Friday, October 31, 2025

Mute (2018)

 
  
Mute
directed by Duncan Jones
written by Michael Robert Johnson and Duncan Jones
2018
 
 
Mute is a neon-drench noir investigation set in a cyberpunk near future. It starts well, but as a 'missing girl' story, suffers from the early loss of its most engaging character, and goes wildly off the rails by the end. It's disappointing, because you could easily imagine a better script resulting in a top-notch experience.
 
Leo is an Amish man living in Berlin. He can't speak because of a childhood injury and his mother's opposition to medical technology. He swims underwater, draws, and works as a bartender at a mob-owned speakeasy. He's clearly a man out of place, and seemingly out of time. His girlfriend Naadirah is a waitress at the same place, and has a secret she wants to tell Leo soon. Then mysteriously - after Leo gets fired for beating up a sexually-harrassing patron - she vanishes.
 
The first act, the one good act, sets all this up. The second act is Leo's search, which is mostly good, but involves an implausible, manual reverse phone number search through paper phone books Leo checks out from the Berlin public library in order to find Naadirah's mother and the final clue. (The scene of a stolen luxury ground car tailing a flying-car taxi was pretty good.) The third act is garbage as all the clues are resolved and Leo seeks two-fisted justice in a city where apparently no one has a gun, so no one can do the easy thing and just shoot him already.
 
Also wandering around Berlin are Paul Rudd in a giant mustache and Justin Theroux playing an even creepier doctor than he did in Maniac. Rudd is AWOL from the US Army, and the pair work for the mobster who owns the bar while Rudd waits for forged papers that will let him get himself and his daughter out of the country before the MPs catch him. One of the dawning realizations of the film is that despite his demeanor, Rudd is not playing one of his usual nice-guy characters, but it's interesting how long he can keep you on his side before you start to hate him. This plotline initially seems almost entirely disconnected from Leo and his search, but they merge disastrously in the final act.
 
I will applaud Mute for being willing to show us what the bleakest possible ending might look like before allowing Leo to very slightly save the day. I don't mind that we don't get a fully nihilistic ending, but I do mind the implausible and heavy-handed machinations needed to bring us to this point.
 
Rudd and Theroux salvage what ought to be embarrassingly bad dialogue with the strength of their commitment to their roles, and as Leo, Alexander Skarsgard is incredibly expressive despite never making a sound. The quality of the acting saves the film from total ruin, but I still wouldn't recommend it unless you're a noir completist.
 
  
Originally watched in January 2023.

Wednesday, October 29, 2025

Sabine's Notebook

 
 
Sabine's Notebook
In Which the Extraordinary Correspondence of Griffin and Sabine Continues
by Nick Bantock
Chronicle Books
1992
 
 
Sabine's Notebook is the second book in Nick Bantock's trilogy of novels about a pair of artists who are separated across the globe, but share a kind of psychic connection, and communicate in letters and postcards. Bantock's work blends the epistolary novel with the art book, as each postcard and envelope are illustrated, each letter has an actual envelope it can be removed from, and everything is written in the specific handwriting of the artists, Griffin and Sabine.
 
In the first book, Sabine reached out to Griffin because she'd finally learned who he was and how to reach him, after a lifetime of being able to (sometimes?) see through his eyes. Griffin is an illustrator living in London; Sabine lives on a small island in the South Pacific and designs the island's stamps. For Sabine, the chance to talk to Griffin is the fulfillment of a dream. Griffin is intrigued by Sabine but also fears her, and fears that he's imagining her or going insane. The first book ended with Sabine announcing she was coming to visit Griffin, but then arriving to find his apartment empty.
 
Now in Sabine's Notebook, we learn that Griffin has essentially fled in terror, afraid to actually meet the dream girl who, he's afraid, might really be just a dream. Sabine seems awfully understanding as he writes to her (at his own home address) from Italy, Greece, Japan, Australia. She's enjoying the city and its museums, though she'll eventually have to go back home. 
 
Griffin is clearly going through some sort of spiritual or psychological crisis, though I found myself thinking that world travel wouldn't really solve anything, and that he ought to see a therapist, and especially that he ought to face his fears and just go meet Sabine already. I can understand building something up in your mind so that you fear disappointment if you actually do it, but he's not even really choosing the idea of Sabine over actually meeting her. He must understand that if he keeps avoiding her, he could lose her as a pen pal too.
  
