The Eternal Daughter.

Joanna Hogg’s The Souvenir was a semi-autobiographical film that received general plaudits from critics but was also notable for its casting of Tilda Swinton and her daughter Honora Swinton-Byrne as mother and daughter in the film, with the latter serving as Julie, Joanna’s stand-in. That film led to a sequel last year, and now a connected film, The Eternal Daughter, that features the same two characters but isn’t a direct sequel or continuation of any sort. The artifice this time is that Tilda Swinton plays both Julie and her mother, Rosalind, as we’re about 30-35 years on, and the two women head off for a week’s stay at quite possibly the worst bed & breakfast in Wales – which happens to be in their former family home. (You can rent The Eternal Daughter on Amazon, iTunes, and so forth.)

Julie is hoping to make a movie about her mother’s life, and has taken her mother on this trip to try to entice her mum to tell her more of her story and, as we learn over the course of the film, to better understand her mother, who has always been just inscrutable enough that Julie feels insufficient to the task of summarizing her on film. The hotel is something out of a classic horror film, dark, empty save for the world’s least-helpful clerk (Carly-Sophia Davies, who is superb) and later one other staff member (Joseph Mydell), and constantly surrounded by mist and fog. Julie, Rosalind, and Rosalind’s dog Louis (played by Louis, Swinton’s dog) are alone everywhere, in their room, the dining room, on the grounds, anywhere they go. There’s an air of mystery from the air itself, and the constant darkness. The hotel seems to have weird sounds, and Julie even thinks she sees the visage of an old woman in a particular window on the first floor. The answer to everything does appear near the end of the film, although the mystery isn’t the real point here; it’s about a mother and daughter, and how we can never truly know our parents no matter how close we try to get to them.

Swinton has become so known for playing weird characters – and doing so in weird fashion – that a bravura performance like this might just go unappreciated and even unnoticed. If you take GoldDerby’s Oscar odds seriously, she’s at 100 to 1 to win Best Actress, the lowest probability they assign to anyone who has better than a zero chance of winning, although they only gave seven actresses higher odds in that category. (Also at 100:1 is Ana de Armas, who was considered a likely nominee before Blonde bombed.) This is two performances, of course, and the roles required some improvisation, as Hogg typically does not provide word-for-word scripts to her actors, but provides treatments and works with them as director to see where the dialogue goes. There are several obvious reasons to cast Swinton in both roles, from the physical similarities we expect from a mother and a daughter to the fact that this was filmed early in 2021 when a small cast was probably a greater asset for COVID mitigation, but perhaps the best reason is that she’s an amazing actor and very much rises to this occasion. There’s one scene where she seems to pour it on a little thick, but after the film’s reveal at the end, her emotions in that one conversation are easier to understand.

The twist, or mystery, is not that hard to discern; my wife called it within five minutes, and of course we spent most of the film looking for clues to verify or debunk it, but she was right. It’s something we’ve seen before, although I won’t spoil it by citing other films that have used this conceit, but I will defend the choice again by saying it’s beside the point. When you find out what’s been happening, it provides context to everything that’s come before. It’s not a “did you figure it out?” mystery, and there are no jump scares or shocks here; any review calling this a horror movie, in any sense at all, has completely missed Hogg’s intentions. The gimmick exists so Hogg and Swinton can further elucidate the difficulties we face as adult children who are trying to understand our parents better before it is too late to do so. The fog and mist are fairly obvious metaphors for that last part – we simply cannot see our parents clearly because we haven’t lived their lives, or even seen the first portions of their lives, and have then spent much of our lives looking at them not as people, but as parents.

There are only seven credited actors in The Eternal Daughter, including Louis, since the hotel appears to have no other guests – I can’t imagine why not, as it’s dank, noisy, and the one full-time employee seems to hate her job. Davies is pretty fantastic as that clerk, and waitress, and almost everything else, as she isn’t so much mean as apathetic. Your concerns are not her concerns, and since there’s no one else there like a supervisor, she doesn’t have to worry about whether you ever get that kettle you asked for. Mydell plays Bill, who seems to work there sometimes in a sort of catchall porter/groundskeeper post; it’s a dicey role, as it veers close to the Magical Negro trope, since his main function here is to help and comfort Julie, with just a slight backstory of his own. I think the counterargument here is that his race is immaterial to his character, and there isn’t a good way to give him anything more to do in a script that is about 90% Julie and Rosalind. I have another possible explanation for this, but that would require spoiling something in the story to explain.

I find it incredibly impressive just how deep The Eternal Daughter is despite the sparse cast and single setting, a testament to what good writing can do and in many ways a nod to the movies’ roots on the stage, where words were almost all that mattered because you didn’t have huge casts, sets, or special effects to paper over flaws in the script. This exploration of filial ties felt especially poignant to myself and my wife, as our parents are all alive but getting older, and this desire to hold on to what you can because you can’t hold on to what you desire is something that crosses boundaries of race, class, and so on. The bond between a mother and daughter, and the strain that can coexist with it, is something I know I can’t understand, but I hope I can at least appreciate how Hogg has brought it to life on film. It’s a shame that The Eternal Daughter has been so overlooked, between Swinton’s excellent and – gasp! – understated twin performances and the themes that power the story.

