In the last magazine, I outlined a Sensible Proposal for reforming the British state. It wasn’t exhaustive, but the meat and potatoes were there. In the proposal, I briefly mentioned the need to do exactly this. I suggested the BBC, if it wants to be spared abolition, should broadcast stuff worth watching – programs that will elevate, rather than demoralise, our great nation.
Specifically, I proposed broadcasting Spy x Family to the masses.
Far from being tongue-in-cheek, I sincerely believe that such a policy – and similar policies – would be excellent reforms for any government to implement.
For the uninformed, Spy x Family is a Japanese manga series created by Tatsuya Endo in 2019. The story follows a spy (Loid Forger, codename: Twilight) who has to “build a family” to execute a top secret mission. Unbeknownst to him, the girl he adopts as his daughter (Anya Forger) is a telepath, and the woman he agrees to be in a marriage with (Yor Forger, née Briar) is a skilled assassin.
As of March 2023, Spy x Family has over 30 million copies in circulation, making it one of the best-selling manga series in history. On April 9th 2022, the Spy x Family anime was released. Like the manga, its popularity was instantaneous, obtaining around 7 millions views on its inaugural episode – an immense success for a new show.
Appealing across and within various demographics, topping the charts as Japan’s favourite anime of 2022, it has cultivated an eager international fanbase. Consisting of 25 episodes, a second season will premiere this year, as well as an anime film.
That said, whilst the media success of Spy x Family is there for all to see, little is said about its impact on Japanese society. Nine months after the show’s debut, Japan’s fertility rate experienced an uptick after consecutive years of stagnation and decline.
Sure, it was a very small uptick and Japan’s fertility rate remains far below the point of replacement. In all technicality, Japan’s continues to worsen, just at a less severe rate. Nevertheless, in less than a year, Japan has gone from another stereotypically infertile state to the most fertile nation in the Far East.
Coincidence? I think not!
As a matter of fact, one of the most common reasons for remaining childless, often surpassing financial concerns, is the presumption that having children will deplete one’s quality of life.
Considering how bad things are becoming in Britain, one would require a pretty pessimistic idea of what family entails. Indeed, when you realise what people think of when they hear the word “family”, it’s easy to see why.
At the beginning of the last century, positive portrayals of family life were hegemonic; portrayals that contrasted a more nuanced reality: family life was often less-than-picturesque. Consequently, more cynical (or realistic, depending on your exact stance) portrayals of the family became more commonplace.
I invite you to look at literally any TV show made over the past 30 years. Families are almost always portrayed as rowdy prisons, children are portrayed as nasty parasites, and divorce is portrayed as blissful liberation.

This is an excerpt from “Nuclear”.
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A Plague Tale: A Post-apocalyptic Light Held Aloft
Respectively released by Asobo Studio in May 2019 and October 2022, A Plague Tale: Innocence and A Plague Tale: Requiem follow siblings Amicia and Hugo de Rune through a 14th-century France being torn apart by the Hundred-Years-War, the French Inquisition, and the Black Plague. Through the stories of both games, Amicia and Hugo must try to stay alive while maintaining hope in the things worth living for, all while searching for a way to save Hugo from a yet unknown sickness, the ‘macula.’
Having in my twenties platinum ranked several Metal Gear Solid games and The Last of Us, I felt right at home in A Plague Tale. However, inspired by, in addition to other post-apocalyptic games like TLOU, titles like ICO and even a Studio Ghibli film, the games’ stealth, buddy tactics, and progression of unlockables mesh the elements of several genres into an excellent gaming experience that goes far beyond formulaic stealth-action. Indeed, when not sneaking around guards, players must puzzle their way through swarms of rats with torches held aloft in what becomes the central motif of the franchise.
The two games form a unified whole, in my opinion, with the denouement of Innocence leading directly into Requiem; thus, if not explicitly specifying one or the other, when referencing A Plague Tale I will henceforth mean both games together. While an outstanding work on its own, with few areas that really stretch the player outside of the higher difficulties and character revelations too significant for merely the last third of a single game, Innocence is clearly a preparation for something larger in both gameplay and story. Fulfilling the expectation, Requiem increases the franchise’s breadth in length, map layouts, tools accessible to players, and the dynamic roles of side characters in both plot and puzzle. And yet, while changes are, of course, made between the two games (not all positive, in my opinion), the core narrative elements are consistent through both.
