Reviews by Eloquence

4 stars
What they did in the shadows

19-year-old Gail and Zella Kastner, identical twins born to a Montreal family, were honors students in high school, “popular with the boys and in love with skating and horse-racing” [source]. But one day in 1953, Gail made the fateful decision to seek help for mild depression anxiety at the highly reputable Allan Memorial Institute.

What followed was a journey through hell: electroshock treatments, drugs, and attempts to “de-pattern” her brain—reprogramming her personality in an attempt to cure her.

She emerged in a childlike state: sucking her thumb, talking like a baby, demanding to be fed from a bottle, and urinating on the floor. She also suffered memory loss and couldn’t recognize members of her own family, not even her twin sister, Zella [source]

Gail’s life derailed, and it’s only after long legal battles that she was awarded modest damages in 2004. Many more patients would be subjected to these destructive techniques by the institute’s founding director, Ewen Cameron, a towering figure in international psychiatry at the time. His work on de-patterning and “psychic driving” would become known as the Montreal experiments.

Gail’s story is referenced in a single sentence in Stephen Kinzer’s new book, Poisoner in Chief, a biography of Sidney Gottlieb, the head of the CIA’s notorious MK-Ultra program. As part of the program, the CIA became aware of Cameron’s work, and decided to invest in his research by way of a front group ominously called the “Society for the Investigation of Human Ecology”.

But more than MK-Ultra’s notorious experiments with LSD, which Kinzer describes in detail, the Montreal experiments help us to draw the line between what happened in the 1950s and the “enhanced interrogation techniques” applied at CIA black sites around the world. Sensory deprivation, noise, endlessly repeating recorded messages: these methods have stood the test of time in the psychological torturer’s arsenal.

That’s also the perspective of a new documentary, Eminent Monsters, by Stephen Bennett, which focuses heavily on Cameron’s experiments, on the treatment of the “Hooded Men” in Northern Ireland in 1971, and on torture in the “War on Terror”. (You can watch it in full on Prime Video.)


While Ewen Cameron directed its work, many patients were admitted to the Allan Memorial Institute with mild symptoms and left with lifelong psychological damage. (Credit: The Cosmonaut. License: CC-BY-SA.)

In contrast, Kinzer’s book tells the whole story of Gottlieb’s work, or at least the parts which we have a record of. Gottlieb was involved in many of the CIA’s dirtiest plots—from an assassination plan targeting Patrice Lumumba (who was later killed in a Belgian-backed plot) to CIA-run brothels in the United States where patrons of sex workers were drugged and observed. Other highlights of Gottlieb’s career include:

  • Overseeing work at black sites like the notorious Camp King, where the US collaborated with nazi war criminals like Kurt Blome to conduct experiments on enemy prisoners, often ending in death;

  • Organizing a massive campaign to test LSD on thousands of students by funneling grant money to researchers—a campaign so vast that it unintentionally sparked the prominent role of LSD in student counterculture (John Lennon famously said: “We must always remember to thank the CIA and the Army for LSD”);

  • Drugging Frank Olson, a key figure in these programs, with LSD at a staff retreat. A few days later, Olson plunged to his death from a hotel window.

Kinzer paints Gottlieb as a troubled figure, a man with humanist sensibilities, who may have been riddled with guilt later in his life. Not a sadist, but someone who was radicalized by America’s anti-communist fanaticism to do whatever it takes in order to counter exaggerated or imagined threats.

There’s some gallows humor in these tales of a CIA so obsessed with LSD that people had to worry about spiked punch at Christmas parties, of experiments so bizarre that only the later Stargate Project (which sought to mobilize psychic “remote viewing” powers for intelligence) could top them.

Kinzer’s book is well-researched and includes some new and little-known material. As a biography, it is ultimately focused on the man Gottlieb, an approach which sometimes gets in the way of illuminating the context and consequences of his work. Bennett’s Eminent Monsters focuses more narrowly on the topic of psychological torture. While it is unlikely to dissuade those who believe that such methods are necessary to fight terror, it does a great job explaining their history and centering the victims.

