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Greedfall
Greedfall
2018 | Role-Playing
Greedfall the latest action-adventure roleplaying game from the folks at Spider and Focus Home Interactive is set in the far-off land of Teer Fradee where numerous factions vie for dominance over the continent (and its native inhabitants) while searching for an elusive cure for the Malichor, an insidious disease that threatens to wipe out the inhabitants. The story begins in the plague-ridden streets of Serene, where you immediately get a sense of what it must have been like in Europe while the black plague threatened to wipe out entire societies. You play the role of De Sardet, a young noble who sets sail for the new world in an effort to bring back a cure and assist his cousin who has taken over as the newly appointed governor. Using your skills of diplomacy, sword play, and stealth you’ll have to befriend not only the other factions, but the natives if you wish to bring a cure home.

Greedfall is a beautiful game, taking place in large expansive cities reminiscent of Paris or London in the 18th century and the lush forest landscape of Teer Fradee. Each character is costumed in what could only be considered French Musketeer and the island natives’ representative of what early European settlers in North America must have encountered. The sense of scale between the massive cities, and the vast expanse of the frontier provides a sense of openness that rival many other titles.

It’s this sense of openness however, where Greedfall initially stumbles. Much like games such as Dragon Age, the illusion of an open world environment is regularly halted by “invisible” walls that impede your progress. Looking through a small grove of trees you see your objective but are unable to pass through them directly. Instead, you must follow the path and climb a rock ledge to reach it. Several times while attempting to get to my highlighted objective, I’d get stuck on small bushes, or my path stopped by what should be easily passable brush. There are moments where it’s uncertain whether or not I could pass through the environment, so I’d have to refer to my map to see if that was the correct path, or I had to follow some other indirect route to get there. While this game style is hardly new (and had been common in the past until advancements in both computing power and storage space allowed for larger environments) the inconsistencies of what was passable and impassable lead to a bit more frustration then it should.

Combat is quick and easy to pick up with a light and heavy attack and a block or dodge for defense. Each successful attack also builds up your fury meter which allows for stronger strikes against enemy opponents. You and your opponents also benefit from armor and health attributes. Armor can help defend against health damage, but once the armor is depleted there is little standing between you and certain death at the end of a musket or blade. Numerous spells and potions can be used to buff up your character, cause elemental damage or provide quick healing when needed. Besides swords, maces and axes there are also an assortment of pistols and rifles for ranged attack. If you so choose, you can also create magic wielding warriors who can utilize spells and magic rings in combat as well. Various skill points can be added to your offensive and defensive capabilities that allows for stronger strikes, better mobility (unlocking the ability to roll away from danger is something that I highly recommend) and increase the length of spells.

The story and character voice acting is typically top notch, the one glaring exception to this was the accent used by the natives. As much as I hoped I would get used to it, the worse it tended to get. While creating an accent that is supposed to be unique to the people who share it should be applause worthy, it often felt forced and in most cases entirely TOO artificial. The cut scenes that are used throughout to further along the story are outstanding, and while the facial expressions generally left a lot to be desired, it didn’t detract too much from what was being said. The amount of voice acting and cut scenes puts it on par with far larger budget titles and outside of those few gripes feel they are done well overall.

Technically the game tends to suffer from some annoying and immersion breaking problems. While I played the game using a Nvidia GTX 2080 Super, there were times when the frame rates would drop from the typical 80+ on my ultra-wide screen down to 15 or 20. These slowdowns didn’t last long but seemed to come at times I wouldn’t have expected them. In my attempts to isolate them, I tried lowering a number of the graphical settings, but in most cases, it didn’t seem to have much effect. These have improved somewhat with the latest patches to the game, but still exist from time to time. There are also the random crashes to desktop for no reason at all, thankfully the game autosaves frequently enough (and allows you to manually save as often as you wish) that I never lost much progress when these occurred, but it’s something to be aware of. Characters and animals occasionally get stuck on the environment, I one time found myself stuck in a small hole that I should have easily been able to walk out of, and another time a large deer was stuck running in place next to a large rock. While these glitches didn’t cause any serious quest ending problems, they are just additional polish issues that still need to be worked out. As other reviewers have pointed out, there are some issues going from light to dark environments where it seems to take awhile for the lighting to adjust as it should.