How the games tell the story is their best attribute, and one that was a major focus of Asobo Studio: they incorporate most of the plot-driving dialogue and characterization in the midst of the stealth and puzzle scenes. In previous-generation stealth games, one sneaks through a certain area and is rewarded with a cutscene or discovery that advances the story. This could often cause the stealth sections to become a bit utilitarian, with the back-and-forth between action and narration feeling like switching between two halves of the brain—not the best for maintaining story immersion or emotional investment.
However, with its use of furtive commentary and context-specific actions from side characters, A Plague Tale incorporates the narrative into the gameplay so seamlessly that the tension of the sneaking and action enhances the tension of the story conflicts, both external and internal, thus maintaining story immersion and blending all into a level of aesthetic experience I had rarely experienced. The tension as Amicia protects but also relies on Hugo and others with different sources of light as they traverse fields of dark, writhing rat swarms builds the sense not just of fear of failure, but of connection among and investment in the characters. This narrative aspect, alone—this integration of action and narrative—is enough reason to play the games, in that they show how modern games can tell a story in a new, verisimilar way that invests one in the increasingly layered characters more than just passive watching or trophy-focused strategizing might.
Leaving more thorough gameplay reviews to others (or, better, to players who will experience the games for themselves), I will focus below on the stories of each game. Each game has elements one doesn’t always encounter in today’s media and which make their plots deeper and more dynamic than are many other current post-apocalyptic, female-centric games. (Also, needless to say, spoilers ahead).
Innocence: ‘You can run…but no one can escape their own blood.’
A Plague Tale: Innocence’s opening chapter, titled ‘The De Rune Legacy,’ immediately places the game in terms of both aristocracy and historical context, motifs that thread throughout both games. Through the initial tutorial scenes of main deuteragonist Amicia walking the De Rune estate with her father, we learn that, a noble family in fourteenth-century France, the De Runes are beset by the wars afield with Plantagenet England and the steady growth of a new plague at home. We also learn that, due to the boy’s strange sickness, the macula, Amicia’s five-year-old brother, Hugo, has been kept separate from his fifteen-year-old sister for most of his life, with Amicia being closer to their father due to their mother’s being focused on healing the cloistered Hugo.
In the same sequence, Amicia and her father discover an obscure underground menace plaguing the forest, and the family estate is raided by the Inquisition in search of Hugo. Soon separated from both parents, the two estranged children must make their way to the boy’s doctor, secretly an alchemist, discovering along the way that the menace beneath the ground are actually floods of rats that literally pop up whenever the two children—specifically Hugo—undergo stress.
From the start it is apparent that Innocence is a story of children of good aristocrats thrust into a world falling apart. As often happens with such stories of upending times, the changes necessarily involve and are bound up with the aristocrats, themselves, their being the holders and maintainers of their culture’s values. Foreshadowed by the heightened rat activity whenever Hugo has his debilitating headaches, it is revealed that the plague of rats destroying France is somehow connected to the macula inherited through Hugo’s family line.
Thus, threaded through this story of siblings trying to survive is the subtext that the conflict involves their bloodline—the children’s aristocracy. Like countless other stories of chosen children of unique birth thrust from comfort into a world of flux, Innocence becomes a bildungsroman of learning to survive in a world that, because of their bloodline, is suddenly suspicious of and antagonistic towards them, and which may be falling apart because of them. Implicit in the story is how much blame they should assume for the heritage they did not choose and know little about.
Besides the ubiquitous rats, Amicia and Hugo’s major antagonist is the Inquisition. While the trope of ‘ackshually, big church bad’ is tired, at best (and usually unbelievable for anyone with a working knowledge of history), in the game’s fantasy world the Inquisition works excellently, without breaking immersion with an anti-church bias too common in modern works. A quasi-official sect focused not on pursuing heretics but, rather, on harnessing and using the plague, the Inquisition actually serves to illuminate Hugo’s condition for the children and players.
The Grand Inquisitor Vitalis Benevent—ironically named, his being a decrepid old man of failing health—is a typical but no less excellent character, and his Captain of the Guard, Nicholas, has easily one of the best character designs I’ve seen in a while. Together they concretise an archetypal threat to young nobles: those who would use them and their blood to amass power. This is only made more insidious when the innocent and naive Hugo comes to the forefront for a section of the game.
