Title: The Handmaid's Tale
Author: Margaret Atwood
Number of pages: 311
Genre: sci-fi
Book Number/Goal: 41/52
My Rating: 5/5

Review:
American government has been overthrown by religious extremists who establish the new order. In particular, women are stripped of all civil rights, even banned from reading and writing. Women are men's property, and their status/role in the society (e.g. wife, housemaid, warden) is strictly regulated. The main character, called Offred by the name of her owner, is a Handmaid who belongs to a high-ranking commander, and her purpose is to bear him a baby. As the aftermath of the war, births are rare, and healthy babies even rarer, so child-bearing women are a valuable possession, but they are regarded only as "wombs on legs".

The story is Offred's "mental diary". In a dry, matter-of-fact style, she describes her daily existence, interspersed with memories of her past, normal life with her husband and daughter, now lost forever. The picture of the society in all its shocking details emerges bit by bit, keeping the reader constantly engaged.

This creepy fantasy is entirely realistic, drawing from the cultures where de-personalization of women is a norm. Several characters, including women, argue that the new establishment is for their own good: there's no more street violence, porn, struggle to keep with fashions, and other trappings of the immoral and decadent society of the past; now women are protected, cared for, and provided with the necessities required to survive (that is, unless they try to rebel - infidels are punished without mercy). Foreign tourists gawk at American women clothed from head to toe in "modest" garments, and talk among themselves that these women are happy because it's their culture and they're used to it. Everything so familiar... so depressing.

The epilogue, written as a scientific lecture, is out of place and doesn't fit the tone of the story, but creates the impression that the writer couldn't resist dumping all her background notes onto the readers. But otherwise, fantastic reading - highly recommended!
Title: Dying for a Living (A Jesse Sullivan Novel)
Author: Kory M. Shrum
Number of pages: 401
Genre: sci-fi, thriller
Book Number/Goal: 42/52
My Rating: 2/5

Review:
Jesse has a rare neurological condition that enables her to resurrect after her death - such people are called Necronites (or in a derogatory way, zombies). Also, she can forge a special connection with a dying person so she dies instead of them. So she works as a death replacement agent (the prediction of one's exact death day is possible through a psychic-like ability of other agents). Death replacement is a popular and highly requested service, but the job is not only unpleasant but dangerous, as repeated deaths and resurrections overload the brain and eventually result in insanity. And if it were not enough, Jesse's latest job appears to involve a real killer, and she starts her own investigation.

The book has a great, unusual premise, and a good explanation of Necronites' techniques and job responsibilities. The story, however, falls short. There's too much focus on romantic and other relationships; the supernatural angle, introduced later, clashes with the sci-fi angle; and the characters are not particularly interesting to care for their well-being, no matter the threats.
Title: How to Do Things with Videogames
Author: Ian Bogost
Number of pages: 192
Genre: non-fiction, games
Book Number/Goal: 43/52
My Rating: 4/5

Review:
The book analyses and categorises various facets of videogame usage and features, such as being an art expression, inducing and teaching empathy, enabling player's creativity, serving for advertizement, providing a meditation/relaxation experience, encouraging exercise, and many more. Every feature is illustrated with several examples, ranging from obscure and exotic games to famous and mainstream games. The book is written in a mostly academic style, but is easy to follow nevertheless. It's an informative and inspiring reference which proves once again that games are a serious matter, not just mindless toys, and there's a lot of application for games in every possible area of human culture.
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