The Triumph of Babylon 5: The Science Fiction Classic and Its Long Twilight Struggles



Review of The Triumph of Babylon 5: The Science Fiction Classic and Its Long Twilight Struggles

Bruce Lindsley Rockwood

Baz Greenland. The Triumph of Babylon 5: The Science Fiction Classic and Its Long Twilight Struggles. McFarland, 2024. Softcover. 250 pg. $49.95. ISBN 9781476692401; Ebook. $29.99. ISBN 9781476651446.

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Baz Greenland is a podcaster and long-time fan of the television series Babylon 5, whose deep understanding of the show and its aborted spin-offs comes from the standpoint of a British viewer who heard of the show in his youth after its initial broadcast in the United States and who has watched and rewatched it ever since for over thirty years. He comments in his book, “The show’s inception, the struggles during production, and the attempts to continue the Babylon 5 story are almost as epic a tale as the fight against the Shadows and the battle to save Earth” (4). He has written widely and on-line about the series, https://www.threads.net/@greenlandbaz, interviewed surviving cast members, and has a podcast about it: https://podcasts.apple.com/us/podcast/a-dream-given-form-a-babylon-5-podcast/id1611981020. Now he has produced a book aimed at exploring the parallel stories of the show’s narrative plot, and the attempts to revive and extend it.

He notes his early enthusiasm for the show:

Babylon 5 stayed with me. I caught late night reruns on Channel 4, finally seeing what life was like under Commander Sinclair in season one. I bought all the seasons on VHS. On my A-Levels results day, I treated myself  by popping into the video store and spending a whole $100.00 on the complete season three box set. . . . I introduced new friends to Babylon 5. I got the TV movies. I stuck through Crusade. (2)

His reaction was much like my son’s, who bought an extra DVD set of the first season when it came out to share with friends at school, something I have seen duplicated since only with the single season of Firefly! (2002-2003)

The book has 26 chapters, starting with a discussion of “The Legacy of Babylon 5” in Chapter 1, followed by an overview of SF “Story Arcs” in Chapter 2. Greenland notes:

The Oxford English Dictionary defines legacy as ‘a situation that exists now because of events, actions, etc. that took place in the past.’ The story of Babylon 5 as a TV show can certainly be viewed through the prism of that definition. The narrative structure of the show is built on the events of the past. The horrors of the last great Shadow War left scars on the Minbari and the Narn. The rise of Valen a thousand years ago shaped Minbari culture, most significantly the character of Delenn. The Vorlon manipulation of other races and the creation of telepaths saw the show revisiting the trauma of the past, most fundamentally in the show’s final season. (6)

He argues that J. Michael Straczynski’s creation of Babylon 5 opened the door and set the standard for long-form story telling and multi-season story arcs that enabled subsequent television shows, from the reboot of Battlestar Galactica (2004-2009), to more recent iterations of Star Trek, such as Discovery (2017-2024) and Picard (2020-2023) (7-18).

Chapter 3 focuses on how Straczynski came to develop Babylon 5, making use of his comments on the rec.arts.sf.tv.babylon5.moderated message board back in 1995, when he emphasized the need to have a reasonable budget, treat SF seriously in story-telling, and make use of the kind of sagas he admired in the genre. “As a lifelong fan of grand science fiction sagas like Foundation, Childhood’s End, The Lord of the Rings and Dune, he kept wondering: why hadn’t someone done this for TV?” (19-20). Chapter 4 explores how cast changes and the collapse of the Prime Time Entertainment Network (PTEN) lead to revisions of the original five year story plan and his proposed follow-up series Babylon Prime. (26) See: https://en.wikipedia.org/wiki/Prime_Time_Entertainment_Network and https://www.themoviedb.org/network/211. The original combined ten year story arc would have been very different from the show as it was produced, perhaps more dark and less exciting: “The final version of the TV show certainly appears to be the more thrilling option of the two” (29).

Further chapters discuss the development of the series, the back and forth debate about the relationship between Star Trek Deep Space Nine (1993-1999) and Babylon 5 (Chapter 6), and interesting interviews with cast members Peter Jurasik, Marshall Teague, and Patricia Tallman. Chapter 7, “Making ‘The Lord of the Rings in Space’ a Reality,” discusses the financial and technological obstacles to making grand SF films, and the literary influences on Straczynski’s story arc, including the poem “Ulysses” (1833; 1842) by Alfred, Lord Tennyson, as well as Childhood’s End (1953), Dune (1965), and The Lord of the Rings (1954) (50-53).  Chapter 9, “JMS’s Character Trapdoors,” shows how Straczynski planned character switches and exits to allow continuity despite unexpected challenges, while Chapter 10 explores his efforts at introducing diversity in race, religion, gender, and sexual relationships that were not always fully realized but significant for the era (74-76). Chapters 12 through 16 deal with each of the five seasons of Babylon 5, including comparisons of alternate viewing orders of Season 1 (97-98), Season 2 (109-110), and in subsequent seasons, as they relate to building the mythos of the show. Subsequent chapters explore the TNT Movies, the single season of Crusade (1999), and other attempts to extend the detailed universe created by JMS.

The book includes Chapter Notes, a Bibliography, and an Index. It makes extensive use of The Lurker’s Guide to Babylon 5, available at http://www.midwinter.com/lurk/. Anyone familiar with (or new to) the series will value the detailed discussion of the making (and unmaking) of the original five-year story arc, Greenland’s commentary on each of the five seasons, and discussion of the innovations made by Straczynski that set the template for much of 21st century SF production. Greenland explores attempts to extend or reboot the series, and his enthusiasm, commentary, and interviews with the cast make this a valuable resource for conducting further research on the series, which remains one of my favorites.

Bruce Lindsley Rockwood, Emeritus Professor of Legal Studies at Bloomsburg University, Pennsylvania, is a long-time member of SFRA, having served as Vice President (2005-2006), and regularly writes reviews for SFRA Review from his retirement home in Midcoast Maine. He has taught and published on law, literature, climate change and science fiction, and attends SFRA and WorldCon with his wife Susan when possible (most recently in Montreal, Spokane, and recent virtual sessions of the SFRA.