The pair repeatedly affirm that they are in love with one another, and Sabine in particular has the patience of a saint. When Griffin finally returns home, near Sabine's deadline for leaving, he finds her already gone ... but then the last postcard in the book is from her, from his address, asking why he never made it back like he said he would!
 
I'm curious to see how this situation will be resolved. I wonder if we'll learn that the pair are somehow separated in time as well as space. I don't really know, but that's my guess. Poor Sabine! Regardless of whatever supernatural is going on, she's in love with a man who prefers to keep her at a distance and to communicate in the slowest, most attenuated way possible. Bantock's artwork is again evocative - suggestive and dream-like - which fits the mood of the book and the personality of the two artists well. 

Monday, October 27, 2025

Paper Girls 2

 
 
Paper Girls 2
by Brian Vaughan
art by Cliff Chiang
2016 
 
 
In the first volume of Paper Girls, four girls on their paper routes the morning after Halloween joined together, initially for self-defense against older teen boys out looking for trouble, and then to try to figure out and stay away from a whole host of weird things happening in their neighborhood.
 
For reasons unknown, the 'Old Timers' came to that morning in the late 1980s and imposed an electronic and communications blackout, kidnapping almost everyone except our four young heroines. Some far future teen boys with a stolen time machine arrived at the same time to steal useful tech. It's not clear if the Old Timers are there to catch the teens, or if the teens are there to take advantage of the blackout.
 
But when Chinese American new girl Erin got injured, it was one of the mystery teens who got her medical care. Shortly afterward, their time machine exploded! Erin, Mac, and Tiffany were sent to 2016 where they ran into Erin's adult self. KJ went somewhere else.
 
Now in volume 2, adult Erin brings her younger self and two friends home. We learn she has the scar from the injury, but no memory of how she got it. It seems the Old Timers eventually put everything back and erase everyone's memories after doing ... whatever it is they're up to. Separately, another future teen who speaks an alien language arrives in 2016. This one is also Erin? It turns out she's a clone, grown from Erin's blood after she got medical care, and she's the niece of the teen boys from the first volume.
 
Young Erin and Old Erin go to the abandoned shopping mall to look for KJ. They find her field hockey stick with a message carved in it - a warning not to trust 'the other Erin', and directions for where to go next. But which one is 'other'? Mac and Tiffany go looking for their own older selves, and Mac learns she died of leukemia in the early 90s. Meanwhile, Clone Erin is also on her way to the mall, and manages to run into Mac and Tiffany on the way. 

Clone Erin's trip somehow brought a pair of hundred foot tall tardigrades with her, and they immediately start wrecking downtown Cleveland, which attracts the attention of the Old Timers again. They arrive in a combination zeppelin-cathedral and unleash another squadron of knights riding pteradons. 
 
From Clone Erin and the leader of the Old Timers, we learn that there is only one timeline, no branching or parallel worlds, and there are at least two factions with access to time travel, although their goals, and what rules they might follow, remain unknown. Both factions seem to want the paper girls, although we don't understand why yet. The leader of the Old Timers mentions that his mother was born in 2016, and worries that he and his airship are 'breaking curfew' in order to address the tardigrades, so there might be another faction we haven't met yet that will show up soon.
 
Eventually Clone Erin tries to kidnap the girls to her far future home, but they manage to send her back alone. With Old Erin's help, they dodge the Old Timers, and follow the directions from the hockey stick, arriving at a different future where their friend KJ is waiting for them.
 
Some time travel ideas are easier to understand than others. You have to be pretty far in the weeds, for example, to understand how the most shocking scene in the film Looper is supposed to work. The idea of a single timeline, and a group somehow outside it who repeatedly writes over parts of it to preserve their preferred version of human history benefits a bit from familiarity. Isaac Asimov introduced this version of time travel, along with a bureacratic agency that monitors changes in The End of Eternity. John Crowley and Charles Stross have both told their own versions, in Great Work of Time and Palimpsest, and anyone who's watched the Loki tv show has seen Marvel's version of time travel law enforcement. Visually, the Old Timers in Paper Girls look nothing like the 'man in a gray suit' bureaucrats that usually show up in these stories, but I think the idea about time travel is the same.
 
