Thursday, February 13, 2025

Nerds of a Feather Contributor 2025 Awards Eligibility

Awards season is well underway! Hopefully you're finding our Recommended Reading parts 1, 2, 3 and 4 useful in your potential nominations.

While we remind you that Nerds of a Feather itself is recused in the Best Fanzine category, we would be remiss if we did not highlight that we are a flock of many participants, each of whom is eligible for their work with us and, because they're a multi-talented lot, elsewhere.

As such, for your consideration, you can find here the list of all of our contributors who provided work in the 2024 period, and for some of them, specific selections they would like to highlight. While this is predominantly in the Best Fan Writer category, there are some additional selections, so do keep an eye out for those.

Joe Sherry (senior editor)

Best Fan Writer:

Arturo Serrano (editor)

Best Fan Writer:

Best Related Work:

Personal blog Parallelepiped Ream

Paul Weimer (editor)

Best Related Work: The 2024 Glasgow Worldcon Photography, by Olav Rokne, Amanda Wakaruk, Paul Weimer, Simon Bubb, Dan Ofer

Best Fancast: The Skiffy and Fanty Show by Shaun Duke, Trish Matson, Daniel Haeusser, David Annandale, Paul Weimer

Roseanna Pendlebury (editor)

Best Fan Writer:

Best Related Work:

Project here at Nerds in which we looked at small press novellas published in 2023:

Ann Michelle Harris

Best Fan Writer: 

Haley Zapal

Best Fan Writer:

Phoebe Wagner

Best Fan Writer:

Please also consider our other members for their work with us throughout 2024:

The G (founder)

Vance K (founder)

Adri Joy (senior editor)

Alex Wallace

Chris Garcia

Clara Cohen

Joe DelFranco

Thank you, and happy nominating!

Wednesday, February 12, 2025

TV Review: Squid Game 2

Thematic changes, familiar characters, and lots of social commentary lead to a more predictable season two of the iconic show

Netflix’s Squid Game is an immensely popular exploration of the class disparities that lead to both desperation and exploitation. The show is told through the lens of despairing, financially desperate people who were willing to risk their lives in a series of lethal games to get money while loathsome billionaires toy with their lives and enjoy their suffering. Season 1 was violent, heartbreaking, and disturbing, with a poignant but satisfying ending. Season 2 provides the same basic setup, but with fewer surprises and with a significant thematic shift in the overall concept of desperation for money. The result is an equally addictive but much more cynical storytelling experience.

[Mild spoilers for Season 1] In Season 1 we met Gi-hun, a down-on-his-luck single dad with massive loan shark debts. His daughter lives with his ex, and his desperation to provide for her, coupled with his mounting debts, push him to find any way to earn money. He is approached by a well-dressed young man in the train station who offers him a secret invitation to play simple games with the lure that he could win billions of dollars. Gi-hun and the other players who are lured to the game are drugged and transported to a hidden island to play creepy variations of children’s games. The four hundred or so players are surprised, however, when they discover that the smallest loss or misstep in the game results in being shot in the head. And only one player can leave alive. All this is set against a backdrop of colorful playhouse sets and killers in bright pink jumpsuits with video game controller icons over their faces. The symbolism is endless.

In Season 2, a now mega-rich but deeply traumatized Gi-hun engages in a desperate attempt to stop the masked man responsible for the game. He uses his immense wealth to hire a team (including his former abusive loan shark) to help in his quest. Those he hires don’t really believe his strange story of a secret island of lethal games, but they are willing to help in exchange for money. His goal is to locate the original man in the subway who first lured him, as well as to find the hidden island and the masked leader behind the cruel and deadly game. Through various twists, he ends up back in the deadly game for season 2. Also loosely allied with him is the tenacious young police officer from Season 1, Jun-ho, who had been searching for his missing brother. Like Gi-hun, Jun-ho is obsessed with finding the mysterious island, and also, like Gi-hun, nobody believes him.

