Haroun and the Sea of Stories.

I’d only read one Salman Rushdie novel prior to this month, tackling Midnight’s Children back in 2010; I found it a somewhat difficult read, but brimming with imagination, big themes, and incredible prose and wordplay. What I didn’t know until very recently was that he wrote a children’s novel called Haroun and the Sea of Stories, which appeared on the Guardian‘s list of the 100 greatest novels ever written. It’s quite wonderful, featuring more of the wordplay and creativity that marked Midnight’s Children, reminding me in many ways of The Phantom Tollbooth, one of the best children’s novels I’ve ever read (twice, in fact, once on my own and again to my daughter), and the works of Roald Dahl.

Haroun Khalifa is the young son of Rashid, a storyteller who suddenly loses his gift of narration when his wife leaves him, leaving the two of them without any means of support and Rashid without his identity. When Rashid fails to deliver at a speaking engagement, he and Haroun are whisked off to the Valley of K for his next assignment, speaking for the politician Snooty Buttoo – there are a lot of Butts in this book – only for Haroun to discover that his father has lost his ability to weave stories because Iff the Water Genie is trying to sever Rashid’s imagination. This leads Haroun to learn about the Sea of Stories, the plot by the evil Khattam-Shud to poison it and block its source, and the impending war between the Kingdoms of Chup and Gup that will determine the fate of the Sea.

Rushdie makes Haroun the hero of his own story in the tradition of children in literature who have to do something to save one or both of their parents. Haroun faces difficult choices and shows courage in the face of great odds, standing up to the various otherworldly creatures trying to steal his father’s gift or kill Haroun’s new friends from Gup or sew the lips of the Princess Batcheat shut. (He gets no help from the vacuous Prince Bolo, the antithesis of the typical prince-hero character, generally saying and doing the wrong thing or just showing no awareness of what’s happening around him.)

The text itself is replete with puns, references to Hindustani words or Indian historical figures, and even pop culture references. Iff and the Butts work for the Walrus, who employs technicians named the Eggheads, a reference I trust I don’t have to explain. Butt the Hoopoe certainly sounds like a nod to the British glam-rockers Mott the Hoople. Many names allude to characters in the stories of One Thousand and One Nights, including Haroun al-Rashid, a real-life Caliph of Baghdad who appears in many of those tales. General Kitab’s name means “book” in Arabic and Hindustani, and his army comprises numerous Pages. And the fish with multiple mouths, or maws, are referred to as Plentimaws … and there are Plentimaw fish in the Sea. (The book also has a brief appendix where Rushdie explains many of the character and place names.)

It’s also hard to avoid the likelihood that Rushdie wrote this as a reaction to the fatwa issued against him by Ayatollah Khomeini of Iran after the publication of Rushdie’s novel The Satanic Verses and the general controversy over a portion of the book that some Muslims deemed blasphemous. In the wake of its release, at least ten countries banned the book in some form, including his native India, while many U.S. bookstores declined to sell it. There were also multiple bombings of bookstores and newspapers in the U.S. and in the United Kingdom related to the book’s sale, while the Archbishop of Canterbury called for an expansion of England’s Blasphemy Act to cover offenses against Islam. (That law was repealed entirely in 2008.) Haroun may be just a children’s novel, but it’s probably also a parable about censorship and the threat to the marketplace of ideas, showing how a society might suffer in a world without stories.

Haroun is better for slightly older kids, because the vocabulary would likely be too demanding for children below fifth grade or so, although the story itself would mostly be appropriate – Haroun’s mother runs off with another man near the beginning, but eventually returns without any real comment – and easy for any child to follow. I could see younger kids being disturbed by the threats to sew the Princess’ mouth shut, although Rushdie softens that possibility by having other characters complain about how awful her singing voice is. It’s a book for younger readers, though, so Haroun saves the day, no mouths are sewn shut, and Rashid eventually regains his talent for weaving stories. The beauty of this book is the journey, the literal one Haroun takes to this other world – I haven’t even mentioned the earth’s second moon, Kahani, which you might not have noticed because it moves by a Process Too Complicated to Explain – and the one on which Rushdie takes the reader, with puns and gags flying so fast that you might miss them on your first read. It’s a delight and a testament to Rushdie’s boundless imagination.

Next up: I’m many books behind in my reviews, but right now I’m reading Kat Kinsman’s memoir Hi, Anxiety: Life with a Bad Case of Nerves.

The Body Keeps the Score.

I’ve been open about my own mental health issues, such as this piece I wrote on being anxious throughout my childhood, but am fortunate in one respect in that my childhood was also relatively free of trauma. I grew up in a loving family, didn’t lose any close family members until I was a teenager – both of my grandmothers lived to their 100th birthdays – and never had to deal with the effects of divorce or abuse, to pick just two possible traumas that affect kids. Events I might recall as “traumatic” pale in comparison to what others grew up with.

I’ve only come to learn about trauma and PTSD (post-traumatic stress disorder) in the last handful of years, due to several close friends who suffer from it and how its effects can often include problems I’ve dealt with, including anxiety, panic, depression. Somewhere along the way I heard about Dr. Bessel van der Kolk’s seminal 2015 book The Body Keeps the Score: Brain, Mind, and Body in the Healing of Trauma, which I have since learned is an incredibly influential and important book in the world of mental health professionals. Dr. van der Kolk has spent decades working with trauma victims and was one of the leading proponents of the hypothesis, later supported by fMRI and similar evidence, that trauma actually alters the brain in a physical sense rather than just a mental one, and that even minor events can still have traumatic effects on our brains, especially when they happen while we’re young.

