The third and (maybe) final year

On the first day of my last academic year of secondary school I nervously told my friends – yes, I had friends – that it was the last first day we would have. The very next day, I told them all that it was the last second day we would have. And on it went until the end of the year with me driving everyone around me, and myself, crackers waiting anxiously to see what came next.

And back to now: Annual review passed – without issue, and certainly not worth the panic it induced. Now it’s time to focus, for once, as I’m now in what should be my final year of the PhD, and once again I’m wondering just what will come next.

The PhD is a strange project that requires absolute self-belief that you have got an idea that actually amounts to something, despite the fact that research (in this country, anyway) is often mocked as people like Gove declare “who needs experts?” as funding is pipe-dream and as the entire academic system crumbles around me. Yet, I cling to this idea that mutants, of all things, will get me a career even in spite of the system. And yet where will that career take me? I dream of publishing presses, conferences around the world and the chance to meet new academics, but it’s only a dream so long as I know I get to call the North East home. But soon it might not be. The life of the PhD, of that single-minded academic obsessive is dictated by the job market which there is a certain irony to when we are compared to nomads; expected to leave wherever we are each semester in search of a new (short term, insecure) contract. (Maybe I could do my job while living in a motorhome and touring the UK? I wonder) But this familiar creepy anxiety I must turn away from. I’ve only got a year to finish off the first job. Time to focus.

My to-do list for this year is fairly simple:

1/ Get the actual work done

2/ Don’t invent new work

The second part of that may prove harder than point one. I’ve already had two new book ideas, an idea for a journal and yes, okay, it was me who wrote the call for papers for a Pokémon conference. Yesterday I did return to my original thesis for the first time in a couple of weeks, and there was a familiar sense of pride at churning out another 1,000 words. My own work has become my greatest source of comfort as everything else in life is terrifyingly up in the air and ready to crash at any moments. It may be the first day of my last year, but mutants were at the start of the journey and I know they will see me to the end (whenever that might be – hopefully October, though).

Checking in before third year

I have, inevitably, been remiss with updating the blog and promoting my own biopunk work. Too busy to play games, too busy to update my own website. Yet, given that the third and (potentially) final year of the PhD will soon be upon me, it felt about time to check whether I could remember my password.

It has been an intense year: I’ve been published, ran more conferences than I can count, written articles still awaiting review, presented at conferences and, sometimes, done some thesis writing. In truth, it could have been far more intense and I should have done so much more PhD work (I’m sorry, Rob, but not really sorry). Mostly because in that time I’ve gotten a puppy, been on several trips, went to the women’s Euros, and lost track of the hours I spent in Waterstones just looking at books and neglecting my ever increasing to-be-read pile. This final month of second year is now in a little bit of chaos. And yes, I’m delaying getting back to work by wittering on here. But I think the one thing I’ll take away is: if you need to get ahead with work in your first year – and you do, trust me that you do – then make sure it’s so you can slack off on your second year and do all the things you want to do before the real, absolutely absurd slog starts during the final year. I’ve cried three times over my work this month and it’s only the sixth day – and I don’t regret a thing. Expect more updates, maybe. Hopefully there will be some more links on the bio section coming. But most importantly, if you see me screaming outside in a thunder storm so nobody can hear me, just go with it. I’m having a blast, deep down.

Reflections on the first year of a PhD

The time is drawing closer, the time where I will be officially into my second year of my PhD, only I have no real idea of where that time has gone. Working at home during a pandemic certainly does not help separate the days but time feels more defined by books. Time before the Foucault books, time after. Time before Cohen’s critiques and time after. Not so much 52 weeks of the year, but 52 academic texts (at minimum). But despite how bleary-eyed I am, things have been learned. Not a lot, mind, but good enough to be getting on with.

I’ve wept and slept more than lived, laughed, loved; but there has been joy. There have been new brilliant people with even more brilliant minds to speak to. There have been opportunities that I have been humbled by, but immensely grateful for as they break up some of the tedium of filling in supervision forms. I’ve taught undergraduates about gamergate, I was murdered by my director of studies on Among Us, I’ve written academic texts, I’ve put over 30,000 words into my thesis which will certainly be entirely rewritten, I’ve established an academic network, I am arranging a conference, and I completed the Mass Effect remaster in just over a week (and yes, that was the most difficult task of them all).