Greedfall even with the inconsistent accents and technical difficulties is still an easy game to recommend for folks looking for a change of pace from the standard Dungeons and Dragons tropes. There is plenty of political intrigue and mysteries to unravel on Teer Fradee and no one faction that can be singled out as good or evil. Sacrifices have to be made when dealing with each faction and doing something for one will almost always cause a conflict with another. While the choices you make, do impact how others see you, they aren’t as world changing as they could have been. Greedfall is a long game easily 40+ hours depending on how many side quests you choose to complete on your search for a cure and it tells an interesting enough story to keep you engaged throughout.

What I liked: Interesting factions, Beautiful scenery, Unique setting

What I liked less: Invisible walls, Technical glitches, Inconsistent voice acting
  
Dungeon Scrawlers: Heroes of Undermountain
Dungeon Scrawlers: Heroes of Undermountain
2021 | Action, Fantasy, Maze, Real-time
I’ve mentioned before that Travis and I are currently playing a D&D campaign with another friend. I’m the DM and those two dudes are my ever-entertaining party. The adventure we’re running at the moment is Dungeon of the Mad Mage, which takes place in Undermountain. So imagine my surprise whilst browsing my FLGS recently and came across this game: a D&D real-time maze racing game set in the very same dungeon as our current campaign! I knew then and there that I had to give it a shot. It’s not as involved and intensive as the actual campaign, but this game can be just as exciting. Keep reading to see why!


Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain (simply referred to as Dungeon Scrawlers from here on out) is a real-time line drawing maze race for 2-4 players. The goal? To crawl your way through the dungeon floors, defeating Monsters/collecting Treasures/casting Spells/and more to collect the most VP by the end of the game. To setup for a game, each player receives a marker and a random Character. Select the Dungeon you wish to play this game, and give the corresponding sheet to each player. Check the bottom of the Dungeon sheet to see if any special components are needed (more on this in a bit), grab a timer, and the game is ready to go! Pictured below is the setup for a 3-player game.
Once the timer begins, the race is on! Players all begin at the “Start” entrance of their sheet, and draw their path through the dungeon floor. When making your path, there are a few rules to follow. Your path must be one continuous, unbroken line – no dotted lines or ambiguous markings! Keep your path within the lines – don’t be drawing through walls, at risk of losing VP. And finally, whenever you enter a new room, you must interact with all elements within.

Inside the rooms of the dungeon, you will find Monsters, Treasures, Spells, Artifact Fragments, or Exotic Plants. Each is dealt with in a specific way, and award you VP when scoring the dungeon floor. To defeat a Monster, you must draw over and fully color it in. To case a Spell, you trace the indicated path. To collect a Treasure, you must completely outline the treasure icon on your sheet. Artifact Fragments are collected by connecting the stones in numerical order, and Exotic Plants are collected by simply drawing a line through them. If you leave a room and you have not interacted with every element within, you will earn negative VP for any elements you missed! Each player is given a Character at the game start, and these Characters provide special rules/abilities for use throughout the game. For example, the Barbarian allows you to only color a Monster head to complete it, instead of having to color the entire thing. And that could be a huge time-saver in the long run! So knowing your Character ability, and how to effectively utilize it, is a huge bonus in the game.

Some dungeon floors have special components that come into play. These are Orbs, Portals, Keys, and Prisoners. Orbs provide bonus VP, and their value decreases as they are collected. So collecting an Orb first earns you more VP than if you wait to collect the last one. Portals allow players to teleport between the portal entrance/exit, thus moving you to a new part of the dungeon floor. And Keys are collected throughout the dungeon, and allow players to open ‘locked’ doors of the corresponding color. Without the appropriate key, you can not pass through a locked door. And finally you may need to rescue some Prisoners who are trapped throughout the level.