The Kaiju Connection: Giant Monsters and Ourselves



Review of The Kaiju Connection: Giant Monsters and Ourselves

Amber A. Logan

Jason Barr. The Kaiju Connection: Giant Monsters and Ourselves. McFarland, 2023. Paperback. 210 pg. $39.95. ISBN 9781476693514.

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The Kaiju Connection is a short work focusing on the questions: what makes a kaiju a kaiju, and why are we, as humans, so intrigued by them? This isn’t Barr’s first foray into kaiju discourse, but this volume focuses more on recent kaiju films and the existential questions associated with the genre. With a refreshingly conversational (and sometimes humorous) tone, Barr isn’t afraid to pull metaphorical punches, curse, or paraphrase Homer Simpson in his evaluation of kaiju films, ranging from the serious and philosophical to the campy. Barr even states that this book isn’t an academic text in the strictest sense, but perhaps “more of an apologia for the continued study of the kaiju film” (3).

Barr suggests that society continues to be intrigued by kaiju films because the fascination with kaiju is an (at least tacitly) acceptable extension of a childhood fascination with dinosaurs. While not being particularly female-forward (few kaiju films, with the exception of Colossal [2016], have strong female protagonists—or, even, side characters), kaiju films do have strong masculine vibes and odd tie-ins with professional wrestling—which, admittedly, goes a long way to explaining the suspension of disbelief afforded some of the more comical and unconvincing rubber suits found in lower-budget kaiju films. Beyond gender dynamics, Barr argues that kaiju films can be legitimately studied in terms of political commentary (from the original 1954 Godzilla’s clear connections to post-war nuclear trauma to the 2016 Shin Godzilla, which can be read as a critique of the Japanese government’s response to the Daichii Fukushima disaster) and social commentary (evidenced in the evolving sense of “the Other” found across kaiju film franchises). Barr also argues that the more recent trend for American film makers to downplay Godzilla’s original nuclear origins has strong implications, arguing that they manipulate the story to give Americans a “pass” for the nuclear bombs dropped on Japanese soil during WW2 in order to make the story more palatable to their targeted American audience, thereby co-opting a character originally about a collective national trauma by the nation who caused the trauma. Recasting Godzilla as a ‘force of nature’ rather than a product of human violence and cruelty certainly reframes the narrative. However, Japanese filmmakers are not immune to the concept of spinning the popularity of Godzilla in order simply to make a quick buck; Barr also delves into the trend of some Japanese film companies to turn Godzilla from a serious message about humanity’s hubris into a kid-friendly “big monsters fighting” type of Saturday morning entertainment—the type of low-budget films that Barr bemoans as having watered down the reputability of the genre as a whole in the eyes of the general public.

Beyond Barr’s arguments for why kaiju and the genre of kaiju films are worthy of study, one of the most interesting parts of this book is its continual probing of the boundaries of the kaiju film genre. Barr convincingly argues that determining what ISN’T a kaiju film can be just as enlightening as determining what IS. Can a giant ape be a kaiju? What about a giant human? When does a creature change from being merely an oversized animal, to being a monster, to being a full-blown kaiju? Where those lines are drawn can arguably say a great deal about our perceptions of what constitutes humanity, and what we can sympathize with and relate to. Barr argues that the most solidly-kaiju kaiju are ultimately giant monsters (usually with Japanese origins, or at least nods toward a Japanese origin) who hold up a mirror to humanity and teach us something about ourselves. Barr proposes four “types” of kaiju or kaiju-adjacent films (authentic kaiju films; knockoff kaiju films; big, familiar creature films; and human kaiju), but perhaps the use of “fuzzy logic” is best applied when determining whether a film is a “kaiju film” or not, allowing the judger to decide how close the film in question approaches the beating heart of the kaiju film exemplars.

As Barr readily admits, it would be difficult to call The Kaiju Connection an academic tome, but it arguably has merit for scholarly research, particularly for those interested in the more philosophical, ethical (the costs of human life are often skimmed over in favor of watching two kaiju battle it out on the streets of major cities), and existential questions raised by the more ‘serious’  kaiju films. Casual fans of the kaiju film genre will find enlightening topics and much to enjoy (as well as much to skim over), but hardcore kaiju film junkies will delight in the depth into which Barr delves regarding specific recent films, characters, and even associated merchandise. Overall, The Kaiju Connection is a valuable addition to the kaiju film discourse.

Dr. Amber A. Logan is a university professor, freelance editor, and author of speculative fiction. In addition to her degrees in Psychology, Liberal Arts, and International Relations, Amber holds a PhD in Creative Writing from Anglia Ruskin University in Cambridge, England. Her thesis “Men Who Lose Their Shadows: from Hans Christian Andersen to Haruki Murakami” examined the intersection of fairy tales and near-future speculative fiction, and her debut novel The Secret Garden of Yanagi Inn was published in November 2022

Vision, Technology, and Subjectivity in Mexican Cyberpunk Literature



Review of Vision, Technology, and Subjectivity in Mexican Cyberpunk Literature

Josh Beckelhimer

Stephen C. Tobin. Vision, Technology, and Subjectivity in Mexican Cyberpunk Literature. Palgrave Macmillan, 2023. Studies in Global Science Fiction. Hardcover. XI, 200 pg. $129.99. ISBN 978-3031311550.

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Stephen C. Tobin’s Vision, Technology, and Subjectivity in Mexican Cyberpunk Literature is a valuable chronicle of Cyberpunk in Mexico, a country not generally associated with the subgenre. Indeed, U.S. readers familiar with the foundational Japanese-indebted gambits of William Gibson and Neal Stephenson will likely be unfamiliar with most of the work here–primarily due to the cultural hegemony of the English Language. This book provides a fascinating media history of recent visual technologies in Mexico, reminding us how media and genres spill over from one place to another. Tobin orchestrates a nuanced reflection on the complicated, pervading dispersal of globalized media. In an age where boundaries between science fiction, speculative fiction, fantasy, and other subcategories are contested, Tobin’s new book proposes “specular fiction” (2). This designation points us in the right direction if we want to begin progressing our understanding of speculative cultural production. Tobin suggests a slight turn away from such hegemonic labels to root his definition at the nexus of literary and visual media–two spaces that, he contends, have grown increasingly intimate. Cyberpunk provides a useful nexus because, though realist texts feature ocular themes, a subgenre that can draw connections between older technologies and newer variations of “the e-image component” (12) is necessary. Tobin analyzes works from 1993 to 2014 to highlight just how turbulent the media landscape has been in recent decades.