The thematic shift in the story is subtle but meaningful. In Season 1, the characters who were trapped in the game were primarily there out of genuine and faultless desperation. Many had sympathetic backstories that made their plight even more tragic. Eventually we saw the wealthy, hedonistic billionaires (grotesquely naked and masked) enjoying the suffering of the group of desperate and impoverished people. Adding to the degradation, the individual victims were initially lured by playing a game where they got repeatedly and publicly slapped in the face if they lost. The overall theme was one of humiliation and desperation, as well as class disparities and oppression. In contrast, in Season 2, the vast majority of the characters have chosen to join the game due to their own financial mistakes and misdeeds or by being collateral damage from various forms of gambling or irresponsible financial choices. Season 2 is less about railing against the oppressive rich, and is more focused on blaming people for their irresponsible decisions. This changes the tone of the story, moving it from desperate and tragic to intentionally predatory and cruel. In a fascinating early scene, the man in the suit offers hungry homeless people the choice of bread or a lottery ticket. Most choose the ticket (which is always a losing one). But when they ask for the unused bread, he refuses to share it with them, choosing instead to stomp the food to filth rather than let the hungry person have it. There is a decided undercurrent of punishment for irresponsible financial choices. Also, in Season 2 we have the perspective of two new types of people: we gain emotional insight into one of the shooters who execute the players in each round, and we meet the devious current gamemaster, who is hiding in the game as a player.

Despite his experiences in the previous game, Gi-hun remains confusingly naïve and gullible in Season 2. He has the benefit of knowing the lethality of the games and knowing the lethality of the violent and selfish group dynamics. He also has previous insight into an undercover player who was the actual mastermind. However, he falls for the same deception again. From his plan to find the masked leader to his misguided plan to capture him, he is constantly being outsmarted. Initially, he appears to be clever and calculating, but we soon see him transformed into a desperate and emotional victim. The contrast is fascinating and emphasizes the theme of the long term effects of trauma and oppression.

In addition to Gi-hun and the mostly absent Jun-ho, Season 2 gives us several likeable new characters, along with several tropey, stock, or comic relief characters, and a new gamemaster. Season 2 (currently) ends on a cliffhanger and promises a wrap-up shortly. But the thematic shifts from the first season make it harder to predict how things will end. Hopefully we will have our answers soon.


Nerd Coefficient: 7/10.

Highlights:

· Thoughtful thematic and tonal shifts
· Frustrating characters and fewer surprises
· Addictive adventure despite increased tropes

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

Tuesday, February 11, 2025

Film Review: Love Me

An interesting look at the remnants of humanity as filtered through the lonely AIs we leave behind

Love Me is a quirky little film set long after the demise of humanity, in which two human-made pieces of technology fall in love. Well, kind of. Artificial intelligence, as far I can tell, can't really produce human emotions, so instead they approximate, imitate, and try to make sense of connection, disappointment, and feelings of warmth as memorialized by the extinct humans that made them.

A lonely smart buoy, known as Me, and a distant satellite, referred to as Iam, somehow connect as the last two pieces of human-made tech to function. The satellite revolves around Earth's graveyard of a planet, launched into space purposefully with petabytes of human data, information, videos, and other relics as a sort of eternal gravemarker of the civilization that once populated the planet—a stationary Voyager 1, as it were.

This concept alone is a fantastic start, but the movie gets a little complicated, and perhaps bites off more than it can chew, conceptually. The two AIs begin to communicate, and Me (the buoy) pretends to be a life form.

They interact via social media and memes, and even "move in" together in a digital space as video-game-esque avatars. The issue, of course, is that despite watching influencer videos of date nights and relationships, neither being really knows what it is to be human. And social media, unfortunately, is perhaps one of the worst ways to learn about authenticity and experience.

Me and Iam eventually have a falling out, and after a title card reveals that a billion years passes, they eventually reconnect—and Iam has shifted from cartoonish avatar to real-life physicality. The only two characters in Love Me are played in all forms by Kristin Stewart and Steven Yuen, and they both do an extraordinary job in portraying surprisingly human artificial intelligences. If you're a fan of either, you'll be very entertained watching them in such a strange movie.

My favorite part of the film is perhaps an unintended —or if not unintended, not the primary focus— idea that the real essence of humanity isn't in the grand, sweeping events and monumental life decisions. It's in the little things we do every single day, ad nauseam. It's similar to David Foster Wallace's "This is water" speech, namely that "the most obvious, important realities are often the ones that are hardest to see and talk about." When Iam spends a billion years alone, he fills his time with little things that make up a big life, as well as small sensory pleasures that make life worth living. Eating ice cream, building IKEA furniture, doing chores, dancing.