There has also been a modicum of personal growth, although I hesitate to say that as I know I could undo it all at any moment given my naturally impetuous nature. But, I’ve learned to embrace sleep. I’ve napped more. I’ve cancelled plans to nap or simply be near my flowers and I’ve been polite and apologised but felt little guilt. I have resisted my restless nature and learned to accept quieter moments, but I still somehow take on too much as I am repeatedly scolded for. I am less hotheaded and have learned to suffer fools somewhat better than I once did – but it is constantly testing my resolve in an era of antivaxxers. In short, I have learned to put my needs first while my whims have taken less priority. I think this is why I am still immensely enjoying my PhD, while there are those I know who are struggling.

A PhD journey is difficult. It is immense fun but it is difficult, too. Here are some tips that I’ve learned from the last year for those contemplating doing a PhD. It may help a little.

Preparing a PhD proposal

Seek advice from people who have failed to complete their PhDs. This comes with a caveat: to take their very worst warnings with seriousness and a pinch of salt. There will be many who will line up to tell you not to do a PhD – they couldn’t do it so why should you be able to? The PhD process is long and gruelling, and it can be traumatic for some in toxic environments. That is true, and it is important to know going in so that you may put systems in place to give you the best chance. So be aware of what led them to leave the PhD process, but do not let it deter you. Find solutions to their problems and it will stand you in good stead. Ask: was it their supervisor? Their methodology? The topic? A combination? See what led to the discord, and adjust your own proposal where needed.

Read everything about your field. Going into the interview you may not need to have an extremely detailed plan of exactly how you expect your thesis to go. If you pick an area of research that could be developed or an original idea, and have demonstrable competence, then this usually is enough. However, knowing the landscape of research is extremely helpful for coming up with an original idea and it is best to do it early for one reason: it will cause less stress down the line when you are under more pressure. I know of academics who have gone into the process with a vague idea, which is fine, but time ticked away and they found themselves still in the same vague area only for someone else to publish the research before they did. It’s rare, but it happens. And the best way to avoid that is to develop your original idea as early as you can – and that’s more likely to happen if you know where the gaps in current research are.

Get a reference for your supervisors. A university website will only tell you about a person’s area of expertise but not what kind of person you are going to be stuck with for the next few years. Ask around, and if you are going to the same university as you studied in previously then ask staff members you trust for their input. Even seek out the Student Union and see if anyone associated can give you some advice.

Starting your first year.

Be prepared to be exasperated at the induction. Inductions are great for figuring out the situation with parking and how to make the most of referencing software. However, there is a tendency for them to focus on STEM research so there may be a lot that will feel irrelevant. Stick with it, you’ll never need to see STEM students again if you don’t want to. Think of it akin to lesbians and gay men at Pride who meet only fleetingly, but, sadly, with worse outfits.

Make new connections, and then mute them. You will likely to meeting quite a lot of new people at first: the dreaded STEM students at induction, new scholars in your field, and you will be offered the chance for department reading groups and meetings. Join all the group chats about work and mute them. Check in maybe once a week, apologise for missing messages but don’t let their stress or excessive posting become your stress. Meeting other academics is great, and allies help make the process smoother but they shouldn’t become your whole life. They are still colleagues, it is still work-related and you will need time that is not about your PhD.

Your PhD is what you want it to be. If you just want to focus on your thesis and research then that is fine. But some people also want to focus on developing their academic connections, profile and develop their teaching experience. The pandemic has been severely interrupting to university life which may well mean that there aren’t the same level of conferences and research seminars as there once were. If you want them, you’re probably going to have to organise them yourself. Shy bairns get nowt. If you want something then go for it.

Do your supervision record forms immediately after every meeting. You will forget otherwise, or you will forget what was discussed. Schedule completing the form in with your meeting time (even if you don’t do it literally in the meeting but immediately after). The forms will be one of the most irritating parts of the process, but it’s easier if you get them out the way rather than fill out 12 monthly record forms in a block at the end of the year.

Time to think counts as time working. Play games, sit and stare blankly at the screen, pace around, build a pillow fort to hide in. If you’re thinking about your work – what you’ve read, what you will write next – then that is still work. It is still producing something as it produces new ideas for you to then craft.

Be assertive over your time. Doing a PhD means that people may think you are extremely flexible because you’re not really working full-time, but you are. And it’s worse because you don’t get to just stop at a specific hour. Time away from work needs to be made up. Do go out, and do have fun but also be assertive when you know you need to get work done and people are trying to distract you. Your work is a job, and it is as important as anyone else’s office gig.