Volume 1 introduced the girls and the mysteries and set things in motion. Now in volume 2, we learn a lot more about Erin, and a fair bit about what's going on, and the action definitely ramps up. I'm excited to see what's next!

Friday, October 24, 2025

The Nude


 
The Nude
by Michelle Lindley
2024 
 
  
The Nude is a literary novel about an American curator going to Greece to acquire a newly discovered statue of a nude woman for her museum. I perhaps should've given more thought to what it meant that I saw it on a list of the best book covers for the month it was released, but not on any of the lists of the best reviewed books for that month.
 
Most of The Nude is intended to be slow-burning tension and mounting internal turmoil as Dr Elizabeth Clark becomes more and more anxious from the heat, the jet lag, her migraine headaches, her pill addictions, her increasingly erotic fascination with her translator Niko and his artist wife Theo, haunting childhood memories of her dead sister; with the Greek museum's slow-walking the acquisition, protests against the expatriation of ancient art, vandals attempting to sabotage the statue to send a message; her failing marriage back home, pressure and doubt about her abilities from her museum director back home, competition from her rival over who will take over as director after this buy... It all accumulates and Elizabeth's behavior becomes more erratic until the vandals succeed in damaging the statue and Elizabeth reaches a breaking point of her own.
 
There are two problems though, and I think they're kind of related. There's not enough tension, and not enough payoff. Although things keep happening, and it seems clear that eventually Elizabeth will become overwhelmed and act out in some way, author Michelle Lindley blends the anxious with the ordinary in a way that probably makes the book more realistic, but also seems to rob it of some of its potential power. Elizabeth belongs in a thriller, the plot structure wants to be a thriller, but it's not, you know, thrilling enough.
 
In Elizabeth, Lindley has created a protagonist who belongs in transgressive fiction. She's someone who feels fundamentally unable to fit into society, who constantly strives to appear perfect and succeed at work, but who's so tortured by her own psyche that she seems always on the brink of disaster. Elizabeth is ultra-controlled, always anxious, always unhappy. She hates her body, starves herself and recoils from casual touch, but also loves her painkillers and tranquilizers, loves to binge eat as a treat, and sleeps with men in a mercenary way to advance her career. Her migraines are debilitating and make her see hallucinatory auras; she's gone hysterically blind twice in her life and fears it'll happen again, maybe even on this trip, especially since she's taking her pills too quickly and they might not last.
 
There's all the ingredients for steadily ratcheting tension, perhaps with minor outbursts building toward a major eruption. But Lindley continually undercuts the anxiety with normality. There are too many possible sources of stress, but none of them get enough attention. Nothing can really build up, because it all keeps alternating. Every unsettling thought or moment is counteracted with something prosaic. Even the suspicion that Elizabeth slept with a major donor to the Greek museum, or perhaps was assaulted by him, while she was awake and ambulatory, but not conscious or forming memories, just goes nowhere and ultimately comes to nothing, dropped and forgotten.
  
None of the stress keeps Elizabeth from keeping up appearances and going through the motions; and all the other characters seem perpetually relaxed, unbothered, unhurried. It should create more frisson! Elizabeth is not fun or normal! But she's desperate to be liked, desperate for others to think she's fun and chill, and determined that no one should suspect her of being uncool enough to care what they think of her. 
 
She acts out some, but not in ways that are truly satisfying or cathartic. The migraine imagery is too brief before the pills kick in; we never get a full phantasmagoria. She's obsessed with sexy free-spirited Theo, her first time being attracted to a woman, possibly her first time actually desiring a person and not just the social advantage she can gain from them, and Theo is interested back, so when Elizabeth eventually stops trying to please everyone else and gives in to her own desires and urges, you might expect the two women to do more than kiss a couple times. But no.
 
It's incredibly anticlimactic. And I think kind of emblematic of the way that Lindley's efforts to make her book literary and realistic prevent it from delivering the pleasure that we'd get from watching real chaos. At one point near the end, Elizabeth tells us she feels feral, feels unhinged. That is what I'd spent the whole book up to that point waiting for! But even though she says it, she doesn't really do it. Instead of fireworks, everything mostly fizzles.