Dr. van der Kolk spends the first part of The Body Keeps the Score discussing his own history in working with trauma victims and the difficulty he and other colleagues had in even gaining acceptance for the idea of the aftermath of trauma as a distinct medical disorder. PTSD was only recognized by the American Psychiatric Association as a formal diagnosis in 1980, when it was included in the Diagnostic and Statistical Manual of Mental Disorders‘s third edition (DSM-III), thanks to a surge in sufferers among soldiers who returned from fighting in Vietnam. Awareness of the condition dates back to ancient Greece, and is well-documented in medical and popular literature from the 1800s forward under terms like “shell shock” (whence our word “shell-shocked” derives), but people with PTSD prior to 1980 were treated as if they had a panoply of other, seemingly unrelated mental health disorders, which led to problems like overmedication and a lack of any progress back towards a normal life.

From there, the author discusses new evidence from the world of neuroscience to support his and others’ hypotheses that the brain of a trauma victim works differently than the brain of someone without PTSD. Different parts of the brain are activated in similar situations, although among trauma victims there can be varying responses, from panic to dissociation to shutdown. He also discusses the various ways we develop PTSD, often in excruciating details of childhood abuse or wartime atrocities, tying these underlying conditions to changes in methylation of genes that can even be passed on to offspring, a process known as “epigenetics,” that also explains how the brains of trauma victims end up operating on a different BIOS than those of others.

The prose here can feel a bit academic, perhaps the result of van der Kolk’s background but also that he’s a native Dutch speaker and writing in his second language. In part five, which constitutes nearly half of the book, the writing livens up as he delves into various methods of attacking trauma and retraining the brain not to panic, dissociate, or just peace out when the person is presented with a trigger. Some suggestions are obvious or well-known, like using yoga or EMDR therapy (Eye Movement Desensitization and Reprocessing, which sounds like it shouldn’t work, but does help trauma victims), while others are novel and surprising, including participation in theater or similar role-playing activities, or using a computer program to try to ‘reprogram’ the brain not just in its fear response but all of the time. He includes EEG graphs that show patterns of attention in the brains of study participants where the trauma victims’ brain waves are less tightly connected and even diverge in the milliseconds after the subject was presented with information for the brain to process. Neurofeedback, which allows the user to regulate his/her own brain function with the help of software that displays EEG results, has shown promise for trauma victims and people with other mental health disorders to reestablish control over their brains’ betrayals. Dr. van der Kolk also goes into heart-rate variability training, self-leadership of the different parts of our personality (not quite dissociative identity disorder, but leaning that way), and the pros and cons of cognitive behavioral therapy or medication for PTSD sufferers.

If you or someone close to you is a trauma victim of any sort, even if it seems like a ‘minor’ trauma, The Body Keeps a Score will be an illuminating read that could help alter the course of your/your intimate’s treatment. Even just the final section, where he points out why things like CBT aren’t effective (discussing the trauma over and over doesn’t actually change the way the brain responds to it or other triggers) and gives numerous suggestions for other remedies, would be useful. If you can get through some of the more technical language earlier in the book, though, the entire read is worthwhile, especially as van der Kolk explains his own journey of understanding through decades of working with veterans, children, and other trauma victims to get to this comprehensive theory of how best to treat these people – often people who were considered untreatable by previous generations of psychiatrists.

Columbus.

Columbus (amazoniTunes) wouldn’t even have come to my attention had I not heard about it from the Grierson & Leitch podcast, where Tim Grierson mentioned it at the start of its theatrical run and gave it a very strong recommendation. It’s an indie film in name and in spirt, driven entirely by dialogue and scenery, and perhaps not everyone’s tastes – but it is very much to mine, with a wonderfully written script by director Kogonada that reminded me of the novels of Kazuo Ishiguro.

John Cho delivers the best performance I’ve ever seen from him in a turn that should answer any question remaining about whether he can lead a film, starring as Jin, an American-born Korean translator who has left his job in Seoul to come to Columbus, Indiana, because his architecture professor father has fallen gravely ill. Once there, he encounters Casey (Haley Lu Richardson), a recent college graduate who is a bit stuck in neutral, still living at home with her recovering addict mother (Michelle Forbes), working a low-paying library job rather than pursuing her passion for architecture. The two forge a quick, intense friendship, unburdened by romantic or sexual tension, as they talk through their respective problems while touring the Indiana town’s major architectural sights.

(I was totally unaware of this town’s existence, but Columbus, Indiana, is actually a bit of a mecca for architecture fans, with a number of modernist buildings and other public art works, many the result of a foundation started by J. Irwin Miller in 1954 to help fund such efforts by paying the fees for noted architects to help design public buildings in the city. Wikipedia tells me that the American Institute of Architects named Columbus the country’s sixth most important city for architecture in 1991.)

Jin has been estranged from his father for years, and never had much connection with his father, who never speaks in the film but appears in Jin’s and his assistant Eleanor’s memories as a cold, demanding academic with a particular genius in his field. Casey has a chance to leave Columbus to study architecture, with help from Eleanor, but doesn’t want to leave her mother for fear she’ll relapse – and, perhaps, from the natural fear we all have of starting our adult lives in earnest. Their fast friendship comes across as very real, with the vicissitudes of any relationship where you suddenly spend a lot of time with someone you don’t know well, and their deep conversations are often set against stunning backdrops of the great buildings of Columbus or of other landscapes in the town, underscoring Casey’s reluctance to leave even as she’s showing Jin her passion for the subject. (She identifies several buildings by where they rank on her list of her favorite buildings in the town.)