A big few weeks ahead for biopunk games

Waiting for biopunk games can feel a bit like waiting for a bus. Nothing for a while, and then all of a sudden three rock up. The next few weeks are going to be huge for fans of the biopunk subgenre. Here are some of the games just around the corner:

New Pokémon Snap (out 30th April)

Fans of the original Pokémon Snap have waited over twenty years for a follow up game. Pokémon Snap became a hit with fans for its refreshing take on the monster world: instead of fighting and training pokémon, the player gets to photograph them in the wild. It was an incredibly relaxing experience and there are high hopes for how ‘New Snap‘ will shape up on the Nintendo Switch.

This is also a great entry point into the franchise for people who missed the Pokémon hype. You won’t need to understand the lore or how the different fighting types match up. You simply assume the role of a nature photographer and get to enjoy watching monsters and mutants interact with each other. What could be more charming than that?

Mass Effect Legendary Edition (out 14th May)

The remaster of the original Mass Effect trilogy is due out next month, and it’s already generating a huge amount of discussion. The original series drew a legion of fans and Mass Effect 2 is still one of the best games ever made. It’s going to be interesting to see the new changes, and it’s a relief that all of the DLC will be included in the remaster.

The new remaster might also shake up the fandom which could do with some fresh energy. For the last few years, there have been endless and repetitive discussions about how to kill off characters and just how bad was that ending. It will be curious to see what new and younger fans make of the series, and whether the story has aged any better than the original’s graphics.

Biomutant (out 25th May)

It might have been easy to miss this one. It’s been in development for quite a long time and the fact it finally has a date for release feels a bit of a surprise. But the trailers hint at a beautiful looking game, and this could be a great RPG. Not a huge amount is known about the world except that it will be occupied by mutants, and the player will be tasked with making allies or enemies throughout the game. Not to put too much pressure on Biomutants but this could well end up the best title of the lot.

How biopunk is Mass Effect?

If I intend to research Mass Effect as a work of ‘biopunk’ then it seemed logical to figure out just how many plots ticked the biopunk box. Unfortunately, this meant doing the one thing I hate the most: compiling spreadsheets. It was a necessary evil. Mass Effect has so many plots, plot devices and themes raging through its work that it was the only way to neatly compile any data. It would be typical to write an examination of the themes of a work, just to realise I’d forgotten something significant because I hadn’t neatly and clearly collected the right information beforehand. A spreadsheet turned out to be the only way. The amount of information just simply would not fit on my whiteboard. The first time, so far, that tactic has failed me.

Creating the spreadsheet wasn’t the easiest, as I am not the most experienced at making them nor am I the most logical person. My haphazard approach often works well for developing a myriad of original ideas, but it isn’t the most efficient method for gathering numerical evidence. And, for once, that was what I needed. I just required a cold look at the numbers, the amount of plots, and then I could prioritise each plot for examination.

The simplest solution I could come up with was to go through the plots of the four games (in chronological order), and list which stories/mechanics fit as biopunk under the categories of gameplay, main missions, side quests, characters and general lore. They were then ranked according to whether the biopunk themes were primary or secondary considerations. For instance, a krogan shouting poetry is not a primary biopunk story. It does not overtly deal with genetic engineering or concerns with biological identities. It is not a moment that changes the games substantially. However, the asari and krogan are wrestling with the legacy of a ‘sterilisation plague’ – which is undoubtedly biopunk, and therefore counts as a ‘secondary’ biopunk story. Very quickly, the numbers started to add up. In total: 101 plots and game play mechanics counted as biopunk. That’s right. 101. That’s a large number of Dalmatian puppies to have, and a ridiculous amount of plots to consider, particularly when I’ve almost certainly missed some key details that I will only be able to discover as I replay the series.

But the beauty is that not all of these are required to be mentioned in my specific research project (although I look forward to writing papers on the ‘discarded’ plots). But logging the different instances of biopunk moments and mechanics helped to build a greater understanding of the story as a whole. It was an extremely helpful tool – I’ve already ordered a larger whiteboard.