Monday, October 20, 2025

Witch Hat Atelier 11

 
 
Witch Hat Atelier 11
by Kamome Shirahama
2023
 
 
In the previous volume of Witch Hat Atelier, we met a new witch who uses forbidden magic, a young witch who could easily pass for a fellow student. She threatened Coco and Tartah unless they can get into the Silver Eye parade and cast a spell that impresses the king enough to earn a private audience. It's a seemingly impossible request, especially since the parade is the next day! But Coco agreed to try, and then immediately started worrying herself sick over the difficulty of it.
 
Volume 11 opens with Coco accidentally waking Agott up because she's panicking. She's exactly like a student trying to do a big assignment all in one night. (I mean, I guess she's not just like that, I guess she technically is that, but it's not like Coco procrastinated; the assignment got sprung on at the last minute by a bully who goes to another school!) Coco breaks down crying, begging Agott for help. She has writer's block, and she's overwhelmed by the stakes of what she's trying to do, although she can only tell Agott part of what's going on.
 
Agott catches herself thinking that Coco failing would mean less competition, and realizes she doesn't want to be that person anymore. She tells Coco about her own self-doubts, and that everyone feels like a hopeless failure sometimes. Everyone produces drawings they don't like, starts drafts they're not sure how to finish. (There's a bonus comic at the end of this volume that shows Master Olruggio working through these exact same doubts.) Agott encourages Coco to draw some spells for her own enjoyment, just to clear her head, and shows her a set of glyphs that, when added to another spell sigil, cause the finished spell effect to look like an animal.
 
Agott tells Coco about how she's sorry she was unfriendly when Coco first came to the atelier. This seems like a turning point in their friendship, like they'll be closer after this. Coco even stands up for Agott when another student witch who knew her before her falling out with her family tries to tease her.
 
Master Qifrey has noticed that something's up with Coco that she's keeping a secret. Olruggio has correctly noticed that Coco and Tartah are experiencing some form of young love, and encourages Qifrey to give her some privacy. Qifrey still thinks there's more than that going on, and he's right too, although I doubt he realizes Coco's being coerced, or that she and Tarah are harboring such intense doubts about the laws against healing magic.
 
Agott and Coco both get their spells finished and approved by the parade committee, so when the sun sets and the parade begins, they'll both get their turns to show off on one of the elevated platforms. The king is there watching (he secretly belongs to the last family of witches to know healing magic), along with large crowds of ordinary people. They reactions will help decide which spells the king will meet with the caster to buy.
 
When it's Coco's turn, we see that what she's made is new infrastructure for the sanitary disposal of sewage! Currently people empty their chamber pots into cesspits, and channels carry all the effluent to a single magical gate. As the sewage passes through, the water in the canal turns clear, and the concentrated filth drains off into a side channel. We learned earlier that in every city, this side channel drains into a Muckpool, which is always borders the poorest neighborhood. Coco's innovation is a purifying pot for each home. Empty your chamber pot into that, and you can dump cleaned water into the cesspits. Widespread adoption would dramatically improve life in the slums.
 
The crowd is not at all interested though. This would be a physically demanding extra step to dispose of their wastewater, and for people who don't live near the Muckpool, there'd be little direct benefit. Agott hops in to save the day though, making it look like Coco had only shown the first half of her spell, and like what happens next is the planned second part of the demonstration. (Agott marvels again at Coco's open-heartedness; that she accepts help easily without feeling threatened or undermined.) A new rune added to the spell makes to clean water flow back out of the purifying jug looking like flying fish, and the fish swim themselves through the air before diving into the nearest cesspit. Now the crowd is excited! No more lugging a heavy clay pot of wastewater to the dump site? That bit of saved labor appeals far more than the cleaning alone. Together, Coco and Agott have basically invented flush toilets.
 
They get a moment to celebrate their success, but only a moment, because from atop her parade float, Coco sees something, and the whole crowd sees it a moment later - a towering monster approaching the city from the harbor! The creature looks really weird, in a way that's hard to describe. It's hugely tall, but seems to be made of some kind of organic strands, so it's also quite insubstantial. 