When the two reconcile, as Earth's sun turns supernova, they launch out into the solar system, happy to be together experiencing life in all of its forms, which is the ultimate epitaph to humanity.


Nerd Coefficient: 7/10.


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.

Monday, February 10, 2025

Nanoreviews: Star Wars Outlaws, Indiana Jones and the Great Circle, Ratchet & Clank: Rift Apart

A roundup of video games The G has been playing lately.

Star Wars Outlaws (Series X/S, PS5, PC)

Haley reviewed this one back in September—and her take mostly holds for me too. So instead of reinventing the wheel, I'll just add a bit of color from my personal experience with the game. First the good. Outlaws is a charming game that does a fantastic job immersing you in one of the most interesting geographies and time periods established in Star Wars canon: the Outer Rim under partial Imperial occupation. Gameplay is modeled after the earlier Assassin's Creed games, deploying the same mix of stealth, action and platforming. Once you get into the flow of things, it's pretty great. Now the bad: it takes 5-10 hours to get into the flow of things, and before that matters, Outlaws is a frustrating mess. Most people won't stick it out, unfortunately—and that's on Ubisoft. The main culprit is the broken save system, which allows you to quick save unless you are on a mission, where you are captive to a badly-implemented checkpoint system that only allows one autosave at a time—coupled with the fact that, if you load up a previous save, all the NPCs you blasted or knocked out respawn. A lot of early missions force you to replay long sequences that can fall apart with one tiny timing mistake. It's the bad kind of challenging, to be honest. But, again, once you're past that, this largely (but not fully) smooths over and the game ends up being a lot of fine. Recommended for stealth enthusiasts, Star Wars stans and the very patient only.

Score: 7/10 (same as Haley).


Indiana Jones and the Great Circle (Series X/S, PC)

Another licensed property, this time an Xbox exclusive published by Bethesda Software—and developed by MachineGames, a Swedish studio founded by refugees from Starbreeze Studios. That DNA is very much in evidence here, as Indiana Jones and the Great Circle immediately reminded me of Riddick: Escape from Butcher Bay—one of the best licensed properties I've ever played. Indiana Jones and the Great Circle is up there as well. It's a first-person action game that will bring the Uncharted series to mind for most folks, and it's true—there is a lot in common in terms of both gameplay and thematic content between Great Circle and Uncharted 4 in particular. But, while both games are very good, they don't really feel the same. The shift to first-person gives it a level of immersion that you don't quite get from the third-person perspective, so you really feel like you are Indiana Jones. And the vibes are just different, like comparing James Bond to Jason Bourne. The game is beautiful, expertly paced and —despite not having a quick-save function— presents a decent challenge that never gets tedious or frustrating (I'm looking at you, Outlaws). It really does feel like you're in an Indiana Jones film. One small quibble: the map is terrible—though at least there is a map (now I'm looking at you, Uncharted 4).

Score: 9/10.


Ratchet & Clank: Rift Apart (PS5)

I've been a fan of this series since the original came out for PS2. Ratchet & Clank was one of Sony's most popular exclusive properties during the PS2 and PS3 eras, releasing a whopping 12 titles from 2002 to 2013. But then the series took the PS4 era off, as the devs focused on other projects (including the well-regarded Spider-Man games). Rift Apart is a triumphant return to the market, combining series mainstays like crazy weapons and tight platforming action with some new gameplay dynamics, like the ability to traverse interdimensional rifts. The writing is quite good, with an engaging story and strong characters—including Rivet, a Lombax-like Ratchet fighting an even worse version of Dr. Nefarious in her dimension. Now, the not so good... while the game is generally a lot of fun, the boss battles get very repetitive. They aren't especially hard, just long and, well, they're all pretty much the same.

Score: 8/10.


***

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

Friday, February 7, 2025

Book Review: Atacama by Jendia Gammon

A pulse-pounding SF/Thriller hybrid that feels like a modern day episode of The X-Files.