Thus, as is common to such stories of a time of shifting values and structures, the question of who is friend and who is foe is foremost, and Amicia and Hugo must learn to be circumspect about whom they trust, a theme that will continue into the next game. Yet, at the same time, Amicia must balance exposing Hugo to the world’s dangers with maintaining his innocence; one of game’s most charming yet unnerving dynamics is the double layer of Amicia’s vigilance for possible threats and Hugo’s playful ignorance of their danger—as well as Amicia’s suggesting such things to distract Hugo (and herself) from their plight. It is through this interplay—the need to maintain innocence as a resistance against the darkness around them while facing and surviving it—that the siblings get to know each other and the story is told.
Added to the moderating effect Hugo’s youth has on the usual nihilistic brutality of such games, the world of Innocence, as well as of its sequel, does not come off as a standard postapocalyptic setting. The greatest reason for this is the studio’s choice of its historical place, which lends it a paradoxical undertone of familiarity. Whether or not players have a ready knowledge of the Justinian Plague which serves as the background for the game’s sickness, we’ve all heard of the medieval Black Death. We know it was horrible. We also know it was survived—and served as the threshold of the Renaissance.
Placed in this context not of annihilation but of survival, the games implicitly lend themselves to a conservative undertone. Horrible times have happened, and horrible people have made them worse, but so long as one can keep a localized light burning, the seeds of civilization will survive even in the smallest communities. Exactly this happens in one of the game’s many poignant images, that of the De Rune children and their by-then found family of vagrants living, growing, and learning to thrive in a broken down castle.
Furthermore, the growing relationship between Amicia and Hugo hinges on the implicitly conservative principle of personal responsibility and moral agency—especially regarding the exigencies of circumstance and one’s relationship to power, especially over those closest to us. A theme not uncommon in post-apocalyptic stories is whether or not a rupture of society justifies a full abandonment of morality and regard for life. Throughout the story, Innocence’s answer is ‘No.’ Amicia’s killing to protect Hugo is suffused with hesitancy, sorrow, and apology—a motif established in Innocence and explored much more fully in Requiem. Hugo’s parallel relationship with violence—with the possible loss of innocence it entails—has the added complexity of his being a child, but the impetus to control himself is no less present and upheld.
Indeed, unlike other post-apocalyptic characters who grow increasingly solipsistic and nihilistic (*cough* Joel *cough*), it is Amicia and Hugo’s task to maintain moral responsibility and innocence in their respective ways when all others around them seem intent on dispensing with such things out of ambition or expediency. Virtue does not change, howevermuch the world around us seems to, nor does change relieve us of our basic nature as individual moral agents whose choices have real effects.
Although not an explicitly named theme, it is only by superceding their circumstances and instead placing themselves within a broader historical context of their aristocratic family line, while drawing closer to each other—that is, by accepting their aristocratic heritage and actively manifesting it in the present through corresponding behavior—that Amicia and Hugo are able to overcome the game’s conflicts. And, in the end, what remains is the very image that started the story: that of a family, native and found, drawing together to keep lit and held aloft sundry moments of innocent joy in order to humbly produce a better future.
Requiem: ‘Stop trying to be so tough. You might learn something.’
Picking up roughly six months after Innocence leaves off, A Plague Tale: Requiem finds the De Runes and their alchemist companion Lucas continuing their journey to heal Hugo of his macula. As signaled by the game’s opening chapter, ‘Under a New Sun,’ the sequel’s problems will seem different from its predecessor’s, but only on the surface. The Inquisition is behind them, but the deeper conflict remains—the need to treat Hugo’s macula before it reaches the next ‘threshold’ and further overtakes the boy while also avoiding pursuit from those who might try to stop or manipulate them.
After the game’s tutorial and introduction, the group visits a town in Provence to meet Magister Vaudin, another alchemist who might be able to help heal Hugo. However, Vaudin soon becomes a wedge in the relationship built through the previous game between Amicia (and the player) and Hugo. Foreshadowed previously by the minor dialogue of the tutorial, this and other events bring to the fore the question of whether or not the deuteragonists should trust potential allies.
