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This indie sci-fi game is a lesson in resilience and resistance

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This indie sci-fi game is a lesson in resilience and resistance

Citizen Sleeper 2’s android protagonist, in a scene from the game’s trailer.

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An abandoned, powerful spaceship hides somewhere in the Starward Belt.

My contact Yu-Jin swears he can find it — I scrounge up a crew and zip to his coordinates, only to lose out to a competitor who chased us there. Exhausted and defeated, I grit my robot teeth and plan my next gig — anything to scrape together the fuel I need to evade the crime boss on my trail.

Desperation and hope intertwine in Citizen Sleeper 2, out Jan. 31. Like its acclaimed 2022 predecessor, the sci-fi video game puts you in the shoes of an android who’s escaped a dystopian corporation (imagine Blade Runner, from a replicant’s perspective). But despite its interstellar cyberpunk-esque setting, developer Gareth Damian Martin says the series grapples with issues close to home.

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“I’m not really ever thinking about the future,” Martin says. “I’m really twisting and emphasizing or making more palpable tensions that I feel in the present.”

These tensions run from the global to the intimate. As an uneasy Gaza ceasefire and grinding siege in Ukraine splash across real-world headlines, Martin says that Citizen Sleeper 2 unfolds “on the shores of war.” Distant battles rumble through the more immediate concerns of the game’s protagonist and allies, who collaborate to scratch out lives on the margins of unchecked capitalism.

The screen displays several jobs that can be completed by allocating dice. Lower die rolls can still advance your goals, but have a chance of incurring failures or lasting penalties.

Carefully allocate dice to earn money and progress story events — but beware, lower die rolls can have steep risks.

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As cutting-edge as these themes might be, Citizen Sleeper’s grounded in ancient gaming technology.

“Each day you roll five dice,” Martin explains. “So low rolling dice are kind of important in the game, to not be something that you can easily use efficiently — they have to be something that you kind of take a chance on.”

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These digital dice force you to consider the risks of your precarious position. In Citizen Sleeper 2, Martin expanded the system to model trauma. Dice break if you get too stressed, requiring costly resources to repair.

“They’ll take little scratches and nicks,” says Martin. “By the end of the game, your dice have been broken over and over again and will be shown right there on the screen as a kind of allegory for all those marks of a story that happened — the body keeps the score, I guess.”

Interview highlights

On failure being built into the narrative of the game

Yeah, this is a huge part of the philosophy of Citizen Sleeper. But then with the sequel, I really wanted to push hard on this idea of, “I’m going to invite you into situations where there’s a lot of different right answers and a lot of different wrong answers.” There’s a lot of different ways that it can break down, can break bad, or it can break good. I want to create these moments that hinge on single dice, where you’re deciding, “Do I use this dice for this” and try to emphasize those and bring stories out of them. You’re always playing as a character who’s struggling, and so when you struggle in the game, it kind of rhymes nicely with the things you know about the character. You know about their body that’s falling apart and about them being pursued and desperate.

 A story scene with a crew member. named Serafin The dice at the top of the screen bear nicks and cracks after repeated breaks and repairs.

A story scene with a crew member. The dice at the top of the screen bear nicks and cracks after repeated breaks and repairs.

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On how this game, released in 2025, speaks to major issues of our time

In a way, it’s kind of for others to tell me how much they feel it does achieve that or not. It’s very much about bodily autonomy in that very literal way and then also a political way. Citizen Sleeper has always been about this tension between, “Is it the most depressing thing in the world that these systems exist and can crush us without ever even knowing?” Or “is it incredible that we’re able to build meaningful relationships within those structures despite the fact that they are so uncaring and vast?” So, I do hope that it feels productive.

On the game centering community, resiliency and resistance

I think that for me, I’m really interested in drawing the focus down into what people are doing to survive and thrive and build relationships and communities. Citizen Sleeper 2 is a real opportunity because I knew this would be a character who is transient and dealing with characters who are going through this transitional moment. To have you then engage with a community that is maybe becoming solid, but also, the knowledge that you can’t necessarily become part of that community permanently. I think games have a kind of tendency to make everything feel permanent. So I really wanted this delicacy of change and of things falling apart and entropy and the kind of beauty of how people resist that and how people build meaning — despite the fact that they know that one day everyone they ever knew and everything they ever thought has gone. I find that eternally kind of beautiful.

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What worked — and what didn’t — in the ‘Stranger Things’ finale

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What worked — and what didn’t — in the ‘Stranger Things’ finale

Sadie Sink as Max Mayfield.

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Yes, there are spoilers ahead for the final episode of Stranger Things

On New Year’s Eve, the very popular Netflix show Stranger Things came to an end after five seasons and almost 10 years. With actors who started as tweens now in their 20s, it was probably inevitable that the tale of a bunch of kids who fought monsters would wind down. In the two-plus-hour finale, there was a lot of preparation, then there was a final battle, and then there was a roughly 40-minute epilogue catching up with our heroes 18 months later. And how well did it all work? Let’s talk about it.

Worked: The final battle

The strongest part of the finale was the battle itself, set in the Abyss, in which the crew battled Vecna, who was inside the Mind Flayer, which is, roughly speaking, a giant spider. This meant that inside, Eleven could go one-on-one with Vecna (also known as Henry, or One, or Mr. Whatsit) while outside, her friends used their flamethrowers and guns and flares and slingshots and whatnot to take down the Mind Flayer. (You could tell that Nancy was going to be the badass of the fight as soon as you saw not only her big gun, but also her hair, which strongly evoked Ripley in the Alien movies.) And of course, Joyce took off Vecna’s head with an axe while everybody remembered all the people Vecna has killed who they cared about. Pretty good fight!