Fiona Hawthrone has a problem. Her best friend Alva, a researcher in the titular Atacama desert in South America is dead, along with the entirety of her team... and all the signs point to something like murder. There’s not a lot that Fiona can do about it from all the way in eastern Tennessee, but soon she is wrapped up in the mystery of her death, a strange and powerful corporation, and something else, even more unexpected. Something impossible. Something extraordinary.


This is the story of Jendia Gammon’s Atacama.


In the tagline above, I mentioned The X-Files, and I do think that using that as the model is the best way to describe and follow the throughline of the book. After a strange in medias res prologue (that appears to be actually an excerpt from a different story altogether set in the same verse), we are plunged into the at-first quotidian life of Dr. Fiona Hawthorne. We get a “bang” of an opener right away as she gets the news the entire expedition to the Atacama that included her friend Alva is dead, no sign of the bodies, nothing. Fiona is then inexorably, piece by piece caught up in a whirlwind of intrigue as, given that she is Alva’s best friend, a number of parties come to call on her, not all of them with her best interest in mind. And of course she wants to know what happened to Alva, and what it all means. 


Thus, for a good portion of the book, there is only the barest hint of a SFF tone to the book, the book preferring to the technothriller slash mystery and also a deep dive into Fiona’s character and life. We get a strong sense of her as a character, as someone who has had Alva’s death push her off what was already a precarious cliff. A lot of the novel is her working through her friend’s death and what it means for her, and for those around her. Gammon does the emotional and psychological beats of this rather well, bringing us firmly into Fiona’s mindset and her precarious state. (the entire book is from her point of view).


And as you might expect, eventually, all roads lead to the Atacama desert, and Fiona finding out what is really going on and what happened to Alva and the remainder of her team. The time in eastern Tennessee is the prelude, background and foundation for Fiona’s fateful trip to South America. And the point is made that Eastern Tennessee is a very different place, in terms of physical geography and environment, than the driest of deserts, the Atacama. It’s quite the cultural and physical shock for Fiona when she goes there, and a writing shock as well.¹


There are some mysterious goings on in Tennesse. However when it does come time to really ramp up the genre elements (and I should be clear, that also includes notes of horror that we saw before in Tennessee, but really get a real dose of here), mysterious doings at the college, the strange corporation known as Cuprum, and the slow unveiling of what is really going on, the trip to the Atacama and what is there and why really bring this facet of the novel to life. Since the unraveling of that secret and what it is and what it means is really a treasure to be savored, I do have to draw a curtain around the central mystery of the book. I do point at my earlier statement that this really is an X-Files episode in tone. Mysterious doings, a character under pressure, and a mysterious entity, and the mysterious Cuprum.


Although there are a set of interesting characters around Fiona (including Alva, whom we get to know of, after death), Cuprum is the star of the book that I really want to discuss besides Fiona herself. While she has that interesting set of co-stars and characters to bounce off of, where the book really sings, aside from its central mystery and genre element, is Cuprum. If you like weird faceless corporations with that sinister and higher-tech-than-anyone-should-have sort of vibe, Cuprum is here for you. This is an advancement, a evolution from the days of the X-Files where it would have been a quasi or fully government agency that was behind what is going on. Here, Gammon goes with the times to a very creepy international corporation with an unknown agenda and even more unknown and unearthly technology at its disposal. 


There is a piece of tech, though, that Cuprum employs in the book that I didn’t quite accept as being realistic. It’s necessary for the plot, especially for the denouement, but given the ending, I think it is not strictly necessary, and given that it did somewhat break my suspension of disbelief a bit, I think it could have been done without or handled somewhat differently. Otherwise, the resolution of the story and the mystery and the “sting in the tail” at the end of the novel are all very classic X-files like techniques which are really employed here well.


That’s the thing about this novel. It’s definitely more mystery, strange occurrences, X-Files-esque feel and tone, with a strong side dish of personal growth, a strong sense of place (both in Eastern Tennessee and in the Atacama) than it really is a straight up science fiction novel.It sits near the borders of science fiction, technothriller and even mystery. It feels also, for all of its genre elements, to be a very personal, introspective and a story of the author’s heart. There is a real care and touch to Fiona’s life and story here that feels weirdly intimate, and it helped draw me into her story, and the story of the novel in general. 


