambiguous enough now? Or are you going to search for some way to pervert this franchise's message to justify rubbish incel theories again?

Wachowski knows all the complaints the manosphere will throw at this new Matrix. And she puts them in the mouth of the blabbering buffoon: the Merovingian, who sputters nonsensical protestations like "We had grace! We had style!" about the previous state of the Matrix. The movie's response: Go home, old man. No one cares about your nostalgia. At the end, the Analyst points out, speaking about the general public, "They don't want this sentimentality." The movie's response: Two lovers, hand in hand, flying in the sunshine.

Love is the perennial theme across all of Lana Wachowski's art. The Sense8 finale was appropriately titled Amor Vincit Omnia. As the Analyst properly explains, recapturing the magic of Neo is impossible without Trinity, not because of them as themselves, but because of what is created between them. And that's the secret at the core of the entire Matrix franchise: the power of the One was never about a fearless hacker dude with a great haircut and a wicked trenchcoat. The One was never an individual. The One is made from the link between human beings. It came into existence in the original Matrix when Trinity's love saved Neo's life; then it saved her life at the end of Reloaded; and it kept them going until the end of Revolutions. The answer was always love.

Let's go back to the Architect's speech in Reloaded: "Your five predecessors were, by design, based on a similar predication, a contingent affirmation that was meant to create a profound attachment to the rest of your species, facilitating the function of the One." For the machines, love is incomprehensible, but nonetheless exploitable. The weaponization of our empathy in order to wield its power against ourselves reaches its perverse culmination in the new Matrix, which mirrors the way neofascists have weaponized the liberation symbolized by the red pill in order to promote more oppression. As Bugs reveals, "They took your story, something that meant so much to people like me, and turned it into something trivial." Or, as the Analyst gloats, "Kind of ironic, using the power that defined you to control you."

And still, the solution, again, is love. The correct choice, every time, is love. The Oracle herself said it at the end of the previous saga: "the real test for any choice is having to make the same choice again." And she said it at the beginning: "Being the One is just like being in love." She wasn't speaking in metaphors. The power of the One is literally the power of heartfelt human connection, the only thing that can truly destroy fascism.

Now keep in mind that, in the videogame The Matrix Online, the Kid forms a faction called E Pluribus Neo. It's the same idea: the One is created by the ties between us. The Analyst's evil consists in intentionally frustrating that connection, splitting their unity into a binary he can feed off of. That's what keeps preventing a better future, the one the Oracle referred to in Reloaded when she said, "the only way to get there is together." Since the original Matrix, there were strong hints that even those in charge of enforcing the tyrannical system felt oppressed by it. Resurrections brings that theme to completion, with former oppressors working together with the rebels to bring the tyranny down.

The new backstory we learn about in Resurrections, meant to have occurred after Revolutions, is in line with several pieces of official canon established years ago in the videogame The Matrix Online: the failure of Zion, Niobe's rise through the ranks of leadership, the loss of the Oracle, and the emergence of rival factions within the machines. Although we're meeting a completely new enemy, Resurrections doesn't fall into the common late sequel trap of erasing the original sequels (see: Terminator Dark Fate), but also avoids the equally clumsy trap of having the new enemy make the original heroes' fight seem pointless in retrospect (see: Terminator Dark Fate). The reinvention of Smith is in concordance with the times: the face of fascism is no longer the angry law enforcement agent, but the approachable tech bro in business casual. This is a much more insidious version of Smith, because Jonathan Groff's image, even when crumpled in a grimace of pure hatred, is undeniably seductive. Where Hugo Weaving filled the screen with loud, incontrollable rage, Groff delivers the alluring kiss of death.

This Smith is more consciously in tune with his deep connection to Neo. There's an obvious erotic current to his pursuit of him. We're no longer at the point in Resurrections where we were surprised to hear a machine speak of love, but let's remember what was said at that time: love is just a word, and "what matters is the connection the word implies." If you lose yourself, you find your way back by means of love. Even after the Oracle had to adopt a new face, the way she could tell she was still herself was by her love of candy. That you know yourself by what you love is the key to the "know thyself" motto she kept on her kitchen.

