Robots Wander an Apocalyptic West in Sea of Rust

Robots Wander an Apocalyptic West in Sea of Rust

There’s something Old Testament in the way most Westerns unspool: the empty grandiosity of a dusty landscape, scratched at by minuscule beings at the edge of extremity, contrasted with the interior landscapes of said minuscule beings, thrown out of Eden or down from heaven. Their interiors are as large and bleak as those dusty exteriors, each rubbing against the other until something gives—or ignites. People in Westerns are devils or rebels, saints or strangers, escapees or Judases, pinging across worlds in which where the only morality is the kind you bring with you. (And even that can be set down, too heavy to carry anymore.)

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