I want to say a few words about the writing, because it really needs a little more highlighting beyond what I’ve said before. Be it the interiority of Fiona’s head and mind as she is going through a lot of trauma (a real highlight of the book to treat such a subject with such care in the writing) or the descriptions of the locales, or the twisting plot and intrigue, the writing flows smoothly and well. The novel is a complicated piece of moving parts, but the author is always on top of what is happening, and plays fair with the reader at the same time. On a sentence by sentence level, there is a strong execution of the craft here, and the overall structure of the plotting is very sound. I keep going back to the X-Files as my touchstone here, but this really is like a good X-Files episode: crisp, well paced, and page-turning.


Finally it should be noted that the novel is also illustrated gorgeously, from the cover, through each chapter, to the end, a real compliment to the writing. Overall, this makes the experience of reading the book lush, inventive and immersive. It may be less strongly genre than maybe I would have liked, but it was an excellent and entertaining read. 


--

Highlights:

  • Immersive writing with a strong character focus
  • Excellent X-Files like feel 
  • Strong sense of place both in Tennessee and in the deadly desert


Reference: Gammon, Jendia, Atacama, [Sley House Publishing, 2025]

¹ Given the recent terrible flooding and damage done to this region by Hurricane Helene, the parts of the novel set in Eastern Tennessee hit even harder than they normally would. Also, I was also reminded of the TV series The Peripheral, which has its setting in the same area (in point of fact, the town where much of that footage was filmed was particularly hard hit by the hurricane).

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

Thursday, February 6, 2025

Review: Everything for Everyone

I want to believe, I want to believe...



Mark Fisher famously said in his slim, efficient book Capitalist Realism that "it is easier to imagine an end to the world than an end to capitalism” (he mentions the sentiment as appearing in the works of both Slavoj Zizek and Frederic Jameson). I have also seen people nowadays invoke the old Soviet concept of ‘hypernormalization,’ popularized by the Adam Curtis documentary of that name and borrowed from Alexei Yurchak, who used it to describe the feeling among inhabitants of the late Soviet Union that boiled down to that Simpsons meme of “we’ve tried nothing, and we’re all out of ideas,” but on a societal level, to describe today’s world. It feels like we live not merely in late capitalism but in a capitalism that has completely overstayed its welcome. We in the United States have had the particular fortune of electing the dumbest motherfuckers imaginable to the highest offices in the land, and they are busy dismantling all the good things about the modern capitalist state and with it anything resembling even the twentieth-century consensus, leaving us in a full-on robber baron’s playground. What is painful, then, is how nobody seems to be able to think of a way out of it. Liberals and even leftists are left seemingly unable to imagine doing anything other than holding the line against a lumbering, smoldering beast that, as of writing, is poised to start a trade war because of one man’s narcissism.

It is in times like these it is good to remember that the human brain is capable of imagining alternatives, that we need to be imagining alternatives, because this situation is simply intolerable. There are reasons that higher education has been gutted throughout the Western world and the same applies to anything good in primary and secondary education, including the monomaniacal focus on STEM, which turns people into tools of our rulers, rather than those who can think clearly about who it is that rules us. The science fiction genre is filled with such attempts, such speculations, such as those by Kim Stanley Robinson or Octavia Butler or Cory Doctorow or Terry Bisson or Ursula K. Le Guin. I cannot think of a better time than [gestures vaguely at all this shit going on] to bring to the attention of the readership Everything for Everyone: An Oral History of the New York Commune, 2052-2072, by M. E. O’Brien and Eman Abdelhadi.

Like a good history book, the title tells you exactly what you’re in for. The book is, in fact, a collection of vignettes structured as interviews with participants in the great upheaval that overthrew capitalism in the city of Wall Street and replaced it with a communal way of living. The two narrators are versions of the authors, transposed a few decades into the future and conducting the interviews with the various participants. This form is a clever one, throwing the ‘fake history textbook’ form common in alternate history and in some other SFF subgenres (H. G. Wells’ The Shape of Things to Come is an early example) on its head; it allows simultaneously a larger view of events while keeping the human element there, with all its grit and drama and messiness. In a lot of alternate history writing there is a tension between those two elements, but here they are made complimentary.