There's a curious focus on domestic spaces in Resurrections. Many scenes are set in bathrooms, the battleground of this era's culture wars. Wachowski is answering to a popular consciousness partly shaped by her own work, and it's interesting that The Matrix is transformed from a movie into a videogame in the fictional world of Resurrections. On one level, this calls back to The Matrix Online, which had a vibrant fanbase. But on another, it refers to the nature of the Matrix itself as a digital simulation of reality. Every time Neo plugs into the Matrix, it must feel like entering a videogame with administrator privileges. So it makes complete sense that that's how Neo remembers his earlier life. To him, it wasn't a movie.

This gives Wachowski a prime opportunity to comment on the degradation of digital culture. There's no need to recruit Agents when anonymous masses can be deputized as bots. The final chase scene, where Neo pushes wave after wave of bots away from Trinity's motorcycle until they miraculously survive a series of explosions, almost reads like a Twitter user desperately hitting the block button against the bots and barely making it past the ensuing flame war. It's like Wachowski knew her work of love was going to be review-bombed, so she cast the bombs as literal suicide bots dropping onto our heroes.

In the end, she doesn't have to care about them. She can be fearlessly sentimental. She can be as woke as she wants. She can tell her stories in her own voice, from her unique artistic vision. She can be open about the message of love present in all her creations. She has come into full mastery of her craft. She's ready to paint the sky with rainbows.


Nerd Coefficient: 8/10.

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

Friday, September 3, 2021

In Reminiscence, nostalgia is a sweet poison

There are layers of warning in the movie's mantra, "it's us who haunt the past"

It is a cruel irony that the way Reminiscence will be remembered will probably focus on the accusation that it redoes earlier movies. Yes, it brings to mind Total Recall and The Cell. Yes, one of its producers is the writer of Memento. Yes, it draws from decades of noir detective tradition. But Reminiscence uses these callbacks with a very deliberate intention. It's not just about "hey, do you remember when that other movie played with memory?" or "do you remember when that other movie had a jaded detective trying to save his girlfriend?" or "let me remind you of all these movies that also had global warming." It's more about "be careful with how you budget your attention, because bigger things are happening than you currently bother to look at."

In the future shown in Reminiscence, the seas have risen and swallowed coastal cities around the world. Via shady real estate tactics, the super rich have retreated to high ground while the rest are left to sink or swim in flooded slums. International war has come and gone, and what remains is a hopeless people whose main form of entertainment is to close their eyes in a water tank and relive their best memories.

This choice of worldbuilding throws a punch you don't see coming: it's literally set in our future, but its inhabitants don't believe there's a future. They'd rather retreat to a better time, which from their position would correspond to our time. But if we take an honest look at ourselves, we have to admit we're guilty of the same vice. The most heated discussion happening right now in 21st century media revolves around our unhealthy obsession with revisiting the media of our childhood. What Reminiscence invites you to do is to see the problem from the other end of the equation. It's difficult to grasp the corrosive effect of nostalgia until you see the people of the future do it to you.

Dreaming of an idealized past while the world breaks down around you is almost a too perfect metaphor for life during a pandemic. But the movie includes a few twists that make the viewer rethink what the metaphor is saying. The machine that extracts memories turns them into movies that can be watched, replayed, and rewound at leisure. Instead of the uniquely personal aggregation of sensations that we understand as memories, they're treated as already edited and polished for public viewing.

The rules of memory travel make it clear that focusing on the past too much can render you permanently stuck, incapable of perceiving the present. This can be read as a way of representing the risks of untreated PTSD flashbacks, which fits the plot on the most literal level because many of its lead characters are war veterans, but the fact that it can also be read as a symbolic mirror for our media consumption habits raises a necessary question to complete the analogy: is our nostalgic binge caused by collective trauma, by a real present that is too painful to experience directly?

We are a generation statistically predicted to have a worse economic future than our parents. The effects of global warming are all around us while our elected leaders sit on their hands. Rabid nationalism is showing its ugly head on the open, and inequality is only growing more obscene. No wonder we're exhausted all the time. No wonder many of us feel we've had too much of reality. No wonder we spend our days tuning in to reruns of Friends and getting mad when Star Wars dares attempt something different. We take refuge in comforting memories because life is just too much, but that doesn't stop life from going on, and awful things are going on while we complete our binge rewatch.

