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King Kong Lives (1986)
King Kong Lives (1986)
1986 | Action, Horror
3
4.4 (8 Ratings)
Movie Rating
Ape Sh*t
Inexplicably boring and frankly quite weird attempt to cash in on the Kong name: having survived being machine gunned off the top of the Twin Towers and falling five hundred metres onto concrete (and thus proving that some gorillas just can't take a hint), Kong is in a coma being looked after by Linda Hamilton, who should have read the script before signing on. A no-mark leading man is able to hunt up a female giant gorilla to help out with a blood transfusion, but when the two apes get it on and escape, there's panic all round.

History has seen many overly optimistic monster movies, but few quite as out-of-touch with reality as King Kong Lives. It's not just that the story is preposterous (it is), or that the special effects are terrible (they are), but that one of main emotional relationships at the heart of the story is realised through the medium of two stuntmen in not-great gorilla suits nuzzling up to each other in simulation of simian romance. Your mind rebels when it is exposed to this stuff. 'No,' comes the interior monologue, 'no. Even the big bird in The Giant Claw was more convincing than this. I object. I am on strike from this point on.' With your suspension of disbelief in full revolt, you are forced to watch the rest of the movie simply in 'how much worse can this possibly get?' mode. And the answer is: considerably. To be honest it's only the sheer badness of the movie that keeps it interesting; anything remotely competent is also rather dull. I don't think the 1976 version of King Kong is nearly as bad as most people say; it certainly looks like a classic compared to this.
  
Secrets of the Weird
Secrets of the Weird
Chad Stroup | 2017 | Fiction & Poetry, Horror
6
7.5 (2 Ratings)
Book Rating
Chad Stroup’s novel, Secrets of the Weird is a piece of bizarro fiction that leaves me with more questions than answers. That’s not to say the book is bad by any means; I just feel that it does not live up to its full potential. Sweetville is a decidedly dark setting, with its own underground that we as readers get a brief glimpse of and nothing more. It’s as if Stroup teases us.

What I loved: the dynamic cast of characters Stroup creates. His ability to write lifelike and engaging characters is astounding. The main character, Trixie, is so real in her struggles that I imagine she’s quite relatable for several people. Her trek to being a woman is filled with bump after bump, and yet she still finds a reason to carry on, to seek her own happiness. In fact, much of this book focuses on her journey to self-acceptance, culminating in a beautiful metamorphosis. Other characters are equally fleshed out, but in ways that make my stomach turn. For instance, Cypress and the Angelghoul are despicable. Were either character to perish, I’d be fine. But its these anti-heroes that open up a lot of unanswered questions – if they can be called that.

First, there’s the Withering Wyldes. A creature whose purpose is to convert others into joining their cult like organization. Their history is explained, and they consistently show up throughout the book, but after a few chapters in which a linguist tries to understand their method of communication, they become background noise. The Angelghoul’s quest for enlightenment goes uncompleted. Trixie’s boyfriend fades away into nothing. And finally, Cypress’s threats seem to… well, not come to fruition.

The book is most definitely a fun read, but with those plot issues it falls short of a five skull rating for me. I’ll have to give it three.
  
TS
Trelloran Seduction
8
8.0 (1 Ratings)
Book Rating
Trelloran Seduction is the first book in The Making of a Goddess series. It deals with a harsh environment that not all readers will enjoy. Not only are vampires involved, but women are 'sacrificed' on their 30th birthday, and their brain fluid taken from their bodies. Not only that, but a rape culture by Church is in full swing, only they call it 'Cleansing'. Add into the mix a nymph who can shapechange at will, who has been held captive for hundreds of years, and brainwashed into doing her duty to the priests who rape her, impregnate her, and then, once she gives birth, her babies are given to the vampires as food. Like I say, this is NOT suited to all readers!

However, the very things that make this book quite a dark one to read, also offer the hope of light. Two characters come together, both hurt and traumatised by their pasts. You see them slowly start to trust each other, to understand each other. Now, of course, it's not all love and light. This is a dark book, after all, and betrayal comes when you least expect it and from a direction that although known, you think is a red herring. It's not, and it hurts all the more because of that!