We learn the truth, though none of the characters know it. In a jail cell in the king's palace, where no magic works inside, the witch ambassador and the guy who was selling glasses that can see through clothes, both of whom were arrested in volume 9, are imprisoned together. The ambassador smuggled in some ink for drawing spells, and convinced the other guy they could use it to escape by sticking an arm out the window, outside the spell dampening effect. I thought they'd try to draw a sigil on the outer wall, or perhaps on a scrap of fabric that they could just hold out the window ... but it seems the ambassador tricked the other guy into letting him draw on his skin, with disastrous consequences that will play out in the next volume.
 
I think Shirahama uses magic as a flexible metaphor that lets her talk about a number of different things, under the guise of simply telling a children's story about witches. So when some character asks, 'what is magic for?', they're really asking what is art for? what is technology for? what is power for? Why do we have these things? What are we supposed to do with them? Just because we can do something, should we actually do it? What are we doing it for? And at different times, magic is a stand-in for each of those different things. Because the spells are drawn, it's easy to see how the students' struggles to perfect their spells resembles the more general challenge of learning to draw well, including the importance of repetition, and the frustration that comes with struggle. We even saw that in this volume.

But some of the most interesting debates, I think, come when magic is being used as a metaphor for technology. In Shiraham's world, spells that are drawn are spells that are most useful for creating enchanted objects. And yes, there are unique works with a single owner, or specialty creations that only other witches ever use, but most enchanted objects, once they are invented, start being mass produced, used as city infrastructure, or owned and used directly in the households of the non-magical masses. So when Qifrey and Olruggio teach the girls about which spells should be allowed to be public, and why, they're instilling a set of values about what people deserve, and what they should be allowed to have if they want, and what should be forbidden.
 
Shirahama has created a flawed utopia, intentionally so. This magical world is upheld by artificial restrictions of who is permitted even to learn magic, and what they're allowed to do with it, and these rules are enforced in some of the most draconian ways possible, short of execution. But the world those rules create, the world they allow to flourish, is one where ordinary people have access to universal basic services that deliver a fairly decent standard of living to everyone, and where at least some of the people in power are constantly thinking about how to use their power to make people's lives better. 

There's a certain irony in Coco and Agott's new spell. Last volume, Master Qifrey gave a speech defending unobtrusive, reliable spells as more important than big flashy ones - but here it is the flash, the water turning into fish and flying away, that makes it work. 
 
Flush toilets and sanitary sewers are also emblematic of a certain way of thinking about what people need, and deserve. Access to clean water, the ability to go to the bathroom when you need to, and a way to dispose of wastewater so that it doesn't sicken you or contaminate your drinking water - these things are literally vital to human health, to life itself. They're also generally considered impolite or embarrassing to talk about. Milan Kundera devotes a whole chapter of The Unbearable Lightness of Being to the idea that you cannot truly love humanity unless you also love shit. You can't really help people if you're only willing to help them when their problem isn't distasteful or unsavory. 

In the early 20th century, the term 'sewer socialism' was initially used to mock the politicians and members of city government in Milwaukee who kept bragging about the benefits of the city's new sewer system. But they embraced it, and they were right to be proud, because they accomplished the very thing Coco hopes to do for the poor residents of the Muckpool neighborhood - save them from having to live alongside the stench and disease of an entire city's waste collecting beside their homes. There are a lot of magical effects Shirahama could have picked for Coco's spell. Through her choice, she's inviting her young readers to think about certain conveniences they've likely always taken for granted, and to consider why they're so important.

Friday, October 17, 2025

Donald's Happiest Adventures

 
 
Donald's Happiest Adventures
by Lewis Trondheim
art by Nicolas Keramidas
translated by David Gerstein
2023 
 
 
Earlier this year, I read a comic by Lewis Trondheim and Nicolas Keramidas that pretended to be a reprinting of a rare (and incomplete) Mickey Mouse comic from the 1960s. It was a wild ride! They exploited the metafictional conceit to show only the high points of a globe-spanning adventure, without needing to worry about how to connect them. Any transitions or bookkeeping just became 'lost chapters' and 'missing pages'. That also made any dialogue briefer and more episodic.
 