Tobin is a scholar of Mexican culture on a larger scale, and his intervention into genre studies is doubly justified by his analytical roots in Mexico. It is a country where genre labels are more fluid, contrasting the market-driven genre labels of U.S. cultural production. While Tobin’s case studies can mostly be identified as science fiction, his theorization opens up specular fictions–narrative forms that entwine language and screens–as works present across disciplines. Such theorization allows Tobin to dodge some prickly generic disputes about “science fiction” and the sweep of “speculative fiction.” Rather, he contextualizes his intervention for literary and media studies more broadly by following the well-known work of Walter Ong and W.J.T. Mitchell, who have “argued that all media are mixed media, meaning that no media [sic] is purely visual” (4). With this mixed approach, Tobin performs literary analysis that utilizes literature as case studies to theorize media. Tobin’s key interventions contribute to SF scholarship, Mexico Studies scholarship, and scholarship that explores the growing camaraderie between literary and visual media studies. His focus on “specular fictions” does well to offer useful critiques for theorists of science fiction and cyberpunk. By building his definitions on the importance of a given visual technology for a literary work, though, he also theorizes something that can be identified and analyzed across disciplinary and generic boundaries.

In Chapter 1, his introduction, Tobin provides a useful comparative reading of Mauricio-Jose Schwarz’s “La pequeña guerra” [“The Little War”] (1984) and Francisco Amparán’s “Ex machina” (1994). The former, an earlier text, figures television secondarily. The latter, a later text, is a narrative primarily driven by the presence of television. The latter is a specular fiction, while the former is not. Here we see a way in which specular fiction remains compatible with Science Fiction theory–Amparán’s story uses television as the “novum,” or the technological mechanism that shapes the narrative world (In his landmark essay “On the Poetics of the Science Fiction Genre,” Darko Suvin adapted “novum” from Frankfurt School theorist Ernst Bloch). Tobin adapts the term “scopic regime” from Media Studies, but the scopic regimes in focus are usually generated by a novum. This categorization of specular fiction serves most usefully as a temporal map that places geographical pressure on Mexico and the landscape in which it is situated. The fiction that Tobin highlights contains myriad visual technologies, from the television to the more speculative reality-distorting glasses. While some are more rooted in fiction than others, Tobin can move from foundational observations on cinema and television to the numerous screens that have exploded in popularity in the public life of the 2020s. With this progression through time, it becomes increasingly clear that this book about Mexico is more broadly about how Mexico is connected to, and increasingly resembles other global scopic cultures.

Chapter 2 grounds the book on a safe but sharp analysis of gender in the work of Gerardo Porcayo. It is safe because Tobin leans on Laura Mulvey’s now-classic analysis of the male gaze in cinema, which argues that the history of cinema has been dominantly constructed through a male-centric gaze. It is also safe in that readers who come to this book will be familiar with the prevalence of masculinist SF and Cyberpunk. The analysis allows Tobin to perform two key moves. First, he roots Porcayo as a foundational figure for Mexican Cyberpunk, a figure representative of the indelible influences of the US and the dominant masculinist foundations of the subgenre. Second, he establishes that Porcayo’s book is not limited to how specific visual technologies represent/influence perception and subjectivity, but how the gaze, on a broader scale, is a visually encoded social phenomenon.

Chapter 3 transitions into work that zeroes in on specific scopic regimes. Its focus on television makes it generally the heart of the book. Despite the range of visual media at play here, television is the most longstanding form-giving technology. Porcayo writes towards the beginning of the growth of television as a scopic regime, while the book ends with reflections on the proliferation of smartphones and computers which in the 2010s “still had not eclipsed television presence” (27). Television history also helps Tobin bring to light the “restructuring of the media industries within Mexico,” a “higher proliferation of images,” and the growth of the television market itself (27). These three areas open up analyses of “political legislation and privatization,” the “expansion of foreign oligarchic media companies” and the evolutions of the Mexican economy (27). In one striking detail about the shift from public to private media, Tobin reflects on the “media imperialism” that took place as US-based programming took hold of the Mexican television-watching public (27). Focusing on Pepe Rojo’s work, Tobin centralizes a theoretically informed writer through his story “Ruido gris” [Gray Noise] (1996) and the novel Punto cero [Zero Point] (2000). Two key strains arise here as Tobin further expands the net of globalism by juxtaposing an analysis of NAFTA and an analysis of the influence of European postmodernists Paul Virilio, Jean Baudrillard, and Slavoj Žižek on Rojo’s work. Tobin suggests that Jacques Lacan’s influence may be the most important to Rojo’s work. He offers a Lacanian analysis to tie the television to the home. Here, the spectacular violence that becomes regular viewing numbs individual viewers to bodily destruction. The critique illustrates how screens become a part of Rojo’s speculative literary form, as well as the political forms that emerge with the immediacy and pervasiveness of television news cycles.