Poisoner in Chief and Eminent Monsters are important contributions to understanding the intellectual foundations for modern torture programs. They also remind us of the importance of effective oversight of any intelligence agency, and what happens when “patriotic” fervor meets immense power without accountability.


4 stars
An entertaining page-turner that embraces conventions while poking fun at them

The Princess Bride was only a moderate success at the box office, but since its release in 1987, it has become a cult classic. Its lovable characters left an indelible impression on many, and the film has bestowed us several pop culture quotes and assorted GIFs, e.g.:

  • “Inconceivable!” — “You keep using that word. I do not think it means what you think it means.“

  • “Hello, my name is Inigo Montoya. You killed my father. Prepare to die.“

  • “You seem a decent fellow… I hate to kill you. “ — “You seem a decent fellow… I hate to die. “

This one’s a classic, too:

Mawage. Mawage is wot bwings us togeder today. (Animated GIF from the movie.)

The movie is based on a book, and if William Goldman is to believed, that book was written by a Florinese author named S. Morgenstern a long time ago, re-released in translated and abridged form by Goldman in 1973. Of course, he is most definitely not to be believed—but the fake origin story adds a charming narrative layer to Goldman’s novel.

At its heart, The Princess Bride is a comedic story of true love between Buttercup, a farmer’s daughter, and Westley, a farmhand. Their love is imperiled by the machinations of one Prince Humperdinck and his sadistic right-hand man, Count Rugen. Along the way, Buttercup and Westley cross paths with Inigo Montoya (a Spanish master swordsman), Fezzik (a Turkish giant), and Vizzini (a Sicilian criminal genius)

Compared with the movie, the book gives Inigo a proper backstory, helping lend emotional weight to the final confrontation between Inigo and the six-fingered man who killed his father. We also learn more about Fezzik the giant, although it’s a fairly worn out tale (the sweet, gentle giant who reluctantly learns how to use his strength).

But what of Buttercup? While she gets to boss Westley around for a bit in the beginning, she is quickly reduced to the traditional traits of princesses: beauty and devotion. One can argue that the book takes its stereotypes to such ridiculousness that they lose normative power, but that argument only goes so far.

Still, what saves The Princess Bride from becoming conventional and boring is its sense of humor. From the Rodents of Unusual Size (R.O.U.S.) to the Zoo of Death, from Miracle Max and his questionable cures to Goldman’s tall tales about S. Morgenstern, the book is an entertaining page-turner.

Modern editions include the first chapter of Buttercup’s Baby, a sequel to The Princess Bride that was unfortunately never completed (Goldman died in 2018). It gives us a small glimpse of further adventures that could have been.

Not everyone will adore The Princess Bride as much as its many devoted fans do, but if you are a lover of adventure and comedy, it may well earn a special place on your bookshelf and in your heart, or the heart of a smaller human you read it to.


The Blood Telegram: Nixon, Kissinger, and a Forgotten Genocide
4 stars
When the genocide came, they fought the messengers

After a long, bloody history of colonial rule, Britain finally abandoned in the Indian subcontinent in 1947. Against significant opposition, the Brits negotiated the partition of India into India and Pakistan. This led to a refugee crisis, mass violence, and the deaths of between 200,000 and 2 million human beings. The resulting so-called “Muslim homeland” of Pakistan was not the nation we know today, but a country divided into West Pakistan and East Pakistan, with a whole lot of India between them:


Partition resulted in a bizarre post-colonial map, with a divided “Muslim homeland” (home to millions of non-Muslims) bordering India. Credit: BBC. Fair use.

Less than 30 years later, the fiction of East Pakistan collapsed in genocide and war. After an election that would have shifted the balance of power to the Awami League, which sought independence for the East, Pakistan responded by abandoning its brief experiment with democracy and sent in its troops from the West. They unleashed atrocities that killed between 300,000 and 3 million people (often with weapons Pakistan had bought from the US). Hindus were singled out for extermination and expulsion, making this a genocide by every definition.