This is why it's no accident that Reminiscence interweaves its personal-level drama with a larger plot about societal unrest brewing beneath the surface. As the protagonist chases clues, trying to make sense of a lost love he refuses to let go, we follow him across the semisubmerged ruins of what used to be Miami. The former luxury destination for young vacationers has become a dilapidated abode of climate refugees. The Sunshine State has switched to a nocturnal work schedule because the heat of the day is unlivable. Only the 1% get to make plans for their descendants. In Reminiscence, the future is closed off by design.

The ending has our hero expose the corruption of a rich landowner family, and thus we get brief glimpses of an imminent revolution, but we don't see how it ends. This is a protagonist who doesn't believe in happy endings, and the destination he chooses for his journey is a loop reel of his life's greatest hits. But it's not obvious that the movie as a whole shares this stance. It's precisely by the hero's refusal to let go of the past that he ends up unmasking a conspiracy of lies and giving his community the push to fight back against evildoers. But he shares no part in the reward for his obsession. He's the hero of the story, but he's not a model that the movie offers for us to follow. He's a perpetually doomed Orpheus, always descending into hell to rescue his Eurydice, always paying for the sin of looking back. How the rest of society rearranges itself into a better shape is left for us to imagine.

A recurrent motif in this movie is the need to choose where to end a story before it gets too sad. That's the protagonist's excuse for his final choice of permanent disconnection from the world. But ending a story in the middle won't do if we are to build a future. The advice to end a story at the middle is seductive, but poisonous. We are at the middle of our historic trajectory, and the worst thing we could do is stop right where we are. Even if we were to agree that all endings are sad, the answer cannot be to refuse to let our journey continue. If all endings are sad, the answer is to continue for as long as we have strength to go on. This is the alternate road that our hero fails to see, and that's his curse. But the future he lives in is only a possibility, one of many, when seen from where we stand. The rest of us still have the option to take our eyes out of our cozy recollections, look forward, and take a less horrible road.

The Math

Baseline Assessment: 7/10

Bonuses: +1 for the gust of fresh air that is the visual language of brutal violence viewed through the lens of a female director, +1 for Thandiwe Newton's acting, +1 for some shining gems of dialogue ("people like us don't fall in love [...] love is the thing we climb to").

Penalties: −1 for incomplete worldbuilding, −1 for relying too much on voiceover exposition, −1 for too many neat plot coincidences, −1 for ending the social side of the story in the middle.

Nerd Coefficient: 6/10

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

Tuesday, May 25, 2021

Review: We Are Satellites

This amazing near-future novel weaves a delicate thread through the messy places where our personal, professional and political lives meet

Sometimes, current events seem to give us an ominous glimpse of the direction we're headed. I remember having that feeling in 2011, after Apple released an ad campaign with the disgustingly condescending slogan, “If you don’t have an iPhone, well, you don’t have an iPhone.” The implied message was that possession of this particular product gave you an advantage that you were hurting yourself by choosing to skip. That attitude was taken too literally by Chinese teen Wang Shangkun, who became famous in the same year by selling one of his kidneys to buy an iPhone 4, and now lives permanently bedridden and dependent on a dialysis machine.

The fetishization of high-end gadgets as social status markers is the topic of Sarah Pinsker's new novel We Are Satellites. In a world uncomfortably too like ours, pharmaceutical company BNL (not related to Wall-E's Buy'N Large, though it may as well be) has launched a brain implant that promises to improve attention and productivity by helping the human mind approximate real multitasking.

Through aggressive marketing, the implant ends up subsidized by the government and de facto required for job applicants. Sooner than society can adapt to the shift, schools become segregated between those who do not want or cannot use the implant and those who have it and function so efficiently that they leave their classmates far behind. In a bone-chilling segment, the novel explains, "There wasn't even a rich-poor divide since the company covered them for kids unable to afford the procedure; the divide was between approved brains and unapproved brains and degrees of acceptable neurodiversity." Because the operation to install the implant leaves a pretty blue LED on one side of the head, wearing that dot of light becomes the focus of a dangerous status game that implicates school authorities, army recruiters, ad strategists, grassroot activists, drug dealers, illegal surgeons, corporate spies, and unsuspecting children.