The scrawl ends when a player has defeated the Boss Monster, but certain levels have different ending triggers, like collecting an Orb triggers the end. Once the level ends, all players must stop drawing. Players pass their sheet to the player on their left, and that player scores their run – kinda like how we used to do in school sometimes. Players record their scores, and the player with the highest score wins! I do have to say that the rulebook suggests a ‘complete’ game of Dungeon Scrawlers be a total of 3 dungeon floors – the player with the highest total score from all 3 floors is the winner. But you are always welcome to play with as many or as few dungeon floors as you wish.
I actually enjoyed this game more than I thought I would. I think the real-time race element is what gets me. You want to go as quickly as possible so you can amass the most points, but you also have to move carefully so as to not miss any elements, draw through walls, and ultimately earn negative VP. Also, each dungeon floor has so many different paths and options, it can be stressful choosing which way to go when you know you’re racing against other players. That being said, you’re kind of also playing a game of risk by trying to collect as many elements as possible. Maybe your opponent is gunning straight for the end-game trigger, and if you’re not fast enough you won’t collect enough VP this floor. Or maybe everyone is trying to be a completionist, collecting as many elements as possible, nobody wanting to be the person to trigger the end quite yet. There’s some good strategy to be had, and the real-time element enhances it.

To touch on components, this game is a set of dry-erase dungeon sheets and markers, and some cardboard tokens. The quality of the dry-erase sheets and markers is pretty decent, and honestly better than I was expecting. In total, there are 10 different dungeon sheets, and each is unique and interesting. The cardboard tokens are thick and chunky, and will definitely hold up to many plays. Overall, great production quality!

So do I like Dungeon Scrawlers? Yes! It’s a fun, fast-paced game that is easy to teach, learn, and play. It’s pretty light-hearted but still gives you some strategic options with the real-time pressure. It’s not necessarily one that I’ll pull out at every game night, but it’s one that I can definitely use as a quick little filler, introductory game, or a game to use with younger gamers! This game is a neat concept that is executed well, and it makes for a fun time for all players. Purple Phoenix Games gives this one a scrawling 4 / 6. This game sounds easy, but add that real-time race and it gets a whole lot harder!
  
Game Of Thrones
Game Of Thrones
2011 | Adventure, Drama, Fantasy
Look on the bright side, we all said, without really believing it, when lockdown hit in March – time to watch those box sets we’ve been putting off. Well that was, of course, a great idea! For me that box set was possibly the biggest of all: the behemoth that is GOT.

Much like when a new band gets big quickly and you refuse to listen to the hype, I avoided watching the biggest show in the world, even when it was on in the same room as I tried to read a book in the other corner. It wasn’t that I thought I wouldn’t like it, but more that I didn’t believe it could be anywhere near as good as folk were making it out to be, especially as season one looked like only a slight step up on the swords and sandles exploitation-fests that had been going around. I labelled it “Tits and Dragons” and got on with my life for the next 8 years.

March 2020 will go down in history as the biggest spike in streaming TV services the globe will ever see. Literally millions of previously casual watchers, who had been busy having lives and jobs, turned to Netflix, Amazon Prime, Now TV and iPlayer etc, in search of endless hours of easy entertainment they could immerse their bored and twitchy minds inside of. Without internet at home, I had to go a bit more old school and rely on my daughter posting me the DVDs of GOT season by season.

I found season one enjoyable, with caveats, as it seemed to be one massive exposition (and sexposition) workshop. Obviously the main characters were being set up for big storylines down the road. In which sense it reminded me of a soap opera; in how it flitted between characters and relationships, never dwelling on one plot point for more than two minutes. I liked the way the production had set itself up though – the sets and costumes were of a much higher level than was usual for this kind of thing. Then there was those great opening credits, which become impossible not to hum along to as you get more into it.

Sadly, the first big shock moment didn’t shock me, as I’d heard so much about it on social media 9 years ago. But it was still very well done. Bold and brave; to take out a big name that early was a master stroke. By the end of S1E9 I was properly hooked. Although it helped I didn’t have anything else to do!

The next two weeks I had to wait for season two to be posted out, so I embarked on watching all the DVD commentaries too to kill some time in the evenings whilst I waited. This is almost certainly something I wouldn’t have done under normal circumstances and I believe it is what cemented my enjoyment of it as a whole. Listening to the cast and crew reminisce about what a great time they had, and how close they all were, really helped put it into context for me. I was already loving Peter Dinklage and Lena Headey, but their humour and irreverence in the commentaries made it feel like there were pals in the room watching it with me.