Cyberpunk 2077 – a complicated emotional journey

Confronting suicide

[Content note: discussion of suicide, transmisia, misogyny and ableism]

“Make sure the choice is yours” everyone in Cyberpunk 2077 keeps repeating. V walks over to the table, picks up the pills and the gun, and goes to the roof to ponder the next move. And it is a big decision, because at this moment, your character can end their life.

I was immensely worried about this ending choice. I was worried because the game is not always the most sensitive or responsible with the way it depicts important scenes. I was worried too, because when I played the game, I was experiencing suicidal ideation.

I regularly experience suicidal ideation. This is a time of year where it always tends to be quite a bit worse than normal. Days spent weeping, days spent trying to summon the energy just to exist, and days trying to resist the certainty that the world would be better without me. I didn’t know what playing that ending of Cyberpunk 2077 would do to my mental health. I was scared.

But the choice in the game feels correct for its inclusion. V is probably dying. Probably. Almost certainly, really. And the only way to try to stop V from dying within days is to go on a high risk mission where lots of loved ones could die – and there are no guarantees at all. V might just get a few more months. They might get nothing at all. So every possibility must be considered. The game doesn’t present the option of suicide in a rose-tinted way. Because V’s condition is chronic and debilitating, it could so easily slip into an appalling narrative calling into question the lives and value of disabled people. But actually, the game deals with disability well.

Disability is a part of V and cannot be ignored, but the main character is also free to define that disability at every stage. Whether to take medication, each with different side effects, is the player’s choice. When to get answers about the condition is the player’s choice, or whether to spend time with friend’s is up to the player. How to react to the condition is also a decision for the player. And, most importantly, every other character treats V with love and respect. V’s condition is not patronised. Friends are not carers, but they are there to offer support. They worry, but they are also there for V. They offer help in any way they can, but V is the one in control. V is still a superstar, taking on corps and helping their friends, but this is not a superhero narrative. They are strong, they are vulnerable. They are hopeful, they are fearful. They are defiant. And the other characters don’t try to change any of that, they just want to be there if and when V needs them.

As someone juggling chronic conditions, the option of suicide felt necessary. Not because that’s a preferred option at all. But because I know so many physically disabled and mentally ill people who have considered it, and thought about it a lot. But the game only presents it as an option, and does its best to make sure that it is not presented as the best or preferred outcome. Even Johnny Silverhand, the cruelest bastard around, tries to dissuade you. The game wants you to go on and do the final mission. It’s easy to miss that other option. You have to really be sure to take it. It’s a decision you must force. And with my poor mental health, looking at V’s odds and the characters I loved who would almost certainly die for me, why would I bother with the final mission? It was a choice that reflected my vulnerabilities at that time, not even V’s. But it was done. Or so I thought, but the game makes sure it isn’t quite over and you have to sit and listen to heart-breaking voicemails characters have left for V. Some characters – who you are sure will be okay because you’ve barely been in their lives five minutes – are broken. You can hear their desperate pain. Panam is angrier than I have ever seen any character (the voice acting in this game is superb). She is distraught, going from ranting that she hopes there’s an afterlife so she can beat the shit out of me/my V for doing this, to hoping I burn in hell. It’s an anger I know after a suicide. And she’s right to be angry. She did have a right to choose whether to help V or not. Just like when V decided whether to help Panam when her friend needed it most.

The last message from Misty is what stuck with me the most. You had more friends than you thought. I captured that. I’m not sure why. But I needed it. The thing is, V did have friends. And V thought, or I thought, I was protecting them by this choice. But the game shows you it isn’t about protecting them, it’s about you being failed in some way to only see that as a valid option. Not a person that’s let you down, but a system, a Night City, or maybe a failing, crumbling NHS. Sometimes the right thing is also the selfish thing. To let them be there for you, to let them love you, to let them stick their necks out for you even if it could all turn to shit later.

This game allowed me to put a gun to my head, and gently took it out of my hands. I was certain it would make my mental health worse, but I was also convinced this ending was the only honest way to play the game. Yet, I found a more honest challenge to my feelings than what I have discovered in therapy. It is a game that sits uncomfortably with me, as discussed in the review below, but it’s also one of those stories that might just have changed my life a little bit.


The review of the game

It must be mentioned first, that Cyberpunk 2077 may criticise oppressive corporations in its game and have characters throw around the insult “corpocunts”, CD Projekt Red crunched its workers to get the game out. This is rank hypocrisy. It seriously undermines any story the game could tell, by using the cyberpunk genre merely as an aesthetic while acting like the game’s villains by trying to rake in maximum profits while forcing the workers to crunch around the clock.