In Innocence the core conflict was simply to protect Hugo, which, considering the siblings’ shaky relationship, was rightly not undercut by a serious questioning of motives and methods. However, in Requiem Amicia becomes so focused on protecting Hugo that she ends up pushing away potential help, not only the questionable alchemical order but even their mother and companion, Lucas. Amicia’s arguable overprotectiveness shows itself in two ways, a growing comfortability with violence and an inability to judge friend from foe (or visa versa).
In the game’s best element of complexity, the suspicion of allies is eventually turned on the increasingly violent Amicia, herself, who sees her growing willingness to kill yet cannot seem to mitigate it. The theme of protecting Hugo becomes, in a game about a pathogen, a psychological pathology in Amicia—her own sublimated macula that, like Hugo’s literal one, can just as easily be misused to disasterous effect should she blindly give herself over to its prejudices.
This type of storyline—that of the strong female suspicious of all purported help, especially from men, and whose toughness is altogether good and an end in itself—is, by now, nothing new. Those sympathetic to it will find many things to admire in Amicia, and can probably play the game without sharing my interpretation (a mark of a good work of narrative art in any medium). However, Requiem is, thankfully, not merely a story of a girlboss teenager giving the proverbial middle finger to allies who seem to hinder her in protecting Hugo. To be sure, despite admonitions from friends and family, Amicia does follow this arc—until the siblings fall in with Arnaud.
A mercenary whose soldiers have previously been thinned out by Amicia, the mercenary Arnaud pursues the De Runes at different portions of the game. However, Arnaud eventually saves the siblings from the uncontrollable effects of their own actions. Whereas the still childlike Hugo trusts Arnaud relatively quickly (Arnaud’s role as father figure for the siblings is a layer I don’t have time to examine here), Amicia remains skeptical—understandable, considering the concussion and remaining scar on her forehead he’d previously given her. However, implicit in the interactions between Amicia, Hugo, and Arnaud is the irony that by too bluntly rejecting Arnaud’s help in order to protect Hugo, Amicia might ruin the very innocence she has tried to preserve—a theme that has been there from the game’s beginning.
Perhaps more significant, the game thus reverses the ‘male allies = implicit enemies’ trajectory of many recent female-driven plots, instead arguably justifying Hugo’s trust rather than Amicia’s distrust. The game dares to introduce the complexity of an enemy actually turning out to be an ally—not unheard of in today’s stories, but rarely involving an older male.
Arnaud’s place in the story is by no means clear-cut, nor is Requiem a mere reactionary tale of an overweening teenage girl being cut down to size (which would, itself, be formulaic, simplistic, and boring). Nonetheless, the fact that he is allowed to add complexity to Amicia’s development—in a way that highlights her shortsightedness—is refreshing in that it keeps Amicia from falling into the prescribed tropes and, by now, chauvinistic stereotypes of recent heroines. Rather, through his similarities and differences with her, Arnaud serves to highlight the capacity of the untutored, rash Amicia to go overboard.
While, like the other side characters, he remains in the background for long portions of the game, the mercenary nonetheless continues to shift the story’s moral center away from Amicia, thus paradoxically allowing her to grow in how she responds to her own impulses. Inn my opinion the story could have used more of an explicit admission on Amicia’s part that Arnaud might have been right about a few things. Nonetheless, the mercenary adds a welcome complexity in that his presence—and the themes he concretises—keeps the story from falling into the simple formulae of other current media—something I, and many others, have been asking for for our female characters.
The De Rune Legacy
By layering the themes of its predecessor with a variety of new elements and subsequent possible interpretations, Requiem more than fulfills the setup of Innocence, and it secures both parts of A Plague Tale at the top of the post-apocalyptic genre. Both show what games are capable of and are well worth playing by both stealth veterans and those looking for a unique and involved aesthetic experience.
Furthermore, as with Innocence, Requiem expands the tropes it employs. Added to the recurrence of civilization’s rise and fall (which could have just as easily been the topic of my commentary on the game) is the localization of such vicissitudes in the individual Amicia, herself. Parallelling Hugo’s literal macula, Amicia’s choice of whether or not to give over to her wrathful passion and lose perspective and self control—really, the classical virtues of Prudence and Temperance—is that upon which the future will hinge.