This is very well written, with no editing or grammatical errors to disrupt the reading flow. This part of the story is nicely concluded, whilst leaving you with an opening to the next book. With plenty of action and suspense, this is a brilliant book that certainly kept my attention throughout. Definitely recommended by me.

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
Tribune of Rome
Tribune of Rome
Robert Fabbri | 2011 | Fiction & Poetry, History & Politics
4
6.0 (2 Ratings)
Book Rating
Ever since (roughly) about a decade ago - when the movie 'Gladiator' first came out - I've been noticing more and more Roman-themed books, from Simon Scarrow's 'Macro and Cato' series to Conn Iggulden's 'Emperor' quartet to Ben Kane's 'Forgotten Legion Chronicles' (and now 'Enemy of Rome' series) to John Stack's 'Masters of the Sea' series to Anthony Riches' 'Empire' series to Harry Sidebottom's 'Warrior of Rome' series to ...

... you get the picture.

To that list, we can now also add Robert Fabbri with his planned 'Vespasian' series of books, of which this is the first. In the interest of full disclosure, I'm also going to state that (from the above list of authors) I've read at least one book in their respective series. Of those all - and, including, now, this book - I have to say, I've found Scarrow's novels to be the most entertaining.

As a novel, I found this one could be split into three distinct sections: the beginning was set during Vespasians early years in the Roman country-side and mainly concerning the relationship between him and his brother, before the setting moves to Rome proper when the two brothers get embroiled in Roman politics, and then (in the latter half of the book), following Vespasians early military career. It was probably this latter aspect of the book that is the most enjoyable, even if it does still suffer from seemingly stilted conversations that are used to move the plot along - that, and some 'Oh, come on! As if ...' moments (one in particular!).
 
While I read some more of this series? Possibly, but also I'm not going to be going out of my way to look for them.
  
Raising Steam: (Discworld Novel 40)
Raising Steam: (Discworld Novel 40)
Terry Pratchett | 2014 | Fiction & Poetry
9
8.0 (4 Ratings)
Book Rating
Raising Steam is another Diskworld book by Pratchett and I have to say I enjoyed it immensely.

The main plot is twofold, firstly concerning steam trains being created (with a nice nod to Reaper Man) and spreading across the Sto Plains and secondly the continuation of the story of the Dwarves from The Fifth Elephant and Thud. There is also some continuation of the Goblin thread from Snuff. As Moist von Lipwig is the main hero (of a sort) there are also references to Going Postal and Making Money (which is also where the title comes from - this is a Moist book).

The main plots only converge towards the end of the story but this doesn't really matter. The train story is fun and fast moving, some nice little nods to the steam pioneers on Roundworld thrown in, plenty of one liners and puns. There are also more than enough references to previous books and Rincewind makes an appearance (although Death only has a cameo and there's no Librarian which is a little disappointing). The Dwarf plot concerns the machinations of the Deep Downers in trying to preserve Dwarven ways and not to modernise.

Both have impetus and are just enough entwined that one plot didn't get left behind. The writing was crisp and well paced - Pratchett seems to have finally adapted to speaking the books rather than physically writing them.

Overall I enjoyed this immensely, certainly the one I've enjoyed the most since Going Postal. Certainly there are some flaws - Drumknott is subverted from being a dry dusty administrator and the railway is simply built too quickly - but these can easily be overcome by the reader.

Recommended for any Discworld fan. Possibly not a good introduction as there are too many knowing nods and references to previous works.
  
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ClareR (6062 KP) rated Pippo and Clara in Books

