Top New Sci-Fi Releases for June 2025: Exploring Taylor Jenkins Reid’s Alternate 1980s

June’s new science fiction features Megan E. O’Keefe’s Space Opera

Science Photo Library / Alamy Stock Photo

Are you a fan of dystopian worlds plagued by relentless viruses and advanced technology? If so, June has a lot in store for you. Expect narratives that range from infections inciting greed to nerve chips that eliminate sleep. Inga Simpson delivers a tale of environmental apocalypse in Thin, while EK Sathue offers a feminist body horror twist in a story reminiscent of American Psycho meets Material. Also on the menu is the intriguing new space opera by Megan E. O’Keefe titled Atmosphere.

Those crafty scientists are up to something again, developing a nerve chip designed to eliminate sleep. This chip soon becomes ubiquitous, leaving humanity in a state of sleep deprivation. Survivors in the Tower of London work tirelessly to find a cure… it’s a mix of eerie entertainment and genuine fright.

We’ve encountered plenty of apocalyptic viruses before. In this installment, a deadly virus leaves infected individuals “wild with desire.” Sophie, our protagonist, is a “good Catholic girl” who will stop at nothing to find her family. Originally published in the US, this novel hits the UK shelves this month.

Although not strictly science fiction, the upcoming book offers a unique perspective against the backdrop of the 1980s space shuttle program. Taylor Jenkins Reid, known for Daisy Jones & Six and Malibu Rising, introduces us to Professor Joe Goodwin, who begins training astronauts at the Johnson Space Center in Houston in 1980. Everything shifts with Mission STS-LR9 in December 1984…

Taylor Jenkins Reid’s Atmosphere is set during the 1980s space shuttle program

NG Images/Alamy

This standalone space opera features Faven Sythe on a quest to find her missing mentor. Sythe, a “Crystbon,” charts stellar routes across the galaxy. The only individual who stands a chance of aiding her is the enigmatic pirate Amandine, and together they uncover a conspiracy that spans the galaxy.

Finn lives in a secluded area with his mother, Dianera, always ready to escape. The environment beyond their sanctuary is deteriorating, and as extinction looms, Finn must join forces with an unlikely ally—an evolved human—on a mission to restore the balance of nature.

As a virus decimates half of China’s population and heads towards the UK, the government resorts to distributing “pills of dignity.” Meanwhile, Hart Ikeda discovers a method to mutate the virus, reprogramming it to foster compassion in its hosts. Will this be the salvation needed?

Pitched as American Psycho meets Material, this body horror narrative follows a young woman who starts working for the upscale skincare brand Hebe. As Sofia quickly learns, all is not as it seems; the Youth Juice moisturizer she tests could come with costs she never anticipated. How far is she willing to go to preserve her youth?

This compelling tale unfolds as scientists, facing humanity’s potential extinction, utilize technology intended for interstellar exploration to send someone 10,000 years into Earth’s future. Microbiologist Nicholas Hindman finds himself navigating an uncharted wilderness, searching for the remnants of humanity amidst a devastating pandemic in 2068.

Enca and Mathilde bond as art school friends, but when Mathilde’s rise to fame threatens their relationship, Enca becomes desperate to maintain their connection. Will the cutting-edge technology known as scaffolding—allowing Enca to live within Mathilde’s mind—forge a stronger bond, or will it complicate their lives?

Beginning in present-day India and moving into a near future, this story centers around a populist movement that rejuvenates the ancient Saraswati River. Though it’s labeled “not exactly science fiction,” it contains “strong speculative elements deeply rooted in contemporary politics.” Compared to the works of David Mitchell, Zadie Smith, and Eleanor Catton, it’s certainly worth exploring.

Set in a near-future London where technology intertwines with everything from physical health to political dynamics, journalist Pers Budmouth seeks to uncover the truth behind the mysterious disappearance of young black children. Instead, her assignment takes her to cover protests in Benin, where tourists participate in sacred rituals. When she partakes in the Spirit Vine—an ingredient often found in ayahuasca—she uncovers a destiny that could change everything. This story is a must-read for fans of NK Jemisin’s Supacell.

