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While not as epic as the previous 2 parts, this "coda" does a nice job of hitting the reset button for the 8th Doctor (who apparently, is the amnesia king having had it The Movie, several of the books, Big Finish's divergent universe AND again here).

Sure, the jelly fish and the mollusks are a bit silly and nearly panto, but it makes for a nice change of pace from the heaviness of Morbius before it. But it's the tragic ending that sells this for me. The idea that the Doctor screws up...

For our full review see http://travelingthevortex.com/?p=8201
  
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Frank Turner recommended Cultural Amnesia in Books (curated)

 
Cultural Amnesia
Cultural Amnesia
Clive James | 2012 | Biography, Reference
(0 Ratings)
Book Favorite

"Cultural Amnesia might just be my favourite book of all time. It’s his essays and reflections on people he has been fascinated by, mainly from the 20th century, and I felt like I’d been properly woken up after reading it. A friend of mine actually walks Clive’s dog, so I wrote him a fan letter and my mate was able to pass it on. It was the first gushing fan letter I had written in a long, long time. I actually sent one to Henry Rollins many many years ago, and he wrote back to me. Fan letters are cool."

Source
  
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Elif Shafak recommended The Captive Mind in Books (curated)

 
The Captive Mind
The Captive Mind
Czeslaw Milosz | 2001 | History & Politics
(0 Ratings)
Book Favorite

"Much has been written about authoritarianism and its multiple manifestations, but little has been said about the ways in which people, even the most educated, seemingly open-minded people, internalise authoritarianism in their daily life. What happens to politics and politicians under a corrupt system is obvious. But what happens to a society and a culture under authoritarianism is a question less understood. The Polish poet, essayist and thinker Milosz wrote extensively about home, homeland, exile, memory, history…. As a writer who comes from a turbulent land of collective amnesia, I have always read him with a sense of affinity."

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TA
Thin Air (Weather Warden, #6)
Rachel Caine | 2009 | Fiction & Poetry
8
9.3 (3 Ratings)
Book Rating
Picking up almost exactly from where Firestorm left off, this novel starts with Joanne Baldwin waking up naked and freezing cold in a forest with no idea of who she is, or how she got there.

In other words, the good old amnesia plot.

As the novel progresses, Joanne must (re)learn how to use her powers, as well as struggling with the emergence of a new (to her) power, and with trying to reconnect with her past life. Alongside this, further insight is given into the state of affairs in ther Djinn 'nation' (is that the right word?), and we finally see a culmination to what has been brewing in the last couple of novels regarding Demons.

With all that in mind, and despite the fact that amnesia, in many ways, could provide a 'clean slate', this is definitely NOT a good chocie to enter the series on, with recurring characters and references to previous events (even if Joanne can't remember them, the people bringing them up can). For a change, this novel also does have an ending in its own right - indeed, it could be viewed as ending the plot strands introduced over the last 2 or 3 books in the series - while also leaving scope for more novels to be set in the same world with the same characters.
  
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Matthew Krueger (10051 KP) rated the Xbox One version of Amnesia: The Dark Descent in Video Games

Nov 14, 2020  
Amnesia: The Dark Descent
Amnesia: The Dark Descent
2010 | Horror
Scary and Spooky
Amnesia: The Dark Descent- is a terrorfying, horrorfying, spooky, scary, creepy game.

The game features a protagonist named Daniel exploring a dark and foreboding castle, while trying to maintain his sanity by avoiding monsters and other terrifying obstructions.

Amnesia: The Dark Descent is a first-person adventure game with survival horror elements. The player takes control of Daniel, who must navigate Brennenburg Castle while avoiding various dangers and solving puzzles. The gameplay retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.

In addition to a health indicator, Daniel's sanity must be managed, centered around an "afraid of darkness" mechanic. According to designer Thomas Grip, "the idea was basically that the darkness itself should be an enemy." Sanity is reduced by staying in the dark for too long, witnessing unsettling events or looking directly at monsters. Low sanity causes visual and auditory hallucinations and an increased chance of attracting monsters, while its complete depletion results in a temporary drop in mobility, or death in higher difficulties.

Hiding in dark areas where monsters will not notice Daniel is also effective, but will decrease Daniel's sanity. In higher difficulties, the monsters will move faster, deal more damage and search for Daniel for longer periods of time.

Its a excellent survival horror game and a must play.