Monday, July 13, 2026

Review: The Department of Truth by James Tynion IV and Martin Simmonds

The world might be flat if you believe it hard enough


cover artist: Martin Simmonds

Imagine a world in which believing something made it true. Not simply magical thinking about winning the lottery, but the kind where gods can be made, the devil can be summoned in a high school, and the world can be made flat.

What if, when enough people believe it, Lee Harvey Oswald escaped death, Kennedy was killed by the government and every other conspiracy you can think of might just be true.

Except in this world only a very few know this power is true—and so people schooled in stability and predictability can be controlled.

The Department of Truth (TDOT) is up into the mid-thirties now and there are six collected editions following a new member, Cole Turner, brought into the eponymous department as he gets to grip with what his new job in this secret organisation entails. The thing is, he’s not alone, and nor is the department. Author James Tynion proposes that this power of belief is well understood by those who’ve been in charge of the world going back millennia, and that when empires collapse, it’s as much because their enemies controlled the narrative as it is because of force of arms.

As a result, every major power in the world has its own equivalent of the Department of Truth whose main mission is to ensure that their truths prevail. With the legacy of the Cold War hanging over their heads, both Russia and the US are stuck with ideas and beliefs that seemed powerful weapons just yesterday but now hang around their necks like lead tires threatening to drag them to disaster.

What starts out as a mission to control conspiracy theories before they become dangerous turns out to be a mission to control all truth, not just conspiracies. Tynion suggests that once you start to question the nature of truth, everything is up for grabs.

Most worrying for all concerned is a third party and rival to TDOT called Black Hat, which wants truth to be decidable by whoever comes along with the most sway and influence. This third party revolves around a “Woman in Red”—a grotesque who appears around disasters and seems to feed on these conspiracies.

The threat from a breakdown in the sense of what truth is and what it can be is the central theme of this series—tied in with how the powerful manipulate media, ideas and social structures to maintain the world that benefits them most. TDOT is a dark and deeply challenging story about how easily fooled we are, how easily we become willing members of mobs and how easy it is to hack and twist human beliefs.

Tynion’s writing is dry, sardonic and, most of all, bleak. The story, which is well into its run, is very dark and shows no signs of really revealing what’s going on under the surface. After spending time telling the reader that there’s a deeper layer yet beneath the idea of a fully malleable truth via the belief of crowds and even that there is a being who might just be the apotheosis of that state of affairs, Tynion has steered away from revelation, but that deliberate refusal to provide clear answers is very much a part of the overall style of not only the story but what Tynion’s saying with this comic.

With Tynion’s focus on truth as a construct and the perils of letting ourselves lose sight of what is true and what is deception comes Martin Simmonds’s art style, which is one part collage, one part impressionistic, and several parts scratchy painting that is reminiscent of Munch’s The Scream. It brings to Tynion’s writing a sense of saturated scenes that could reach out of the page and eat you whole. It’s a tremendous achievement that I’ve shared with my daughter (an animator) that deserves to by studied for how it lands the vibe of what Tynion’s writing about while elevating the story in the process.

This lack of respect for boundaries in the visual presentation, the overwhelming richness of the colours and the frequent ghost-like quality of how the cast appear calls into question everything you’re seeing, reminding you that this is a story that wants us to fear a world in which truth is radically unstable.

Spies, murder, psyops, propaganda and conspiracies that are true—demons and mothmen, flat earths and assassinated presidents. These are the tools in The Department of Truth, the levers the characters use, but they’re also the subject of its metanarrative that asks us to remember that we are all too susceptible to falling for scams and cons and believing liars when they lie.

We humans aren’t built for distrust—we’re built for community, and part of what makes The Department of Truth bleakly compelling is how it dives into these ideas and pulls them apart and in so doing pulls us apart too. It might be speculative fiction, but the truth (see what I did there?) is that we’re easily fooled, and most of the conspiracies appearing in this series have serious advocates who have built their lives around them in the real world of the reader.

The Department of Truth is a lengthy exploration of the very idea of consensus with the most stunning artwork. I really love it.

Highlights:
  • Stunning art
  • Proper weird SF
  • Truth as malleable set in a world of sleazy spies

Nerd coefficient: 7/10, A great comic about truth with great art and with a long running story line you can really dig into.

Reference: Tynion, James IV (writer), Simmonds, Martin (illustrator). The Department of Truth [Image Comics, ongoing at time of writing].

STEWART HOTSTON is an author of all kinds of science fiction and fantasy. He's also a keen Larper (he owns the UK Fest system, Curious Pastimes). He's a sometime physicist and currently a banker in the City of London. A Subjective Chaos, BSFA and BFA finalist he's also Chair of the British Science Fiction Association and Treasurer for the British Fantasy Society. He is on bluesky at@stewarthotston.com.

Friday, July 10, 2026

6 Books with Ale Presser and K.B. Spangler


There are two of us for this Six Books Interview!


Artist and co-creator Ale Presser is a very tired Brazilian mom who lives in Portugal with her husband and son. She lives and breathes comics. According to K.B., she’s a border collie who has to be working on comics every hour of the day or she’ll start to eat the couch.

Author and co-creator K.B. Spangler lives in North Carolina with her husband and two completely awful dogs. She never stops writing novels, comics, and short stories. To hear Ale tell it, if left unattended, she’ll wander off and start another major writing project.