Chapter 4, finally, is perhaps the most striking, at least insofar as the content of the case studies goes. It offers a comparative analysis of Eve Gil’s novel Virtus (2008), and Guillermo Lavín’s short story, “Él piensa que algo no encaja” [He thinks something doesn’t fit] (2014), using Debord’s Society as a Spectacle as a theoretical springboard. Debord’s theory leads to a theorization of the twentieth century as “one which involves a hypermediated realm of megaspectacles and interactive spectacle” (40). The analysis centers on Gil’s depiction of President Wagner, the center of a virtualized Mexican future. Wagner is a young, handsome politician who is carefully shaped and curated to appeal to the power of celebrity culture and telenovelas. Wagner is likened to the real-life President Enrique Peña Nieto, elected in 2012. Wagner’s fictional, highly publicized celebrity marriage mirrors that of Peña Nieto, whose marriage may have been a ruse to appeal to public cravings to blur the lines between the telenovela and reality. Wagner dies and becomes a hologram controlled by a mysterious group of powerful people. While Gil’s text relies on curated mass culture, Lavín’s uses VR glasses that render the world better than it is, suggesting that not only are individuals prone to ideological conditioning, but often they actively desire it. The analysis builds out Debord’s neo-Marxian critique to a critique of ideological conditioning as a spectrum. Subject formation proceeds under the pressure of dark media conglomerates, and through intimate individual engagement with the technology. This comparative analysis reflects on the relationships between mass culture and individual subjectivity. Perhaps most hauntingly, it meditates on Wizard of Oz-esque figures who work behind the veil to advertise, condition, and enforce power. Though the technologies of these stories are more speculative than those of the works discussed in the preceding chapters, they resonate with the familiarly fragmented and persuasive cultural dispersals of today’s smartphones, social media apparatuses, and corrupt powers that often work across national boundaries to maintain docile populations.

These works are predominantly dystopian, and Tobin carefully relies on theorizations of dystopias as critically reflecting on the times in which they are imagined. His engagements with these dystopias generate compelling arguments for the magnitude of power that visual technologies have to shape national cultures and individual subjects. Tobin’s scope is limited to a corpus that reflects on recent decades but leaves open the question of how specular fictions might be further explored. Following Nicholas Mirzoeff, he writes that specular fictions engage with visual technologies “defined as any form of apparatus designed either to be looked at or to enhance natural vision, from oil painting to television and the Internet” (6). Questions that might follow then: what happens when we stretch definitions of visual technology? Perhaps an apt question for cyberpunk specifically might be, can we identify specular fictions by the clothing worn in the texts? Can we identify specular fictions by how they represent plant and animal life? How do our formulations of specular fictions change when we bring more specifically semiotic theoretical lenses to them? If we are to bring specular fictions full circle by examining questions of genre, might we interrogate deeper history? Tobin carefully keeps the presents of the texts close to the chest to avoid vague proclamations about the future, which leaves these questions for other thinkers. Hopefully, they will be taken up by scholars working on SF, Mexico, and wider discourses of literary and media studies, all of whom should find useful insights in this book.

Josh Beckelhimer is a PhD Candidate in the English Department at the University of Southern California. He is a Visual Studies Images Out of Time Fellow and holds an MA from the University of Cincinnati. His work focuses on ecological cosmologies within speculative literary works by Zora Neale Hurston, Octavia Butler, Leslie Marmon Silko, and Rita Indiana. He focuses on the cosmological forms that literary writers use and interact with to reconceptualize colonial histories of the Americas, human relationships to the environment, and varying sciences and systems of ecological knowledge. He is particularly interested in writers who tap into expansive imaginative generic frames to go beyond basic understandings of material ecology.

Open Call for Nominations: 2025 SFRA Innovative Research Award


SFRA Review, vol. 55 no. 1

From the SFRA Executive Committee


Open Call for Nominations: 2025 SFRA Innovative Research Award

The Science Fiction Research Association (SFRA) invites nominations for the 2025 Innovative Research Award. The award is announced annually at the SFRA conference and is awarded to the writer (or writers) of the year’s best critical essay-length work. Formerly known as the Pioneer Award, the SFRA Innovative Research Award was renamed in 2019 following lengthy discussions and a community vote. For a list of past winners: http://www.sfra.org/The-SFRA-Innovative-Research-Award.

Please note: The award is now open to article-length submissions in edited collections and other similar venues, as well as peer-reviewed journal articles. Only essays published in 2024 are eligible for submission. A maximum of two submissions is welcomed per person, and it is possible to self-nominate. Past winners will not be considered for this award, so please refer to the list of winners before submitting your nomination if you believe the author has won in the past. All nominations will remain anonymous.

For all inquiries or to submit a nomination, please send the author’s name, title of article and the journal and pages in which the article appeared to the committee chair John Rieder at riederjohn8@gmail.com. Please also include the article as an attachment.

The deadline for submissions is March 17, 2025.


Winter 2025



Winter 2025

Ian Campbell

I have a longstanding love/hate relationship with SF author Neal Stephenson—or rather, with his works, as I’ve never met the gentleman. Really cool ideas and digressions into all sorts of knowledge, and then gaping misogyny and the inability or principled refusal to wrap up his narratives. Something I’ve been thinking about for the last couple of months is the neurolinguistic hacking in Snow Crash (1992), where people could be “neurolinguistically hacked” by exposure to ancient Sumerian language and a bitmap image, reducing them to babbling nonsense syllables. At the time, and even for many years after, this seemed like just a fun conceit to scaffold an adventure narrative onto. But now, our franchised landscape is under the near-total dominance of people who have been neuroliguistically hacked, only instead of babbling nonsense syllables, they babble nonsense about QAnon and “religious freedom” and things about masculinity, that are all breathtakingly counterfactual yet spoken of with absolute belief that they are true.

In The Diamond Age (1995), Stephenson has a girl in a private school chafe at lessons she feels have little to do with her education. Her teacher tells her that “It is the hardest thing in the world to make educated Westerners pull together,” a statement that I might have glossed over the first time I read the novel, but which seems eerily prescient today. I’ve unfollowed and been unfollowed by many people over the last few months, all because I was unable or refused in principle to stay quiet about their own inability or principled refusal to pull together. Perhaps you’ve been on one or both ends of the same phenomenon.

SF looks at trends and predicts the future as well as estranging the present: though its predictions of the future are usually off in significant ways, they often get the general tone quite well. Snow Crash has Christians looting the ancient Near East for their own benefit; The Diamond Age has what’s left of Western culture ruled by people called Equity Lords. Stephenson’s Fall, or Dodge in Hell (2019) has the rural swathes of America outside the metro areas and interstates, “Ameristan”, ruled by a violent Christian culture that rejects empathy and compassion in favor of a hypermasculine model of Christ that has little to do with the Gospels. I’m compelled to wonder whether we get a distorted version of that future, or something closer to The Handmaid’s Tale or Oryx and Crake. Just our luck, it will probably be all of those.