By season two and beyond, I was looking at maps, memorizing every minor character’s name, house and motto, and just immersing in it to the point of obsession. As, I guess, millions of people had already done over the years, but now I got what the fuss was all about. It is an addictive show; you have to know what happens next, you simply can’t leave it alone! Whether it is hissing and booing at Joffrey, or loving to hate Cersei, or siding with the bastards and broken things, there is always something engaging going on – and when a character you disliked dies horribly it is so satisfying!

It is a weird mix, however, of moments so horribly signposted, with some dubious acting, and moments of real surprise and emotion delivered with great acting. Many of the characters really grow into their skins as the actors get more familiar and comfortable being them. The writers too get better at putting the right words in their mouths, and learn to minimise the exposition moments. The young ones in particular really grow impressively as it goes on into seasons 3 and 4. Maisie Williams as the slightly sadistic loner Arya Stark especially. I loved how none stereotypical that character was, and have to say her relationship with The Hound was my favourite thing in the whole show.

At the climax of season four, which I believe was the peak of it artistically, the story arc of Dinklage as Tyrion Lannister, aka The Imp, becomes so compellingly good you can’t take your eyes off him. I had already come to the conclusion that his scenes were the best ones, but this went to 11 on the dial. And it gets better thinking back on it too. Which can’t truly be said of where they go with John Snow and Daenarys, who are ostensibly the main draw by this point, as all storylines seem to mirror their journeys on opposite sides of the world; a song of ice and fire, indeed.

Seasons 5 and 6 continued to be great, even though the dramatic peaks were hard to top. What did improve was the big set pieces, as episodes such as Hardhome and Battle of the Bastards upper the bar on huge battles, staged masterfully. There were things happening that I had never seen in a TV show before, both creatively and budget spent. Watching some of the making of documentaries was fascinating in this regard. The props department alone was astonishingly detailed, to Lord of the Rings degrees, properly impressive!

To go into story and scene details here is pointless, and I don’t want to include any more spoilers than I already have, just in case there is anyone else like me, that hasn’t done the whole journey yet. Obviously, there was some controversy in where seasons 7 and especially 8 went with some storylines and characters. I thought it was mostly fine, to be honest, I just went with it. But it did become a little stretched and hurried, as it raced towards its conclusion. It’s hard for me to get a proper impression of how tense and then annoying it would be to wait a long time for a new season and then have it not go where you imagined it would. Not a problem for me, as I blitzed the final 4 seasons in about a week.

As the episode ratings of season 8 on IMDb indicate, folk were not happy. There was an element of anti-climax, to be fair, but what else could it have been, now so many people claim it as their own? The end isn’t perfect, and that may have a lot to do with the fact they stopped following the books, because they hadn’t been written. In all honestly, I didn’t care. It was spectacular and diverting enough to keep my attention, and my investment in the characters not brutally killed off was not teenage enough to take it personally. I do have sympathy for fans that felt their loyalty betrayed, but come on… it’s just a TV show.

Watching the same fictional world for more than 70 actual hours can do things to you brain. In conclusion I would say I loved going there! The good things always outweighed the annoying things, and it is an experience I would recommend to anyone who hasn’t done it. Whatever age you are, it is a must see phenomenon, like The Sopranos – oh wait, I haven’t seen that yet either…
  
Game Of Thrones
Game Of Thrones
2011 | Adventure, Drama, Fantasy
Winter has come and gone... and there won't ever be anything like it again!
Contains spoilers, click to show
Game of Thrones. The only show that drove people to brag on social media about the fact they've never seen it every time a new series came out!

I watched this from Season 3, quickly binging the first two seasons about a week before it aired. I'm not a huge Fantasy fan, but this show really was something else. Despite the setting, it gave us everything - blood, guts, drama, sex... even comedy. It gave us some of the most vile and hated antagonists to ever grace the screen, and it made heroes out of the unlikeliest of people.

Watching it week-to-week was difficult for a couple of reasons. One, so much is going on (especially in the earlier seasons) that you can forget a lot in a week, and you find yourself questioning everything. Two, it's so bloody good, you didn't want to wait a whole week to get your fix! Obviously, now it's finished, the second issue is no longer relevant - it's available to binge to your heart's content, which you absolutely should do.

I want to address the recent criticism of the eighth and final season. We waited over two years for it, and many people felt it was rushed, too short and too shallow. I would say 75% of people who watched the last season were left disappointed. Myself included.