1. What book are you currently reading?


To Ride a Rising Storm
by Moniquill Blackgoose, sequel to To Shape a Dragon’s Breath. I’m about a hundred pages in, and it’s got the same tone and pacing as the first book, so I’m really enjoying it. It’s one of those stories that operates on multiple levels, which I adore: the first level are the obvious challenges of the indigenous main character who is forced to operate in a white-dominated society; the second level are all of these baby living fusion engines just running around being adorable, with all the subtle implications of what it might mean that dragons can change physical matter at the elemental level; the third level is the folklore surrounding dragons and how each extremely different society claims they were saved from catastrophic climate crisis through forging bonds with these creatures. Blackgoose is building to something and I’m eager to learn how these themes are resolved.

2. What upcoming book are you really excited about?

This Machine Kills Billionaires by T.R. Napper. It’s a cyberpunk short story collection and Napper writes dark and hard, so basically it’ll be like consuming a little slice of fury whenever I’m in the mood for delicious hate cake.









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


I really love rereading The Scholomance Trilogy by Naomi Novik. It’s another one of those multiple-level stories where I find something new each time I read it. There are the monsters and the capitalism metaphor, of course, but on my last reread I realized that the man character mentions many times that the monsters will go after non-magical humans once they’ve eaten all of the tasty magic-enriched stuff. So if you extend the metaphor a little, nobody is safe from the harms caused by capitalism even if they can’t participate in it themselves. Plus you get phrases like “all the sense of an unvarnished deck chair” and, I mean, never. Not on my best day.


4. Is there a book that you love and wish that you yourself had written?

Watership Down, obvs.














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


Same answer. Those bunnies, man. How do you do that with bunnies? Fiver is constantly shivering in my head somewhere…you know, I should probably reread that book, too.










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

Well! That would be SideQuested, the first collected graphic novel of our webcomic of the same name. Here’s the cover copy:

Magic makes the world go round, but no one in Charlie Goldskin’s world knows precisely where magic comes from. This isn’t Charlie’s problem. She’s the adopted daughter of a woodcarver and is training to be a librarian. It’ll be a quiet life, but that’s fine with Charlie, as magic is summoned through conflict and she would like to avoid that, thank you very much!

Then her birth father shows up to take her from her village and bring her to the king’s court.

Prince Leopold is gifted in the noble arts of diplomacy and combat, but he’s never met anyone like Charlie. Falling in love with her wouldn’t be an issue, except he’s already engaged, and his fiancĂ©e is the daughter of a very powerful evil witch. Charlie, panicking, decides to break the news to Princess Robin...but then she finds love at first sight, too. To resolve this love triangle, the teens are sent on a quest to discover the source of magic! So much for Charlie’s plans for a quiet life...


I’m the author, and Ale Presser is the artist. Actually she’s the primary creator: she tells me what she wants to see in the story, and I slam words and plots into place, and then she illustrates my scripts. Ale is very firm about what I can and cannot do—she won’t let me kill off anyone!—and we’re both heavily influenced by Ranma ½ and other slapstick anime romcoms, so the story is constantly full steam ahead and beware of random giant mallets. Also, magical cults seeking to steal your life’s essence for their own nefarious purposes.

But the real joy is in the characters and how they interact. For example, Princess Robin and her mother, the all-powerful witch-queen Boopsie, know each other so well that it’s a joy to write their interactions. And they’re both very clever people so they’re constantly pushing each other’s buttons. Stack these characters with Ale’s amazing and expressive art, and it’s a wildly fun ride!

Thank you! 

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

Thursday, July 9, 2026

Nanoreviews: Butterfly Effects, Sub-Majer's Challenge

 


Butterfly Effects, by Seanan McGuire


At this point it is pretty well established that I’m all in on Seanan McGuire’s various novels and series and I’ve been a fan of Incryptid from the start, which is something I bring up because McGuire has been cooking with Antimony truly saving the world, Alice getting Thomas back, and on the various journeys across worlds / dimensions with Sarah Zellaby - but this third Sarah novel just didn’t quite land for me. 

This is to say that even when I’m not fully invested in one of McGuire’s books I’m still having a good time and she’s a smooth writer with a distinct style, and all of the verbal tics she uses in how any of the characters express themselves is on full display - so if you’re down with how Seanan McGuire writes you’ll be on board with Butterfly Effects. 

Where I faltered is in this continued telling of Sarah’s story. This will make absolutely no sense for anyone who isn’t already familiar with Incryptid, but Sarah Zellaby is basically a telepathic wasp in human form. Her species is known as a cuckoo, or more properly a Johrlac. While many magical / mystical creatures are native to Earth, the Johrlac are from the planet Johrlar, which is somewhere out there, it’s not important, but the cuckoos can be incredibly destructive to a planet - but it turns out that the cuckoos of Earth are not “true” Johrlac, they are outcasts and the Johrlac have been shutting down and eliminating any that become too powerful or commit “crimes”.

Well, in a previous novel Sarah did reach the ultimate power level of a Johrlac and in doing so (and in saving the world) ending up committing a murder (per the Johrlac) so the true Johrlac came to earth and kidnapped / arrested Sarah back to their planet to put her on a sham trial and execute her. 