Enjoy this issue of the SFRA Review, where we have in addition to our usual suite of fiction, non-fiction and media reviews an essay on Ghost in the Shell and not one but two pieces of SF-related fiction. Try to limit your doomscrolling: touch grass, talk to people, make art.


From the President


SFRA Review, vol. 55 no. 1

From the SFRA Executive Committee


From the President

Hugh O’Connell

It’s been a rather busy start to 2025 for the SFRA. First up, we had the election of two new Executive Committee members. Please welcome Chris Pak (Vice President) and Joshua Pearson (Treasurer). As long-time members of the sf scholarly community, many will already by familiar with Chris and Josh from their numerous publications, conference presentations, and previous service to the SFRA and other sf-related organizations. Alongside Josh and Chris, we also have a brand new (and much needed!) web director: David Shipko. Many thanks to David for volunteering for the position!

I want to take a moment to personally thank our outgoing VP, Ida Yoshinaga, and outgoing Treasurer, Tim Murphy, for their dedication and service to the SFRA. Both have been instrumental in shaping the SFRA, as we’ve worked to move on from the Covid-19 years and continue the mission of the organization. Ida has worked tirelessly to bolster the SFRA’s Country Representatives program to help meet our goal of diversifying the SFRA and increasing its outreach. Tim helped to oversee two international conferences (which took a lot of creative accounting work!) and has helped to secure our accounts after some recent horrifying fraudulent activity (which he got reversed!). It’s been a real pleasure working with them over the last couple of years.

As the new year begins, we’ve also re-opened the membership portal for renewals and new memberships. This year you may notice an increase in membership costs. Unfortunately, due to rising journal costs and general inflation, for the first time in as long as the current board can remember, we find ourselves needing to raise costs in order to keep the SFRA financially afloat. We always strive to keep costs and overhead as low as possible and didn’t make this decision lightly, but we were faced with some sharp increases, particularly in relation to the cost of journals. As always, all money generated by the SFRA goes towards basic operation costs, and to our membership in the form of travel grants, “support a scholar grants,” and our yearly awards (any member can review our yearly expenses via the yearly Treasurer’s report published in The SFRA Review). The Executive Committee receives no remuneration of any kind (we each pay our own membership costs and pay all of our own conference costs), so we appreciate what it means to raise these rates.

Related to opening the membership renewals, we’ve heard from some members that they’ve run into issues with the PayPal portal. Josh and David are currently looking into this. While most members have been able to renew without any complication, if you are having a problem, please reach out to us directly (all of our contact info can be found under the “About” link on sfra.org or by clicking here).

Finally, two last pieces of news. First up, the acceptance letters for the 2025 conference in Rochester have gone out via email and the registration portal is active on our site. To register for the site, you will first need to be an active member (you can renew or join here) and you will need to be signed into your account to access the conference registration portal. Finally, the chair for the Innovative Research Award, John Rieder, is seeking nominations.

As always,if you have an event that you’d like to bring to rest of the SFRA membership’s attention through its email lists or social media sites, or you have other ideas or concerns about the work the organization is doing, please don’t hesitate to reach out to me at hugh.oconnell@umb.edu or our new Outreach Officer, Anastasia Klimchynskaya (anaklimchynskaya@gmail.com). We’d love to hear from you!


Call for Papers: Utopia and Dystopia in Turkish Science Fiction Literature


SFRA Review, vol. 55 no. 1

From the SFRA Review


From Pandora’s Box to The City of the Sun: Utopia and Dystopia in Turkish Science Fiction Literature

The Editorial Collective

Utopias are imagined, idealized paradises that offer visions of alternative power relations. Dystopias, on the other hand, express a negative worldview characterized by domination, punishment, and oppressive practices. Utopias and dystopias alike offer a literary, political, and philosophical synthesis of political thought, techno-scientific narratives, and naturecultures. In doing so, dystopias may present subterranean civilizations, class relations, and the domination of high levels of technology in an ideological and ecocritical manner, whereas utopias are more likely to explore non-existent, lost, or imagined paradises.

The possibility of utopian thinking is, however, shaped by dystopian realities and foresight. In this context, utopias can be considered “some variation on an ideal present, an ideal past and an ideal future, and the relation between the three” (Gregory Claeys, 2020: 13). Utopian and dystopian fictions therefore hold a prominent place in science fiction literature. While science fiction genres in the 1970s focused on freedom, peace, climate change, and political and economic problems, today, influences such as critical theory, feminism, gender studies and posthumanism have an important impact on science fiction literature. In recent years, the increasing number of literary works (novels, short stories, translations, etc.) in the field of Turkish science fiction literature indicates a growing interest in these issues among Turkish writers and scholars. We present the theme of utopia and dystopia in Turkish science fiction literature with the concept of “disedebitopia.” This concept features the term edeb at its core, which is an abbreviation of edebiyat, the Turkish word for literature. Edeb also refers to edep, meaning decency or decorum, which holds significant importance in literature and represents respect for aesthetic and ethical values.

This CFP aims to expand research in Turkish science fiction literature from past to present. This issue aims to create an interdisciplinary anthology by bringing together studies focusing on the theme of disedebitopia.