This spurred a refugee crisis that overwhelmed neighboring India, giving it cause and pretext to arm its Bengali neighbors and, ultimately, help them fight the Bangladesh Liberation War. The country of Bangladesh was born from the blood and the ashes. Brutal revenge killings against anyone who was seen as a collaborator with the Pakistani military followed.

The Blood Telegram by Gary J. Bass tells this story with special focus on the actions of US foreign policy decision-makers, chiefly Richard Nixon and Henry Kissinger. Nixon had developed a personal friendship with Pakistan’s dictator, Yahya Khan, and sought to preserve a strategic alliance with Pakistan, in part in order to use Yahya as a secret diplomatic channel in the planned opening of relations with the People’s Republic of China.

Bass uses the Nixon White House tapes, interviews, and countless historical documents to reconstruct a detailed picture of how the US government and its foreign policy apparatus responded to the genocide as it unfolded in East Pakistan.

A very clear picture emerges: Nixon and Kissinger did not care about the genocide, declined to put any pressure on Yahya to stop it, and bullied internal dissenters into silence. They refused to stop all pending arms transfers, and when the Bangladesh Liberation War started, they illegally used third countries (Iran, still ruled by the US-backed Shah, and Jordan) to funnel weapons to Pakistan. They tried to draw China more deeply into the conflict, and threatened India with an aircraft carrier.


“Salt Lake” refugee camp in Calcutta. Millions of refugees from the genocide overwhelmed India, a country already struggling with extreme poverty. (Credit: Raghu Rai. Fair use.)

“Our government has failed”

The “Blood Telegram” of the title was sent by Archer Blood, then US Consul General in Dacca soon after the genocide started. The diplomatic staff were witnessing the mass killings firsthand, and after repeatedly warning their superiors about the unfolding crisis, they prepared a confidential dissent statement to express their deep concern with US foreign policy.


Excerpt from the “Blood Telegram” itself, April 6, 1971.

Blood did not sign the statement, but he expressed his agreement with its contents. For his dissent, Nixon and Kissinger recalled him to the State Department’s personnel office back in DC.

Even in isolation, any defense of US foreign policy towards the 1971 genocide does not withstand scrutiny. There was no “pragmatism” here, because the US did not pragmatically push for political stability when it had the opportunity to, nor did it pragmatically choose one of the many alternatives for creating an opening with China.

Bass shows the role of emotion and prejudice in decision-making. Kissinger, who cultivates an image of a wise statesman and master of “realpolitik”, was ranting and raving about the Indians along with Nixon, and the two of them outdid each other with bizarre analogies (Yahya was “Lincoln”, the Indians were “Nazis”, Pakistan was being “raped” by India). The best that can be said about their actions is that they provided (inadequate) humanitarian aid to India in a “too little, too late” attempt to avert or delay war.

One fascinating aspect of this history is the role of the Soviet Union. An authoritarian regime, it allied itself with democratic India and supported the liberation of Bangladesh. In a complete reversal of Cold War stereotypes, here it was the Soviets who defended democracy and human rights, for their own reasons that were far more cool and pragmatic than Nixon’s emotional allegiance to a military dictatorship that pursued a course of self-destruction.

An incomplete portrait

The Blood Telegram is neither a full accounting of the events that led to the creation of Bangladesh, nor a comprehensive view of America’s foreign policy under Richard Nixon and Henry Kissinger. While Bass hints at other evils—the brutal escalation of the Vietnam War, the carpet-bombing of Cambodia, the installation of a murderous dictatorship in Chile—he focuses on his central thesis: different choices could have prevented or slowed the killing in East Pakistan.

Bass makes this case with commendable scholarly rigor, but an obsessive level of detail about the Nixon/Kissinger dynamic takes up space that could have been used to place these events in their larger context. In isolation, America’s complicity in the genocide in East Pakistan may seem like a historical abnormality. In the larger history of US foreign policy, which is littered with millions of avoidable deaths, it’s not the specific behavior of Nixon and Kissinger that was historically abnormal, but the vocal dissent represented by the Blood Telegram.