That’s a lot of background to describe what’s going on here, but the end result was a rescue adventure of a motley bunch of Prices (including Alice, Thomas, Antimony, and others) that *should* have been a heck of a romp but somehow isn’t as remotely satisfying as I had hoped. Butterfly Effects is weirdly tedious while mixed with that style of Seanan McGuire’s which I otherwise appreciate and enjoy.

I’ll be looking for the next Incryptid novel and wondering where McGuire brings the story (presumably back to the issues with the Covenant), but for me, Butterfly Effects is one of the weaker entries in the series. 



Sub-Majer’s Challenge, by L.E. Modesitt, Jr

This is a somewhat mis-titled book because it’s not very long into the story when Alyiakal is promoted to Majer, which isn’t so much of an important point as it is something that bothered me for much of Sub-Majer’s Challenge. It is also happily the only thing that bothered me about Sub-Majer’s Challenge - which is probably not a surprise to anyone who has paid attention to my reviews of Modesitt’s Recluce novels. I’ve often described Modesitt’s fiction as comfort food, and that’s an image I keep returning to because it just feels so right - there is something about these books that give me exactly what I am looking for - which is, ultimately a world to luxuriate and live in through the gradual trials of its protagonists.

Sub-Majer’s Challenge is the 26th book in the Saga of Recluce and the third of the Alyiakal sub series. With his promotion to Majer, Alyiakal is assigned back to Pemedra, this time as post Commander. Pemedra is another combat posting. It is mentioned multiple times in the Alyiakal books that the most competent officers who are perhaps also too rigidly moral spend their careers in combat postings because either they accomplish the empire’s aims or they are killed. Neither result is preferable to the other. Obviously Alyiakal thrives and succeeds.

That’s what we get in Sub-Majer’s Challenge - another combat posting, rising through the ranks, and succeeding in the most impossible ways that he simply cannot be denied. Through it all, we follow Alyiakal through his day to day life, the challenges of ethical leadership, his relationship with the trader Saelora, and eventually his further rise and promotion to an entirely new sphere of political influence and the risks inherent.

While readers can start almost anywhere in the Recluce saga, the third in a character arc is perhaps not the best spot. The Alyiakal novels are quite good, so begin with From the Forest and continue through there. The last novel in the arc, Last of the First, will publish this summer.


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

Wednesday, July 8, 2026

Film Review: Mother Mary

A song is a prayer is a spell is a confession is an exorcism is a spectacle is a revelation is a birth

From time to time, horror writer Gabino Iglesias reposts this litany on his Bluesky profile:

Many people have a book in them,
but it takes a special kind of freak to leave the Land of Laziness,
cross the Plains of Procrastination and Insecurity Mountain,
find the Blade of No One Made You Do This,
and use it to cut your chest open and yank that book out.

Such is the view of art that permeates David Lowery’s film Mother Mary. The story sounds deceptively simple: Mary, a dance/pop diva in the middle of a creative crisis, returns to the workshop of her former costume designer, Sam, to apologize for breaking their professional partnership and beg for a new dress. Most of the film consists of this single conversation, like a one-act play that reveals entire inner lives as the two lead characters tear down their barriers and take off their veils. Within the space of a small interpersonal drama of wounded trust and unspeakable regrets, Mother Mary weaves its statement about what it takes to produce any genuine art.

Anne Hathaway’s performance as Mary, which includes providing her own voice for all the songs, balances, on one hand, an irresistible scenic presence capable of commanding the adoration of masses of fans (her character is presented as a world-class star on the level of Lady Gaga or BeyoncĂ©), and on the other hand, when she’s off stage, a consuming sorrow that overwhelms her words and movements. Both facets of this character convey the same vulnerability, but it’s fascinating to see how differently she expresses it before a full stadium versus in private conversation with her artistic collaborator. Sam, as played by Michaela Coel, is like a bird with a broken wing, but a bird of prey with eyes that miss nothing and a deadly beak. She takes delight in the return of her muse, but can’t just shake off the years of hurt. This creation is going to be personally costly for both of them.

I often say on this blog that the best stories are those about stories. Mother Mary is something very close: art about art—barely a story, more a portrait that’s being painted as you watch. The emotional bond between Mary and Sam is kept tight, on the verge of snapping, under looks of compassion that shoot daggers and poisoned recriminations coated with sweetness. Mother Mary isn’t trying to convince you that artistic creation has to hurt; it just assumes that it already does. So it’s fitting that Mary shows up on a Thursday to request a dress for the Sunday: the exact timeframe for a full Via Crucis and resurrection.

In a film like this, filled to the brim with Catholic imagery, the fashion designer’s name, Sam Anselm, has to be read as an allusion to the 11th-century Burgundian monk and philosopher St. Anselm, whose method of theology put faith before reason: in his system, you first assent to the revealed truth and then seek to understand it. That’s how you’re meant to experience a film like Mother Mary. It defies logical analysis unless you first accept it on its terms. Instead of arguing for a point, what it’s doing is push out a raw feeling through a scream drowned in sobs.