Thus, whether intentional or not, for those willing to see it the games offer an implicitly conservative iteration of the post-apocalyptic setting. Considering that conservatism’s basic function involves, to paraphrase Mahler, the protection and preservation not of ashes but of flame—of that which we have and love, especially things like innocence, historical humility, and family connection, this is a fitting and timely nuance. The games are by no means simply ‘based cons do the apocalypse,’ but the inclusion of such elements does show how stepping from the path of prescribed ethos and character alignments can create an enriching work of art that will satisfy players of many stripes. With such diverse and complex elements—and, more importantly, the depth of immersion with which Asobo pulls them off—the franchise, itself, instantiates the very light that forms its central image, offering an implicitly brighter experience amidst a genre usually plagued and darkened by cosmic ambivalence and moral nihilism.
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Audubon’s Legacy of Birds and Tomfoolery
For someone who has anger issues, entering the Audubon’s The Birds of America exhibition was like entering a whole new world. Upon the entry, I saw giant screens showing details from Audubon’s work and I could hear quiet bird noises in the background. It was an incredibly calming experience, as much as one can consider stuffed birds and plates depicting birds massacring another bird calming. Naturally, this wasn’t the centre of the exhibition – it truly celebrated the skill and the creativity of the bird illustrator with a passion for nature.
The exhibition is running in the National Scottish Museum in Edinburgh from the 12th of February to the 8th of May of this year. It displays over 40 plates, each measuring almost one metre in height. Most of them have never actually been shown to the public before. It is split into 4 sections, each of them with its own theme – the first one, ‘Meet the Birds of America’ introduces the ‘world’s most expensive book’ and Audubon, in general.
John James Audubon was a 19th-century ornithologist and naturalist. He made a point of studying and cataloguing the birds he encountered in their natural habitats. A son of a sugarcane plantation owner and a chambermaid, he must have had a conflicted childhood. Audubon moved to the US to avoid participation in the Napoleonic Wars – and focused on birds instead.
The second section of the exhibition titled ‘An Art and a Science’ examines the influence of other illustrators on Audubon as well as the scientific, or sometimes quasi-scientific context. With the Industrial Revolution clashing with the Romantic movement, the transcendental search for nature was at its peak. The illustrations at the time were generally quite dull due to drawing from taxidermy and lifeless study skins.
Audubon, however, made a point of painting directly from wildlife, by personally hunting the birds and sometimes getting others to hunt for him. He would then paint the birds he gathered by pinning them into lifelike poses observed in the wild. This resulted in his art being vivid and life-like. He didn’t want to paint the taxidermied birds as he felt this would take away their lively spark from them. He was known for sometimes romanticising the birds he saw in the wild, for example when painting the Mocking Bird, in which a rattlesnake attacks birds in a bush, where it would be impossible for a rattlesnake to do so. Audubon would also sometimes add more human behaviours to the birds to allow the audience to relate to the birds. He was sometimes accused of not exactly presenting the truth.
The third part of the exhibition called ‘Audubon in Edinburgh’ explores the role of Scottish intelligentsia in ensuring that Audubon was embraced by the art society, after his rejection by the scientific community in Philadelphia. He befriended William Home Lizars and started engraving. Edinburgh was central to Audubon’s beginnings as a bird illustrator, making it extremely relatable to the Scottish audience, and it became somewhat a privilege to live in the same city where Audubon once found inspiration and was embraced by the art world.
The fourth section called ‘The Great Work: The Making of a Masterpiece’ deals with technical and artistic achievements. There are short films available for those whose attention span is longer than mine. However, this section also shows the bound edition of Birds of America which is extremely large (100 x 130 cm when open). Audubon insisted that the illustrations would show the birds life-size. Only two paper mills in the UK were capable of printing these, as he used a double elephant folio which is 96 x 66 cm. For those who are capable to rotate shapes in their head, this number will probably mean a lot.
The fifth section ‘Naturalist or Showman’ focuses on his contribution to discovering new species. Audubon identified 25 new species. This part of the exhibition explores some of the ‘controversies’, for example, Audubon was known for his strong belief in phrenology, the science which is now deemed ‘pseudoscience’ by some. Phrenology suggests that one can find details about someone’s personality from their skull shape. Seeing what kind of person he was, he probably used phrenology to mock his rivals. He was often accused of plagiarism and scientific fraud due to misidentifying some species and fabricating scientific data. Sometimes he invented new species to impress people who might then buy his work. Reportedly, he even stole the specimen of Harris’s hawk from his subscriber to then pretend he never knew him. He also lied in his own autobiography.