Apr 16, 2021  
Pippo and Clara
Pippo and Clara
Diana Rosie | 2021 | Fiction & Poetry
8
8.0 (1 Ratings)
Book Rating
Pippo and Clara begins in 1938, in Italy. Mussolini is in power and WW2 is imminent. The Fascists have control of the country, but not necessarily the people, and the Italian Communists are fighting back.
Pippo and Clara arrive in the city with their mother after their Romany father is murdered. One morning their mother gets up early to buy food and doesn’t return. Clara goes to look for her, turning right at the entrance to their building; later Pippo awakens and goes to look for his mother and Clara, turning left at the entrance. This change in direction means the children don’t see one another for a long time.
Luckily, they are each adopted into families (unofficially) who love and care for them - Clara’s family are Fascists, Pippo’s are Communists.
This was such an emotional story. It wasn’t just what happened to these children, it was the bigger picture as well. When the inevitable happens and the Germans occupy Italy, Jews are rounded up and taken away, people fear for their freedom and their lives.
It was fascinating to read about the Freedom Fighters (Partisans) and their acts of espionage, as well as how they fought back. This included even those who had been fascists under Mussolini’s regime.
There’s so much to talk about in this book (perfect for a book club, I should think!), but I won’t spoil it. Needless to say, I really enjoyed it and was thoroughly heartbroken by the end. Any book about war is going to have tragic elements, but this is about hope as well, and the fact that good can, and did, overcome evil.
Another recommendation for the historical fiction fans. It’s a fabulous novel.
  
The Dark Queen
The Dark Queen
Lizzy Gomez | 2019 | Young Adult (YA)
9
9.0 (1 Ratings)
Book Rating
Well written keeps you hooked. (0 more)
Brilliant trilogy
Contains spoilers, click to show
This book 3 on a trilogy.



This series was recommended to me by a friend as im doing an A to Z book challenge this year. The first book is called Z.

Quick run through.....

Z and her adoptive brother are on the run from the police wanted for murder, they are forced into the streets after their adoptive parents tragically die in a cat accident.

When cornered in a dark alley her brother is killed and she saved my a mysterious stranger claiming to be her real brother from another dimension. Oh and she's some long lost princess.

Over time she regains her memory and her family, all except dear old dad who happens to be called the dark king. While trying to find a rare ingredient for s potion to save her mother z or rather Nadya gets taken by her dad.



We pick up in book 3! Nadya had her memories manipulated by the general Allen who she thought was dead. When her friends come to save her she has different memories of them and tortures Her best friend for potion ingredients them send them all through a portal to earth. They find there way back in time to save her but lose a lot in the process!



I can honestly say I'm sad to see this end! I have enjoyed reading it and following Nadya and her friends. Victorias was so sad after all the plans she had made.

Loved seeing Nadya become the queen she was meant to be. I love Lizzy's contrast between our earth and theirs bringing some of a fairytale world into ours.

I'm looking forward to seeing what she does next!

⭐⭐⭐⭐

Recommended
  
A Tale of Two Kingdoms (Knights of Black Swan #6)
A Tale of Two Kingdoms (Knights of Black Swan #6)
Victoria Danann | 2014 | Paranormal, Romance
10
10.0 (1 Ratings)
Book Rating
The story of star-crossed lovers has been around for a while and if asked, most people would say that Romeo & Juliet is the most famous one. Well think again because Duff and Aelsong are about to take that crown! This story has been a long time coming as we met Duff and Aelsong in Book 2 (The Witch's Dream) but it is well worth the wait. Duff has decided that he has waited long enough and makes a plan to ensure that he and Aelsong are together. He enlists the help of some friends, new and old and along the way you get a glimpse of what the royal lives are like for both the Fae and the Elves. Are they really that different? How do you fight prejudice that is so ingrained no one can actually remember why it all started in the first place?

This is a romance primarily but it also deals with issues like prejudice, history, war and even all of the above in one family! This book does not disappoint on any level and the standard of Victoria Danann's writing just keeps on getting better. No, this isn't as long as the others and NO this definitely doesn't affect the quality. It just meant that I was able to sit and read this in one sitting with no interfering habits, like sleeping, getting in the way!

This is part of a series and I would highly recommend that you read them in order. As a taster, the first book - The Familiar Stranger - is FREE. Get this one, take a deep breath, enter another dimension and never look back.
 
Merissa
Archaeolibrarian - I Dig Good Books!
April 10, 2021
  
Robin Hood: Hero of the People
Robin Hood: Hero of the People
2019 | Adventure, Card Game, Fighting, Medieval
“Yer a hero, Travis!” … said no Hagrid to me ever in my life. However, I do enjoy playing heroes in my board games. As Robin Hood you live by few rules: rob from the rich, give to the poor, and save your fellow Merry Men. That dastardly Sheriff of Nottingham is out to foil and jail you and your crew. Can you use your skills to rob enough from the rich, recruit your fellows, and keep your bounty on your head low enough to win the game? Such is your plight in this one-player game from first-time designer, Rodney Owen.

Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T

As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.

Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!


The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.

You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!

Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.

The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!

If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!

So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…

There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.

I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…
  
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Mothergamer (1613 KP) rated the PlayStation 3 version of Fallout New Vegas in Video Games

Apr 3, 2019  
Fallout New Vegas
Fallout New Vegas
2010 | Role-Playing
Once I finished Fallout 3, I went on to playing Fallout New Vegas. I really liked the opening introduction to the game's main story line because it hooks you in right away showing just a glimpse of the underlying chaos in the Mojave wasteland with a pretty badass introduction narrated by Ron Perlman. Then you get to meet your main character the Courier who is in a messed up situation as they're getting mugged for a platinum chick they're delivering and some jerk in a checkered suit is explaining that the Courier has made their last delivery and while it may seem like bad luck, it's just that the game was rigged from the start. I knew right then it was going to get worse and it did as he shot the Courier in the head. I admit my initial thought was, how the heck is this going to work if the main character is dead? I got my answer fairly quickly as it showed the Courier waking up in a bed with an old man hovering over her looking concerned and asking if she was alright. The man introduced himself as Doc Mitchell and explains how the Courier survived thanks to a Securitron robot named Victor and the adventure of Fallout New Vegas begins in a town called Goodsprings.

Goodsprings of course gives you a chance to explore and get familiar with the game controls and how everything works. The controls are much better here than they were in Fallout 3 which made me happy. It also introduces you to the people in the town and you get a couple of quests from them. You also get a chance to speak with Victor the robot who saved your life. Honestly, I found Victor to be really creepy. He seemed friendly enough with his cowboy icon face and talking in a friendly cowboy drawl, but there was just something weird about him. It also didn't help that he kept popping up in odd places during my adventures and seemed to be following me. He did own up to it which I will give him, but he was creepy.

Once the tutorial introduction and quests are finished, you get to really explore the Mojave with the main goal being to find Benny; the man who stole the platinum chip from you and shot you leaving you for dead to get answers. For me it was to get answers, get the platinum chip back, and beat the crap out of him. I was still pretty ticked off about that whole ordeal with him shooting me.

To say that the world of Fallout New Vegas is big is an understatement. It is huge and you get an immediate sense of just how vast the Mojave wasteland is as you explore it. There are three big main factions fighting for control of the Mojave and the Hoover Dam and your decisions throughout the story affect which side you will help. There's the NCR a military expansion government, Caesar's Legion a group of Roman style slavers, and Mr. House the mysterious ruler of New Vegas.

There are so many side quests to do alongside the main story quests which isn't a bad thing. A lot of them were fun to do and the companion quests are interesting especially for the character of Boone. I liked Boone a great deal. There was a complexity to him that was intriguing and as my Courier got to know him better there was an understanding of why he was the way he was and a path towards him atoning for some of his past. It made for a great companion story and by the end of Boone's personal quest I liked him even more.


While I enjoyed Fallout New Vegas, there were many frustrating issues with it that had me swearing up a storm when they happened. The major thing were the constant dropped frame rates and freezing that caused the game to crash. When the game worked, it was a lot of fun to play. It just killed it for me when the game would freeze every couple of hours. I make sure to save my game often anyway with my games and I think that games like New Vegas are why. I did all the tricks too with clearing the cache on the PS3 and rebooting and it would still crash after a bit of time. That's incredibly irritating when I want to fully enjoy a game.

Then there's the weird quest bugs. I couldn't finish a quest for a couple of my companions because in one the quest item was nowhere to be found and in the other a quest the NPC I needed to complete the quest had disappeared completely. There were also occasions where I would get stuck in a wall or my companion would and I would have to reload my last save. I understand that there are going to be bugs and glitches in a game sometimes, they happen. However, the vast amount of glitches, bugs, and technical difficulties is inexcusable. I know that Obsidian the developers that worked on New Vegas apologized for all of that, but the thing is slapping a band aid on it is not going to cut it. For as long as the game has been out and the patches they had to fix the game, it should be fixed and yet those irritating issues remain.