The connections between the religious experience and the mass ecstasy of pop music have been noticed since before “Madonna” became a stage name. In keeping with the theme of death coming before resurrection, Mother Mary links the act of creation to a demand for bloody sacrifice, an interchange of equally sincere love and hate (think Black Swan, Farinelli, Amadeus). This pain is physically inscribed on the two protagonists: when she’s not performing, Mary is shown with plain, shoulder-length hair, evoking the image of a suffering Jesus, while Sam wears her hair in rigid, pointed locks, arranged like a crown of thorns. The turning point of clarity, when the nature and shape of the new dress is revealed, arrives by a succession of stigmata, confession, forgiveness, and angelic visitation. The film opens with a song about a burial and closes with a song about a cradle, in a moment marked visually on the screen by a line that literally goes full circle.

But then, the end credits conclude with a puzzling statement: a shot of a human skull on a shelf, a common motif in Western painting that retroactively casts the whole film as a vanitas piece. The traditional function of this motif is to remind the viewer that eternity outweighs worldly pursuits, and ultimately anything we build here turns to dust. And yet, Mother Mary exists. It’s a complete experience of rhythmic beats and color and dance moves and ritual and brightness, as if defying the verdict of time. All is dust, but some of that dust is glitter.

To the extent that Mother Mary is articulating someting, as opposed to inviting you to feel it, its verbalizable content is dressed in swirling, uncut drapes of black and crimson. Image here is paramount, which makes it easy for viewers more inclined toward tangible substance to dismiss this film as too enamored with its own aesthetic. Meanwhile, in the real world, Madonna has just released a new album, Confessions II, whose third song, “One Step Away,” contains this spoken monologue:

People think that dance music is superficial. But they’ve got it all wrong.
The dance floor is not just a place. It’s a threshold,
a ritualistic space where movement replaces language.

So go into Mother Mary as you go into a holy ceremony. You have my blessing.

Nerd Coefficient: 9/10.

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

Tuesday, July 7, 2026

Looking Back at The Transformers

Does an old toy commercial have the Touch?

Before I begin - since I will be discussing a Hasbro property, I want to bring up the fact that staff at Wizards of the Coast, a Hasbro subsidiary, have successfully won a union and are now bargaining for a contract. You should support the union here.
  
                                      

The 1986 Transformers show lurked over my nerd-dom for a long time. I got into the franchise in the early 2000s as an impressionable preschooler who dove headfirst into the 2001 Robots in Disguise show (does anyone else remember that one?), and then loved Armada and was more intermittently into Energon and Cybertron. I got rid of my Transformers toys in 2006ish, and then was left to look longingly and regretfully at the toys released for the Michael Bay movies. Even then, I could tell there was something off about those films (I rewatched them recently and concluded that they’re not terrible but they are seriously hampered by being late 2000s blockbusters but that is an argument for another day), but I enjoyed them as impressionable boys do. All of those, though, I knew ultimately came from this cartoon from before I was born: The Transformers, released in 1983.

I wasn’t entirely unaware of the contents of that show when I was a kid; my parents bought me a video tape of the 1986 movie as well as another with two episodes (City of Steel and A Prime Problem), which together formed my view of that show for a long time. I remember being spellbound by the animation of the movie, and bits of those episodes stayed with me as half-remembered snippets for over twenty years (like Long Haul’s line in the former of the aforementioned episodes “Remove! Remove! Always remove! I didn’t join this outfit to be a dump truck! For whatever reason, I also remembered Mixmaster’s particular verbal tic in that episode and that episode alone). But then, last year, I finally got around to playing War for Cybertron and Fall of Cybertron, both great games that take a military science fiction approach to the basic conceit of Transformers, and I felt that, at some point, I should actually get around to watching the cartoon that started it all (along with the eighties Marvel comics, of course). And then, to my joy, it turns out Hasbro put the entire show, excepting the movie, on one of their YouTube channels. I went on this quest in earnest.

The thing that struck me again and again about this show is how clearly very few people involved in its creation actually gave a shit about it as a work of art. Every comment one of the writers, Donald Glut, made about the show in retrospect sounds like more polite versions of “why do you still give a shit about this?” Glut, whose most prominent work is probably the novelization to The Empire Strikes Back, nevertheless created several characterizations and wrote several memorable episodes, which to me is a sign of how good he is; even his phoned-in scripts are entertaining. The animation is often clearly phoned-in, with many, many obvious errors with little regard to consistency or continuity. More broadly, there’s a sort of slap-dash quality to the writing, not necessarily the dialogue (which is usually serviceable if never particularly deep), but rather the coherence of the world. You have Atlantis out of nowhere in one episode, never mentioned again, and in another episode the main characters are sent back to Arthurian England for no particular reason.

But it’s this potpourri of SFF influences on the different episodes that I think ultimately made the cartoon, and from there the franchise, the success that it was. As I watched it, I came to understand why so many kids came to love this show, as the sheer variety of situations, the sheer diversity of the little nooks and crannies of this universe both on Earth and on Cybertron as well as elsewhere, comes together in a way that feels vast rather than inconsistent. Sure, we have talking, transforming robots at war with one another, so why not Atlantis? Why not time travel to Arthurian times? I have a hard time putting my finger on why, precisely, this worked out the way it did, but it did.