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Source: www.newscientist.com

Dolphins on the brink of death from banned toxic chemicals since the 1980s

Common dolphins tied to a beach in the UK

Waves & Wellies Photography

Sea dolphins around the UK are almost dying from a combination of water temperature and toxic chemicals that the UK banned in the 1980s.

Polychlorinated biphenyls (PCBs) are long-lasting chemical contaminants that were once widely used in industrial manufacturing. They interfere with the breeding and immune response of animals and cause them cancer With humanity.

In a new study, researchers showed that higher levels of PCBs in the body and increased sea surface temperatures are at a higher risk of death from a common shunting dolphin infection (Delphines Delphis), the first of marine mammals.

The ocean is facing a “triple planetary crisis” – the “climate change, pollution, and biodiversity loss,” but we often see the threat alone, says, Rosie Williams At the Zoological Society in London.

Williams and her colleagues analyzed postmortem data from 836 common dolphins marginalized in the UK between 1990 and 2020 and assessed the impact of these interlinked threats.

They found that a rise in PCB of 1 milligram per kilogram of fat has become fatal, with a 1.6% increase in the likelihood of infections such as gastritis, enteritis, bacterial infections, encephalitis, and pneumonia. Every 1°C increase in sea surface temperature corresponded to a 14% increase in the risk of death.

According to this study, the threshold for PCB fat concentrations to significantly affect the risk of dolphin disease was 22 mg/kg, while the average sample concentration was high at 32.15 mg/kg.

Dolphins have a long lifespan, are widely distributed around the UK and are widely distributed in the food chain, making them a good indicator species that shows how threats affect other animals.

“The location at the top of the food web means that toxins from prey accumulate in the enlargement, providing an intensive snapshot of chemical contaminants at the expense of health,” says Thea Taylor. Sussex Dolphin Project.

It was banned in the UK in 1981 and internationally in 2001, but the PCB is still washed down into the ocean. “They are probably still entering the environment through stockpiling, and often are side products or by-products of other manufacturing processes,” Williams says.

Cleaning up your PCB is extremely difficult. “They are nightmares to get rid of because they are so permanent,” she says. “There’s definitely no easy fix.”

While some researchers have explored edging as a cleanup technique, others have focused on improving the effectiveness of water treatment plants in the removal of sustainable chemicals.

These findings show what happens if not taken to ban Perfluoroalkyl and Polyfluoroalkyl Substances (PFAS), another broad group of so-called eternal chemicals.

“We cannot reverse any already-occurring pollution, but it’s important to prevent further chemical input into the environment,” Taylor says.

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Source: www.newscientist.com

Working on a 1980s Video Game Mug: Typewriters, Carpet Smells, and Crazy Prestrip

In the summer of 1985, I embarked on a lengthy pilgrimage from my home in Cheadle Hulme to the charming Hammersmith Novotel in London for the Commodore Computer Show. As a 14-year-old gamer, I saw this as an opportunity to play the latest games and check out new gaming accessories. However, my main goal was to visit specific exhibitors that I was eager to see. Upon arrival, I noticed a long line of kids at small stands, most of them waiting to get their show program signed by arcade games champion and ZZAP reviewer Julian Lignoll. As a devoted subscriber, I remember the excitement of waiting in that line. I didn’t experience that level of awe again until I met Sigourney Weaver a quarter of a century later.

I’m sure I’m not the only one who remembers that day. In his fantastic new book, The Games of a Lifetime, Rignall himself recalls the surprise of being swarmed by fans. He writes, “We didn’t anticipate that. I didn’t realize that readers were so interested in us, but I loved it.”

However, I don’t think he should have been so surprised. In the mid-80s, during the heyday of C64 and ZX Spectrum home computers, magazines like Crash, ZZAP, and Computer & Video Games were the primary sources of news and opinions about new games. There was a scarcity of information about game developers at the time, so magazine reviewers became industry stars and influencers of that era, even before the rise of social media.

“It was really Dickensian”…Zzap! 64 magazines. Photo: Chris Daw / Bitmap Books

What I find most captivating about Rignall’s books is tracing his journey from Seaside Arcade Tournaments to game development editing and eventually becoming the editorial director at Mammoth Video Game Site IGN. As a child, I pictured a lavish, high-tech publishing office in a sleek modernist building. However, Zzap! 64’s origins were in a small rented office in Yeovil. Rignall recalls, “We were all crammed into one room with a few C64s tucked away in the broom cupboard. Video games were always considered lowbrow, but in those early days, it was truly Dickensian.”