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Did not work: Too much talking before the fight

As the group prepared to fight Vecna, we watched one scene where the music swelled as Hopper poured out his feelings to Eleven about how she deserved to live and shouldn’t sacrifice herself. Roughly 15 minutes later, the music swelled for a very similarly blocked and shot scene in which Eleven poured out her feelings to Hopper about why she wanted to sacrifice herself. Generally, two monologues are less interesting than a conversation would be. Elsewhere, Jonathan and Steve had a talk that didn’t add much, and Will and Mike had a talk that didn’t add much (after Will’s coming-out scene in the previous episode), both while preparing to fight a giant monster. It’s not that there’s a right or wrong length for a finale like this, but telling us things we already know tends to slow down the action for no reason. Not every dynamic needed a button on it.

Worked: Dungeons & Dragons bringing the group together

It was perhaps inevitable that we would end with a game of D&D, just as we began. But now, these kids are feeling the distance between who they are now and who they were when they used to play together. The fact that they still enjoy each other’s company so much, even when there are no world-shattering stakes, is what makes them seem the most at peace, more than a celebratory graduation. And passing the game off to Holly and her friends, including the now-included Derek, was a very nice touch.

Charlie Heaton as Jonathan Byers, Natalia Dyer as Nancy Wheeler, Maya Hawke as Robin Buckley, and Joe Keery as Steve Harrington holding up drinks to toast.

Charlie Heaton as Jonathan Byers, Natalia Dyer as Nancy Wheeler, Maya Hawke as Robin Buckley, and Joe Keery as Steve Harrington.

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Did not work: Dr. Kay, played by Linda Hamilton

It seemed very exciting that Stranger Things was going to have Linda Hamilton, actual ’80s action icon, on hand this season playing Dr. Kay, the evil military scientist who wanted to capture and kill Eleven at any cost. But she got very little to do, and the resolution to her story was baffling. After the final battle, after the Upside Down is destroyed, she believes Eleven to be dead. But … then what happened? She let them all call taxis home, including Hopper, who killed a whole bunch of soldiers? Including all the kids who now know all about her and everything she did? All the kids who ventured into the Abyss are going to be left alone? Perfect logic is certainly not anybody’s expectation, but when you end a sequence with your entire group of heroes at the mercy of a band of violent goons, it would be nice to say something about how they ended up not at the mercy of said goons.

Worked: Needle drops

Listen, it’s not easy to get one Prince song for your show, let alone two: “Purple Rain” and “When Doves Cry.” When the Duffer Brothers say they needed something epic, and these songs feel epic, they are not wrong. There continues to be a heft to the Purple Rain album that helps to lend some heft to a story like this, particularly given the period setting. “Landslide” was a little cheesy as the lead-in to the epilogue, but … the epilogue was honestly pretty cheesy, so perhaps that’s appropriate.

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Did not work: The non-ending

As to whether Eleven really died or is really just backpacking in a foreign country where no one can find her, the Duffer Brothers, who created the show, have been very clear that the ending is left up to you. You can think she’s dead, or you can think she’s alive; they have intentionally not given the answer. It’s possible to write ambiguous endings that work really well, but this one felt like a cop-out, an attempt to have it both ways. There’s also a real danger in expanding characters’ supernatural powers to the point where they can make anything seem like anything, so maybe much of what you saw never happened. After all, if you don’t know that did happen, how much else might not have happened?

This piece also appears in NPR’s Pop Culture Happy Hour newsletter. Sign up for the newsletter so you don’t miss the next one, plus get weekly recommendations about what’s making us happy.

Listen to Pop Culture Happy Hour on Apple Podcasts and Spotify.

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The Best of BoF 2025: Conglomerates, Controversy and Consolidation

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The Best of BoF 2025: Conglomerates, Controversy and Consolidation
The beauty industry’s M&A machine roared back into action in 2025, with no shortage of blockbuster sales and surprise consolidation. It was also a year with no shortage of flashpoint moments or controversial characters, reflecting the wider fractious social media and political climate.
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Sunday Puzzle: P-A-R-T-Y words and names

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Sunday Puzzle: P-A-R-T-Y words and names

On-air challenge

Today I’ve brought a game of ‘Categories’ based on the word “party.” For each category I give, you tell me something in it starting with each of the letters, P-A-R-T-Y.  For example, if the category were “Four-Letter Boys’ Names” you might say Paul, Adam, Ross, Tony, and Yuri. Any answer that works is OK, and you can give answers in any order.

1. Colors

2. Major League Baseball Teams

3. Foreign Rivers

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4. Foods for a Thanksgiving Meal

Last week’s challenge

I was at a library. On the shelf was a volume whose spine said “OUT TO SEA.” When I opened the volume, I found the contents has nothing to do with sailing or the sea in any sense. It wasn’t a book of fiction either. What was in the volume?

Challenge answer

It was a volume of an encyclopedia with entries from OUT- to SEA-.

Winner

Mark Karp of Marlboro Township, N.J.

This week’s challenge

This week’s challenge comes from Joseph Young, of St. Cloud, Minn. Think of a two-syllable word in four letters. Add two letters in front and one letter behind to make a one-syllable word in seven letters. What words are these?

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If you know the answer to the challenge, submit it below by Wednesday, December 31 at 3 p.m. ET. Listeners whose answers are selected win a chance to play the on-air puzzle.

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