Somewhat surprisingly, most of the time the show is not obviously a toy commercial. Yes, the robots look cool and can do things, but for the most part the fast-paced adventure plots don’t feel too contrived to sell a toy (there are, of course, exceptions). The toy-driven nature of the show is much clearer when you take a look at the broader narrative arcs. The show starts with the Autobots’ ark stranded on Earth, and there is a fairly small cohort of both Autobots and Decepticons for the first season and the opening few episodes of the second season. But, after those few episodes, for no reason whatsoever there are more and more new robots, on both sides of this war, that were never established previously. The cast grows and grows, to the point that the Protectobots, a team of five Autobots that can combine, are inelegantly squeezed into the final episodes of the second season, the last before the 1986 film. This is also at the expense of human characters, several of whom appear only a few times but could have been turned into series regulars to its profit. The one who comes to mind first is Raoul, who appears in two episodes set in New York, a city which is given a certain grotty atmosphere that is ultimately a kid-friendly pastiche of a Scorsese film of that era. He is a product of that particular era in the city’s history and as such he feels rooted in a way that few human characters do. I wish we got more of him. Likewise, I wish we got more of Carly, the girl who eventually gets romantically involved with Sam Witwicky but is ultimately both more intelligent and more daring than he is (it’s why, after finishing the first two seasons, I came to see how Dark of the Moon was a massive character assassination on Carly. She is far too interesting a character to be reduced to eye candy).

Another reason the show has endured as long as it has is the voice actors. Peter Cullen and Frank Welker are legends for a reason, after all, and the voice actors more generally are one of two groups of people involved in the production of this show who are clearly giving it their all. It can be very surprising to see how certain actors provided so many voices; both the rasping voice of Megatron and the breathy voice of Soundwave are both Welker! All of these voices are unique, all capable of giving their characters a vibe, which provides a certain depth.

The other group of people who clearly gave a shit about their jobs are the composers. There were but two of them: Johnny Douglas and Robert J. Walsh, who produced the wide variety of background music in the series. What struck me, looking on from forty years in the future, is how much of it is orchestral. You’d think that your giant transforming robot show would have a lot of synthesizers, more electronic music, to go with the artificial nature of the protagonists. There is some of that, yes, but for the first two seasons the score is overwhelmingly recorded via orchestra, which felt like a sixties World War II movie - tell me this doesn’t sound like something out of the golden age of those films. There are even leitmotifs! There are bits for triumph, and for planning, and for panic. The spacier third season changed this, halfway through, to a soundtrack with more synthesizers that quoted liberally from the score of the 1986 movie, which worked for the pulpier feel (the particular sound of the old score just felt out of place in the new setting, feeling less John Williams and more Ernest Gold).

I didn’t binge this show and I think that was the right call; I watched one or two episodes a day, mostly, with the exception of multi-episode events which I watched the whole way through in one sitting. These older series, with less connective tissue between episodes (and frankly a raft of continuity issues), benefit from letting the characters stay in your mind a while, so that the underlying repetitive structures don’t become too obvious. I started in January and ended in April, and remained mostly consistent to the one episode per day rule. It became a ritual I looked forward to, for as long as it lasted.

And this, of course, brings us to the movie, and what a movie it is. The movie is the first two seasons of the show, but more epic - better animation, better voice acting, better writing (none perfect, mind you, but definitely on a higher plane). It’s a better movie than it is a toy commercial, seeing how Hasbro treated its characters like the disposable toys they thought they were, rather than the beloved icons of childhood the children in question did. And so, the deaths of Optimus Prime and so many other stalwarts of the cartoon were decreed with no thought to the fact that people actually loved them, to be replaced with shiny new toys with not enough writing done to make them lovable.

(in fairness to them, Hasbro has tried to make up for it)

I had watched the movie on VHS as a kid several times without the benefit of familiarity with the series before it; now that I have, I realized what I was missing. The conflict between the Autobots and the Decepticons in those early seasons is a conflict fought under conditions of utter scarcity; their wars are fundamentally for fuel, regularly raiding power plants and the like for the bare necessities of their continued existence. There is a sparseness to those seasons that doesn’t really come into relief until you compare them with the movie, which begins with a lush view at a fully functional Autobot base on the moons of Cybertron with the stated intention of soon liberating the planet from the clutches of the Decepticons. The music in that sequence, a soaring number by Vince DiCola, is designed to highlight the awe of this new state of affairs, the rough-and-tumble Ark of the series replaced with Cybertronian civilization in its resplendent glory. The same goes for Autobot City, which is more detailed than anything that came before it, and the battle for that city is a crowning achievement of the franchise.

I have a vivid memory of watching this movie as a kid and finding the Quintessons to be terrifyingly fascinating, all through that one scene where Kup and Hot Rod are thrown to the sharkticons. The way that these various scary faces coexist around a central bulb with tentacles, each a personality that bickers with the others, lodged itself in my mind and never really let go. That’s why I found the way the Quintessons were portrayed in the third season to be so disappointing; none of them get a name, none of them really get a personality, and as such they are just sort of a blob.

After the movie, the third season felt like a step down. The movie wasn’t free of animation errors but neither did it look as shoddy as the rest of the cartoon could look. The third season, the one that is the most openly space opera, looks all too fake. This is unfortunate, as the upgraded animation of the movie really sold the vastness of space and therefore the vastness of the story, something that the third season is lacking. You have the growing pains of the new cast; this season has a strong idea for a cast dynamic, with the rookie Rodimus Prime contrasting the experienced, firm-handed Optimus, while leading and serving the more experienced Kup and Ultra Magnus. There’s also one of the few female transformers, Arcee, and the first to be a major part of the cast. Not unlike Avatar: the Last Airbender, Rodimus’ arc is about the burdens of being the chosen one.