The sixth and final section of the exhibition ‘Birds of the World’ considers the impact of the modern era on the preservation and extinction of many birds. Some, such as the Carolina parakeet is entirely extinct – they used to always flock in large groups which made it easier for the hunters to kill them. They’ve also been considered a pest by farmers, which contributed to their demise. The exhibition ends on a thoughtful note, advising us to consider the repercussions of human behaviour on the natural world.
This prompted many conversations, such as the possibility to clone the extinct animals using their DNA tissue, however, so far, this was only tried with Pyrenean Ibex in 2003, but this one died not long after from lung defects. It might be a way forward in the future though.
The exhibition was a visual feast for the eyes and the birds are engraved and painted beautifully. The sheer skill of Audubon’s art is undeniable, and it trumps any accusations he received. He may not have been rigidly adhering to the scientific advice, but he created something that’s still worth looking at. Audubon inspired George Bird Grinnell to create the National Audubon Society in 1905 (although the idea goes back as far as 1895 when the first Audubon Society was created). The organisation protects the birds and their habitats in the Americas. If you like birds, you can donate here.
Audubon’s exhibition included a wealth of important items, including some study skins of birds and many taxidermized birds as well as his diaries, plates, and his hunting double-barrelled rifle. The exhibition is beautiful, thoughtful and certainly fascinating. For anyone who craves the return to transcendentalism and ancient values – it’s a feast for their eyes. If you fancy a trip to Edinburgh before the end of the exhibition on the 8th of May – make a point of stopping by at the National Scottish Museum to look at some birds, I strongly recommend it.
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10 Best Books on International Politics
When we read books about politics, many of us may be more inclined to read about what happens in the Anglosphere. It’s natural really- it’s our language, closer to our culture and what we see about on the news.
It is, however, always refreshing to expand our horizons. Here are ten of my favourite books, handpicked, on non-Western international politics and history.
Dictatorland: The Men Who Stole Africa- Paul Kenyon
You may have already read my glowing review of this book and if you haven’t, get to it. This book discusses several contemporary and older dictators of Africa, from the slain Gaddafi of Libya to the man who has been in charge of Equatorial Guinea since 1979. It starts with colonialism, slithers through independence and continues afterwards. Some dictators were murdered, others remained for years or were finally booted out of office.
It’s a great study of colonialism, the promise of freedom and how these countries suffered under the men who offered them so much. These nations should be rich due to oil and other resources, yet only a few manage to make money from said resources. We learn about dictators who are worth billions, contrasting with the people who live in abject poverty.
Best Feature: Covers several countries, allowing the reader a greater scope.
Queens of the Kingdom: The Women of Saudi Arabia- Nicola Sutcliff
Everyone has their own preconceived ideas of Saudi Arabia, so prepare to have your views challenged. Sutcliff interviews a large number of women who live in the mystical kingdom- wealthy housewives, educated entrepreneurs and illiterate village dwellers among them. They give their views on everything from marriage to education.
Some are thrilled with having their family keep them close and husbands who are their guardians. Others have experienced insurmountable horror with beatings and underage marriage. What links them all is a love for their culture and country, no matter what they think of their society.
Best Feature: The women really tell you what they think.
El Narco- Ioan Grillo
Many readers will have watched Netflix’s hit show Narcos, which shows the work of the DEA in Colombia and the life of Pablo Escobar. Grillo’s book is the real deal, chronicling the Mexican drug cartels that have gripped the beautiful Central American nature.
There’s no glamourising money, cars and women here. It’s all gritty, the truth behind the devastation. Kidnappings, murders and tortures are aplenty. Friends turn on friends. Journalists are targeted. Innocent people are killed in the crossfire.
Best Feature: Grillo lays out the strategies of successive Mexican and American governments regarding the War on Drugs.
Our Bodies, Their Battlefield: What War Does to Women- Christina Lamb
I’ve read a lot of books and watched a lot of documentaries about depressing issues, but this book is easily the most shocking and heartbreaking thing I’ve ever read.