The game has also faced a myriad of issues at launch. The performance was so bad on consoles that Sony pulled it from its store. CDPR are facing fines for the poor performance, and investors are taking legal action. I got Cyberpunk 2077 for the PlayStation 5, because the latest generation of consoles are meant to handle the game slightly better. My game still shut itself down over twenty times, I had a game-stopping bug that forced me to restart the story, I also had to close the game down myself when the graphics froze, I was stuck in ‘combat mode’ despite killing all enemies once, several times V was stuck in a crouching position, and at least three times V refused to do anything other than to walk in slow motion. That’s not to mention the very peculiar things with cars. The performance has improved from when I first started the game, but it still crashes roughly once an hour or so. I can live with this now, because the PS5 is so quick that it takes seconds to get back into the game. But it’s frustrating to have to keep saving (autosave is not frequent enough), and while I am fairly patient with bugs and glitches because games are complex, difficult things to make work, this game was nowhere near stable enough to be launched. It is not the fault of people who tested the game either. The glitches are so frequent, it would be difficult to believe anyone at the studio had not encountered them – including the studio head – unless they were distracted with a biochip in their own heads.

When you can play the game, the experience is often confusing and unfocused but easy enough to sit back and enjoy. The gameplay is simple, which is good because the player gets very few instructions. It’s easy to miss key moments – like the ability to help your friend survive a gun fight – because there just aren’t enough signposts for players. The map system also needs work. Driving around is one of the best features of this strange GTA style game, but the map is so zoomed in that if you drive around anywhere at a substantial speed you will miss corners that you are meant to be turning off at. Perhaps spending your time driving around in literal circles was supposed to be a metaphor for the game as a whole. There is also a very rushed feel to the end mission. Early on in the game, you learn the cool ability to read BDs for visual, heat and audio. You’re basically find clues from crime scenes or plotting break ins. It’s made a really big deal of, and Judy is the one to help teach you. But midway through the game, this cool mechanic is completely dropped even though it would be useful to planning the final mission.

The rushed feel extends to characters too. The characters are the best part of the game, but sometimes the dialogue is extremely abrupt. You get beautiful scenes with Judy, who is, quite frankly, a babe, but then at times it’s like she completely forgets you are dying and could probably use her tech skills to help out. She isn’t callous. You know she cares, because she’s so well written. But it feels like they just couldn’t get everyone together at the end. The game just was not ready for it.

And perhaps that’s understandable, given the industry, the obsession with deadlines and how ambitious this project was supposed to be. When deadlines keep being pushed back, it’s pretty clear that the chances of a fully finished game being launched are starting to dwindle. But at times, you see the early ambition and the game strings you along on that promise. None more so, than when it comes to creating your character.

The player is given the choice to choose everything about V’s body – except weight, which is telling – and this includes choosing breast size, nipple type and/or what type of penis you want your character to sport. This is where Cyberpunk 2077 gets complicated, and was largely let down by its marketing and expectations. The character customisation options are supposed to shock. That’s how they were billed. This is an edgy game where you will see and do more than any other game would let you. But the game isn’t that. It’s largely mundane with its sexual adventures. Your body isn’t so shocking, even if it is designed to be spectacle for cis gamers, because you almost never see it. What this allows though is something more positive than was promoted: an intimacy with your character that few other games allow. Players – cis, trans and (so importantly) questioning trans players – can design a body how they want to, and then it’s done; it’s theirs to keep. Bodies do not make a person trans, however the lack of representation of different trans bodies is a real shame in the games industry, when you should be able to create a character exactly how you want but you almost never can. Players no longer have to imagine that their character is secretly trans, or that their character really has a body like theirs. They can make it so. It’s intimate and liberating – for some.