But a few days after it had finished, I found myself thinking about the series as a whole more and more. I was reading articles online, theories and arguments about how and why the story played out the way it did. I realised I had felt somewhat detached watching Season 8 because it HAD been two years since I watched Season 7. It's as if I'd forgotten what it was like to watch it.

So, having never seen any episode more than once, I went back to the beginning and watched all eight seasons in a little under three weeks...

SO MUCH BETTER the second time around!

For two reasons. Firstly, there was no break in the story at all. Watching it as it aired meant you had a 12-month break every 10 hours, basically. Easy to lose your thread. Easy to forget things. When that doesn't happen, it's much more enjoyable and actually makes a lot more sense. There was so much I'd forgotten over the course of the nine years it was on, I kind of felt like I'd cheated myself, in a way, by not watching Seasons 1-7 before Season 8 aired.

Second, much in the way that Star Wars Episodes 1-3 work better if you've seen 4-6 first, Game of Thrones was actually much more enjoyable having seen the ending, because things make a lot more sense in retrospect.

***This is where it gets spoilery***





It becomes evident early on, even in the first season, that Jon Snow is one to watch. His shocking death at the end of Season 5 caused much confusion and debate. Obviously, his resurrection early in Season 6 put an end to that, and when the secret about his true identity is finally revealed in Season 8, it was a shocking moment, as everything started to fall into place and the true threat became evident.

However...

Having now done Seasons 1-8 back-to-back, the revelation that Jon Snow is, in fact, a Targaryen is far from surprising, given they've been dropping clues about it since back in the first few episodes. Obviously, at the time, these seemingly throwaway comments meant nothing, but now we know, there are numerous conversations throughout the show that border on being spoilers themselves.

Same with Arya Stark and her storyline. Second time around, even from Season 1, it's evident she was destined to slay The Night King. And as with Jon Snow, you never would've picked up on it at the time, but in hindsight it's been obvious for years.

Now, the major criticism about Season 8 was that it felt rushed and that it sacrificed too many characters arcs for the sake of finishing inside of six episodes. Watching it as it aired, I completely agreed. Jon Snow "suddenly" went from a brooding hero to a pointless extra. Daenerys Targaryen "suddenly" went from the freer of slaves and saviour of Westeros to an insane despot who slaughtered half the world because someone took her toys away.

Not true.

It seemed like that after two years of forgetting almost everything that had happened previously, but watching it from start to finish in one go, those things make perfect sense, and aren't actually that sudden. The Mother of Dragons showed clear and obvious signs of becoming The Mad Queen of Ashes very early on in the show. She was always kind and fair and just... but my goodness, did you get it if you pissed her off! Let's not forget she crucified almost 200 slave-owners long after they surrendered to prove a point. And poor Sam Tarly's father and brother! She had a mean streak, and she lived on a knife's edge. At any point since she married Khal Drogo back at the beginning of Season 1, the slightest push and she would snap. Fast forward to Season 8 and, after many years of fighting to fulfil her birthright and take the Iron Throne, she finds out she's not actually the heir to it at all... that's a pretty big push to a woman with a history of losing her shit when things don't go her way. So not much of a surprise at all, really.

And to address the criticism further, I'll analyse this as a writer. I tell stories for a living. When you're writing a novel, you look at it as a triangle, of sorts. It starts off wide and gradually gets to a point. Game of Thrones began very wide, with lots of characters and subplots. But as time goes on, it narrows and becomes more focused on the main threat... the main storylines - the battle against The Night King and the fight for the Iron Throne. Those two things are what nine years of storytelling were working towards, so yes, when you get to the final season and you have to wrap things up, it makes sense that you're going to focus on the big finish - the point of the series.

Not only that, for the first six seasons, the shows writers and creators had their hands held by George R. R. Martin and his source material. But then the TV show caught up with the books, which meant they suddenly had nothing more than a handful of bullet points to work off instead. Not easy to go from one to the other. They can't embellish things too much, because they run the risk of contradicting and undermining future books, which Mr. Martin wouldn't allow them to do. So they had to keep it simple, stick to the point and finish the job they started - nothing more.

Ultimately, no one likes to see their favourite show end. In hindsight, I think a lot of the criticism the final season received was because the audience forgot what came before it, and because they didn't want it to end.