Rory Culkin appears a few times as Casey’s friend Gabriel, an amusing sendup of the college student who’s just learned about hermeneutics and tries to introduce the jargon into regular conversation while also probably trying to get into Casey’s pants. (Spoiler alert: He fails.) The sparse script spills over into an equally scarce cast, most of whom deliver even if in limited roles, other than Parker Posey, who overplays Eleanor as a condescending materteral figure in a film defined by its understatement. The minor subplot of Jin having a crush on Eleanor when he was much younger, and possibly still harboring some of those feelings, felt similarly out of place, not least because I expected this older, worldlier Jin to see through Eleanor’s pretense.

I’m an avowed Ishiguro fan, for his stories, his intense understanding of human nature, and his gorgeous yet economical prose, all of which are in evidence here as well in Kogonada’s script. Jin and Casey speak in a slightly stilted style, a half-grade more formal than the rhythm of normal speech, but it matches the setting of buildings that seem similarly unreal, and the dialogue is thoughtful rather than clipped, with each character offering insight into the other’s emotions and the traumas that have come to define them. Columbus is just a beautiful, heartfelt film from start to finish, powered in particular by Cho’s performance, sadly overlooked already in awards voting but worthy of far more consideration than it’s getting.

The Florida Project.

The Florida Project is the best movie I have seen so far in 2017. Granted, it’s December 3rd, and there are many movies left to be seen, but I will go out on a limb and guess that when I’ve seen all the likelies I will still end up with this bold, empathetic film at or very near the top of my list. The movie takes a look at a small bit of the American underclass, delivering a slice-of-life story that becomes so much more because of the living, breathing characters that populate it and the script’s obvious regard for its denizens.

The title is a play on words of sorts; it takes place in the Magic Castle, one of the welfare motels around Walt Disney World, a place where residents pay by the week and often must vacate the premises for one night, moving to a neighboring flophouse, because the apartment’s management won’t let anyone stay long enough to establish residency. (I presume Florida has a consecutive-days threshold where a transient guest becomes a tenant and acquires additional rights.) The property manager is Bobby (Willem Dafoe), who plays an important role in the lives of the two central characters, single mother Halley (Bria Vinaite) and her daughter Moonee (Brooklynn Prince), as they live through a period of a few weeks at the start of Moonee’s summer break from school.

The movie shifts focus frequently, but the bulk of the story is told from the eyes of the kids, Moonee, her friend Scout, and new friend Jancy, with whom the first two get acquainted when they are caught spitting on Jancy’s mother’s car – because that’s the sort of thing you do all day when there’s no school, little money, and lots of time to fill. The three head off on daily adventures in the neighborhood, which is mostly filled with other low-end housing complexes and tacky stores selling Disney paraphernalia, finding trouble when it doesn’t find them first.

The struggles of the adults in their lives play out right in front of them, including the central struggle, paying the rent. Much of what happens in The Florida Project mirrors the problems Matthew Desmond covered in his Pulitzer Prize-winning book Evicted: paying the rent means working, which means someone has to watch the kids, which either costs money or means leaning on neighbors, friends, even strangers, so some people don’t work. Halley is an unemployed stripper whom we see selling knockoff perfumes to tourists for cash and who eventually (and inevitably) starts turning tricks to pay the rent, which precipitates the crisis that turns this movie into a routine slice-of-life piece into a story with an arc and a conclusion. Her background is never discussed, but I don’t think it’s a stretch to assume she’s a victim of something traumatic, especially given her disproportionate responses to even minor disappointments. Halley feels like a fictional incarnation of Sen. Orrin Hatch’s “people who won’t help themselves,” but while she’s unsympathetic on the screen, it’s also quite easy to see how she could feel thoroughly trapped by her environment. There’s no path for her out of poverty, and she’s basically one mistake away from losing her home and/or her kid.

Moonee is the real heart of this movie, and Prince, who was six at the time of filming, gives one of the best performances of the year. She’s mischievous, vivacious, and perceptive, adept at manipulating adults and navigating their world, often tumbling out adult words that you don’t expect to hear from a six-year-old’s mouth. She’s the ringleader of the three kids, and is almost totally unflappable, even when crises seem to unfold around her; when they cause real trouble, she’s the one trying to come up with the cover story. You can see glimpses of the impact this life is having on her, but she’s also still at an age where she’s resilient to setbacks, and her bond with Bobby, while seldom directly referenced, is one of the best emotional threads in the story. (Prince, who reminds me a bit of English actress Honeysuckle Weeks, and her two young co-stars did an adorable interview about making the film with Variety.)

Dafoe also delivers the best performance I’ve seen from him, even though Bobby is probably a bit too good to be true – he’s likely poorly paid, constantly dealing with tenants who are late on the rent or causing trouble, and often doesn’t have the money to undertake needed repairs, but he’s still got a heart of gold, especially where Moonee is concerned. The scene where he sees a non-resident adult talking to a group of the project’s kids as they play is one of the film’s most gripping moments, giving insight into Bobby’s character and setting his temperament apart from the more labile personalities living in the building.