5 stars
An addictive, surreal and funny survival roguelike

Homo sapiens spent 99% of its existence on Earth in a hunter-gatherer lifestyle. So it’s perhaps no surprise that the game Don’t Starve, where you gather twigs and berries and set traps for rabbits, has an incredibly addictive quality to it. Released by Canadian indie studio Klei Entertainment in 2013, Don’t Starve has since spawned a multiplayer variant and a fair amount of downloadable content (DLC).

The base game will keep you busy for a while. It combines roguelike elements (procedurally generated worlds) with crafting, farming, a day/night cycle, seasons, and many different ways to die.

For starters, there’s darkness itself: if you spend more than a few seconds in total darkness, you will die from mysterious causes. If you don’t eat, you starve (duh!). If you don’t find ways to preserve your food, it slowly spoils in your inventory. If you don’t sleep, you slowly go insane. Every few nights you get attacked by ever-growing packs of hounds. During winter, you may freeze to death. Or you could get killed by bees, frogs, spiders, giant birds, tentacles, pengulls, beefalo, did I mention tentacles, and myriad other creatures.


A small walled camp with a tamed baby beefalo, farms, and drying racks for meat. (Credit: Klei Entertainment. Fair use.)

Still, after a few early deaths (and maybe after reading a few spoilers online), the game becomes surprisingly chill. Most creatures don’t attack unless provoked or approached, and you can craft yourself a little fortress and prepare a good defense against the regular hound attacks. Just as you’ve gotten the hang of it, Don’t Starve lures you into Adventure Mode, where you get to face off against the game’s antagonist, a pinstripe-wearing half-demon named Maxwell, in extra-hard challenge worlds.

You also quickly unlock most of the game’s playable characters, all with different skills and weaknesses. So far I’ve mostly played as Wilson, but I look forward to playing as creepy-girl-with-the-dead-sister Wendy or as Woodie, a lumberjack with a talking axe.

As you may have guessed by now, the game does not go for realism: its art style is influenced by Tim Burton, and its world is littered with magical items and the means to craft them. You will also encounter sentient pig creatures living in little houses, who can be tamed to do your bidding, or brutally killed and turned into football helmets and meat.

Procedural generation works best if it creates worlds that feel like places worth visiting, not just empty rooms and corridors. Each game world in Don’t Starve is a place to be navigated: where are the rocks to mine, the berries to harvest, the trees to fell? As you survive days and nights, your brain starts to map out these game worlds just like it does any other place.

The Verdict

Don’t Starve is a masterclass in game design, with excellent controls and menus that make the complexity of its mechanics a joy to manage. While I didn’t find the artwork very appealing at first, it quickly grew on me, thanks to lighting and sound effects, cute animations and funny dialogs, and the living rhythm of the game’s plants and creatures.

The game has its dull moments where you just gather resources or wait for night to turn into day. But these quiet minutes also present opportunities to organize your inventory, to craft a needed item, or to plan out the next day.

Don’t Starve is available for virtually every platform now (including Linux, Android, and Nintendo Switch), and you can regularly find the Steam or GOG version on sale for $5 or less. Developer Klei Entertainment also deserves credit for publicly renouncing “crunch time” and pledging not to overwork its developers. I highly recommend the game, and I look forward to checking out Klei’s other titles, nearly all of which have received very favorable reviews.


3 stars
A charming, short and silly point and click adventure

I’m a big fan of point and click adventures (think The Secret of Monkey Island), a genre that’s frequently been declared dead but that is in fact thriving thanks to crowdfunded major efforts like Broken Age (reviews) and Thimbleweed Park (reviews), smaller studios like Wadjet Eye, and releases by even smaller teams or solo developers. Clam Man is very much the latter, developed by “Team Clam” which appears to comprise three collaborators.