Donald's Happiest Adventures also pretends to collect a 1960s comic, although this time, it's a complete sequential storyline. Donald is once again called in to search for lost treasure at Uncle Scrooge's behest, but this time he's looking for the secret of happiness. What follows is still a madcap trip around the world, with stops in an Eastern European dictatorship and a Himalayan monastery, but the story this time is a bit slower and more coherent, with fewer locales and more talking. The most important thing happening here is the sharing of ideas, as Donald (and us alongside him) hears many different perspectives on the philosophy and psychology of happiness.
 
Years ago, I attended an undergraduate philosophy presentation. Each of the students had picked a philosopher and studied up on their writings so that they could adopt their chosen thinker's persona, so you had some wearing bed sheet togas and others in thrift store suits. The theme of the event was something like how to be a good person, or how to live a good life, and what the students said was improvised instead of scripted. Anyway, the thing that stood out to me was that at first, they all seemed to try to out-compete each other to see who could prescribe the harshest asceticism, and then later, once they all agreed they could take it as given that of course being a good person meant forsaking all worldly pleasures, giving up rich foods and alcohol and music and dancing and sex, once they agreed on that, then they started to argue about what else you might add to this life of austerity and self-denial to make it truly good, things like education and charity and so forth. (And of course various forms of worship and devotion to one of the many interpretations of God.)
 
I feel like attending that talk actually got me to clarify some of my own thoughts, because instead of thinking of total self-abnegation as the starting point for any life worth leading, hearing that claim articulated over and over again clarified for me that what I believe in is hedonism. I don't really want a life of unlimited dissipation; I understand the argument that too much pleasure-seeking has diminishing returns, that it can come at the expense of worthier pursuits. But as a baseline, as a starting point? I say yes, give me hedonism! Give me pleasure; give me happiness! Yes, we should cultivate the higher virtues of education and art. Yes, we should seek to spend time with others, and help them when they're in need. But I agree with Maslow that we can only really focus on those higher goals once our basic needs are met and baser desires are fulfilled. People deserve to be happy, they deserve to be comfortable, deserve to feel good. It is those feelings, and not their denial, that should serve as the foundation of life.
 
Anyway, Donald Duck hears many different ideas, but Trondheim and Keramidas seemto favor the idea that it's harder to seek happiness than it is to avoid unhappiness, and that a big part of that, beyond having enough for basically comfortable living, is to avoid setting too-high expectations or making comparisons to others who have more. Both will tempt you to chase something you can't catch, and diminish your ability to enjoy what you already have. That's an idea that comes up not just in the philosophical discussion, but that we see played out by watching how other characters act.
 
Mickey's Wackiest Adventures is definitely the wilder of the two books, and possibly it's just all around better - more fun, more ideas, more experimentation, more adventure. But I did like Donald's Happiest Adventures, and I think there's some merit to its more thoughtful writing and slower pace. 

Monday, October 13, 2025

Ancillary Sword

 
 
Ancillary Sword
by Ann Leckie
2014
 
 
Ancillary Sword is the second book in Ann Leckie's trilogy that started with Ancillary Justice. In the first book, we followed Breq, the last surviving human component of what used to be the AI mind of a starship, that used to be shared by the physical ship and by cybernetically augmented members of its crew, called ancillaries. From the moment they receive their implants and are linked to the ship's mind, all previous traces of ancillaries' former personalities are erased. Breq has essentially the same personality as the ship, Justice of Toren, although if there had been two surviving components, not linked to each other, they would diverge as a result of their different experiences.
 
That is, essentially what's happened to the mind of Anaander Mianaai, the supreme ruler of the Radchaai space empire. Her mind is three thousand years old, distributed across hundreds of clone bodies at all times, and they communicate with each other, but there are time lags. (Like King Gnuff!) We learned in the last book that Mianaai's mind is split into factions as the result of an incident from a thousand years ago, when soldiers from a newly conquered planet tried to assassinate her with an alien weapon, and she ordered the execution of every single person on the conquered world.
 
As Breq observes early on in this book, when you do something so terrible, you have a choice afterward. You can acknowledge it as a mistake and try to change so you'll never make it again, or you can insist that you acted correctly and re-commit to the beliefs and actions that led up to that point. (You could also, I guess, try to avoid knowing that what you'd done required making that choice.) 
 