The Banshees of Inisherin.

The Banshees of Inisherin is writer/director Martin McDonagh’s first film since 2017’s Three Billboards Outside Ebbing, Missouri, which was his most acclaimed movie to that point and took home the BAFTA for Best Film and the Golden Globe for Best Motion Picture – Drama. His latest led all films this year with eight Golden Globe nominations, and reunites the two leads from his debut film In Bruges, Brendan Gleeson and Colin Farrell, in a dark comedy with two distinct, serious themes lying beneath the film’s absurdist surface. (It’s streaming now on HBO Max.)

Padraig (Farrell) and Colm (Gleeson) both live on the small island of Inisherin off the west coast of Ireland, where not much of anything happens, and as far as I can tell almost nobody ever has to go to work. Padraig and Colm are drinking buddies who walk to the pub every afternoon, with Padraig stopping by Colm’s house on the way, until one day Colm completely ignores Padraig’s knock, and ignores him at the pub as well, eventually telling him he doesn’t want to be friends any more. This unprovoked severing of ties, which Padraig can’t understand and won’t accept, even in the face of Colm’s threats and rather disturbing actions, leads to an escalation of hostilities that wrecks the peace of the island and leaves nobody better off than before.

McDonagh has a gift for language and crafting witty lines, starting off early on in Banshees when everyone asks Padraig if he and Colm are “rowin’” often enough that it becomes funny just by repetition. The comic elements here are a necessary reprieve from the film’s increasingly dark elements, including the deterioration between the two main characters, the insidious gossip that poisons the island’s culture, young Dominic (Barry Keoghan) and his abusive father, and more. It’s the sort of story where its pervasive awfulness becomes even more apparent after it’s over, because the humor and absurdity mask the bleak story while you’re still watching it.

The film works on one level as an exploration of male friendship, and how fragile those bonds can be in the wrong sort of environment. It’s not so much a question of toxic masculinity, as neither character exhibits much in that vein; Padraig is probably too sensitive, at least when he’s not in his cups, and Colm’s reasons for shunning Padraig and subsequent reactions are more those of someone dealing with mental illness. One of them eventually takes their quarrel too far, pushing them past the point of no return, and a once-solid friendship, one that everyone on the island took as a given, is reduced to ashes.

It’s also a thinly-veiled metaphor for the Irish Civil War, which is often mentioned in the script, including in the final scene, and is nearing its conclusion as the movie takes place. This civil war began after the Irish War of Independence, which led to the establishment of the Irish Free State as a “dominion” within the Commonwealth, giving the island – sans Northern Island, which exercised its opt-out clause and became a free agent remained part of the United Kingdom as Northern Island – greater autonomy, leading to full independence in 1933. After the Free State was established, however, pro-independence forces who opposed this partial solution fought an armed rebellion against the new, provisional government, with former IRA members from the war of independence now split between the two forces. The Irish fought a war to kick out the English, won it, and then ended up fighting themselves, leading to nearly 2000 deaths and substantial economic losses. The conflict may have begun over a principle, but escalated into violence when a democratic solution was likely achievable. It led to decades of mistrust between the spiritual descendants of the two sides, one of which later split into the political parties Fianna Fáil and Sinn Féin. The metaphor here doesn’t map perfectly one-to-one – I don’t think Colm is one side and Padraig the other, although a scholar of Irish history may see it quite differently – but it does speak to the pointlessness of war, especially when the two sides escalate hostilities in turn.

This is the best thing I’ve ever seen Colin Farrell do, requiring more range from him than In Bruges or The Lobster, as he makes Padraig feel completely three-dimensional – you know someone like him, someone well-intentioned but unable to get out of his own way, someone who’s probably not the most interesting guy to have a beer with, let alone a beer every day, but who would likely be the first person to show up if you needed help. Gleeson is also strong, as always, but his character is just not as well-written, and his complexity is, shall we say, a little harder to understand. Keoghan is fine as Dominic, who is probably developmentally disabled, although his story feels tangential and his main function seems to be to serve as a plot point for Padraig and Padraig’s sister Siobhan (Kerry Condon), on whom Dominic has a crush. Siobhan’s life is even more stifled than Padraig’s, and an opportunity eventually arises for her to leave Inisherin, a move that completely unmoors her brother, already shaken from having Colm cast him off.

We’ve largely just begun our run through Oscar-worthy movies, so I can’t compare it to much, but I wouldn’t put this over Everything Everywhere All at Once, which is still the best movie I’ve seen from 2022, although I could take an argument for McDonagh’s script over the Daniels’ script for EEAAO. Both are outstanding, but McDonagh’s dialogue is better. The Academy has already nominated McDonagh twice before for his screenplays, which makes me strongly suspect he’ll get a nod for this one as well.

The Wonder.

The Wonder is another adaptation of a book by Emma Donoghue (author of Room), directed by Sebastian Lelio (Una Mujer Fantástica, winner of the Academy Award for Best Foreign Language Film), and starring Florence Pugh. It has no reason not to be good. And it is good, imperfect but good, taut and spare and well-acted, with Pugh, who seems very unlikely to get any awards love for her performance, showing once again what a compelling talent she is.