Major magazine companies weren’t as glamorous as one might think. When Rignall worked for C&VG in 1988, he transitioned from a relatively small newsroom to the sprawling EMAP headquarters in Farringdon, London. As he remembers, “It was a dusty pit with typewriters, smelly carpets, and outdated interior fixtures that looked like they hadn’t been updated since the 1970s. Oh, and ashtrays filled with cigarette butts were everywhere.”

Matt Bielby, who went on to launch legendary game magazines Superplay and PC Gamer, transitioned from being a C&VG junior writer to joining Sinclair at Dennis Publishing. “Dennis was even dingier and smokier than EMAP,” he recalls. “It was housed in several small buildings along the northern end of Oxford Street at Tottenham Court Road; initially, we were stacked on top of each other with computer shoppers, kits precariously balancing on shaky desks… I had to share a desk initially.”

In the mid-80s, Your Sinclair emerged as a pioneer of a new style of irreverent and personality-driven gaming journalism. Earlier home computer magazines focused on programming tips and articles about printers and word processing software, but these new publications put games front and center. Sinclair’s founding editor, Teresa Morgan, drew inspiration from reading Smash Hits at just 17. She recalls, “They had a distinct voice and made their writers visible. So, intentionally, we included caricatures of reviewers in the magazine. Everyone could express their personality, making readers feel connected to us.”

This connection sometimes led to strange encounters. “I remember receiving all sorts of odd things in the mail,” says Morgan. “Someone once sent me my own toenails.”

Like Smash Hits, Your Sinclair became known for developing its unique language and humor, creating silly photo stories reminiscent of Jackie magazine, and covering quirky games like a lawnmower simulator developed by magazine contributor Duncan McDonald. Readers were active participants, with their letters and artwork becoming essential elements of the magazine’s content. Rignall reflects, “By the early ’90s, when we launched the Average Machine, the magazine was 100% designed to be interactive. Text pages, Q&A sections, and editorials were essentially proto-social media before the term was even coined. Readers were encouraged to send in crazy photos, sketches, drawings, you name it. We aimed to create a sense of community run by its members.”

Multi-format Forever… Computer & Video Game Magazine Photo: Chris Daw/Bitmap Books

However, the traditional magazine production process was a different story. Before desktop publishing software came into play, everything was done manually. “You would type it up on your Apricot Proto PC, save it to a disk, then hand it over to the typesetter,” Rignall explains. “They would print a galley (print-quality text), cut it out with scissors, and lay out the pages with glue along with photos and other design elements.”

Taking screenshots was an art form of its own. By the time I started at Edge Magazine in 1995, the process had turned digital. I had a program that allowed me to capture screenshots from the console, which then connected to my Mac via a video card. But in the ’80s, it was a different story. “We took screenshots by placing a film camera in front of a clean TV screen and snapping a photo of it,” Rignall recalls. “I had to set up blackout curtains in the game room, turn off all lights, and create a dark environment. It was challenging because I had to synchronize the camera.”

In essence, the production of game magazines was slow, labor-intensive, and at times chaotic as small, young teams churned out dozens of reviews each month. “It’s no wonder that magazines in the mid to late ’80s were riddled with errors,” Rignall comments. “Typos, incorrect information, text in the wrong place, missing elements, inaccuracies… you name it. The process was an absolute mess.”

Yet, in a way, this chaos was part of their charm. Game magazines pushed the limits of publishing technology, and when the digital age arrived, they were often at the forefront of innovative publications using software like Pagemaker and Quark Xpress. Morgan reminisces about launching Zero in 1989, aiming for a more sophisticated gaming magazine. “It had a glossy, highly designed look. We won the European Magazine Award for two consecutive years.”

These magazines were at the heart of video game culture, offering a window into an exciting new world. “The industry was very tight-knit – everyone knew each other,” Morgan recalls. “We had a healthy sense of competition. We would often have developers visit the office, or we’d go to their homes and interview them in their pajamas.”

