Reviews provided by Syndetics
Library Journal Review
DEBUT Spanning epochs of time, a small group of characters orbit each other, all unknowingly connected to an early computer game called Homebound. This text adventure, which is played in the book, is an example of late-1970s experimental interactive fiction, a form of DIY writing that was collaborative, branching and hyperlinked, and supported by a devoted community of creators and reader-players. That ethos of storytelling infuses Elan's debut with much of its lovely, aching, wondering, and wandering sensibility. The diffuse story pivots around a teenage girl in the 1980s, coping with the death of her beloved uncle, and a ship captain in the late 2500s, trying to keep her tiny crew alive in a dystopian world that was long ago overrun with water. Connecting them is the game and its community of readers, including a scientist and the robot she has created. Across its long life, the robot carries the story forward like Homer, seeding it in new spaces with different experiences and understanding of stories. The magic of Elan's novel is the fact that as it unfolds, the story of Homebound the game is unfolding too, linking readers of Elan's book with the fictional readers within it. VERDICT Quiet, smoothly written, and deeply internal, this is a gift to readers who enjoy the act of story-creation, -telling, and -experiencing.--Neal Wyatt
Publishers Weekly Review
Elan's magnificent debut traces the reverberations of a computer game on the work of late-21st-century ecologists and seafaring migrants in the distant future. In 1983, college student Becks grieves the loss of Ben, her computer programmer uncle who died of AIDS. As she digs through Ben's possessions in her grandmother's house, she uncovers an unfinished video game, Homebound, that he left for her, and she sets out to complete it, reveling in the material language of computer programming ("Words between people... is like a glaze over the realness of action and being.... But code is the doing, is the thing: words and syntax and rules creating their own world"). In 2086, UC Berkeley professor Tamar Portman, who inherited a copy of Homebound from her late mentor, makes the startling discovery that Chaya, a robot she built to study ecosystems damaged by climate change, has become sentient. Later, Tamar and Chaya play the game together, in which an astronaut is lost in space. In a third thread, Chaya sails north in 2586 with a group to a site where they believe a time-traveling spaceman will return to Earth. Elan intersperses the sprawling epic with fascinating ontological discussions on the nature of life ("You are a part of our collective intelligence, part of the great spiral of being," Tamar tells Chaya). It's a marvel. Agent: Julie Barer, Book Group. (May)
Booklist Review
In 1983, a lonely college student mourns the death of her beloved uncle, who she didn't even realize was sick. In 2586, after Earth has almost entirely flooded, a misanthropic ship captain tries to pay off a medical debt. In the late twenty-first century, a researcher studies a robot that seems aware of its existence. Finally, told through a branching, text-based game, an immunocompromised astronaut enters a portal that transports her to souls in need of guidance. How are these lives connected? You'll have to read this unusual first novel to find out, but suffice it to say that Elan deftly knots these threads together, gradually revealing layered stories about queer love and loss, making peace with one's mistakes, and finding a path through obstacles outside your control. Throughout, the characters ache from isolation while they labor to eke out longer, more fulfilling lives through medicine that should be freely available, communities that should be celebrated, not hidden, and stories that will outlive any one person. Like Emily St. John Mandel's Station Eleven (2014), Homebound portrays a plausible, forlorn version of the future, one that's tied to the past through the staying power of stories.
Kirkus Book Review
A computer game designed by a troubled young woman from Cincinnati becomes the unexpected link between her 1983 self, a robot, and people from a far-future Earth. Nineteen-year-old Becks loves computers; governed by a language and a logic she understands, they give her the invisibility she craves. Better still, they make her feel close to her Uncle Ben, a computer-game programmer who sometimes writes code with her. When Ben dies, he leaves Becks a half-finished game about an astronaut intended to help his niece process her grief. What neither of them realizes is that the completed game will play a key role in a seafaring adventure that takes place 600 years in the future. Weaving together multiple stories and forms (such as mythical, epistolary, and computer-game narratives), and told from different perspectives spanning centuries, Elan's novel offers an epic journey across time and space wrapped in a mystery. The game Becks creates,Homebound, becomes beloved by many others, including Tamar Portman, a Berkeley bioengineering professor, who, in the late 21st century, creates a type of advanced robot called an Aye. Like Becks' game, Tamar's creation goes beyond anything she expects when one Aye, Chaya, reveals awareness of their own lonely singularity. The robot survives into a future 400 years from the time of their making to become a crew member on a cargo ship trading in whatever "ghost-things from the past" its crew can salvage from the ocean. As Chaya bonds with Yesiko, the reluctant captain, they become driven to understand a story about a spaceship captain "written into [their] memory in the earliest days of [their] existence." Unique and complex, this novel tells an unexpectedly moving story of love, loss, and how the past shapes--and haunts--our present. An ingenious narrative that explores the meaning of love and interconnectedness across time. Copyright (c) Kirkus Reviews, used with permission.