Set in 1862, The Wonder tells the story of Elizabeth Wright (Pugh), a nurse who is called to an Irish village where a young girl, Anna (Kíla Lord Cassidy), appears to have been fasting for four months, requiring no food or sustenance, subsisting solely on prayer. Her Catholic family wants to believe she’s blessed by God, as does the local priest and several other town authorities, although there’s enough disagreement that the triumvirate of local leaders (Toby Jones, Ciaran Hinds, and Dermot Crowley) have called in Mrs. Wright and a nun to watch over Anna for two weeks, taking twelve-hour shifts to determine whether she’s for real or is somehow sneaking or being given food. An Irish journalist with a questionable past (Tom Byrne) shows up as well, and he’s even more skeptical than Mrs. Wright is, but it’s unclear if or how Anna and her family might be pulling this off.

The Wonder isn’t really a film about religious mania or doubt, although those themes are there below the surface, but about the way in which adults use children – and, really, all manner of people – as objects to advance their own ends. The religious leaders and Anna’s own family are so invested in the possibility that her survival without food is the product of divine intervention that they’re willing to overlook signs that she’s dying, even ignoring the protestations of Mrs. Wright that the girl needs food. The nurse herself has a past of tragedy, telling Anna’s family that she’s widowed but leaving out several other details from her history, and it turns out the journalist is doing the same, leaving both of their motivations here open to question as well.

Of course, you can’t read this without seeing an implicit indictment of religion’s capacity to harm and kill, and the way that people will turn to religion, even with that capacity fully on display, in times of strife. The novel and film are set in the wake of the Irish famine caused by a potato blight that led to the deaths of about a million Irish people and the emigration of two million more, a time where you might think that people would ask why God had abandoned them, especially given the island’s history of dedication to the One True Church of Rome even as their overlords in England tossed it aside for divorce and other heresies. Instead, we have a family and a town clinging to that faith as fiercely as ever, impervious to material explanations and physical evidence of harm (as when Anna spits out an entire tooth, a sign of malnutrition), turning even more deeply into religion even when any rational person would see a person surviving without food for four months as a physical impossibility. The script doesn’t dwell much on the science versus faith battle directly, instead pitting the rationalist nurse against the nun and the spiritual leaders as a stand-in for that debate, which had just exploded on the world with the publication of On the Origin of Species just three years prior to the film’s setting.

This film is nearly all about Pugh’s performance, with a strong assist from Cassidy. Pugh has become one of those “whatever she’s in, I’ll watch, unless Olivia Wilde directed it” actors, and while she’s not going to get any awards consideration for The Wonder, it’s certainly worthy of it. Her portrayal of Elizabeth as a skeptic who’s dealing with her own secret pain and finds herself geographically and socially isolated in this small Irish hamlet is compelling and credible, and her interactions with Cassidy’s Anna are the best parts of the movie. The film overall feels a bit small for awards attention – its only nominations so far were from the British Independent Film Awards, where it earned twelve but only won for Original Music – and that might be why Pugh’s been overlooked in a very packed category. I’ll give this the highest praise I can give a film, though: I was never bored, and what’s more, it took me a while to figure out what might be going on.

How High We Go in the Dark.

Sequoia Nagamatsu’s How High We Go in the Dark was one of three finalists for this year’s inaugural Ursula K. Leguin Prize for Fiction, losing the ultimate honor to Khadija Abdalla Bajaber’s The House of Rust. Nagamatsu’s work is a short story novel, a series of connected anecdotes that involve related characters, all of it set in a dystopian but easy to foresee near future where climate change is melting permafrost, thawing out a virus that causes a horrifying global pandemic. Each story after the opening one explores the ramifications of these two events, ranging from the ridiculous to the tragic, but always returning to the humanity of their characters.

The initial story sets up everything that follows, as we meet Dr. Cliff Miyashiro at an archaeological dig site in eastern Siberia where his daughter, Clara, fell and died shortly after discovering the remains of a possibly-Neanderthal girl who died of mysterious causes with strange markings on and near her body. It emerged as the ice melted due to climate change, which also activated a virus in the corpse that quickly infects several members of the camp. By the start of the second story, it has become a global pandemic, and, in almost direct contrast to SARS-CoV-2, it is far more deadly to children, which leads to especially perverse ideas – like an amusement park where parents take their gravely ill children to be euthanized on a rollercoaster.

Within a few stories, Nagamatsu has reshaped society around the pandemic, making funerary companies the most valuable in the world that also control the cryptocurrencies that take over the world’s economy. It goes a bit too far – the company that manufactures the spaceship that heads out in search of another habitable planet is Yamato-Musk, which seems especially embarrassing for Nagamatsu after the last week – but that’s clearly his concept, pushing every idea to the farthest possible boundary and then exploring how his characters respond to it. In that sense, it’s very Philip K. Dick, but less insane, with at least some grounding in actual science, at least to the extent that he’s anticipating readers’ first objections to some of his concepts. There are a pair of stories that broke my suspension of disbelief, but even in those cases, I could go with it because they were both well-written and focused on the characters rather than the impossible facts.