The problem is Cyberpunk 2077 still does not understand trans identities in the main. And this shows. So yes, you can make your body how you want, but also voices are labelled as masculine and feminine. Okay, they’ve tried and clunky executions happen when cis people try without ever stopping to do research, but this opens up a can of worms for romances. Because of the decision to designate certain features as masculine and feminine, the mechanics of the game means that your romances are filtered out based on extremely arbitrary ideas of what makes a gender. It is fine for characters to have certain sexualities. It is great that Judy is a lesbian, and fine, I suppose, that Panam is straight (although that one was a bit of a gut-punch, I won’t lie). But rejection in Cyberpunk 2077 isn’t based on gender, but on body type only. And while certain scenes are written well, such as Panam gently rejecting V but keeping an incredibly intimate and affectionate friendship with her (something even Mass Effect Andromeda did not pull off with how Liam screamed he was straight), the rejection is about V’s body, and specifically parts that are assigned random significance/gender associations, and not about V’s identity. So, once again, trans players are inhabiting a world where they aren’t really given a lot of control over their identities, beyond what their body might look like.

There is also an obsession with binaries in Cyberpunk 2077. The game is fixated on what should make a man, and what should make a woman. Even the dialogue never refers to something beyond that binary. And it does jar with a world where you can transform almost anything about yourself, but you still must be either a man or a woman.

The spectacle carries on. There are adverts for sex in the game, and trans bodies are used once more to be ogled at but not respected. This is an issue that drew a lot of attention and rightly so. Trans people should not be used for spectacle. But, I must admit, I did not notice these adverts until at least 6 hours in. I’m not sure CDPR approached the game wanting to make a spectacle of any marginalised people. But it’s ever there, in the background, and it gives the audience a sense that the developers did want a radical world but they could not imagine beyond their own narrow ideas of gender.

This certainly shows in the plot. What this game has in abundance is misogyny toward its characters. At multiple points, V ends up carrying dying or dead, naked or just about naked women around. Dying women are treated with a reverence that living women are rarely afforded. Women are raped, brutalised and driven to suicide. This should not be a surprise. The very worst element of the cyberpunk genre was always how it treated women. But the game is in conflict with itself, because it does know how to write women well. Panam and Judy rescue the game from oblivion. They are two of the best written women in the history of video games. They are angry, earnest, rebellious and tender. They murder oppressors and decide their own fate. This game knows how to avoid tropes, and write empowering content, but it seems only to be able to empower some characters if others are suffering in the most degrading ways – and it is almost always women suffering. Women, like Evelyn Parker, who are introduced only to be raped and killed off are fodder for cyberpunk stories. They are allowed no voice. They are eternal victims. It is telling that Evelyn is destroyed, but a young man who is kidnapped and assaulted is given a new shot at life (appallingly, his uncle says his abduction might have been a good thing for him). Women’s stories still end in suffering.

But here’s the thing: the writing is awful and frustrating at times, but I found myself wanting to stick with it because there were moments of brilliance. The sort of brilliance that comes from a video game as often as you see a blue moon. There is heart, and romance, and every type of love in the game. Cyberpunk 2077 reminds me of one of my favourite moments of BoJack Horseman, where Diane tells her husband that their marriage is like a seeing-eye poster; to everyone else it makes no sense but if you squint, suddenly it’s beautiful – but she’s tired of squinting. And I am exhausted. I am so exhausted of the worst tropes and excesses of science fiction. If people quit this game, I understand. Not everyone has the energy. I’m on my last reserves, truth by told. But for now, I’ll keep squinting, because at the heart of this game is something special. I just wish the marketing team had seen it because this was never an edgy game.

The best biopunk stories of 2020

It’s been a strange year for biopunk fans, as a global pandemic dominated our lives for almost all of the year. Suddenly, the type of plots we love to read became a frightening reality we had to live with. But that did not stop a plethora of biopunk stories being released in 2020, or dampen their popularity. Here are some of the best biopunk stories of the year:

Invisible Man (film)

Invisible Man was one of the best films of recent years, let alone 2020. Moss was perfectly suited to the role and brought one of her best performances to date. But the direction helped make ‘the invisible man’ stalking Moss’s character truly terrifying, rather than a farcical ghost. It was a modern and progressive interpretation of the classic science-fiction novel.

Available on Amazon for UK audiences.

Harrow The Ninth (book)

A sequel to the superb Gideon The Ninth, the latest instalment became even more obsessed with manipulating souls, bones, genetic material, flesh and bodies. There was even a (sort of?) bio-engineered baby and deliberate reconfiguration of the brain. While not as engaging or revealing as the first book, Harrow The Ninth captured how haunted its protagonist is and sets up the next instalment perfectly. But please let Gideon be present. Her dialogue is much needed in a universe quite so bleak.