“100% designed around interactivity”…Mean Machines Magazine. Photo: Chris Daw/Bitmap Books

However, by the late 1980s, the focus shifted from home computers to consoles, with readers seeking direct information from Japan, the birthplace of gaming. Rignall notes, “The one who started writing about Japanese content for British audiences was Tony Takouji in 1987, which kicked off a series of CVG average machines that I took over a year later. I stumbled upon a Japanese bookstore near the EMAP office in 1988, and it was a goldmine. I couldn’t understand what was written until translators were found a month or two later, but I could decipher the game from the screenshots.”

Rignall’s book serves as a memoir of the gaming industry, exploring how games from Battle Zone to Forbidden Forest challenged Western notions of interactive entertainment for both players and journalists. By the time I entered the industry, it had evolved into a more stable and professional environment. Future Publishing operated out of a beautiful building in Bath, while Edge shared Beaufort House, a former Georgian pub, with titles like Super Play and Game Master. It was a thrilling time with great magazines, yet we carried on the legacy of the chaotic magazines that came before us in our spirit, work ethic, and humor.

Morgan looks back fondly on those times, recalling a memorable experience at a Microprose press event. “It was for the Tom Clancy flight simulator. They invited 10 journalists, and we all went on a light aircraft. Wild Bill Steely, MicroProse co-founder and ex-fighter pilot, did loops. I took turns with my sick bag. There was a champagne breakfast on the boat… and the camaraderie with the YS team was incredible. We got to play the game before anyone else. I’ve never laughed that much. It felt like the start of something special.”

The Games of a Lifetime is now available from BitMap Books

Source: www.theguardian.com

Spectrum Review – Reliving the 1980s with Tactile Gaming Experiences

TThe first time I played with a ZX Spectrum was at the Stockport branch of Debenhams. Back in 1983, it had a great home computer section, which quickly turned into a kind of free daycare center for bored 13-year-old boys. You can be there for hours typing rude Basic programs into the machine’s array while hasty staff members scramble around trying to stop it from running. However, some computers were running games for customers to try. There I encountered Manic Miner, a legendary platformer with bizarre flashing visuals and surreal enemies. The Speccy game looked completely unique thanks to the machine’s unusual way of limiting its 8×8 sprite map to two colors. This meant that objects moving on the screen were typically patchwork collections of colored pixels, creating an effect called attribute collision. Somehow it was ugly and beautiful – and it still is.

Unboxing Spectrum, Retro Games Ltd’s latest offering of modern vintage hardware, is a surprisingly nostalgic experience. It looks exactly like the original machine I remember. It’s a black board with rubber keys, each of which displays basic programming commands as well as numbers and letters. “Rem,” “Rand,” and “Gosub” are mystical words from the era of home programming. There’s a USB cable to connect (but you’ll need your own USB plug) and an HDMI lead, but no joystick. This machine is compatible with most USB gamepads. You just need to configure the button yourself. It’s a little time consuming, but worth it if you can’t stand using rubber buttons to control games.




Classic… Head Over Heels by Spectrum. Photo: Retro Games Ltd

Once you load it, you’ll be presented with a modern home screen displaying a carousel of built-in games. There are 48 to choose from, from classic titles like The Lords of Midnight, Head Over Heels, Manic Miner, and The Hobbit to the latest titles created by modern programmers in the Speccy fan scene. These are fascinating projects, including the top-down sci-fi blaster Alien Girl: Skirmish Edition and the tomb raiding romp Shovel Adventure. If you run out of internal power, you can also download Spectrum Game Roms from your PC to a USB stick, plug it in, and run it here. However, if you’re not a modern open source fan and are looking for a classic Speccy title – a game made with – then you’re in questionable legal territory.

As before, there are a number of screen settings so you can add CRT effects to give you a more authentic 1980s TV experience, but honestly, you can’t watch “Horace Goes Skiing” on a 55-inch LED display. There’s nothing to reduce the intense confusion when playing. What surprised me is that these games still have a lot of visual appeal. The students and teachers wandering the halls of School Days are full of personality, from a hulking bully to an aging history teacher. Sandy White’s Ant Attack maintains its rugged beauty, with geometric walls and giant, scurrying ants giving it an old-fashioned sense of alienation and fear. Ocean’s relatively sophisticated isometric adventures The Great Escape and Where Time Stood Still pack an incredible amount of detail into their largely black-and-white worlds. It’s nice to see them again.