Director/co-writer Sean Baker employs some subtle perspective shifts, some just varying the distance to the characters, but getting particular value from dropping the camera to the kids’ level even when the adults are the center of the scene. The Florida Project would be utterly joyless to watch without the kids – even though it would be true to life – and Baker uses the kids’ storyline both to provide some needed relief from the depressing reality of Halley’s life and to show how the wonder of childhood isn’t tied to wealth or possessions, but to time and that sense of adventure. That contrast between Moonee’s view of the world and Halley’s parallels the other, unspoken contrast between the story in this movie and the fantasy world in the shadow of which the film occurs. The Magic Castle may not quite be the Unhappiest Place on Earth, but it feels close when we see it through Halley’s eyes. The movie ends on a perfect note, as well, as the climax itself, which was not just inevitable but which I would say was the only possible outcome of what had come before in the script, gives way to an utterly priceless concluding sequence. Yes, we know it’s temporary, and we all know what will come afterward, but for that one last moment, we see the characters leave the world behind and run for joy.

7 Wonders app.

7 Wonders has been one of my top 2 all-time boardgames since I first played the tabletop version back in 2011 (here’s my original review), and after a bit of a layoff – which happens given all the new games I need to try for Paste and Vulture – I got back into it this summer and found it hasn’t lost a thing for me. It’s just a brilliantly designed, fast-playing game that rewards long-term thinking, has a lot of interaction among players, and leaves players with very little downtime. All that was missing was an app version of the game, which had been promised at least as far back as early 2015 but seemed stuck in perpetual beta.

Well, I have good news: The 7 Wonders app is here, for iPads at least, with an Android version due next month, and it is great – if you already know the game, at least. The AI players are solid, the app itself is easy and intuitive to use, and there’s a lot of info crammed on the screen. I have some questions about whether this would be so intuitive to someone who’s never played the game, given what isn’t shown on the screen, and feel like there is room for some added features before the developers deliver the promised Leaders and Cities expansions.

7 Wonders is a card-drafting game with set collection elements, working much more quickly than most card collecting games do. There are three rounds, and in each round, players will get to buy (or just take) six cards to place on their tableaux. The unique mechanic of 7 Wonders is that you start each round with a hand of seven cards, choose one to play, and then pass the remainder of your hand to an adjacent player. Once you’ve played a few times, you know what cards are in each age, but you can never know what cards will be available to you in a specific game. In a game with six or seven players, the cards you pass will never come back to you; in a game with fewer, you’ll at least get something back from your original hand, but you can’t predict what it’ll be.

The cards themselves typically cost resources to acquire, but unlike many resource collection games, 7 Wonders doesn’t come with bags upon bags of little wood and stone tokens. Instead, you get resources every round from cards you’ve played that produce those, and you can buy resources from your two neighbors for 2 coins per unit – if the neighbors actually produce them. Many cards also give you the right to play specific cards for free in later ages, which can be a very powerful way to rack up points without producing a ton of resources yourself.

There are multiple avenues for scoring points, and while there’s a lot of debate over an ideal strategy, I find they’re all fairly balanced, and often the best strategy is just the one that no one else is pursuing. You can gain military points if you have more military symbols than each of your neighbors at the end of each age. You can rack up science points by acquiring green cards with three different symbols in sets. Blue cards simply give victory points. You can also discard cards to build stages of your Wonder, usually three different stages, each of which confers some benefit in resources, points, gold, or sometimes extra actions. And the purple guild cards in the third age can lead to huge bonuses.

The app version of 7 Wonders looks fantastic, and the developers have managed to get all the relevant info for you on to one screen, with most of the real estate occupied by your tableau and your hand, and with two smaller sections on the left and right sides to show what your neighbors have. Because card play is simultaneous, when you drag a card from your hand (bottom of the screen) to your tableau, your opponents’ moves happen at the same time, and you’re immediately given your new hand of cards.

Each card in your hand will be outlined in green, yellow, or red, with an indication in the lower left of the cost to play it. Green-outlined cards are either free to play or are already covered by resources you produce or cards you have. A check mark in the lower left says you’ve covered the cost; a chain link symbol means you have a card that gives you this one for free. Yellow outlines indicate you’ll have to pay at least one coin to buy resources from neighbors to play the card. Cards you can’t play are outlined in red, and if you try to play them anyway, you’ll get a Not Enough Resources message. You can click and hold any card to see a text explanation of its effects, including cards your neighbors have played. You can also see your neighbors’ current military strength, money, and wonders (including whether they’re completed) at all times.

The app moves fast – I can rip through a game against AI players in about five minutes – which might be confusing to new players. There isn’t a speed setting, although you can turn on an option to require move validation, which would at least make it feel slower. It would be incredibly useful if you could click and hold a card to play and see what its point or gold value would be at that moment, even though it could change later in the age or the game. The game-end scoring screen shows you how many points each player got from each scoring method, but switching back to the game at that point shows you the cards without further explaining the scoring breakdown, which I think would also be useful for new players.

I found the AI players to be sufficiently challenging, and surprisingly agile – they clearly respond to what you’re doing on the military side, which requires you to react in turn – but after a handful of plays over the last 24 hours, I’m finding my winning percentage approaching 50% already. I have won with military, with blue bonus cards, and with racking up guild points, but have yet to win with science – although once I lost to an AI player with 48 science points, which I think is a good sign I just wasn’t paying attention. (If you’re curious, that’s three cards with one science symbol, three cards with another symbol, the wild-card scientists’ guild, and two cards with the third science symbol.)