Nagamatsu eschews easy answers, and one possible reading of How High We Go in the Dark is as an  extremely bleak outlook on the near future of our planet and our species, that climate change is inevitable (true) and we are totally unprepared for its impact (partly true), that our current pandemic, which isn’t mentioned in the book, is a harbinger of more and larger ones to come (likely). I didn’t read it that way, as grim as the subject matter is. Nagamatsu’s characters all look forward and try to find not just ways to survive, but reasons. There’s just one direct suicide in the book, and some euthanasia of the very sick, but the vast majority of the characters here are fully engaged in living. Even Dennis, a character in multiple stories who would probably have been equally at odds and ends in a non-catastrophe world, is still striving for something, even if he has no idea what it might be.

Even with such dismal subject matter, How High We Go in the Dark is one of the most compelling and fastest reads I’ve had in ages. Nagamatsu’s prose is clear and unadorned, hitting the right amount of detail when he’s delving into science or his speculations. There’s so much more focus on people than ideas here that the work rises above most cli-fi or other stories of realistic dystopias, up to the level of Station Eleven, a novel that turned a global pandemic that crumbled civilization into a story of great beauty around humanity, kindness, and the enduring power of art. Nagamatsu deals more with the personal tragedies of his characters and how society might grapple with mass deaths that involve far more children than our current pandemic, where the world has largely shrugged at the deaths of 1 in every 1000 people. It’s a remarkable novel and thought experiment, one of the best things I’ve read this year.

Next up: Jess Grose’s Screaming on the Inside: The Unsustainability of American Motherhood. I have an advance copy so I can read it before Jess comes on my podcast in two weeks.

The Red Cathedral.

The Red Cathedral slipped through the cracks of my reviews over at Paste, as it came out at the very end of 2020, and I didn’t get a copy until Gen Con of 2021, so it missed my 2020 best-new-games list but was ineligible for the 2021 list. I’ve played it a few times now, including its very good solo mode, and I have to say it’s one of the best games of its weight (sort of medium-heavy) I’ve ever played, and is both great value at under $35 and for such a small box.

Players in the Red Cathedral will work to construct the building of the game’s title, which has six sections per player and varies slightly in shape in each game, with base, middle, and top sections that can be accentuated with different ornaments. Players move dice in six colors around a rondel to gather resources they can use to build sections or ornaments, or to collect coins, but choosing which die to move isn’t as simple as just figuring out what resource you want – you can get much more stuff if you pick the right one, or you might not move a die to prevent your opponents from getting an even bigger windfall. You gain points mostly for building cathedral sections and ornaments, although there are other ways to gain a point here or there.

There are two scoring tracks in The Red Cathedral, although they’re overlaid on each other and you don’t have to keep track of two separate point totals (like in Rajas of the Ganges, although I like how that determines the end of the game). There’s the Reputation point track, which just looks like a regular scoring track around the edge of any game board; and the Prestige track, which starts out with a marker every 4-5 spots, but those gaps quickly drop to 3 spots and then 2, eventually lining up with the Reputation track in the 40s. This matters a lot early in the game, because you can drop down one Prestige point to gain two coins, and because placing ornaments gains you one or three Prestige points depending on whether you add one gem or two (in the two colors) to the cost. You can only build an ornament on a section that’s already completed, although you can do so on someone else’s section. You’re limited to four ornaments, two for middle sections and one each for the top and bottom sections.

The dice rondel is the real heart of the game and its most clever aspect. There are eighteen spaces on the circular track, divided into six zones. At the start of the game, the five dice go into five separate zones after someone has rolled them all. On your turn, you may pick any die and move it forward the number of zones shown on its face (1 to 6). Then you collect the reward for that zone, resources, coins, or points, times the number of dice currently in that zone, which can be up to three – so you might get, say, 6 bricks, or 3 green gems. Then you re-roll all dice in that zone for the next player.

Each zone also has a “guild” card next to it that offers you a choice of two benefits when you move a die to that quadrant of the rondel. For most of those cards, which change every game, you can choose either something for free, or you can pay coins/exchange resources for something better. Thus every time you choose moving a die as your main action, you have to consider where the other dice are, what resources you’ll get, what guild card is there, and how this might leave the dice for the next player.

Your other choices of actions are to place one of your six banners on an unclaimed segment of the cathedral or deliver resources to a building site to complete a section or build an ornament. Four of those six banners start out in spaces in your inventory, which can hold up to ten resources when all the banners are placed, so you have a strong incentive to get out and claim some sections early on to free up room on your board. Delivering resources is the one frustrating part of the game: you can only deliver up to three resources in one turn, but many sections require four or five resources to complete, so it’ll take you two separate turns to do it. You can, however, deliver to multiple sites at once, so a little more planning can make this less inefficient.