Speaking of the DLC quests, I wanted to like all of them. I really did, but there were so many flaws. I only really liked two of the quests out of four. That's saying something. One of them I just could not stand at all. That was the Dead Money quest. I could not stand Dead Money. It was very clunky with the navigation and hard to see at some points. Getting gassed and waking up in a strange place without any of my gear and some crazy ex Brotherhood of Steel jerk was not good. As part of the story you also have a slave collar around your neck that happens to be on the same frequency as the radios in the surrounding areas and if you don't destroy the radios the collar will explode and kill you. This is an exercise in futility as every damn five minutes the collar beeps and you have to figure out exactly where the radio is. I found this tedious and slow which made this quest one of the worst I have ever played and I played Dragon Age The Descent. Yeah, I said it. The ending was a little satisfying, but not much because you don't really get anything out of it except a little payback to the egomaniac who put me through that nonsense.

Old World Blues was alright, but I hated the fact that once again I'm basically drugged and wake up in a strange place without all my gear. Seriously, was this the same writer for Dead Money? So I had to figure out where I was and I met the insane scientists in robot bodies who had brought me there. The thing that kept Old World Blues moderately entertaining for me was the humor. There were moments that had me laughing especially when one of the scientists claimed that my toes looked like tiny penises. There were some cool places to explore and some interesting things to see. The big thing that makes Old World Blues shine are the smartly written jokes and the humor about trying to understand another species and the differences between you. That's what made it fun for me.


The Lonesome Road was disappointing for me. It started out strongly with the introduction of this other mysterious courier, Ulysses demanding you show up to answer for what happened in a place called The Divide. There isn't really a strong urge to explore and it just seems to be travel from point A to point B. During that time you get to hear Ulysses drone on and on about the NCR, the Legion, and how you were the catalyst for nuclear missiles blowing up in the Divide. I like history a lot, but Ulysses made it freaking boring because he kept harping on the same thing repeatedly. It shows just how nuts Ulysses is because essentially he's blaming a mailman for something that had nothing to do with them. What happened in the Divide was an accident and while yes the Courier was delivering the package (a detonator) that awoke and caused all that, they had no idea what it was. The NCR did however and probably the Legion, so that's on them. Look, I get it. Ulysses had something very traumatizing happen to him and he needed something or someone to blame in order to be able to wrap his head around it, but when I was there face to face with him all I could think was, this whole thing was not my fault and you're crazy! I mean he wanted to punish a bunch of innocent people for the traumatizing thing for just a chance to wipe out the NCR and the Legion; that does not sound like someone who is operating at full capacity. Luckily, my speech, intelligence, and science perks were high enough that I convinced him peacefully that destroying all those people would help and even earned his respect. It's obvious in the writing that they meant for Ulysses to be a companion, but I guess they couldn't quite figure out how to make it work and this is what happened. It was okay, but it wasn't perfect and they could have made this a great story instead of a mediocre one.

Once I finished all those, I wrapped up the game with the final quest which was the battle for Hoover Dam. I had decided to help the NCR because while they're far from perfect I felt that they were a better choice than the group of rapist slavers that represented Caesar's Legion. I also liked and respected the fact that the NCR seemed to be protecting the idea of democracy and while they had their flaws, they were at least trying to do something good. The battle for the dam was epic and because I had successfully convinced the minor factions to join the NCR I had a lot of help battling Caesar's Legion. I totally loved the Boomers with their salvaged airplane taking out Legion soldiers from the sky. We fought hard and the battle was won; the NCR still had control of the dam. The game ends then showing all the different things that happen to the people and areas in the Mojave depending on your choices. Overall, the ending was pretty good and I was glad to see that many of my choices helped a lot of people who needed it. I can honestly say that I enjoyed playing Fallout New Vegas in spite of the technical issues and I'm glad I only paid 10 bucks for it. When the game works, it is worth playing and there is lots of adventuring to do with a great main story and solid side stories. Play through it at least once is my take on it.