This special issue of the SFRA Review is dedicated to an interdisciplinary review of utopia and dystopian fiction and their various subgenres and intersections in Turkish science fiction literature, as well as the humanities, social sciences, psychology, philosophy, and science and technology. SFRA Review is an open access journal published four times a year by the Science Fiction Research Association (SFRA) (eISSN 2641-2837; former ISSN 1068-395X). We encourage established and emerging scholars or graduate and postgraduate students interested in this special issue to submit abstracts related to, but not limited to, the following areas and topics within Turkish science fiction:

• Solar/Bio/Cyberpunk Subgenres and Utopia/Dystopia
• Cyberfeminism, Cyborg Feminism and Cyber Utopia/Dystopia
• Feminist Utopia / Dystopia
• Disability Studies in Utopia / Dystopia Fictions
• Robotic, Design and Artificial Intelligence Technologies in Utopia/Dystopias
• Futuristic, Artistic and Aesthetic Designs of Literary Utopia/Dystopias
• Gods, Heroes and Disasters: Mythological Connections of Utopia/Dystopias in Literature
• Spaces of the Future: Symbolic Use of Space in Utopia/Dystopias
• Utopia/Dystopia in the Framework of Transhumanism/Posthumanism
• Psychological Reflection of Social Structures: Family, Society and Power Dynamics in
Utopia/Dystopias
• The Collapse of Time: Fictional Time of the Future in Literary Utopia/Dystopias
• Critical Posthumanism, New Materialism and Posthuman and Non-Human Being/Becoming in Literary Utopia/Dystopian Fiction
• Back to Nature: Ecocriticism and the Redesign of Human-Nature Relations in Green Utopias
• Queer Utopias and Gender
• Humanity in the Age of Surveillance: Digital Totalitarian Systems of Dystopias
• Panopticon and Dystopia: The Role of Space in Totalitarian Regimes
• Capitalism and the Future: Dystopias, Marxist Critique and Political Economy
• The Post-Apocalyptic World and Humanity: Philosophical Foundations of Dystopias

Submissions

This CFP is addressed to academics, science fiction lovers, Turkish literature researchers, and anyone interested in science fiction literature. Those interested can send 250-word abstracts in both Turkish and English to Meltem Dağcı (dagci.meltem@gmail.com) and Duygu Küçüköz Aydemir (duygumbs@gmail.com), cc-ing managing editor Virginia L. Conn (vconn@stevens.edu). However, the full text of accepted abstracts must be submitted in English. Otherwise, it is recommended that manuscripts submitted in Turkish be translated into English after the initial review, after editorial corrections, and, if necessary, after being returned to the author with suggestions. However, we would like to remind interested applicants that any submissions will be subjected to an editorial review again after translation.

Following submission of a ~200-word abstract and 200-word bio, authors will be notified if their abstracts have been accepted and will be sent a Word document outlining the house style guides and regulations for submission. Full-text manuscripts of 3000-5000 words (excluding notes, citations, and bibliography) will then be requested. Manuscripts should be prepared in accordance with academic writing guidelines (references, citations, endnotes, etc.) and in MLA 9th edition style. For any questions or requests for early feedback, please contact the special issue editors Meltem Dağcı and Duygu Küçüköz Aydemir. Edited manuscripts will be published in the 2025 Fall issue of the SFRA Review. We hope this CFP will be of interest to you and invite you to submit your contributions.

Timeline

Deadline for submission of abstracts: March 15

Notification of accepted abstracts: March 29

Submission of first drafts: May 10

Return of first draft revisions: June 7

Submission of second drafts: July 5

Return of second draft revisions: August 2

Submission of final drafts: August 16

Date of publication: Fall 2025

From the Vice President


SFRA Review, vol. 55 no. 1

From the SFRA Executive Committee


From the Vice President

Chris Pak

Dear members, colleagues, and friends:

Hello all! It’s with great pleasure that I return to writing columns for the SFRA Review, this time not as editor but as vice-president of the organisation. I firstly wanted to thank Ida Yoshinaga for all that she’s managed to accomplish during her tenure as vice-president, and for her support while I’ve begun to settle into this new role—thanks that I’d like to extend to the rest of the executive committee. Opening spaces for the inclusion of more voices and continuing to realise the vision of an international SFRA community are critically important activities, and they become even more so during times of closure such as we’re seeing now. As scholars, artists, performers, creative writers, activists, and committed readers, viewers, listeners and players of science fiction, the SFRA has an important role in fostering the connections between us all, supporting the scholarship and activity of researchers in the field and encouraging new generations of scholars and creatives to think about, work and play with, and make use of sf. To that end, the upcoming SFRA 2025 conference in the US, in Rochester, New York, and its theme, ‘“Trans People are (in) the Future”: Queer and Trans Futurity in Science Fiction,’ represents an important reflection on and intervention into the politics of sf and its role in shaping inclusive futurities.

As vice-president I hope to work with you all to continue to realise the SFRA’s commitment to making the organisation diverse, supportive and inclusive. I will work closely with the existing country representatives to learn more about the diversity of our field and to understand more closely how we can best support international sf scholarship. I would also love to hear from any members who have ideas about how they would like to contribute to this work—please do get in touch via email and please do say hi at conferences and other events, should our paths cross. Of course, if you would like to volunteer as a country representative for a currently unrepresented country, please do get in touch.

The SFRA has been central to connecting me to a welcoming academic community and to broader conversations about sf. It has been an invigorating intellectual space that has challenged me to grow into the academic that I hoped to be. I’m looking forward to continuing these conversations and hope that new scholars and creatives will be inspired by the community that we’ve developed over the years.


ChangÉ persists



ChangÉ persists

Joseph Brant

The moon is silent.
It is empty.
In your world it is a rubbish dump of flags and plaques and giant rings from burnt out rockets, and little metal huts that were easier to leave than take.
Your moon is like a temple festival compared to my moon.
Some empty space, like me, hanging between the Earth and heaven.
Here, there is only…
a withered tree,
a great pestle and mortar,
and this lonely woman.
Oh.
And the rabbit.

I despise the rabbit.
The silent, staring, stupid rabbit, sent to this place as company for me as I perform my task.
They knew. Whoever they were. They knew the rabbit would torture me.
I don’t remember what I did. I don’t remember who is punishing me. The story has been told so often and so many people have been blamed.
I stole
I was greedy
I was miserable
I was naïve
I was petulant
I was self-sacrificing
I don’t trust myself anymore.
I don’t know who I am anymore, but… I do know one thing.
I despise the rabbit.
I hate it.