The game ends when someone completes their sixth section, after which you add up the scores. Most of your points come from completing sections, which vary in their returns and may give you some coins but fewer points rather than just a higher point total; and ornaments, which, as I wrote above, come in the form of Prestige points and are more valuable earlier in the game. Ornaments only require one or two resources to build, but if you can also spend one green and one purple gem when building one, you max out your turn with three Prestige points.

The box suggests a game time of 80 minutes, which is probably true when everyone knows the game; the last time I played, with two friends who hadn’t played before, we ran closer to two hours for the full game, although I can say all three of us felt like it was a great game. (I lost, though.) There is a smart solo mode here that works well to mess with you by limiting your options, although I think it’s far more satisfying to play this with at least one other person so that the competitive aspect of dice selection comes into play.

There is an expansion called Contractors that came out earlier this year, which adds a lot of new elements, including another game board, diamonds as a wild resource, an additional (black) die, and more. The more games I play, the more skeptical I become of the majority of expansions; a few are good, like Pandemic’s On the Brink, Ticket to Ride’s 1910 (even if just for the full-sized cards), or Carcassonne’s Traders and Builders, but most just complicate the original’s game play without making it truly better. I can’t tell you if Contractors does that, because I saw it on a table at Gen Con and watched a little bit of game play, after which I thought, “I don’t need that.”

The Anomaly.

Hervé Le Tellier won the Prix Goncourt, the French equivalent to the Pulitzer Prize for Fiction, in 2020 for his psychological thriller The Anomaly, which was subsequently translated into over three dozen languages and became a worldwide bestseller, an uncommon outcome for a literary prize in a language other than English. It’s an impressive combination of a page-turning plot with a fascinating thought experiment in speculative fiction, crafted in expert fashion so that the twist comes late enough in the novel that you’re already engaged with its diverse characters.

The Anomaly opens with a series of what appear to be unconnected short stories about various people around Europe and the United States, all of whom happened to be on the same Air France flight Paris to New York that encountered severe turbulence on its way into JFK. Each of those stories ends with police approaching those individuals, for an unknown reason, and given how different each of these characters and their lives are, it’s especially foreboding. Anything else would just be a spoiler.

Le Tellier tries to accomplish two very different goals in The Anomaly, and succeeds on both counts. The story picks up the pace and intensity as it goes along; he wisely starts out the novel with a section on a contract killer, which sets a specific tone that doesn’t last but immediately grabs the reader’s interest. You’re already on edge before you even get to the second character, so despite the fact that this isn’t a novel about a hit man, that opening sets up the possibility that anything might happen. By the time you find out what’s actually going on, you’re already flying through the book (pun intended), and that’s when Le Tellier really messes with your head.

There’s a real philosophical question at the heart of The Anomaly, centering on identity and the nature of self, along with more modest questions of personal rights and ownership in a modern capitalist society. Once we find out why the police are gathering everyone who was on that flight, we’re thrown into the existential crisis that’s about to face the passengers, turning what seemed like a potboiler murder or spy mystery into a work that explores deeper and unanswerable questions through the actions and reactions of its characters. It’s a hard line to travel, but Le Tellier manages to do so because he’s set up a collection of characters who would naturally respond differently to the massive shock they receive.

Le Tellier has a solid sense of humor as well, working in a couple of misfit scientists who were first called in by the feds in the wake of 9/11 to come up with a packet of recommendations for the response to all manner of improbable events, only to have them befuddled by this impossible event and responding in kind – by making it up as they go along. There’s a slew of pop culture and other contemporary references, which might not age that well but do give the novel an added sense of realism that balances out the unreality of the latter half.

Whether this novel ultimately works for you will probably come down to your willingness to suspend disbelief for the thought experiment in the latter half. I had no issue with this because it’s so well crafted, even before we get to the reveal, and because the novel does not wallow in the details or make the event itself the center of the story. This is a humanist story – although there’s a brief detour into a meeting of religious leaders that is wryly funny – that has characters at its heart, with Le Tellier writing believable reactions for each of them and representing a broad range of emotions in the process. I found it incredibly compelling from start to finish, even as the author leaves some questions unresolved.

Next up: I’m reading this year’s Hugo winner, Arkady Martine’s A Desolation Called Peace.

Neurotribes.

Steve Silberman’s 2015 book Neurotribes: The Legacy of Autism and the Future of Neurodiversity is a history of autism, but one told through anecdotes of people with the neurodevelopmental condition or the scientists who studied it. It’s also an education, and an attempt to set the record straight that we are not, in fact, in the middle of an autism “epidemic,” but that the condition has always existed, even if doctors at those times didn’t realize what they were seeing.

Much of the history of autism is one of tragedy, as people with the condition were often treated as insane, or as imbeciles, and stuck in institutions or otherwise abandoned by their families. The condition was seen as incurable – meaning it was seen as something you’d want to try to cure – and that an autistic child was nothing more than an animal. This view persisted, at least in the west (there’s no discussion here of views of autism outside of the U.S. and Europe), until the early 20th century.

That’s when two researchers working independently* had their Newton/Leibniz moment, as both Leo Kanner, working in the U.S., and Hans Asperger, working in Vienna, both published key papers identifying autism as a condition with a specific, and in both cases narrow, set of symptoms. Asperger’s name has lived on beyond Kanner’s, but at the time, Vienna was under Nazi control, and Kanner’s work and views took precedence on the larger stage.