From the refugee camps in Syria to the survivors of Rwanda, we learn about the use of rape as a weapon of war and what it does to women. These women have been raped and tortured. Babies and elderly women aren’t exempt from brutality. Governments ignore it. Rapists get away with it. Families and communities shun victims.
It’s extremely brutal and doesn’t pull punches when it describes what happens to these women, but there are moments of hope that shine through.
Best Feature: It shows how war rape has been used for centuries and in every corner of the world
Shake Hands With the Devil- Romeo Dallaire
Up to one million people were killed in the space of a few months in three months in 1994 Rwanda. This book is written by Romeo Dallaire, leader of the United Nations Assistance Mission for Rwanda (UNAMIR). Dallaire had a front row seat to the slaughter, taking us from his early life in terror-ridden Quebec to his life after Rwanda.
It makes one pretty angry- Dallaire desperately tried to get the UN to take notice of what was about to happen, but was ignored. People on the ground did nothing. Villagers slaughtered the people they lived with for years. Dallaire suffered from PTSD and attempted to take his life several times afterwards. It’s essential reading.
Best Feature: It really portrays the absolute hell on earth that is the Rwandan Genocide
First They Killed My Father- Loung Ung
I’m pretty much a hard arse when it comes to movies, but the film of this book had me crying.
Loung Ung was one of seven siblings in a prosperous, middle-class Phnom Penh. Her life turned upside down upon the arrival of the Khmer Rouge and rise of Pol Pot. Ung then lived through the unimaginable- the death of most of her family, living through forced labour and being a child soldier.
It was a book that made me often wonder if I was actually reading a true story, for it felt like I was reading a fictional dystopia.
Best Feature: Gives an inside view of one of the world’s most horrendous contemporary crimes
Persepolis- Marjane Satrapi
Unusual in that it’s a graphic novel, Persepolis is the true story of the Iranian-born Marjane Satrapi. Born into an intellectual, liberal Iranian family, Marjane Satrapi was young when the revolution happened. From the first time she was forced into a hijab, Satrapi hated the new regime. Her rebellious nature led her family to send her abroad out of fear she’d be executed.
Satrapi contrasts her life in the West and in Iran. She talks about her family, what romance is like in the conservative regime and how she sneakily listened to American rock music.
Best Feature: It’s a story of a fish out of water in a very real way
Girl With a Gun- Diana Nammi and Karen Attwood
Diana Nammi was only a teenager when she became part of the Peshmerga, part of Iranian Kurdistan. Nammi fought on the frontlines and in the process became one of Iran’s most wanted people. She saw death and survived it herself.
Nammi now resides in the U.K., founded a charity for women and has been instrumental in the fight against child marriage. She had to move her for her own safety, but her love for her people is clear.
Best Feature: Gives a great insight into Kurdish culture
Without You, There is No Us- Suki Kim
North Korea is the world’s most secretive country and in this book, Suki Kim infiltrated it. The journalist spent some time as a teacher for the elite’s sons. Her notes and documents had to be kept secret and her life was restrictive. Suki discusses how she became close to her initially unwilling students, where the two cultures learned about one another and how the prospect of watching Harry Potter thrilled them.
It’s sweet but sad- these kids are just like us, yet live in a regime which doesn’t allow their full potential. On top of that, it’s a very personal look at North Korea instead of the outside analysis that is usually the only thing available.
Best Feature: We get to know these teenage boys and their dreams.
Nuclear Folly- Serhii Plokhy
I’m cheating slightly here as a chunk of the book is set and about the US, but it gives equal treatment to Cuba and the Soviet Union. The year is 1962 and when recon planes catch sight of missile structures on Cuba, all hell breaks loose. We learn about the origins of the Cuban Missile Crisis, Castro’s desperate attempts to fight the US, Khrushchev’s role and how the Kennedy administration reacted.
It’s pretty shocking to read how damn close the world came to nuclear war and how Robert McNamara (Secretary of Defense under Kennedy) only learned that the missiles were offensive and not just defensive thirty years later. Each of the three leaders had their own fate- Kennedy was assassinated a year later, Khrushchev was eventually pushed out for his role and Castro outlived them both by decades.
Best Feature: Very intricate in details
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