The app has online play and what appeared, on day one, to be an active lobby of players, although today on day two I haven’t been able to connect via the app. You need at least 3 players, on or offline; the 2-player variant isn’t included here, although I’ve never loved that rules tweak anyway. It is not available for smaller screens like iPhones, and while I’m sure that’s disappointing to a lot of users, I can understand why given how much information is required and how busy the screen gets by Age III even on the iPad. I’m completely hooked at the moment, and unless/until I start killing the AI players regularly this is going to be one of my go-to boardgame apps. I’ll update this post when the Android version is out, but if you have an iPad, go get this app.

Wise Children.

Angela Carter’s Nights at the Circus won the James Tait Black Memorial Prize for Fiction in 1984, and then won a special Best of the James Tait Black award in 2012 as the best of the 90-odd winners of the annual honor in its history, beating out such widely acknowledged classics as Graham Greene’s The Heart of the Matter (which was shortlisted), Salman Rushdie’s Midnight’s Children, Robert Graves’ Claudius duology, and E.M. Forster’s A Passage to India. I read it in April of 2016 and found it impenetrable, between her recursive prose and her seamless mixture of unreality into the realistic narrative, without any core characters to whom I could relate or with whom I could empathize. It’s been only a year and a half since I read it and I’d have a hard time telling you what it was about.

Her last novel, Wise Children, is completely different in everything but prose style – but here the almost Proustian prolixity is far more effective, as it reflects the effusive, vivacious personality of the narrator, Dora Chance. Dora and Nora are twins, the illegitimate offspring of the stage actor Melchior Hazard (I trust you’ve noticed these surnames already), who grow up in and around the theatre and whose lives intersect regularly with those of their biological father, their uncle Peregrine who pretends to be their father when he’s not wandering the globe, and Melchior’s various wives and other children, the latter of whom also come in pairs. The book is a bawdy, boozy, life-affirming comedy, told by Dora as she, her sister, and Melchior’s first wife, the Lady Atalanta, prepare to attend Melchior’s one hundredth birthday party.

Carter employs a ton of wordplay in the book, with double meanings, allusions, and rhyming. Referring to a little closet where a lost cask is found at one point, she has Dora call it “the place where the missus could stow away the master if the master came home plastered.” Her prose is musical, and the puns can be auditory or visual (Peregine calling his nieces “copperknobs,” a deviation from the British slang term for a redhead “coppernob,” and then referring to them getting the “key to the door” when they turn eighteen). I’m sure I only caught a fraction of the references to Shakespeare, English poetry, Greek mythology, and more.

The narrative itself is also unorthodox; it’s written like a memoir, but Dora can’t exactly walk a straight line (unsurprising, given her self-professed alcohol intake) when delving into the past, and her reliability is questionable – or Carter is employing a little magical realism, especially when Peregrine is involved. Much of the comedy is situational, as Carter weaves a web of love/hate relationships among the various half-siblings, parents, uncles, and associates, complete with mistaken identities and the Chances taking advantage of others’ inability to tell them apart. There’s a lot of booze, a lot of sex, and a fair amount of confusion over who is actually the father of each set of twins – much of that fostered by Melchior himself, as his interest in fatherhood is directly tied to its utility in his stage career.

This book appeared on the Guardian‘s list of the top 100 novels of all time, rather than Nights at the Circus, and although that opinion seems contrarian I’d have to agree with it. This is more accessible, funnier, and far more engaging. I’d challenge anyone who reads this to not adore the Chances, who make effrontery their primary coping mechanism in a world that would often rather forget their existence, and who turn the randomness of life into a series of opportunities. It wouldn’t make my top 100 novels list, but it is an incredibly fun, erudite book that regularly had me laughing out loud.

Next up: I’ve got 100 pages to go in Dan Vyleta’s Smoke.

Everybody Lies.

Seth Stephens-Davidowitz made his name by using the enormous trove of data from Google search inquiries – that is, what users all over the world type in the search box – to measure things that researchers would typically measure solely by voluntary responses to surveys. And, as Stephens-Davidowitz says in the title of his first book, Everybody Lies, those surveys are not that reliable. It turns out, to pick one of the most notable results of his work (described in this book), that only 2-3% of men self-report as gay when asked in surveys, but the actual rate is probably twice that, based on the data he mined from online searches.

Stephens-Davidowitz ended up working for a year-plus at Google as a data scientist before leaving to become an editorial writer at the New York Times and author, so the book is bit more than just a collection of anecdotes like later entries in the Freakonomics series. Here, the author is more focused on the potential uses and risks of this enormous new quantity of data that, of course, is being collected on us every time we search on Google, click on Facebook, or look for something on a pornography site. (Yep, he got search data from Pornhub too.)

The core idea here is twofold: there are new data, and these new data allow us to ask questions we couldn’t answer before, or simply couldn’t answer well. People won’t discuss certain topics with researchers, or even answer surveys truthfully, but they will spill everything to Google. Witness the derisive term “Dr. Google” for people who search for their symptoms online, where they may end up with information from fraudsters or junk science sites like Natural News or Mercola, rather than seeing a doctor. What if, however, you looked at people who reveal through their searches that they have something like pancreatic cancer, and then looked at the symptoms those same people were Googling several weeks or months before their diagnosis? Such an approach could allow researchers to identify symptoms that positively correlate with hard-to-detect diseases, and to know the chances of false positives, or even find intermediate variables that alter the probability the patient has the disease. You could even build expert systems that really would work like Dr. Google – if I have these five symptoms, but not these three, should I see a real doctor?