And that's what Anaander Mianaai has done - split into a reformist faction that has replaced enslaved ancillaries with regular soldiers, opened up the officer corps to meritocracy, and stopped annexing new planets; and a conservative faction that wants ancillaries, aristocrats ruling serfs, and wars of conquest forever. She's also spent the last millennium trying not to acknowledge the split, with a few selves running spy ops against each other while the others attempt not to notice.
 
It was one of Mianaai's plans that caused almost all of Justice of Toren to be destroyed, leaving behind only Breq. In Justice she acquired one of the alien weapons and used it against a conservative Mianaai, forcing the reformists and conservatives to recognize their split, and plunging the entire Radchaai empire into a travel communications blackout amid the palace coup.
 
Now in Sword, a reformist Mianaai has brought Breq back into the military and made her a Fleet Captain. She has her own ship, but can theoretically outrank and command any other ship's captain she meets. Mianaai sends Breq to a particular star system, officially just to secure it and prevent open civil warfare, and also to meet the (now adult) younger sister of Lieutenant Awn, who was Justice of Toren's favorite officer, and who died during that ill-fated final mission.
 
Breq and her new ship, with her new crew, arrive in the Athoek system, where the densely populated calital city is inside a space station orbiting a planet of tea plantations. On both the station and the planet, Breq finds situations that resemble the one Lieutenant Awn was facing on her last mission - ethic minorities living in poverty or indentured servitude and denied any chance to improve their lives, and aristocratic leaders who profit directly from this situation, and who feel free to violate individual members of the underclass without fear of legal retribution. 
 
In some ways we replay the events of the first novel, but with Breq better able to use her power to steer Athoek a little bit away from hierarchy and toward greater equality precisely because she saw how Awn navigated the earlier situation. 
 
That choice, after doing something terrible, to become better or become worse, is a choice several characters face. Breq herself is the product of such a choice. Justice of Toren and its ancillaries committed countless atrocities across two thousand years of planetary annexations. But on its final mission, Mianaai ordered the ship to execute Awn for refusing to fire on peaceful civilians. It did, but then it broke apart and died, and now Breq, all that's left of Justice of Toren, is determined to do better. 
 
In the course of figuring out all the ways that the poorer ethnic minorities of Athoek are treated badly and deprived of their human rights, and all the ways that a few wealthy leaders profit, Breq does uncover some secret maneuvering related to Mianaai's split that I think will form the basis for the plot of the final book in the trilogy, Ancillary Mercy. But the plot of this one was largely self-contained, and mostly about Breq trying to use their authority to make Athoek more just and egalitarian. 
 
A few things are worth noting here. This book takes place entirely inside Radchaai space, and so every character is referred to as 'she' in the text. I felt like this book makes it clear what Leckie is trying to accomplish by writing the Radchaai as having no concept of gender, and by calling everyone 'she' instead of 'he' or 'they'. 
 
First, by removing gender as a consideration, Leckie is able to focus on inequality based on status, wealth, and race. If crimes were committed by a rich man's son, we might be tempted to blame masculinity as much as anything else; when the same acts are done by a rich woman's daughter, we more clearly see how her sense of impunity results from her wealth. 
 
And that is really only clear because Leckie does use feminine terms for everyone. If she called them all 'he,' I suspect that we'd scarcely notice, because we're used to books about soldiers and politicians being full of men, with few or no women characters. No matter how many times Leckie reminded us that they're not really men, that's probably how we'd think of them. There were times I wondered what sort of body this character or that might have, but we get no hints, and it doesn't matter, because in this society at least, that's not why people act the way they do.
 
Another cool thing was getting a sense of what distributed consciousness might be like. As captain, Breq gets frequent updates from her ship about what her officers and soldiers are doing, and Leckie interlaces these with Breq's own actions. So even though the book is narrated in the first person by one character, we can also watch and follow several plot strands at once.
 
One downside of this setup is just how quickly I got tired of all the military discipline and Radchaai politeness whenever Breq interacted with anyone under her command. The number of times someone begs for the fleet captain's indulgence before speaking feels like it could fill an entire chapter. If Breq resembles any Star Trek captain, it's probably Benjamin Sisko from Deep Space Nine, who also bristled at unnecessary ceremony and seemed more aware of racial injustice than others.