Away (TV show)

Okay, this is a show about space but, boring physics aside, this show deals with different disabilities, the importance of plant-life, the threat of a virus and how awful dehydration is. Biological issues are examined just as much as the mechanical issues. The first episode is a bit of a rollercoaster, but once the show gets going it is one of the best series around. The decision to cancel the show after only one season has raised yet more questions about Netflix’s direction.

Available on Netflix for UK audiences.

Teenage Mutant Ninja Turtles: The Last Ronin (comic)

The Last Ronin is one of the best instalments to the well known TMNT series. It is a heartbreaking ride for long-time fans, particularly when the identity of ‘the last ronin’ is revealed. The art is stunning, and the dialogue opens all kinds of wounds. It’s a must-read for any comic fan.

Final Fantasy VII Remake (PS4 game)

The remake of FFVII was one of the better games of the last year. There is a wonderful section where the player must make their way through a frankly ridiculous laboratory where evil experiments are carried out. The perceived mutant lion, Red XII, steals the latter part of the story. Introduced in the lab, the audience are left to question whether he is a mutant experiment or an entirely new species – or even a combination – and whether that distinction at all matters.

The game sets up the sequel fantastically. Yet, FFVII is often talked about with total revere that it arguably does not deserve, if only because games discussions tend to leave very little room for criticism. And there is worthy criticism: the characterisation of Barrett in particular is incredibly stereotypical and drags the game down. Yet, he is still the driving force of a spectacular show and if criticisms can be spoken, listened to, and learned from, then we might just be in for one hell of a finale.

Relevant Roundup #3

Cyberpunk 2077 comes under scrutiny

After a poor launch with refunds being offered for digital copies and accusations of transmisia in the game, Cyberpunk 2077 has been one of the biggest disappointments of the year, for anyone who actually believed the hype. Things have gone from bad to worse in recent days, as management were asked how they thought they could make a game on exploitative capitalist practises when they forced their workers to crunch to get the game out by its (third) deadline.

TMNT and Radiophobia

‘Heroes with a Half Life: Teenage Mutant Ninja Turtles and American Repression of Radiophobia after Chernobyl’ by Nicky Falkof is an interesting article on how well the Teenage Mutant Ninja Turtle TV series tackles the fears of mutations and radiation contamination.

Who owns Commander Shepard?

This 53 minute video (with closed captions) examines just how much freedom the player has to mould Commander Shepard throughout the original trilogy. There is focus on how the narrative and RPG mechanics shift between the games, and what compromises had to be made.

Designing Garrus

In this eight minute video, Derek Watts, the art director for Mass Effect 3, talks about the process of designing Garrus and the struggles the team faced when trying to figure out how to represent female turians.

Final Fantasy VII and just what was going on with those experiments

X-Soldier breaks down just how much attention was paid to detail the incredible creatures of the Final Fantasy VII remake. This essays pays particular attention to the development that has taken place from the original game, and how Shinra may be using experiments on living creatures and people to its benefit.

Relevant Roundup #2

A look at some of the discussions on biopunk and gaming.

TMNT: The Last Ronin

Forrest C. Helvie (at Gamesradar) reviews the first issue of the latest instalment to the Teenage Mutant Ninja Turtles series.

The Last of Us 2 and when the audience outgrows their characters

Maddy Myders reviews The Last of Us 2, and examines how the zombie apocalypse story of the game allows for more growth than the story offers. If violence to survive is all that zombie stories seem to be able to offer, should we move beyond this plot? Or do we need a new take that challenges audiences?

Can gaming help with treating phobias?

Gaming is now being used to treat ADHD in some children in the US, and this piece examines whether the medium could also be used to help people face their phobias.

Making up creatures

This half hour episode of Imaginary Worlds examines how films create their best monsters, how offensive stereotypes can be avoided and why hybrid monsters scare us more than any other.

Influencing evolution

In a twenty minute video, Superbunny Hop looks at the anthropology and creation myths in Ancestors: The Human Odyssey, a game where players take control over a lineage of primates and must control their evolution path. Closed captions available.

Who are the mutants of the Mass Effect series?

Grunt from Mass Effect 2

If Mass Effect is to be examined for its mutants then it is necessary to establish who fits that description. Mutant characters are characters who have been created by some ‘unnatural’ intervention. They inherently destabilise what is considered to be the natural cycle of life. As science has evolved, this no longer means crude visions like Frankenstein’s creature. Mass Effect explores the evolution of technology, and the ramifications for ‘mutants’. There are numerous mutants in both the Milky Way and Andromeda galaxies. This introduction to mutants will look at those who feature most prominently.