*I got a kind note from Steve Silberman via Twitter, saying: “The biggest historical scoop in NeuroTribes is that Kanner and Asperger were NOT working independently, but shared two assistants, Anni Weiss and Georg Frankl.”

If you know of Asperger, it’s through the now-deprecated “Asperger’s syndrome,” which has been subsumed into the larger diagnostic term autism spectrum disorder. One of the most enlightening parts of Neurotribes is Silberman’s explanation of that entire process, although its roots are horrifying: Because the Nazis were murdering any children held in institutions for health or mental reasons, Asperger’s work focused on the socially awkward prodigies he found. This spurred the still-extant stereotype of the autistic savant, which was further cemented in the public mind by the film Rain Man, the history of which Silberman details at great length and with significant empathy for everyone involved in the film.

Kanner viewed Asperger much as Newton viewed Leibniz, and we’re all quite a bit the worse for it, as the rivalry meant Kanner worked to “own” the definition of autism for some time. He claimed the disorder (a term still in use in the technical literature) only affected young children – if they were older, they had schizophrenia or something else – and that the cause was parental indifference. The idea of the “refrigerator mother” who failed to love her child enough, thus giving the kid autism, persisted for decades, at least into the 1980s. When that finally started to crumble, parents began looking for other explanations, landing on environmental toxins and, with the help of a fraudster named Andrew Wakefield, vaccines.

All the while, parents and researchers were looking for a cure, in no small part because Kanner’s definition of autism excluded all but the most serious cases. Some attempts were well-intentioned, while others were (and still are) quackery, and even dangerous. There’s still an institution in Massachusetts that uses shock therapy on autistic residents, despite no evidence that it works (and ample evidence that it’s torture). The FDA has had to issue warnings about so-called “miracle mineral solution,” which is bleach by another name, and which Youtube for one has banned but refuses to remove instructional videos about. (MMS does not cure autism, or anything else, but it can kill you.) Silberman gets into some of this, although I think the bleach stuff largely postdates his book.

It took some substantial efforts by later researchers and especially by activist parents to bring about changes. Those parents demanded changes in how the medical establishment viewed and treated their autistic children, and lobbied for changes in the definition of autism so that school districts would be forced to provide accommodations for autistic students who were previously left behind or even told that they had to attend school elsewhere. The passage of the Individuals with Disabilities Education Act in 1975 and again in 1990 as well as the Americans with Disabilities Act in 1990 allowed autistic children to stay in public schools and required the districts to provide them with individualized education programs (IEP) to determine what accommodations and modifications the child needs to succeed in school. It shouldn’t have been that hard, but Silberman makes it clear that Kanner’s narrow definition and the stranglehold he had on the definition of autism, helped by a small number of others who seemed to profit from their work with autistic kids, made this process far more difficult.

There’s far more to Neurotribes than just a history, however. Silberman discusses a few notable historical figures who almost certainly were autistic, including chemist and physicist Henry Cavendish, the discoverer of hydrogen; and Nikola Tesla, inventor of an overpriced electric car. (Hold on, I’m getting a note here that that isn’t correct.) Temple Grandin makes several appearances on these pages as well. There’s also a deep dive into the correlation between autistic people and sci-fi fandom, including Claude Degler, a key early figure in spreading the gospel of science fiction (until his views on eugenics caught up with him), and perhaps an autistic person himself. Silberman argues that sci-fi fandom was one of the first safe spaces for autistics, as personality “quirks” were less important than one’s passion for the subject – and perhaps because those quirks were more common among the fan base anyway.

There’s a wealth of information within Neurotribes, even though the book is now seven years old and it seems like the medical community knows even more about autism now than it did then. It’s a well-researched and well-argued work, one that encourages empathy for autistic people but not pity, and if anything gives more respect to Wakefield, the NVIC, and other cranks than they deserve, presenting the views of people who seek to find non-genetic causes for autism fairly before explaining that the evidence says they’re wrong. And Silberman makes it very clear that autism isn’t what history tells us it is, or even what many people probably still think it is, thanks to Rain Man or, worse, Music. It’s a deeply humanistic work of non-fiction, and that alone makes it worth a read.

Next up: Dr. Stephanie Cacioppo’s Wired for Love.

An Immense World.

Ed Yong won the Pulitzer Prize for Explanatory Writing last year for his articles in the Atlantic (not my employer) about the COVID-19 pandemic, which I called way back in May of 2020, over a year before the award announcement. I was already a fan of his work after reading his tremendous first book, I Contain Multitudes, a thoughtful, detailed look at the importance of the microbiome, and how so many of our actions and policies work against our own health because of our fear of bacteria. (He also described the experiment to infect male Aeges aegypti mosquitos with the Wolbachia bacterium, which makes the eggs that result from their mating activity fail to hatch. It has since been used to reduce mosquito populations in areas where dengue fever is endemic.)