We follow the story through the lives of Val and Julie, a married couple of career women who are raising their kids David and Sophie with the best intentions. When David convinces his mothers to get him a brain implant so he can perform better at school, the societal tensions defined by this very visible mark of privilege start seeping into their family dynamics.

It turns out his sister, Sophie, cannot get the implant because she has epilepsy and the manufacturer would rather not mess with her brain. One of the mothers objects to the implant on principle, but her wife gets the operation shortly after David because she wants to stay competitive in her field. After David's implant is revealed to have sensory processing issues, we are carried through a deeply detailed plot of corporate irresponsibility, medical neglect, political opportunism, workplace discrimination, sibling envy, systemic ableism, and the many ways the external world can invade our private choices.

All four family members get first-person chapters, but David's are the most engaging. The long train of sentences does a great job of conveying his mind's permanent state of panicked hyperawareness. For example, "He could describe the location of every fly on every wall in a room full of flies but he didn't notice his body's reactions until he counterreacted to them." If the delight of science fiction is making unreal worlds feel close to us, this novel does one better: it makes us live a mental state that has never existed.

Sophie's chapters are also enjoyable. Her lifelong determination to gain the respect of the adults in her life takes her on an unexpected road to maturity. The inner voices of the mothers are harder to tell apart, but the author manages to communicate with heartfelt sincerity the stress of raising children in a world of cutthroat overachievement. As the narration helpfully describes, these characters are trapped in "a system in dire need of change, but the wrong change had arrived. The wrong changes were everywhere."

I still feel bedazzled by the skill with which a book that could have been a standard techno-thriller became also an intimate meditation on family, identity, self-discovery, trust, anxiety, and a love that stays alive and defiant against the pull of impersonal competition. Toward the end, the author employs an interesting metaphor about the uninformed use of medical devices: one character watches, without paying much attention, "a home improvement show where people got absurdly excited about other people removing all the personality from their homes." The BNL implant expects its users to submit their individual thought patterns to a standardized information model, and what the novel expects from us is to treat such a proposal with all the skepticism it ought to deserve. We Are Satellites is definitely one of the highlights of this year, and will surely spark fertile discussions between academics, healthcare professionals, and tech enthusiasts.

The Math

Baseline Assessment: 8/10.

Bonuses: +1 for nailing the tone of David's inner monologues, +1 for a masterful handling of the emotional storm brewing within a family that comes close to breaking apart but rises again stronger.

Penalties: −1 for too short chapters. The various POVs are not a problem in themselves, but the chapters are composed mostly of a single scene that ends too soon before we jump into another character's head. Halfway through the book, one has developed a sense for when a chapter is just about to end, and the effect is an abrupt start/stop/start/stop sequence that hurts the narrative pacing.

Nerd Coefficient: 9/10.

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

Reference: Pinsker, Sarah. We Are Satellites [Berkley, 2021].

Tuesday, April 13, 2021

Microreview [game]: Deus Ex: Mankind Divided

The other cyberpunk game


Cyberpunk 2077 launched to great fanfare and...frustration at its myriad bugs and shoddy current-gen console ports. But all is not lost for those who lack a true gaming PC - there is in fact another cyberpunk game that, judging from its sales, you probably haven't played. And it's good! 

Deus Ex: Mankind Divided (2017) is the fourth major release in the venerable series, and a direct sequel to 2011's Human Revolution. The graphics are obviously better, but the gameplay is more or less the same. You play as Adam Jensen, an augmented agent for the United Nations. Your task: to uncover the person or group responsible for a major terrorist attack - and stop them before the strike again.