The game is set in a world dominated by anthropomorphic aquatic creatures. You play Clam Man, an ordinary bloke working as a junior sales representative at Snacky Bay Prime Mayonnaise. After Clam Man gets fired for no apparent reason by his crab boss, he begins to uncover a larger mayo-centered conspiracy. Does it go all the way to the top? Mr. Man will try to find out.


Not all is as it seems at Snacky Bay Prime Mayonnaise. (Credit: Team Clam. Fair use.)

It’s all ridiculous, of course, but some of the jokes are quite funny, and the minimalist hand-drawn art is often very charming. This is only a two hour game, the mouse controls are a bit frustrating, and the writing and artwork don’t quite hold up throughout the short playtime, so the current asking price of $10 is a bit high.

If you already own the game from The Mother of All Bundles, or if you can get it for $5 or less, you’re unlikely to regret your visit to Snacky Bay. Team Clam is certainly one indie developer to keep an eye on.


5 stars
An uplifting visit to a beautiful pixel park

A Short Hike lets you explore the colorful, pixelated world of Hawk Peak Provincial Park in the role of a vacationing anthropomorphic bird named Claire. Your mission, should you choose to accept it, is to make it to the top of Hawk Peak, ostensibly in search of cell phone reception.

As you make your way through the park, you meet a diverse cast of animal characters. Some offer you side quests, others are simply pursuing their own adventures in the park. It’s up to you whether you want to accept any of these quests, but if you want to make it to the peak, you’ll need to at least obtain a few golden feathers, which allow you to climb the distance.

The game doesn’t end after you reach the peak. There are treasures to be found, hats to be purchased, fish to be caught, and co-operative games of beachstickball to be played. And it’s fun to explore. In spite of the intentionally low resolution graphics, when you sky-dive from the top of a hill, A Short Hike manages to convey a real sense of velocity and freedom.


You can fly, dive, swim, climb, walk, and run. (Credit: Adam Robinson-Yu. Fair use.)

You can’t die in this world, or screw up in any irreversible way. Nor does the game offer the endless grind of more complex farming, fishing, and crafting games. You can rush through the game, or spend a few hours with it, but after that, you’ll likely be done with it—at least until you feel like paying another visit to the park.

If you’re looking for a game to challenge your reflexes or your logic, this ain’t it. But if you just want to chill in a beautiful setting, it’s a perfect pick-me-up.


4 stars
How life copies and modifies ideas to survive

In Some Assembly Required, biologist Neil Shubin explores a theme he already touched upon in his 2008 book Your Inner Fish and the 2014 PBS documentary of the same name: How do complex bodies, with all their specialized functions, evolve? How does evolution build on that which has come before?

To answer these questions, Shubin revisits the discoveries of biologists and naturalists of the past and introduces some of the most recent findings of molecular biology. This is a popular science book, so scientific facts become stories whose protagonists are brought to life with biographical detail.

The key concepts Shubin introduces include:

  • how biological traits that have evolved for one function are re-purposed (exapted) for another (e.g., feathers likely evolved first for temperature regulation, then were exapted for flight);

  • how small changes in embryonic development can have dramatic effects on the resulting individual—e.g., the slowing of physiological development known as neoteny, where adults may retain traits otherwise only seen in the young;

  • how gene duplication events (e.g., via self-copying genes known as transposons or “jumping genes”) enable evolution to experiment with myriad small variations of existing genetic recipes, which has led to vast gene and protein families;

  • how plant and animal cells incorporated previously free-living organisms and thereby gained crucial new capabilities, the classic examples being mitochondria (the powerhouses of animal cells) and chloroplasts (the photosynthesis engines of plant cells);

  • how viral elements have made their way into our DNA and have been co-opted for important biological functions (e.g., to make the protein syncytin, which is a key component of the placental barrier between fetus and mother).

Shubin explains how evolution often arrives at the same solution multiple times, with different genetic origins, and illuminates why some evolutionary pathways are likelier than others.


A retrovirus upon integration in the host genome (A), where its genetic code has been co-opted for building a protein used in placental development (B, top), and for the regulation of birth timing (B, bottom). (Credit: PLOS Biology / Edward B. Chuong. License: CC-BY.)