If you're reading this having never watched it before.... first of all, sorry for ruining the story for you (but I did say it contained spoilers, in my defence). But you have the benefit of being able to binge through this, which means you'll get the full, uninterrupted experience, which is well worth the investment of your time to do.

If you HAVE watched the show before, I strongly suggest re-watching it from the beginning, because I enjoyed it far more the second time around.

This is the kind of show that comes along once a generation. The kind of show people talk about daily long after it finished. It redefines TV drama and I can promise you, you'll never see anything like it again.

That said, don't watch it if you're easily offended or grossed out. Or if you like animals. Oh, and don't watch Season 4, Episode 8 whilst you're eating. And don't watch Season 3, Episode 9 if you believe in the afterlife and have your heart set on getting into Heaven. And it's perfectly acceptable to watch Season 6, Episode 9 and feel like that's what you would do if faced with certain death.

Just perfect.
  
Banewreaker
Banewreaker
Jacqueline Carey | 2005 | Science Fiction/Fantasy
10
9.5 (2 Ratings)
Book Rating
Shelf Life – Banewreaker Will Make You Feel Bad for Sauron
Contains spoilers, click to show
Very few fantasy fans can get away with admitting that they aren’t all that big into sweeping, high epic fantasy à la Lord of the Rings or the Pern stories or everything that Terry Brooks writes. Many non-fantasy fans, however, can point to these tales as examples of why they aren’t into fantasy. Like it or not, it’s hard not to see the latter group’s point, as a lot of high fantasy is riddled with confusing terminology, rehashed stories, and genre clichés. This is not to say that these stories are bad, per sé, just that they can easily turn off readers who aren’t in the right kind of crowd.

Banewreaker, the first book in Jacqueline Carey’s two-part volume The Sundering, will probably not change any opinions in this respect, then, as it’s sweeping high fantasy to the core. This, as it turns out, is both its greatest strength and its greatest weakness.

There are some reviews out there that laud Banewreaker as a masterful examination of subjective viewpoints in an epic fantasy turned into a human tragedy by a simple change of perspective. And they are absolutely correct.

There are other reviews, however, that call the book out as a heap of all of the stalest fantasy clichés piled one atop the other in a confusing and pretentious jumble with a shellacking of purple prose for good measure. And they are also absolutely correct.

Let me explain.

For starters, it would be inaccurate to say that this story is full of clichés. This story is clichés. This story is every familiar and used-up trope you would expect from a high fantasy, all of those details that have been done to death in thousands of other versions until almost nothing that happens seems original anymore.

This is what’s going to turn off a lot of people. But the thing is, Banewreaker has to be this way. It wants the reader to look at all of the things that they’ve come to expect from a fantasy epic and then, by shifting the narrative focus, realize that all of these beloved tropes are actually, when you think about it, tragic as hell.

In other words, it’s Lord of the Rings from Sauron’s point of view.

It’s not a riff, though. It’s not goofy like most of the stuff I go in for. It takes its subject just as seriously as the stories that it’s mirroring, and this is what makes the whole story ultimately so gripping and so moving.

The story starts out like many stories of this magnitude, with exposition stretching back to the Dawn of This Particular Creation. In this case, we have a protogenos world god named Uru-Alat who died and gave rise to seven smaller godlike beings called Shapers. First comes Haomane, who becomes the Lord of Thought and sets himself up as head honcho for this ensuing pantheon. Second is Arahila, the Basically a Love Goddess; and third is Satoris, whose purview was “the quickening of the flesh,” which is high fantasy speak for sexy times. Four more Shapers come after this who, for the sake of brevity, we’ll be glossing over.

To summarize the important godly exposition, the Seven Shapers set about shaping the world to the surprise of no one. Haomane creates elves (here called Ellyl, but if you’ve ever even looked at a fantasy, you know that they’re the elves here), Arahila creates humans, and Satoris doesn’t create anything because he’s busy hanging out with dragons and learning their wisdom. Satoris grants his fleshy quickening to the humans but not the elves, because Haomane didn’t want his elves to do that. Then Haomane decides he doesn’t want the humans to do that either, but Satoris refuses to take the gift away again. Conflict escalates, god wars ensue, and the world splits into two continents, with Satoris ostracized from his brethren on one and the remaining Shapers on the other. By the time the dust has settled, Satoris is scarred and burned pitch black, living in a mostly dead land thanks to Haomane’s wrath, but with a dagger in his possession that is the only weapon capable of killing any of the Shapers.