Miranda Lawson (and Oriana Lawson)

Miranda Lawson becomes one of the main characters in Mass Effect 2. She was genetically engineered to be superior to other humans in almost every way, including: intelligence, beauty, a longer lifespan, a stronger immune system and even has stronger biotic powers. These characteristics were all chosen by her father, who tried to make many daughters but only two survived, that we know of: Miranda and Oriana.

Miranda allows us to question exactly why Henry Lawson made certain decisions. She’s human, and that allows the audience to make comparisons to our own society. Women have long been controlled by their presentation to the world, but Henry lawson’s eugenicist actions took this a step further to try to create a ‘super human’. Whiteness was prioritised, being invulnerable to disability was essential and Miranda had to conform to conventional ideas around beauty to be ‘desirable’. Oriana briefly appears in both Mass Effect 2 and Mass Effect 3, but curiously despite the pair being described as “genetically identical”, they look nothing alike. While minor characters got far less attention in the series for their appearance, it is jarring when both appear in scenes together. But while a plot-hole, it should be considered whether Henry Lawson changed his ‘design’ after Miranda broke free from his tyranny.

Grunt

Grunt is another genetically engineered creature designed entirely by a eugenicist – but he’s krogan. The salarians and turians unleashed a “sterility plague” on the krogan that dramatically decreased the rates of viable pregnancies. If a krogan did become pregnant, it was far more likely the pregnancy would result in a stillborn child than a living one. Because of this, Warlord Okeer was determined to create the ‘perfect krogan’. He did not wish to cure the genophage, instead wanting to create the greatest krogan warrior in the galaxy as revenge, and to restore krogan pride.

Okeer gave his life to protect Grunt. Grunt never got to speak to his creator; when Okeer died Grunt was still in the tank. It is the playable character of Commander Shepard that can choose to release the ‘perfect’ krogan, or hand him over to terrorist organisation Cerberus for research purposes.

Kaidan Alenko

When she was pregnant, Kaidan’s mother was exposed to element zero. Kaidan survived this, and acquired biotic abilities. Humans exposed to element zero do not always become biotics, and can develop disabilities as a result. Biotics can create mass effect fields, which are accessed through biotic-amps. Biotics can trap people in singularities, throw bodies and cause significant damage with their powers.

When Kaidan’s mutant biotic potential was realised, he was given implants to enhance his abilities further. As a result of the implants, he regularly experiences migraines. Kaidan was also sent to a camp for biotics, to hone his abilities further. Kaidan was abused by his trainer, with the excuse given that if he was pushed again and again it would increase his biotic abilities.

Kaidan speculated on whether his mother’s exposure to element when she was pregnant had truly been accidental.

Commander Shepard

At the beginning of Mass Effect 2, Commander Shepard is blasted into space. It takes Miranda Lawson and her Lazarus team, two years to rebuild Shepard who was clinically dead. This is achieved partly through cybernetic implants and numerous invasive medical procedures, even making a clone in case “spare parts” were needed. Miranda is tasked with bringing the Commander back exactly how they were before, but the player does get the chance to make adjustments to Shepard’s appearance and skills, contradicting the in-game lore.

Shepard may also be read as a mutant if they are, at any stage, granted biotic abilities. Unlike asari, humans are not naturally biotic. Those abilities can only develop after exposure to element zero.

Jack

Jack was exposed to element zero in the womb. Once she was old enough to show biotic potential, the terrorist organisation, Cerberus, abducted Jack so that they could train her to become a more powerful biotic fighter. Jack was tortured during those years. Cerberus conditioned Jack to fight and drugged her as a way to empower her biotic abilities.

The kett

The kett are the main antagonists of Mass Effect Andromeda. Kett biology is comprised of genetic information from a range of species. This is assumed to be to counter stagnation, but little is still known about the kett. They are unable to reproduce naturally and can only ‘create’ new kett through the process of exaltation, that converts other species to kett. The arrival of the Initiative to Andromeda, means that the kett have new species to harvest so to improve their genetic diversity. This is not dissimilar to the main enemies in the original trilogy – a hybrid race of machines called reapers seek to harvest genetic material, and then destroy all advanced organic life.

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