The book only scratches the surface of these concepts, and much of what it does cover is likely to be well-trodden ground for readers who have picked up a book about evolutionary biology since their school days. At the end of each chapter, I found myself hungry for more detail.

To Shubin’s credit, in the final section of the book, he provides a kind of afterword for each chapter, which includes sources and additional reading recommendations. I found this approach much more useful than a conventional bibliography or a set of disjointed footnotes.

I would give this book 4 stars — it’s a light, quick and engaging read on a fascinating topic. For readers looking for more breadth or more depth, I would recommend the following writers:

  • Richard Dawkins, if you are not put off by his politics, is still one of the best science writers I know. The Greatest Show on Earth: The Evidence for Evolution (2009; reviews) is a passionate, detailed and eloquent introduction to evolutionary biology.

  • Nessa Carey has a remarkable talent for getting as close to the science as possible while still writing for a lay audience. I read The Epigenetics Revolution (2012) and was deeply impressed by her clarity and ability to break down very complex concepts.

  • Andreas Wagner is a biologist bringing his own ideas to a larger audience through popular science writing. If the science behind it withstands scrutiny, Arrival of the Fittest (2014; reviews) could well be turned into a new chapter in the next edition of Some Assembly Required.

    In short, Wagner argues that in order to find new functions for old genes, evolution has to take a “genetic walk” from A (old function) to B (new function). He explains the importance of neutral mutations in these genetic walks. His latest book, Life Finds a Way: What Evolution Teaches Us About Creativity, looks similarly fascinating.

If you’re on the fence about Some Assembly Required, consider getting a copy of the PBS documentary Your Inner Fish. It showcases Shubin’s storytelling talent while still packing a good amount of science. If you enjoy it, you’re unlikely to be disappointed by Some Assembly Required.


Another Lost Phone: Laura's Story
4 stars
A polished spiritual successor telling the story of a woman's disappearance

A Normal Lost Phone (reviews) by Accidental Queens allowed the player to explore a simulated smartphone to discover what happened to its owner, an 18-year-old named Sam. Another Lost Phone uses the same idea to explore different themes. This time, the phone in question belongs to a woman named Laura, who has apparently gone missing.

SMS messages reveal that her boyfriend, Ben, is deeply concerned about her disappearance—but some of his earlier messages suggest a controlling personality, hinting at another story to be uncovered.

The story is told through messages, photos, emails, calendar entries, and notes, many of which are only accessible until you’ve figured out a password or PIN number through various clues. Most of these puzzles are pretty easy, but if you find yourself getting stuck, the excellent Steam Guide will help you to advance without any spoilers.


The first messages we see are from Laura’s boyfriend Ben, expressing deep concern about her disappearance. (Credit: Accidental Queens. Fair use.)

Like the first game, Another Lost Phone explores sensitive social topics with appropriate care, if you can get past the inherently voyeuristic storytelling device of exploring a stranger’s phone.

The game feels a bit more polished than A Normal Lost Phone, with a more engaging story, where all the different pieces (messages and clues) click together really well. Each game tells its own independent story, and if you’re unsure which one to try first, I recommend this one. My playtime was about 1-2 hours.


5 stars
Missions of death

I lived in the San Francisco Bay Area from 2008 to 2015. One name that you’ll encounter sooner or later in this region of the United States is Junípero Serra: from Junipero Serra Freeway to Junipero Serra Boulevard, from schools to playgrounds, from hiking trails to the highest mountain peak in Monterey County, and of course the statues—so many statues.

Canonized as a saint in 2015, Serra was an 18th century priest and friar who founded the first Spanish missions in California. Pope Francis claimed that Serra “sought to defend the dignity of the native community, to protect it from those who had mistreated and abused it.” The missions Serra started are popular tourist attractions.