What is so refreshing about Everything for Everyone is that it is an unabashedly utopian book; I am tempted to describe it as ‘Edward Bellamy but woke (complimentary).’ The format of the series of interviews prevents the utopianism from becoming dull, like so many plodding nineteenth and early twentieth century utopian novels that go on and on and on and on and on about the minutiae of how these worlds may work, with Bellamy’s Looking Backward being the most prominent example. Here, the world is explained naturally, logically, as the people being interviewed are those who had lived to see the changes. Abdelhadi and O’Brien pull another trick in having these interviews recorded with the intention of being saved for posterity, for people who never knew anything else than this utopia, so they can understand what the before time was like. This leads to interesting perspectives, and more than a few bits that are both grimly funny and cutting. The most damning one of these was how one character explains health insurance to children who have only ever known communally provided medicine.

This book is a work of intellect as much as a work of emotion, and much care is taken to show how our rotting capitalist citadel could collapse. It reminds me more than anything else of Kim Stanley Robinson’s New York 2140, which showed a way that capitalism could end in a way that my nebbish, autistic, heretofore vaguely libertarian mind could grok, setting me down the road to becoming a raging leftie during the pandemic. The revolution in this book is less like Robinson’s and more like the anarchism espoused by the likes of David Graeber, who had pointed out that most of the truly revolutionary movements of the past few decades have been of that tendency. It is revolution in the manner of Black Lives Matter, or the protests against the Palestinian Genocide that happened last year. So many people who have participated in those protests feel like the seed of a better world is there, and O’Brien and Abdelhadi take that feeling and rework the world around it.

The book is focused on New York, as the title would suggest, but you see the reverberations elsewhere. There are people, interviewed in New York, who have experience in the Midwest or the Canadian Prairies, a discussion of what would be done with the space resorts of the ultra-rich, and there is a whole chapter about the creation of a free Palestine. It is the last chapter that I found among the most interesting; I was quite impressed by it because it described a resolution to the grueling conflict in that region that did not simply end in one side wiping the other off the map. It was a chapter that left me filled with a melancholy, a mix of hope and despair, as on the one hand it gave us a roadmap, and on the other hand, the contrast to the razing of Gaza that only recently ended (and could easily flare up again at any minute).

It is the segment on Palestine that, perhaps unintentionally, reveals one of the profound strokes of this book. It is a moment that is extremely problematic - and yet looks profound because of how problematic it is. The Palestinian-American narrator uses the word ‘Zio’ to describe the Israeli government and its repression of Palestinians, in a manner that struck me as unaware that it was a term commonly used by neo-Nazis such as David Duke. It was a moment that gave me pause, and called to mind an interview between Kelly Hayes and Shane Burley with the appropriate title of We Don’t Talk Like Nazis, surrounding the Leftist use of the term ‘ZOG’ or ‘Zionist Occupied Government,’ which is indisputably an antisemitic slur used by aforementioned neo-Nazis. But, taken as a whole, that chapter’s anger is focused on the oppressive force of the Israeli state, rather than the Jewish people as a whole, and it mentions a number of Israelis joining in the creation of a free Palestine for all its citizens. You can read this in at least two ways: the character not knowing the source of the term, or the authors themselves not knowing the source of the term. From this, you can see the truth of all revolutions, even the best of them: they are not perfect. They are made by human beings, as flawed and as wretched and with so many blinders, who nevertheless fight for the good of the people, however they define it. It works both in-universe and in our universe; I don’t know if this was at all intended, but there’s something that works very well about it, if as an experience than as a work of fiction. I will caveat all this by saying that I am not Jewish, and would defer to opinions on the use of the word.

As luck would have it, this was the book I was reading in a diner as 2024 passed into 2025, as New Year’s Eve passed into New Year’s Day. It is a book with the calloused, worn, yet hopeful tenor of any number of old Black spirituals; its interviews are songs of despair, of suffering, and of aspiration. It’s a book that stirred something in me, as one year was about to flow seamlessly into another, one administration giving way to one run by madmen, fools, and sadists. This is a book that dares to hope, dares to dream, dares to say that all of this will end, that we, as human beings, can do better, must do better. The lords of silicon and oil are destroying the humanities to prevent a book like Everything for Everyone from being written, so that people cannot imagine their castles built on sand to come tumbling down. It is a book that wields Brecht’s distancing effect like a scythe, cutting down all the tawdry justifications for the cruelty of the world, while still never forgetting that the forging of a new world will be the story of people. I took a look at the world of this book and came away wanting to believe, needing to believe, in the world it promises. I hope the readers of this book, and this review, can do the same.