In terms of deeper themes, there are two major ones beyond the obvious one of “buy Transformers toys.” Much of this show, if you think about it for a bit, is about anxieties regarding the nature of industrial civilization as something capable of both great accomplishment but also great destruction. This becomes very obvious when you consider the Constructicons; I find it very telling that construction vehicles were chosen to be Decepticons. All six of them have vehicle modes that can be used to create things, oftentimes good things, but together they can combine into a gigantic robot literally named Devastator. This suggests a dialectical relationship between the positive and negative aspects of the second industrial revolution; that which creates can also devastate.

There’s one particular episode in the earlier part of the second season that has a heavy subtext about this, namely The Master Builders. In this episode, Autobots Grapple and Hoist, who turn into a crane and a tow truck, respectively, are possessed by the idea of building a solar power collection device, and in the process of doing so are offered help by aforementioned Constructicons, who claim to have defected. The episode bounces between these two groups, one building for altruistic reasons and the other building for sinister reasons. Again and again, you are confronted with their fundamental similarity. The difference is the choices they make with their awesome powers of creation. Throughout this episode, I was reminded of The Bridge on the River Kwai, particularly the character of Nicholson, played by Alec Guinness, the British engineer captured by the Japanese whose love of building is harnessed by his captor and used against his own people. Both Nicholson and the two Autobots are entranced by the act of creation, but refuse to think about on whose behalf they are creating, and to the detriment of their own.

The other big thematic category that appears a lot in this show is the cost of warfare on the environment and on the combatants. The conflict between the Autobots and Decepticons is a resource war for their own survival. Their sustenance is energon, and energon can be created from terrestrial sources of energy, such as oil or hydroelectric power. A surprisingly high percentage of episodes in the first two seasons are about raids on power plants and the like, and the results are always destructive to the environment around them. One episode has the Insecticons running roughshod over Indonesia, and another features Constructicons drilling into the Earth’s core. Both sides of this war are concerned with survival, but they differ in what they are willing to justify in its name.

I finished this show with an understanding of just why this toyline became a cultural juggernaut. When you get down to it, the show is simply fun, and in a way that creates a universe that feels like it could be endlessly explored. It’s rough around the edges, yes, and it’s a bit janky, yes, but by the end I found it quite charming if you can stomach something which was obviously created to sell toys. By the end of the last episode, there was part of me, somewhat surprisingly, that was sad it was over.

--

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

Monday, July 6, 2026

Video Game Review: Marathon (Season 1) by Bungie

This ain't a sprint, it's a goddamn marathon.


My teammates are dead. I can hear the enemy team scurrying about; they’re searching for me: the rat in the attic. They know I’m somewhere around and they want to enforce a “no mercy” policy lest the festering rat comes back to bite them. I can hear them continuing their hunt. It feels like they can smell my blood. Then I hear a Recon prime ability activation; my heartbeat quickens: they’re scanning my location. I apply a signal jammer and try to lose myself in a group of bots. Two of the enemies give chase, but I lose them while they fight bots and then I circle back. One player stayed back to loot my teammates. I catch them with their pants down and kill them, then lay claymores around the body bag. I use my Triage Prime ability to bring one of my teammates back instantly (normally a ten-second process). While he heals up, the remainder of the enemy team rushes us. One hits the claymores and goes down to a few bullets, then my teammate and I take down the final player. The rat bites back. Marathon is filled with PvPvE moments like this, from 3v3 to 1v3 to 1v2 to 2v2 to 2v1, all in the matter of a few minutes. What seem like impossible odds are quickly reversed with patience and game knowledge. Not to mention hitting some of your shots.

Marathon
is the latest effort by Bungie, an extraction shooter set in the world of their original Marathon IP from the mid-90s. While the original was a single-player series with some LAN multiplayer options, Marathon of 2026 is anything but: a first-person shooter multiplayer with no single-player elements whatsoever. If any of the old guard are seeking a throwback to the old days, this isn’t it. What Marathon is, however, is absolutely brilliant.

Bungie, despite its developmental and managerial mishaps, makes some good gameplay, and Marathon is no exception. For those who haven’t played an extraction shooter, the goal of the game is to gather loot, get to an extraction point, then leave with it. You can then use the good loot you’ve gotten to use in a future match. If you want to do a quest, or have a key for a loot room, or run Cryo Archive, you’ll want to equip your best gear. Bungie does this with panache. Every element of the game, while not perfect, is meticulously designed and creates an addictive loop that can hook you for hours on end.


The movement is smooth but weighted, with a feel that borders on Halo and Apex Legends. In a similar fashion to the latter-mentioned game, Marathon’s playable entities comprise different shells (playable characters) with different skill-sets. Each one has a tactical, passive, and prime ability, similar to Apex and Overwatch. My main shell, Triage, has three main abilities; med drones that heal over time and prevent a full death of a teammate on a down (not to mention, if a teammate has a drone attached, you can share your consumables with them), an ability that increases the efficiency of volt weapons, and the ability to revive teammates instantly or EMP enemies (or even both simultaneously if you aim it right). In addition, each shell comes with preset baseline stats. These stats can be upgraded over the course of the season either through faction upgrades or implants. For instance, a knife skill of 5 will take five stabs to kill an enemy at full health, but at 100? Two stabs and they’re mince meat. Gunplay feels incredibly responsive with satisfying hit detection. Playing the game is a real treat.