I would rather any other animal had been sent as my companion
A cat. Who would mewl like a child, and chase my skirt strings.
An ape. Who would beat me and scream in my ear and.. I don’t know.
The Rabbit just stares.
It stares as I pretend to sleep. It stares as I work. It stares as I shout at it.
I do not know if my words have any meaning anymore
The rabbit can’t understand. I may be speaking eloquently, or jabbering like a madwoman.
Does any sound come from me? Or am I as silent to it, as it is to me.
If I walk towards it, it hops away. If I throw a rock at it, the rabbit always moves out of its way, and then… it stares at me.
The stare is blank.
I can read no emotion on a rabbit’s face, but I often try to imagine what its stares mean.
Scorn
Pity
Judgement
Does it despise me?

The old tree is more comfort than the rabbit.
At least it weeps.
Every day, I collect the weeping gum from its cracked bark, and pour it into the pestle. And when I have enough. I pound it.
I don’t remember if I was taught to do this, or shown, or if I am doing this to make myself feel useful, but I pound the sticky sap until it yields. I pound it till it is a lozenge of amber, the size of a pin head. If I did this for ten thousand years, I would have a pill which would complete my deification. I could leave. My Immortality is a prison. The pill is the key.
The rabbit stares.
Silently
Silently
Its eyes, I remember, were shining black, like river washed stones.
But if I think now, and look past my failing memory, there isn’t a hint of black in them. They look more like the ugliest of cowrie shells. I do not know if it can even see… except…
it still stares.
Its coat is grey as the moon’s dust.

As I walk towards it. It still hops away, but it looks painful, and slow.
How long do rabbits live?
I chase it around the whole moon three times before I can catch up and scoop them up in my hands.

He feels like a jumble of bones in an old fur bag. Its pelt is wiry and patchy, like an old man’s beard.
How long has this rabbit lived?
I carry it back to the pestle. It hangs limp in my hands but still I feel it staring at me.
As I set it down next to the heavy stone bowl, I see its nose twitch, as it catches the scent of the beaten sap.
No.
No you can’t have it.
It’s mine.
I need it

The contemptuous little creature lies at my feet. Still staring with its dust blotched eyes.
I should let it die.
Let it die and tear it open like an old shabby bag and take the rough leathery meat off its brittle bones.
I think this as I shake out a little bottle of pinhead sized lozenges, counting them against some unknowable tally. So few. So little to show for all the years.

They are a pearly pink, and near invisible against my hand, except where they roll into the dark creases formed by eons of gripping the pestle, but even then, they disappear as my eyes begin to fill with tears.

I squeeze the rabbits jaw, popping it open, and try to roll a single grain off my fingers into its open mouth, but two, no… three fall in.

The rabbit looks up. Maybe to swallow.. maybe to stare at me again.

They are gone, but I don’t feel anything has changed in the little creature.

I try to feed it a couple more pellets, and it takes eight.. or was that twelve.. I can’t see and I don’t care.

I loathe the rabbit. I hate it. But if it were to die, then I would be here on my own, for 10,000 years

I am sobbing as I kneel, the rabbit is eating
I feel sharp pains as its buck teeth catch my flesh.
I am shaking.
I am sobbing.
I pull my hand away, and spill the last few amber beads onto the moon’s dusty surface.

I scrabble for them in the rocky dust, but I cannot tell their smooth hardness from the tiny pebbles, through my wailing tears.

The rabbit can.

I see him hop from spot to spot, nibbling and licking up what must be the fallen medicine.

I collapse, screaming and crying like a new widow, or a newborn. Howling in the silence of the desolate moon. Until I cannot move,
and cannot think
and cannot be.

So I lay there and just am.

I lay there as the withered tree drips its weak tears
I lay there as the thin dust of the moon settles on me like an embarrassed teacher draping a thin blanket over a child who has burned through a tantrum, and when I finally open my eyes again…

The rabbit is staring
Silently
Staring
Staring

Its eyes are black and shiny like river washed stones. Its coat soft as clouds.
And on the empty, silent moon, I cannot remember how often this has happened.
How often have I gathered my paltry efforts to escape, and sacrificed them for another?
How often?

And I realise that they, whoever they were, were far crueller than I had ever imagined.

Joseph Brant is a habitual outsider, lending their talents to queer / neurospicy / ethnically diverse projects, most of which they endeavour to keep their own name out of. They have written for various national magazines, Hugo winning fanzines, and while not fiddling with failing technology and esoteric lore, help run various geeky meet ups and paint tiny gay orcs.


Signalis



Review of Signalis

Bryn Shaffer

Rose Engine. Signalis. Humble Games and PLAYISM, 2022.

Version 1.0.0

“Achtung. Achtung.” The first line of Rose Engine’s 2022 science fiction survival horror game Signalis isa distress signal repeating a single German word over an interstellar radio, flashing over a dramatic glitching red CRT screen. The opening is an obvious deep space horror trope meant to denote the game’s membership in the lineage of other SF and survival horrors such as Alien Isolation, Dead Space, and Silent Hill. However, it’s not long before this genre allusion is betrayed. Signalis proves through its referential prowess and surrealist mechanics as not only an SF survival horror, but a psychological text that challenges the delineations of genre, and engages with transmedia cultural, historical and philosophical discourses on the nature of personhood, death, and memory. The game opens with the player journeying out from a crash-landed spaceship into a strange deep hole in the ground where a nightmarish mining facility spirals impossibly deep into the earth and the laws of time and space become distant memories. As the title cards flash, so do lines from Chambers’ The King in Yellow,a shocking rendition of Bocklin’s painting The Isle of the Dead, and several lines from Lovecraft’s The Festival. The message the developers telegraph with this intensely convoluted yet beautifully referential introduction to the game world is clear: this game is not what you think it is. Achtung. Achtung. Danger. Danger.