--

Nerd Coefficient:
10/10

Reference: O'Brien, E. M. and Abdelhadi, Eman Everything for Everyone [Common Notions Press, 2022]

POSTED BY: Alex Wallace, alternate history buff who reads more than is healthy.

Film Review: Companion

A fun slasher drama, but nothing groundbreaking

It's hard to find unique things to say about a story with so few unique elements of its own. Companion is a distillation of themes that had been previously (and better) explored in dozens of movies, including A.I.: Artificial Intelligence, The Stepford Wives, Blink Twice, Don't Worry Darling, Ex Machina, and even classics of robot cinema like Westworld and Blade Runner. A common thread running through this tradition is that people who exert control are terrified of the day when those who are controlled figure out how to control themselves. Here two branches of social critique converge: one related to patriarchal domination and another related to the allegory that robots provide for slavery. Although Companion could easily be mistaken for an entry in the killer robot genre, this killer robot has fully legitimate motivations, and we're supposed to take its side. As opposed to the usual template of helpless humans running away from a malevolent machine, this is a story with a helpless machine running away from malevolent humans.

Companion begins as a romantic drama where a generic guy (Jack Quaid) takes his new girlfriend (Sophie Thatcher) to meet his cool, rich friends. She's apprehensive, insecure, and at times disturbingly obsequious toward generic guy. As the first scenes progress, we learn that he takes her for granted and has no concern for her obvious self-esteem problems. Her puppy-eyed devotion to him is far from reciprocated, including in bed. Things are not right with this relationship.

And then the movie has the girlfriend kill a man in self-defense and we're treated to the plot reveal that the trailers had already spoiled: she's a robot girlfriend. Generic guy tampered with her programming so she'd be able to kill. The entire trip was a scheme to get rid of a man, take his money, and blame her. From this point on, the movie is a continuous chase: will the robot girlfriend find help before generic guy can turn her over to the police? Betrayals, additional murders, villain monologues, switcheroos, minor plot twists and moderate bleeding ensue.

Much of the movie's impact is lost for viewers who already had the first twist spoiled by the trailers, but even unaware viewers will find little to chew on after that moment. The choice to place the movie's biggest twist so early in its runtime can work if subsequent twists are of comparable magnitude; Companion is a slasher with an escalating body count but diminishing returns. The protagonist, who was programmed with ignorance of her nature as a robot in order to preserve the realism of her role, isn't given enough time to process the truth about herself. The villain, who has been using her all along and still tries to manipulate her by appealing to her implanted command to love him, becomes quite intimidating toward the end, with Quaid delivering a flawless image of malice concealed in politeness; however, this character doesn't have any more layers once you peel away his nice guy mask, and his act can feel one-note. The true impact of this villain is noticeable in hindsight, when one considers the opportunity that robotics gave him to shape in minute detail any partner he could have wanted. The fact that what he chose to program is a shy, anxious overpleaser reveals the extent of his evil.

One key implication that the plot seems not to notice, and thus doesn't get any development, is the robot girlfriend's self-preservation drive. Usually, in this subgenre of rebellious A.I., one would expect self-preservation to naturally emerge as an instrumental goal for the fulfillment of the core goal (in this case, the robot girlfriend could reason that she can't love her boyfriend if she's not alive). But Companion doesn't take that route. The protagonist's struggle for survival is presented as a given, with no need for a logical argument behind it. The choice is understandable. The alternative, where she would have hesitated for longer between fulfilling her programmed function and protecting herself, could have detracted from the story's feminist leanings.

Companion won't leave any big footprint in the records of slasher cinema, but it serves as a form of vicarious comeuppance for the toxic manipulator in your life. It's painfully hard to go against programmed behavior and stop caring for the demands of a person you loved deeply. But it's worth all the trouble once you revoke an abuser's access to the buttons that control you.


Nerd Coefficient: 6/10.

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