The story itself picks up thousands of years later, with Satoris as the Satan/Sauron stand-in living in a forbidding land surrounded by classically evil things like trolls, giant spiders, and insane people. Since Haomane is the head god, the rest of the world believes Satoris to be a terrible figure of evil and betrayal, while Satoris’s few allies know him as a pitiable and misunderstood figure who only ever wanted to honor his word and do right by his own sense of morality rather than the dictates of his elder brother god king.

From here the plot becomes the typical Army of Good vs. Army of Evil adventure, but with the protagonistic focus on Satoris and his allies. His trolls we see not as a mindless horde but as a simple, honorable people who happily serve their lord because he happily serves them right back. The mad individuals inhabiting his fortress are castaways from normal society with nowhere else to go. And the giant spiders just happen to live there and be bigger than normal, with no sinister intentions beyond that.

And just like that, by actually showing us the home life of the ultimate in evil fantasy tropes, we see how easily one side’s view of evil is another’s view of good. In doing so, Banewreaker becomes perhaps the first sweeping fantasy epic with no real bad guy, just two sides of an unfortunate conflict. Both sides have their likeable characters, both sides seem from their view to be in the right, and pretty soon you, as the reader, will stop cheering for either one, because whenever one person that you like succeeds it means that another person whom you also like is failing.

In fact, the closest thing that this story has to a clearly-labeled “evil” character is the sorceress Lilias, and even then, she’s not evil so much as a woman who has done some bad things for completely understandable reasons. Lilias, in fact, is one of the most pitiful characters in this whole saga of pitiable characters, with her fears and attachments closely mirroring those of most readers, only amplified by her immortality and magical powers. She is afraid of dying. She wants to be more in the grand scheme of things than just another man’s wife or another country’s momentary ruler, both of which would just be tiny moments in a long history. She likes her youth. She likes having pretty things and pretty people around her. And from her interactions with her dragon mentor and apparently only friend, Calandor, we see that she is also capable of intense affection and even love just as she is capable of indulging in self-centered self-interest that, if not particularly a good trait, is also one that she is not alone in possessing.

Banewreaker, then, is a story with a large cast of characters but very few actual heroes or innocents as well as very few outright villains, which is exactly what it sets out to be. Those who love it and those who hate it both seem to blame this quality in particular for their feelings. The biggest complaint leveled against it (that I have read, anyway) is that the people we should be rooting for do not deserve our sympathy, while the people we should be rooting against are more misguided and unwilling to see things in another light than deserving of our scorn.

This is true. But if it’s a flaw, it’s an intentional one. And if it makes you feel like you shouldn’t be cheering for either side at all in this conflict, that’s the point. This is a story of clichés, yes, but it has something that it needs to say about these clichés and, in doing so, about the subjective and impossibly nebulous quality of morality in general.

In short, here again is another fantasy story about the Forces of Good wiping out an entire nation dedicated to their “evil” enemy. And as the story points out, even if you believe in that cause, you’re still wiping out an entire nation of people. No way is there not a downside to that. Seeing things in a black-and-white morality just means crushing a whole lot of important shades of gray underfoot.

Whether or not you like Banewreaker, then, depends in large part upon how much you realize that Carey as an author is being self-aware. As someone who read and still hasn’t stopped being awed over her Kushiel series, I can’t claim complete objectivity in this area, because I came to Banewreaker already in love with her. I can say, however, that unless you have an intense and searing aversion to ornate and sweeping style, this book is worth any fantasy-lover’s time – especially if you’ve ever felt a pang of empathy for all of the poor villainous mooks that fantasy heroes tend to mow down without a thought because they were the wrong kind of ugly.
  
High Noon
High Noon
2021 | American West, Fighting
Howdy partners, and welcome to the (fictional) state of Saratoga. There’s 4 main posses ’round these parts, and they’re all willing to fight to the bitter end to settle scores and collect gold. Who will y’all side with in this cut-throat town, and who will come out victorious? Only time will tell, and I reckon that time to be High Noon.

Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L


High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!

Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!

Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.


Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!