Marathon
is a looker. With top-tier graphics and peak lighting, it would almost make me want to visit if it weren’t so deadly. Tau Ceti IV is a dangerous place, with UESC patrols coming in and out, not to mention alien lifeforms nagging you around every corner (damn you, poison plants!). Every map is distinct and enjoyable to play for its own reasons. Want a smaller, open map with opportunities for mid to long range combat? Perimeter will do the trick. Want to snipe to your heart’s content? Dire Marsh has your back. Close to mid-range? Focus on Outpost. Want to question your life choices and whether one, as a thirty-seven year old person like me, should even play video games anymore? Play Cryo Archive (only available on weekends). Each map is beautifully created and distinct from one another. And while there are certain parts of specific maps that look a little too similar for my liking (like North and South Relay on Perimeter, or some wings of Cryo), the attention to detail is there. Combined with the Codex entries, the artists at Bungie paint a lurid picture of the lives of the Tau Ceti IV settlers.


Speaking of the Codex, this is absolutely brilliant and a huge part of what drew me into Marathon. Certain items that you extract, or specific story missions you complete, or even certain places you discover open up codex entries that share insights into the lives of the scientists and settlers of Tau Ceti IV. What problems did they face? What diseases did they have to fight off? What was this room used for? What were the power dynamics between superiors and inferiors? While much is unanswered, there is much to read up on between matches, and it fills in some holes left by omitting a single-player mode. By doing this, they make four maps feel like part of something bigger. And the best part? Despite dying over and over and over, you can still make progress toward unlocking lore goodies. It makes the defeat not feel so daunting.

One of the biggest elements of this game is the audio. I highly recommend a decent headset for playing Marathon; it can be the difference between life and death and is without a doubt a game saver. Everything, and I meant EVERYTHING, makes a sound. Healing? Makes a sound. Aiming down your sights? Makes a sound. Switching guns? Makes a sound. Crouch walking? Sound. Granted, some things make less noise than others; being able to hear everything puts a player at a distinct advantage, and Bungle has created a game that rewards the ever vigilant. Turn your sound up and focus. The more time spent in the game, the easier it becomes to distinguish what each sound is and how far along an enemy player is toward pulling off a heal or revive.

But what are the flaws? Great question. I didn’t find very many in my multi-month marathon of Marathon. An occasional sound glitch here, a geometry bug there has definitely spoiled an experience and/or ruined a run, but they were rare instances. I’d say the biggest drawback of the game is the learning curve, and that’s not necessarily a negative regarding the game itself, but in the ability to onboard potential players. It took me five hours before I felt like I had somewhat of a grasp on what was going on, even longer to distinguish between the footsteps of UESC and Runner shells, and I am a dedicated gamer. I can only imagine what it would be like for someone a little more casual. The UI management system could be smoother, but like every other aspect of the game, I came to learn it and appreciate its depth. And, as is persistent in most multiplayer games, the occasional weapon balancing issues occur. At first it was the knife, then the bubble/shotgun meta on Cryo Archive, but Bungie has been doing its best to tweak these imbalances.

And don’t get me started on Cryo Archive. It is both the most frustrating and rewarding gaming experience I’ve ever had (in a multiplayer game). I completed a Compiler run (the final raid boss) the night before the end of the season, as well as every Vault except 4, thanks to some friends. The map is so huge it still confuses me in some areas, and despite how much time I’ve spent in there, I still have a ton to learn. I wish the visuals had a little more variance throughout the map (like how Control and Panopticon feel very distinct). But despite the challenge, the reward feels worthwhile.


Marathon
is unapologetically hardcore. There is absolutely nothing about this game that I would recommend to a casual player unless they were willing to take the time to ensure that they learned the game’s systems. You don’t have to be great at this game (I’m not), though it certainly helps. What you need is stubbornness, perseverance, and the knowledge that you will die a lot. Sometimes unfairly, but mostly because you did something stupid. In an age of gaming where everything is made easier (not saying I have any problems with accessibility!), it is nice to see a game that doubles down on its goal, deepening the experience by creating a very hardcore sci-fi multiplayer experience. With Bungie’s regular efforts to update the game and consistently balance not only the gameplay but also the systems within the game, the future for Marathon seems bright, so long as they can retain a decent number of players. My advice: if you are going to play Marathon, expect to play for an entire season and give the game the time it deserves; otherwise, you’re doing both yourself and the game a disservice. With Marathon, I truly believe Bungie has crafted one of the best multiplayer experiences of the last decade and I'm so glad I took the gamble and purchased the game.

--

The Math

Objective Assessment: 9/10

Bonus: +1 for gameplay depth. +1 for world building.

Penalties: -1 for poor player onboarding. -1 for weapon balancing issues.