Sex, like medical topics, is another subject people don’t like to discuss with strangers, and it happens to sell books too, so Stephens-Davidowitz spent quite a bit of time looking into what people search for when they’re searching about sex, whether it’s pornography, dating sites, or questions about sex and sexuality. The Pornhub data trove reveals quite a bit about sexual orientations, along with some searches I personally found a bit disturbing. Even more disturbing, however, is just how many Americans secretly harbor racist views, which Stephens-Davidowitz deduces from internet searches for certain racial slurs, and even shows how polls underestimated Donald Trump’s appeal to the racist white masses by demonstrating from search data how many of these people are out there. Few racists reveal themselves as such to surveys or researchers, and such people may even lie about their voting preferences or plans – saying they were undecided when they planned to vote for Trump, for instance. If Democrats had bothered to get and analyze this data, which is freely available, would they have changed their strategies in swing states?

Some of Stephens-Davidowitz’s queries here are less earth-shattering and seem more like ways to demonstrate the power of the tool. He looks at whether violent movies actually correlate to an increase in violent crime (spoiler: not really), and what first-date words or phrases might indicate a strong chance for a second date. But he also uses some of these queries to talk about new or revived study techniques, like A/B testing, or to show how such huge quantities of data can lead to spurious correlations, a problem known as “the curse of dimensionality,” such as in studies that claim a specific gene causes a specific disease or physical condition that then aren’t replicated by other researchers.

Stephens-Davidowitz closes with some consideration of the inherent risks of having this much information about us available both to corporations like Google, Facebook, and … um … Pornhub, as well as the risks of having it in the hands of the government, especially with the convenient excuse of “homeland security” always available to the government to explain any sort of overreach. Take the example in the news this week that a neighbor of Adam Lanza, the Sandy Hook mass murderer, warned police that he was threatening to do just such a thing, only to be told that the police couldn’t do anything because his mother owned the guns legally. What if he’d searched for this online? For ways to kill a lot of people in a short period of time, or to build a bomb, or to invade a building? Should the FBI be knocking on the doors of anyone who searches for such things? Some people would say yes, if it might prevent Sandy Hook or Las Vegas or San Bernardino or the Pulse Orlando or Columbine or Virginia Tech or Luby’s or Binghamton or the Navy Yard. Some people will consider this an unreasonable abridgement of our civil liberties. Big Data forces the conversation to move to new places because authorities can learn more about us than ever before – and we’re the ones giving them the information.

Next up: J.M. Coetzee’s Waiting for the Barbarians.

Ticket to Ride First Journey app.

The current explosion in popularity of European-style boardgames has tended towards older players, adults or teenagers, without as much emphasis on the youngest players who, at least historically, were a prime target for boardgame publishers. A few companies have produced stripped-down, introductory versions of their Eurogames for kids aged 8 and under, but until now none of them had appeared in app form. Asmodee Digital changed that with today’s release of their Ticket to Ride: First Journey app for iOS devices, Android, and Steam, and as you’d expect from an Asmodee product, it looks incredible, plays smoothly, and is extremely stable and reliable. At $4.99, it’s a steal for folks who want to introduce their younger kids to the glories of tabletop gaming.

Ticket to Ride: First Journey is a simplified version of the boardgame Ticket To Ride, which is itself among my top five games all time for its own simplicity and universal appeal, with First Journey – sold exclusively at Target – aimed at kids six and up (and probably fine for kids as young as four, as long as they can match colors). The board itself is smaller, with fewer cities on it and fewer trains required to connect cities that remain – there are no five-train connections between cities, for example.

If you’re already familiar with the rules and mechanics of the full versions of Ticket to Ride, here are the main differences between that game and the First Journey version:

  • You draw two train cards from the deck rather than choosing from five visible options.
  • You start the game with two route tickets (and have no choice).
  • When you finish one ticket, you get another ticket.
  • Everyone knows when you’ve finished a route.
  • Each ticket is worth one point; first to six points wins.
  • You get a point for building a continuous route from coast to coast.
  • There is no penalty for failing to complete a route.
  • Even in the two-player game, players can use both routes between two cities, and you can’t occupy both routes to block another player.
  • Each player has 20 train cars; as in the regular game, if a player places all his/her cars, that also triggers game-end.

The board is streamlined, and the cities on your route cards are animated in the app until you complete them. Each city has a unique icon, like a beaver in Montreal, a totem pole in Seattle, or a movie camera in Los Angeles. The pictures are bright and the text is very clean – not quite Comic Sans, but in that vein. You can drag your train cards to a route to place them; it’s a little fussy about your placement, but the app zooms in on the two cities to help you direct the arrow to the correct route. When you have two colors of tracks between cities, the one you can use is evident and the one you can’t use shows up with lock symbols on it. Some of the routes are extremely short – one track of three trains, two tracks of one or two trains each – so it doesn’t take long to complete your tickets.

On a turn, you have just three options: take two train cards, place trains on the map, or trash your two current route tickets and draw two new ones. That keeps turns quicker than in the base game, since no one is hemming and hawing over which train cards to select, and gives you an out when other players have done something to prevent you from completing a route card.

The route-planning aspects of the main game are still here but much simpler. There’s no longest route bonus, just the “coast to coast” bonus, so building a more efficient route that encompasses your two initial tickets is more about hoping you’ve already completed tickets you’ll draw later in the game or will at least be closer to finishing them. That means less need for the long-term planning of the original game, which makes it easier for younger players to keep up with the adults.