Yong’s latest book, An Immense World: How Animal Senses Reveal the Hidden Realms Around Us, is a big departure from anything he’s written before, although he retains both his commitment to scientific accuracy and the sense of wonder that permeated his first book. This time around, he’s exploring an area I would guess most readers have never contemplated: How animals sense the world, often in ways that are beyond the reach of our senses, or even rely on senses that humans don’t have.

Yong begins with some discussion of the erroneous historical view, one that still persists today on a smaller scale, that non-human animals are less cognitively capable than we are, because we have evolved consciousness and they haven’t. It’s a view that fails on its face, as just about everyone who’s been around a dog knows that canines can hear sounds we can’t – hence the dog whistle, at least in its literal sense. It turns out, unsurprisingly, that there are examples across the animal world, and in some cases in other biological kingdoms as well, of senses more powerful than our five senses, and examples beyond those.

One of the best-known colloquial examples, although I would say probably not a well-understood one by laypeople, is echolocation in bats. Bats are nearly blind, but their powers of echolocation, using what we now call sonar to determine not just where objects are around them, but to find food and distinguish, say, something to eat from the leaf on which it’s sitting, involve a mental processing speed that is hard for us to comprehend. And it turns out humans are capable of echolocation as well, although evolution hasn’t advanced our skills in that area to the same extent because we haven’t needed it.

Yong also describes the handful of species that can sense the Earth’s magnetic field, a sense humans do not have at all, to find their way back to the beach where they were born, in the case of some turtles. There are animals and insects that can see parts of the infrared spectrum that we can’t, but there are also substantial portions of the animal kingdom that don’t see the world in the same colors we see – which is why waving a red cape in front of a bull is just a silly tradition, as bulls don’t have the red cones in their eyes to detect that color. Indeed, few animals see the world in the same colors that we do, which comes down to the fact that color isn’t something inherent in nature; it is how our eyes perceive vibrations of molecules in nature, because we have red, green, and blue cones in our retinas that send signals that our brains convert to color. (And some people, almost all women, have a fourth cone, making them “tetrachromats,” which Yong also discusses.) If you don’t have those cones, you see the world completely differently.

Yong ends with what is probably the most important part of An Immense World ­– an examination of how humans are screwing all of this up. You’re probably aware of how climate change and overdevelopment are already threatening habitats around the world. Light pollution threatens many species that rely on natural light sources to find food or shelter, or to migrate; noise pollution interferes with many species’ ability to communicate with each other, to find mates or identify predators. Humanity’s rapid rise in the last 200 years has been an unmitigated disaster for everything else on the planet, and Yong points to even more threats to biodiversity than those we already know about (e.g., those explained in The Sixth Extinction). There are also some examples of species adapting to these changes – birds that have learned to hang out near streetlights to eat the moths attracted to the illumination, for example – but they’re too few to make up for the losses. We have to be the ones to adapt, to live with less light, less noise, less everything, so that we don’t lose any more than we’ve already lost, especially not before we’ve learned more about it.

Also, Ed will be my guest this week on the Keith Law Show. The episode should be up on Tuesday, 9/20.

Next up: Steve Silberman’s Neurotribes: The Legacy of Autism and the Future of Neurodiversity.

Power Failure.

Power Failure is a clever small-box game from Genius Games that rethemes a Taiwanese game called Power On!, taking some of the concepts of the great route-building game Power Grid while including a key message about climate change. Sometimes a game just hits you the right way; Power Failure has just so-so ratings on BGG, for example, and my daughter really didn’t care for it, but I think it’s both clever and fun. It’s great value at $17 or less, as on Amazon or Miniature Market.

Power Failure has two main conceits: You’re building an engine of power plants that you can fire once per turn, with each plant type requiring different fuel (in the form of cards); and building and firing plants usually involves adding carbon tokens to the shared tower in the middle of the table. When that tower falls, it ends the turn of the player who placed the last token on it, and everyone else has to discard a card from their hands, simulating the environmental cost of generating energy, especially through dirtier forms like coal and natural gas. At the end of your turn, you can “fire” all your plants of one type, and then use the total power you generated to claim a City card that represents the power demand of one city, which is the only way to gain victory points in the game.

Beyond the tower, this is a hand-management game – you get a hand of cards that include power plants, fuel cards for some of those plants, and special action cards. On every turn, you can take three total actions, which can include selecting a card from the common market, playing a card from your hand (building a plant or using a special action card), or firing up all of your plants of a single type. You can do the same action type twice, and in the first two or three rounds you’ll use all three actions to play or draw cards.

There are three main types of power plants in Power Failure, coal, natural gas, and nuclear; plus renewable energy plants that require no fuel and fire automatically on every turn. All power plant types require that you add one carbon token to the tower when you build them. Coal plants require one coal fuel card each to fire them, and you have to add three carbon tokens per plant when you do so. Natural gas plants require one natural gas card each, and you add two tokens per plant when you fire. Nuclear plants don’t add carbon tokens, but you need two separate cards for each plant you fire, one for fuel and one to represent the handling of the nuclear waste. Some renewable plants generate a variable amount of energy, from 0 to 2 units, based on the number showing on the top card on the deck, so you can’t build an entire energy strategy around them, but they can be enough to supplement your other energy sources to get you to a better city card.