The legendary… Spectrum Manic Minor. Photo: Retro Games Ltd

As with most other retro game consoles, modern game features like save points (which are a bit difficult to navigate but work) and the ability to rewind to the seconds before you got hit by a car in Trashman has been added. . But I also like the fact that every time I select a game, the original illustrated loading screen appears for a few seconds. These pictorial delights were an important part of the initial experience, as the tape would be watched for up to five minutes before it was finally loaded. What matters is whether they are preserved or not.

The original computing power of the ZX Spectrum is also retained. Selecting classic mode switches the console to the old boot screen and allows you to actually program. This is a feature that I fully utilize.




Classic Spectrum Basic program. Photo: Retro Games Ltd

Who is this for? Obviously the target audience is people like me who were there in the beginning and remember playing a lot of these games 40 years ago. Indeed, there are free Spectrum emulators available online if you know where to look. You don’t mind risking malware infection every time you search a ROM site. But part of the nostalgic gaming experience is sitting in front of the TV and watching recreations of machines you remember. And in “The Spectrum,” you also get the legendary rubber button, which presses under your finger when you hammer the leg sweep button in “The Way of the Exploding Fist.” I feel it.

Spectrum is available now for £89.99

Source: www.theguardian.com

Heat waves today are lasting significantly longer than in the 1980s

People cooling off in Amsterdam’s heat wave

Cohen van Weel/AFP via Getty Images

An analysis of all heatwaves around the world between 1979 and 2020 found that they now last an average of 12 days, compared to eight days at the start of the study.

As the Earth continues to heat, they will last even longer, says Zhang Wei at Utah State University. “Based on trends, by around 2060 it could double to 16 days,” he says.

Zhang’s team found that heat waves not only last much longer, but also become more frequent and progress more slowly. This means that certain locations have to endure heat wave conditions more frequently and for longer.

Although heat waves are typically thought of as phenomena that affect one region, the areas affected by heat waves change over time as the weather systems responsible for the hot conditions move.

According to the research team, the speed of heat waves has slowed from around 340 kilometers per day in the 1980s to around 280 kilometers per day today. Moreover, the rate of deceleration is accelerating.

Because heat waves last longer, they reach farther, albeit at lower average speeds, increasing the total distance from about 2,500 kilometers to about 3,000 kilometers. This means that a wider area is affected.

The study did not consider the causes of this trend. However, with global warming, heat waves will become more frequent, slower moving, and last longer, meaning they will be more devastating to society and nature than ever before, unless action is taken to prevent further warming. The research team warns that this could have a negative impact.

Most previous studies on heat waves focused on specific locations or regions. Zhang’s team is one of the few that can observe how heat waves move over time.

To do this, the team divided the world into grids. A heat wave is defined as one or more grid rectangles that significantly exceed the average temperature from 1981 to 2010, specifically, temperatures exceeding 95 percent of the temperatures for that period for three or more days. it was done.

The research team found that heat waves tend to move in certain directions depending on prevailing conditions. For example, heat waves in Australia tend to move more south-east, while in Africa they tend to move west.

“I think it’s really interesting to be able to see all the properties of heat waves that you can’t capture if you consider them statically,” he says. andrea beenish He was involved in one of the few other studies at the Ludwig-Maximilians University in Munich, Germany. Seeing heat waves as moving systems.

But when thinking about what we need to do to adapt to a hotter world, regional assessments can be more helpful than global ones, Beinisch says.

She also points out that, for example, heatwave persistence numbers depend largely on how the team defines a heatwave. Even with different definitions, the overall trend remains the same, but the numbers can change significantly. “This needs to be taken into account when looking at the exact numbers,” she says.

Other studies also show that hurricanes move more slowly, he says. david keelings at the University of Florida.

“In short, this means that these incredibly dangerous events last longer in one place and the impact is felt more strongly. In general, the longer a population is exposed to heatwave conditions, the more likely they are to be hospitalized. higher rates and higher mortality rates,” he says.

topic:

  • climate change/
  • Abnormal weather

Source: www.newscientist.com