For the youngest players, First Journey might still present the frustration that comes from getting boxed out of a route, especially with three or four players. You can use your turn to trash your two current route cards, however, and draw two new ones, which at least gives you a chance to draw something you’ve already completed or at least will be able to complete. It also means that showing other players your route cards isn’t a negative, so if parents want to help their kids it doesn’t hurt the parents’ ability to play their own hands. The game still has a fair amount of luck involved in card draws of both types, and it’s possible to just have an unlucky game, which cuts both ways with younger players since they can be helped by randomness as well as irritated by it. There are three levels of AI difficulty; I only played against the Hard AI, which I think would be hard for a young player new to the game but isn’t challenging for someone who’s played the full Ticket to Ride.

The game appears to end immediately when one player reaches six points, rather than allowing all players a final turn as in the base game, which seems to give the first player an advantage. It’s possible, therefore, to have a player complete his/her fifth route and then draw a ticket for a route s/he has already completed, ending the game on the spot.

The game comes with a U.S. map and players can unlock a Europe map with a free Asmodee online account. The Europe map will be a standalone game in physical form (due out to U.S. retail in January) and includes a coast-to-coast style bonus, which is more of a west-to-east bonus with players connecting Dublin, Brest, or Madrid to Moscow, Rostov, or Ankara (represented by a samovar rather than an iron fist). There are also collectible stamps within the app for players to earn with each victory.

The First Journey app is ideal for players too young for the full game, with the inflection point probably somewhere around age 7 or 8 depending on your kids’ experiences with better boardgames. For older kids and adults, I recommend the Ticket to Ride app itself, which is among the best boardgame apps available and allows you to buy different maps as in-app purchases to give you different experiences and new rules tweaks.

Dunkirk.

Dunkirk, directed by Christopher Nolan (Inception, Memento) and starring every good-looking British man under the age of 40, tells a fictionalized story of the evacuation of British troops from Dunkirk, France, in 1940, after German forces routed the combined allied troops and pinned them in on a small section of France’s northwest coast. Ordinary British citizens sailed their small vessels, including fishing boats and other pleasure craft, across the English channel and rescued an entire army – over 800 such boats evacuating over 330,000 troops. It would seem an impossible tale had it not actually happened.

Nolan’s script contains very little dialogue – I’m hard-pressed to recall a live-action film with less – and lets the tripartite story drive the film, with intertwined narratives focused on land (the evacuating soldiers, especially one who’s late to the beach and trying any which way to get out), sea (a father and son plus the son’s friend, sailing across the Channel to try to aid the rescue), and air (three Spitfire pilots battling the Germans). The connections seem tenuous at first, but the narratives all collide as the film progresses and their separate timelines begin to converge with the arrival of the small boats at the mole (causeway) at Dunkirk beach.

The script thus gives us little about most of the characters, and many are left unnamed within the film itself. One pilot is only seen with his mask on until his final scene near the end of the film. Kenneth Branagh, a favorite actor of mine who isn’t afraid to chew a little scenery when given the chance, is marvelously understated throughout as Commander Bolton. Oscar winner and Shakespearean actor Mark Rylance plays the civilian sailor Mr. Dawson with similar restraint, the embodiment of British stiff-upper-lip-ness in repeated crises as they sail toward France. Harry Styles – yes, Harry Freaking Styles – is one of the few young soldiers to stand out in spite of the paucity of dialogue, even overshadowing Fionn Whitehead, another acting neophyte who plays the fleeing soldier in the “land” narrative.

The script may be subtle, but the film isn’t; watching this in a theater was an extremely loud and incredibly close experience, with perspective shifts and wobbly camera shots that immerse the viewer in the action, often to an uncomfortable extent. (If you’re claustrophobic and/or have a fear of drowning, you might give this film a miss.) War movies often break the tension by shifting to planning scenes, away from the action, where old men in brass buttons plan the deaths of thousands by moving miniatures on a tabletop map, but Dunkirk never leaves the corridor from England, which we only see from Mr. Dawson’s boat, across to France, moving us from sky to sea to land and back but never pulling us far from soldiers in peril.

Nolan skirts some dangerous lines in the script, giving us Chekhov’s gun in the form of airplane fuel tanks, but writing his way out of obvious endings in two of the three main strands. He doesn’t shy away from the brutality of the conflict, with German aircraft bombing beach and ships even though these are retreating forces with little to no ability to defend themselves, yet there’s a clear effort here to keep the blood offscreen – one assumes because that would detract from the story Nolan is trying to tell and appeal to the baser instincts of those in the audience who mistakenly wandered into the theater while looking for the next Saw installment. The body count is high, even if they’re mostly redshirts, but the horror here has to come from the actors’ expressions and the constant sense of confinement, in ships’ holds, in a tiny airplane cockpit, or even on a wide-open beach that is a perfect shooting gallery for German dive-bombers. The one slight misstep, the thread that leads the ending’s one real nod to sentiment, essentially sacrifices a side character for the plot value of his death, but it’s the only time Nolan submits to that impulse and it at least has the good grace to stay out of the way of the remainder of the plot.