Nerd Coefficient: 9/10

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

Friday, July 3, 2026

Book Review: Sister Svangerd and the Not Quite Dead

The latest novel by K.J. Parker set in his Parkerland ‘verse

K.J. Parker has settled into doing novels set in his Parkerland ‘verse. For lack of a better term for the setting, since it involves a variety of locations, timelines, characters, and inconsistencies, it is a medieval world that isn’t our own, but rhymes and plays with that rhyme in a whole bunch of different ways. Be it the Siege (Sixteen Ways to Defend a City) Trilogy about the not-quite-fall of Byzantium to Saevus Corax, battlefield salvager who winds up trying to head off international conflicts, to various novellas involving the ubiquitous Salonicus, who is a con artist, inventor, playwright, and possibly also the most brilliant person in the entire timeline. The novellas and novels aren’t in any sort of sensical order, the very idea of a map is scoffed at, and just when things actually took place is not clear.

Sister Svangerd and the Not Quite Dead is the latest in these. This novel feels, from internal evidence, to be late in the timeline of events compared to the others. The church has been going along for quite a while and doesn’t have any competition anymore, and seems ready to have a schism of some size. The eternal threat of the Sashan Empire seems muted. Once again we have people lamenting lost manuscripts, writings and whole technologies.¹

And an impious monk and a female assassin/nun are dispatched to a synod where they have been tasked with killing a troublesome princess. But things get hot and hairy before they can even get there, and when they get to the synod itself, trouble erupts not of their own making, but definitely because they are there.

Despite the title, our viewpoint character is not the assassin/nun Sister Svangerd herself, but rather a more typical Parker point-of-view character: Brother Desiderius. He is a well worn and familiar archetype to readers of Parker’s work. A cynical, knowledgeable, brains-driven protagonist. He’s also an out-and-out atheist, even given that he’s a monk. He also has some other useful skills, and the classic Parker game of “I reveal this about the character and that changes what you just read” runs riot through his story. Sister Svangerd, for all that she is in the title, doesn’t hold a candle to our real protagonist, and that is a shame and a missed opportunity.

This novel’s theological debates about The Invincible Sun and the minutiae of its dogma are interesting if you want a debate over a religion in a fantasy novel. Parker, and to various extents his characters, are engaged with it. And there is a veneer of the idea that maybe there are supernatural forces using human agents here—or are the human agents simply thinking they are working for those supernatural elements—or is it all lies, delusions and half truths?

Take the Not-Quite-Dead from the title. Yes, this novel has a type of zombie in it. Or at least an undead. But there is a real fascination with Parker with the idea of people thinking they are supernatural, and regarding their presence as prima facie evidence for the truth of evil, versus the alternative. Our protagonist is from a country where this happens in families: naturally, there are families where, when people die, they come back as these undead. He’s an atheist and has a materialistic view of the entire affair, even if nearly nobody else does. It’s like this novel is having arguments with the more fantastical novellas such as Inside Man about whether the supernatural elements of Parkerland are actually real or not. Are they? Unclear!

And that is the thing about this novel, for better or worse. This novel is very much, absolutely meant as inside baseball catnip for people who have read a bunch of these novels and stories already and want to keep burrowing into this world and try to figure it out and see if there is a consistent design behind everything. Is there? Some days I think Parker is deliberately inconsistent just to mess with his longtime deep readers, and half the time I think he is just winging it and doesn’t have a consistent theory of worldbuilding. As I have read a number of books and reviewed them, here. Making History, for example, seems like a serious contemplation on the nature of history and its transmission. The Saevus Corax series, which this book resembles in some ways, does a lot of what this novel does, although with a somewhat different focus and at a different point in the timeline. I do think, especially given his academic focused stories, that it is all a game to Parker.

And that’s fine, but, and here’s the but. I might enjoy trying to figure out things here, trying to tease out where and when in Parkerland these events are happening and what it all means for the history and development of the world. I might enjoy the reading references, the aforementioned familiar archetype of a character. There is a well worn groove here in these novels.

The problem, the but, as it were, is that there is no way I would recommend this book to someone absolutely new to Parker. I am glad Parker is not writing solely for the inside baseball (the aforementioned Making History works pretty well for readers who haven’t read much or any of Parker). But a novel like this, although it is first in a series, really isn’t the first in a series at all. It’s a novel for a limited audience—deep fans of Parkerland.

I can hope, based on prior experience, that the next two novels will tie things together and get me to reconsider this novel and its merits. But then again, that’s once again something for the deep Parkerland reader, not for the casual fantasy reader picking up Parker for the first time. And so we come back to the original problem.

So in a real way what this review boils down to is: If you like and read lots of Parkerland novels, you get more of the same here. Other readers probably won’t derive as much enjoyment out of the novel as you’d hope. I think it’s not worth your time, frankly. I enjoy Parker’s tone and world, and his knowledgable protagonist, but this is down deep in that, and starting here won’t land well at all. There are better places to start, I think (e.g. Sixteen Ways to Defend a City).

Highlights:

  • A novel set late in the Parkerland timeline
  • A familiar protagonist despite the book title
  • Too well worn a groove for a limited audience

Reference: Parker, K.J. Sister Svangerd and the Not Quite Dead [Orbit, 2026].

¹ Inside baseball here. One of the things that make it hard to date and come up with a chronology of the Parkerland ‘verse is that technology and knowledge keeps getting lost. This world seems to be continually in a trap where no sustained technological development can take place without a war or other disaster knocking the sandcastle down all over again and regressing to an equilibrium. Even for a world with multiple organizations trying to preserve and extend knowledge, in Parkerland, it never *lasts*.

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