Mankind Divided takes place in the near future, 2 years after the events of Human Revolution. The world is socially divided into two categories: humans and the augmented, or "augs," who are cybernetically-enhanced humans. You may recall that anti-aug prejudice plays a major role in Human Revolution; now it's far worse - after all, the terrorist attack was essentially a virus that took over people's augmentations and led them to commit violence against the un-augmented. Despite the fact that this was not a conscious decision or choice on the part of the augmented, fear and mistrust has grown exponentially. The result is a form of apartheid, where augs are crowded into ghettos and subject to intense scrutiny and repression by security forces. 

The game is very clearly trying to evoke both the experience of Jews under the earlier phases of Nazism and that of black South Africans under the white Apartheid regime, as well as other recent examples of the same thing. There are no massacres - yet - but there is wholesale repression and mistreatment. The choice of Prague as setting is key here, with the augmented ghetto aptly named "Golem City." 

Within this context, Jensen has to uncover the clues as to who committed the atrocity. Early signs point to the radical Augmented Rights Coalition, or an even more radical splinter of the ARC. But this being a Deus Ex game, you know the real perpetrators are the ones pulling strings from the shadows. The conspiracy angle isn't terrible interesting or well-realized - no surprise there - so it's thankful the game does pretty much everything else well. 

Gameplay is, as I mentioned before, largely unchanged from Human Revolution (though there are a few tweaks). You can decide whether to go with a combat/lethal or a stealth/non-lethal approach. You can also combine the two, though there are specific achievements associated with either and by committing to one it allows for greater deployability. I went with stealth/non-lethal, because that's always my preference in games that have well-developed stealth mechanics. As you level up, you can choose the augmentations that best suit your purposes. I focused on hacking, cloaking and sound suppression first, then branched off into other areas as the game progressed. A combat-focused build could start with armor enhancements, inventory expansion and better targeting. 


Overall I found the stealth mechanics to be very good, though not quite as developed as, say, the Splinter Cell series. The AI is solid - the game is hard but not cheap. And while there certainly was a degree of trial-and-error, I never found the game frustrating or tedious. Nearly all problems have multiple solutions; nearly all destinations can be reached multiple ways. The hacking minigame is also surprisingly enjoyable, the kind of thing that would translate well as a mobile game. And I do really like how Eidos Montreal integrated RPG elements into this framework. It's much smoother than, say, Mass Effect: Andromeda. Augmentation progression has a good pace, and you loot just the right amount of items. Oh, and shops actually sell stuff that's worth buying! 

This is also a game where choices matter, including choices made in conversation. Certain outcomes are only possible if you make the right choices, while others are only possible if you have the social augmentation and use it correctly. I was a bit "meh" on this - in theory, it's great, but in practice the social augmentation is clunky, non-intuitive and poorly explained. So if you want to unlock everything, you probably need to consult a walkthrough. Or play the game twice. 

The best part of Mankind Divided, though, is Prague. This is not a true open world, like in Witcher 3 or Fallout, but a semi-linear/semi-open world, like in Witcher 2 or the Mass Effect series. So don't expect to get truly lost. But the Prague that Eidos Montreal has created is beautiful, easily navigated and immersive. Twice you leave and come back, only to find the context changed significantly. And Prague isn't a place normally associated with cyberpunk (like Hong Kong, Tokyo or New York), so there's a novelty element to it as well. It's interesting to see futurism juxtaposed against the old buildings. 


The story is both here and there. Thematically, it's rich and well-realized...it's just that some of the actual plot points don't make a lot of sense. And the whole "illuminati" conspiracy angle, which was so much fun with the original Deus Ex, now feels equal parts tired and, given current events, more than a touch irresponsible. Luckily Mankind Divided focuses more on the game's social themes, which as noted above are thought provoking. 

All in all this is a very good game, and criminally underrated. Especially recommended for fans of stealth - a genre that's fallen on hard times lately, it seems - and those who like their games smart. 


The Math

Baseline Assessment: 8/10

Bonuses: +1 for grappling with big ideas, mostly successfully; +1 for strong and varied gameplay mechanics; +1 for mood and design

Penalties: -1 for big gaping plot holes; -1 it feels shorter than it should be

Nerd Coefficient: 9/10. "Very high quality/standout in its category."

***

POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a Feather founder/administrator, since 2012.