There’s an organic nature to the script that ultimately takes Dunkirk from good movie to great, as Nolan thinks more like a novelist than a screenwriter here. Knowing the history of the evacuation, Nolan creates sets of circumstances for each character or group, and then sees how they react to the stresses under which he places them. We get three pilots who have three differing reactions to disasters in the air. We see a wide variety of soldiers reduced to scrapping for places on ships, refusing to rescue others, or threatening to turn a soldier over to the enemy to make room on a boat. Mr. Dawson and his crew are tested repeatedly, and he becomes the stoic heart of the film, standing in for the hundreds upon hundreds of British men of all ages who risked their own lives to bring the boys home.

It’s early to forecast honors for any film, but I will throw out there right now that I think Dunkirk has to be the favorite for that SAG “best ensemble cast” award, or whatever it’s called, given in lieu of a proper “best picture” honor. Also, I was sure I saw an uncredited Una Stubbs – that’s Mrs. Hudson from Sherlock – on one of the boats, but IMDB tells me it’s an actress named Kim Hartman. But there is an uncredited appearance via voice only that I won’t spoil beyond saying every film is better for having this actor say a few words in it.

Broadchurch, season 3.

I’ve mentioned my love of the British TV series Broadchurch a few times – writing about season one and season two – particularly my admiration for the dialogue, which is some of the best I’ve ever seen on any show, incorporating enough realism to set the show well apart from the police procedurals that have poisoned the airwaves for the last few decades while still giving viewers enough insight into the characters to build emotional attachments. The show was originally written to be a one-and-done, eight-episode story, but returned for two more seasons, the third of which just aired this summer (and which everyone involved says is definitely the end of the show). If this is truly it, the writers and actors gave us more than a mere victory lap, but managed to incorporate an entirely new story and set of characters into the tapestry they created in a small seaside town already reeling from the child murder that started off the series. It’s on amazon as well as iTunes.

Alec Hardy (David Tennant) and Ellie Miller (Olivia Colman) are back, now working together as partners instead of the adversarial relationship that drove the first season (mostly Alec’s doing, as he had some Greg House-like qualities), investigating a new crime: the rape of Trish, a woman in her late 40s, recently separated from her husband, who was attacked at a friend’s 50th birthday party. Trish was drunk and then knocked unconscious, so she couldn’t identify the rapist, and the list of suspects is long, including her former husband, her friend’s husband, a taxi driver with a criminal past, and Trish’s boss. The case is immediately complicated by other factors that also drive wedges between friends and motivate different witnesses to come forward – and, as you might expect, other women emerge with similar stories of rape in the same area over previous years.

The writers spent months working with rape counselors and investigators, learning about such cases and how they’re handled by authorities, giving the writing of season 3 an intense, often uncomfortable (by design) realism throughout the eight episodes. Trish’s reactions, unwillingness to discuss details, guilt and self-loathing, and the varied reactions of other victims all give Broadchurch a level of pathos absent from the SVU style of storytelling – 44 minutes to rush through a story, requiring every victim to be reduced to two dimensions so we can get back to the chase – and depict the complexities of investigating cases like this.

The big surprise of the season is Beth Latimer (Jodie Whittaker, also known as the next Dr. Who), who spent the first two seasons as a mousy, thin character paralyzed by grief and shock, appearing as a rape counselor who is assigned to Trish. Beth’s strength only appeared in flashes in the previous season, but she takes on a much more central role in season 3, both for her work advising and counseling Trish and also as a now-divorced other of two, still grieving her son’s death, and trying to cope with an ex-husband who can’t move on with his own life. I might have had doubts about Whittaker as the lead character on the long-running sci-fi series had I not seen the breadth of her abilities in the final season of this show, as the writing this year and her involvement in two major storylines allowed her to show off a range of emotions, notably the harder edge on display in scenes with her ex-husband or her resolve in dealing with the police when she’s asked to violate the ethical rules of her new job.

The central mystery of season 3 is somewhat less compelling than that of season 1, primarily because the identity of the rapist becomes subordinate to the web of relationships and deceptions uncovered during the investigation. Watching Hardy and Miller work, and now to truly work together as partners with complementary skills who have developed strong respect for each other, is easily the season’s biggest highlight – the very unromantic chemistry between these two, and Miller’s unflagging attempts to draw Hardy’s emotional core out, allow two tremendous actors to show their stuff while also giving the viewer an atypical male/female partnership. Hardy is less House-like this year, as his relationship with his daughter becomes more central and less afterthought, and the writing makes him more socially inept than absent. If season 1 Hardy was just misanthropic, season 3 Hardy is more clueless. He can’t pick up some simple social cues and doesn’t take compliments well or give them any more easily, but now it leads to amusement rather than Ellie wanting to throttle him – often justifiably, given how badly he treated her when they first worked together.

If there’s a hiccup anywhere in this final season of Broadchurch, it’s that they worked a little too hard to make all of the suspects in the rape case a little too creepy. Toxic masculinity plays a role here, and the writers did well to separate out its various aspects and spread them across multiple characters, but there are also at least three men who are called into the station who look or act too … well, too suspect. It’s as if the writers and actors were trying to throw viewers off the scent by making everybody seem guilty. And if you remember the twist in season one, you might see the twist in season three coming too.

If you haven’t started from the beginning, I don’t think you’ll appreciate the full impact of season 3 given how much screen time is devoted to the aftershocks from the first murder, so I would recommend starting with season 1 and watching all 24 episodes in order. It’s some of the finest TV writing I have ever seen, never sacrificing story for dialogue but instead using realistic, thorough dialogue to help give the story more depth than you’ll find in most other television series.