In 2004, Elias Castillo (1939-2020), a journalist and three-time Pulitzer Prize nominee, wrote an op-ed titled “The dark, terrible secret of California’s missions” that described Serra’s work in starkly different terms:

[L]ocked within the missions is a terrible truth—that they were little more than concentration camps where California’s Indians were beaten, whipped, maimed, burned, tortured and virtually exterminated by the friars.

The op-ed was well-received by others familiar with this history, and was read into the Congressional Record. This inspired Castillo to write the book A Cross of Thorns: The Enslavement of California’s Indians by the Spanish Missions (2015).

Castillo documents that Serra was a reactionary even by 18th century standards, a man who believed in witches, rejected Copernicus, practiced extreme self-flagellation, and regarded the natives of California as savages who had to be enslaved to be brought to salvation.


Yokuts hunting near San Francisco Bay as depicted by Russian artist Ludwig Chloris. (Public domain)

Fever dreams of salvation

Natives were herded into the missions and were forcibly returned there if they tried to flee. They lived in conditions of forced labour, and died by the thousands, often from disease which ran rampant due to the high population density. Far from “protecting” the natives, Serra resisted efforts to reduce the rate of death, to provide education or better care.

Instead of education, there was daily mass in Latin, which the natives did not understand. The Church enforced its sexual morality, separated men from women, and punished expressions of intense emotion, including grief. In a 1780 letter to Felipe de Neve, then governor of the Californias, Serra justified the use of flogging:

“That spiritual fathers should punish their sons, the Indians, with blows appears to be as old as the conquest of these kingdoms [the Americas]; so general in fact that the saints do not seem to be any exception to the rule. In the life of Saint Francis Solano … we read that, while he had a special gift from God to soften the ferocity of the most barbarous by the sweetness of his presence and words, nevertheless … when they failed to carry out his orders, he gave directions for his Indians to be whipped.”

Castillo’s book is unsparing but rigorous and well-sourced, often in the words of the people who committed these crimes or witnessed them. The many dedications to Serra in California are honoring a mass murderer. His canonization will forever taint the record of Pope Francis, who is often celebrated as a reformer.

In the wake of calls for racial justice in 2020, this history is becoming more widely known, and the first Serra statues are being removed. The myth of the friendly California missions has no place in the 21st century, and Castillo’s book should help us all to put it to rest.

Additional reading


4 stars
A good loop to get stuck in

Your Future Self is an interactive story developed by Contortionist Games, which as of this writing is one developer, Andrew Hirst, based in Sheffield, UK. The game presents itself in a CRT aesthetic with many flicker effects, similar to Pony Island.

The premise is that you’re stuck in a time looping bubble with your future self and have to convince them not to commit an act that will kill thousands of people, but which your future self clearly considered justifiable. Every dialog choice can succeed or fail. If you ultimately don’t succeed, the loop starts again.

As you pick from different strategies to engage with “yourself”, the story unfolds. You can’t pick the exact words you want to say to yourself—your choices are always to be rational, empathetic, or assertive, and the game decides what that means in a given context.

There’s a light RPG-like mechanic at play here, where your “skill” at being rational, empathetic, or assertive is measured against your future self’s skills and receptivity in those areas. If you turned on “helper mode” on the start screen, the game shows you the likelihood that a given choice will succeed.


The success or failure of your attempts to persuade your future self is visualized, and is subject to a simple RPG-like mechanic. The CRT scanline effect, curved screen, and center glare are in-game visuals. (Credit: Contortionist Games. Fair use.)

There are, of course, additional layers to the story, and the game employs intense visual effects to keep things interesting. It also has an excellent chiptune soundtrack. Check out Rebels to the Rescue and Your Future Self (Remix).

The time loop mechanic can get a bit tedious if you have to click through the same loop a couple of times to find the right answers—in retrospect I think I would have enjoyed the game more if I had enabled “Helper mode”. The story was interesting enough to keep me engaged until the ending (I think I played for about 1-2 hours).

I’d give it 4 stars—the game mechanics and story aren’t perfect, but the excellent soundtrack and atmosphere make up for most of the game’s weaknesses.

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