Signalis is set in a dystopian future where humanity has spread across the solar system under totalitarian militaristic rule. Even in deep space, the long tendrils of fascism exert their crushing grip on the last vestiges of humanity and its replicas. The player follows one such “Replika”, Elster, an android created using edited memories copied from a long-dead human. The plot follows her on a nightmarish cosmic journey after her ship, the Penrose, crashes and its only other inhabitant goes missing. Most of the game takes place in the strange underground government mining facility stuck in a dreamy time loop that shifts to reflect the repressed memories of Elster, her originator, and her missing friend. The developers have woven themes of identity and memory throughout the game world and many have speculated the plot itself is a living memory, an existential crisis, or the melting dreams of an artificial being whose concept of ‘self’ is coming apart at the seams. The possibilities for exploring the notion of personhood are plentiful, and Signalis knowingly presents these themes at the forefront of its game world inviting speculation meant both to enhance the player’s experience and to incite a deeper consideration of the genre themes at play in games centered on artificial protagonists.

The game’s survival horror mechanics are directly reminiscent of Resident Evil and Silent Hill—a limited 6-item inventory, a stash box only found in safe rooms, a sprawling puzzle-filled map requiring continuous doubling back and detailed exploration, and enemies that deal high damage compared to your very limited health. Stealth, exploration, survival and purposeful confusion are the driving forces of play. These classic mechanics weave expertly alongside a story of surreal complexity that requires a constant re-exploration of the environment, and a science fiction setting that blurs the lines between the possible and the otherworldly. In the era of infinite inventories and mechanics that encourage larger and larger amounts of time spent in menu optimizing status over in world exploration, Signalis’restrictive inventory system is a refreshing callback that forces the player to stay in the scary enthralling game world and boosts rather than breaks immersion.

Interspersed throughout the story are interactions with literary works that at first glance seem out of place in the science fiction world, but which upon further examination serve to situate the game within genre traditions of cosmic horror and the problematic nature of some of the genre’s more historically prominent creators. It is likely no coincidence that the player is invited into the deeply fascist dystopia of the mining colony with the words of HP Lovecraft and Robert W. Chambers, authors whose prominence gave rise to the cosmic horror and weird fiction literary genres, and who in equal measure were notorious racists who wielded white privilege to enable their rise to literary fame. Working in cosmic horror has troubled creators for generations: how do we reconcile these deeply problematic authors with their contributions to the genre and all it offers as a space for creative and horrific expression? Here Signalis gives us an engagement with cosmic horror that future developers should note—treating these ‘fathers’ of cosmic horror as themselves horrors. Where it could have been easier to make cursory allusions to the cosmic horror genre in the setting of Signalis using similarly aligned aesthetic tropes, Rose Engine has made a concerted effort to engage with the authors themselves in the game world, framing these works as fascist, hellish, and problematic objects that trouble the player, protagonist, and NPCs alike.

Mechanically, Signalis is definitively retro-tech. From the HUD and UI to the limited player mechanics, to the creation of a gameworld where analogue technology dominates over digital, the metallic and plastic clicking and clacking of mechanical interaction are a key element of the game’s design and play well with the game’s use of low poly modeling. Although the game is cross-platform, it is best described as a PlayStation 2 throwback. This is common in many retro-style survival horror AA games that seek to emulate the Silent Hill and Resident Evil style, Another comparable release much like Signalis in its recreation of this look and feel is Headware Game’s 2024 Hollowbody which likewise relies on a limited inventory, low poly modeling, fixed camera angles and surreal horror elements. Even though the developers likely wanted to re-create the visuals of the bygone era of 2000s survival horror, the graphics of the game also speak to the developers’ ability to write an intriguing story. Where modern AAA releases rely on ‘good graphics’ and impressive animation, Signalis pulls off the same impact with low graphics fidelity and uncomplicated mechanics. What keeps the player entranced in this retro space is the strength of how the retro technical look plays into the expertly crafted storyline and atmosphere, which is only enhanced, rather than undercut, by the limited and vintage quality graphics. This is perhaps one of the reasons for the current appeal of the early 2000s or Playstation 2 era survival horrors: a desire to push back against the supplanting of well-written and truly surrealist stories with impressive visuals as seen in the AAA industry, and instead return to narrative-driven horrors that work with what technologies are available to tell compelling stories.

Perhaps most impactfully is Signalis’engagement with an array of musings and histories related to death and dying. Arguably, we can consider the entire story as one drawn-out death played and replayed through memory in the mind of two decaying minds clinging to each other in the depths of space. More specifically, within the facility, death constructs both the environment and actions of the NPCs—Replikas wander the halls in a zombie-like state, molding, and slowly crumbling. The walls of the facility bleed and turn from metal to cancerous flesh over time. It’s no coincidence the developers chose Japanese as one of the dominant surviving cultures and languages in their distant society, with their depiction of mass death in the facility often showing ashen shadows of bodies imprinted on walls and floors, calling to mind the tragic imagery of victims of nuclear fallout. Bocklin’s Isle of the Dead is not only a painting found throughout the game, but makes its way into the game as a location visited by the player, inviting us to situate the game alongside the symbolist tradition of depicting death through lenses of oblivion and the surreal. At one point the player explores a literal hellscape, and encounters rituals of death and funeral whose names are long lost. Through and through death lingers over the entirety of Signalis,keeping it unrelentingly on the mind of the player.

Signalis is a challenging game, not only because its mechanics are unforgiving, its puzzles challenging, and its environment deeply upsetting, but because it demands a level of analytical, philosophical and historical engagement the player may not anticipate from a Playstation 2 homage. However, Rose Engine’s work is worthy of playing, and replaying, as it offers multiple points of entry for analytical engagement and is unique in both the survival horror and science fiction genres. Overall, Signalis is a work that delivers on the key elements of both deep space horror and retro survival horrors, is an expert return to 2000s aesthetics and modes of play, and layers in unique and compelling storytelling that touches on themes of personhood, death, and memory in completely unexpected and deeply evocative ways.

Bryn Shaffer is a graduate student at the University of British Columbia School of Information, where she holds a SSHRC award for her thesis work on information video games, and is an ALA Spectrum BIPOC scholar. Her research interests are in video games, HCI, horror and capitalism and labour studies. When she isn’t writing her thesis, she’s writing video game reviews and essays for the internet, or playing video games with her cat Salem.