Thus your goal is to build an engine of plants, likely concentrating on one type, that you can fuel and fire every other turn or so to try to fulfill a contract on a city card. The catch for coal and nuclear plants, which are cheaper to fire, is that they pollute. For every coal plant you fire, you must add three carbon tokens to the tower, and for every natural gas plant, you must add two. So you might build an engine with three coal plants, which would generate 18 power, enough to claim any contract in the game, but you have to add nine tokens to the tower, doing so one at a time. The tokens are hexagonal wooden pieces about a half-inch thick, and you can stack them flat or vertically, depending on how hard you want to make it for the next player. When the tower falls, your turn ends, you generate no power, and everyone discards a card, after which you reset the tower by starting out with three tokens and play resumes. There’s a little dexterity involved here, which does exclude certain people from playing, unfortunately. I do think the idea is clever because of the way it introduces variability into the mix – every form of power production pollutes at some level, but it’s hard to predict who will actually be the polluter to push the total over some threshold.

Games take 45-60 minutes, and I think it’s good for any age range that can handle the token placement part of the game. There’s some light text required, but it’s manageable for younger players. I also appreciate the color scheme, which is brighter and clearer than Power Grid’s fifty shades of grey. It’s a serious engine-builder at heart, though, with the dexterity element a small part of the game. You can play it mostly solo against other players, or you can play more competitively with a “take-that” strategy that swipes fuel cards your opponents might need. I think it’s a small gem of a game that deserves a wider audience than it’s gotten so far.

Get on Board: New York & London.

Get On Board: New York & London is the latest game from the designer Saashi, whose solitaire game Coffee Roaster is the best purely solo game I’ve ever played (and very accurate to its theme – the man clearly knows his coffee). This one is a two to five player game, a flip-and-write game with a fun route-building mechanic on a shared central board, as players compete to build bus routes to pick up and deliver passengers in the most efficient way for victory points.

The board here has two sides, New York for 2-3 players and London for 4-5, with only one rule difference between them (put a pin in that for a moment). Players start at different traffic lights on the map, and then will build a route from there by adding their own road pieces to cover individual blocks, never branching or doubling back, and marking off every icon their route touches on their personal scoresheets. There are twelve ticket cards that will determine how many pieces each player places per turn, and in what shape, with each player placing a different number/shape for tickets from what their competitors place.

Every intersection on the map has something there, and you score just about everything. Little old ladies are just happy to be there, so you score 1 to 3 points just for picking them up; everyone else has to be dropped off in some way, though. Tourists want to be delivered to tourist sites, and you get more points if you gather more tourists on your bus, up to 4 at a time, before getting to one of those sites. Workers want to go to office buildings, up to 3 at a time, with a bonus when you do so. Students don’t need to be dropped off in order at schools, but you do need to get your route to both to score, because your points are the product of the number of students you picked up and the number of schools on the route.

When you place a piece on a street where your opponent already has one, or, on the New York map, on a midtown block that’s marked in black, you cause Traffic, and you fill in one of the circles on the bottom of your scoresheet. The first few are just -1 point for every other circle, but eventually it’s -1 every time, and if you place a piece on a block that has multiple opponents’ pieces on it, guess what? It’s one circle for every piece already there. You can also choose to lose points if you want to alter the shape of pieces called for by the ticket – for example, if the ticket’s number calls for you to place three pieces all in a straight line, but you want to make one turn, you’d mark off one of the five spots at the top of the sheet. The first costs you 1 point, the next three cost you 2 points each, and the last one costs 3, after which, you’re stuck.

There are two other bonuses available, which can be worth up to 10 points each. Every player gets a card showing three lettered spots on the board, and will score 10 points if they get their bus route to hit all three of them. There are also two common objective cards in every game, where you have to pick up five students/tourists/workers or visit all three light blue or dark blue tourist sites, worth 10 points each for the first player to achieve it and 6 points for everyone after. Finally, there are four named sites on each map, a university, two tourist sites, and an office building, and when you reach one of those, you get a bonus equal to the number of matching people you’ve picked up in total to that point in the game.

It’s a lot of scoring rules, but the game play itself is simple and quick. Flip the next ticket. Add to your route, from the endpoint, matching the shape given by the ticket number and the guide on your scoresheet. You place those pieces, marking off everyone you pick up and every building you cross on your sheet, and if your route ends at a traffic light, you get to place a bonus piece for free. After twelve rounds, you’re done – add up your points (six categories), make your deductions (two), and you get your total. For two people it can take under a half an hour; for four, the most I’ve played with, it can take 45-50 minutes.

I do think the game shines at four players; the London map is a little better than the New York one, because it’s wider and gives you more flexibility. It’s worst with three, as the New York map gets too crowded, although I haven’t tried London with five. It’s probably fine for players 10 and up, maybe even as young as 8 if they know games, and I love the way the game encourages cognitive flexibility. You can also play this online at Board Game Arena, which has a great implementation. I think it’s likely to make my best games of 2022 list when I do that in December.