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8
8.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Author in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
The first book in Kelsey Ketch's <em>Descendants of Isis</em> series is a book with very heavy romance.

Of course, I was highly aware of that upon reading the synopsis.

But I'm an absolute sucker for mythology of all kinds (This is why I am highly interested in debut author Heidi Helig's <em>The Girl From Everywhere</em>. I mean, <em>Hawaiian</em>. Saucer eyes RIGHT here! I intend on waiting until the book is published, though.) and I simply couldn't resist myself. So instead of moping about the possibility of a heavy romance, I replaced my "NUUU ROMANCE" hat with my "TOLERABLE ROMANTIC" hat (the caps are intentional), sat back with my tablet (after transferring the review copy from the computer), and just hoped Ketch would take me on an unforgettable journey.

Natti has just moved from London to a small town in California after her Grandmother's death, with her only clue in a necklace she inherited. Since the first day Natti starts at her new school, Seth O'Keefe starts pursuing her in the hopes of seducing her.

Plus, Tolerable Romantic (I'll stop capping my hats now) hat says it's not exactly love at first sight – Natti is completely resistant to Seth's attempts at charming her from the beginning, even though she sort of succumbs to his charms eventually. At that point in time, however, I know each of the characters well enough and have a particular fondness for each of them (for the first in a series) that it isn't awkward at all.

Ketch writes the book in two views: Natti's and Seth's. Natti's comparison of British life to American life and big city to a small town is mildly hilarious (we totally do everything backward). Even though she would rather remain in England, she smoothly transitions into her new life after meeting Wanda, Kevin, and Jen and being tucked under their wings.

Also, she has a fire in her I kind of like.

I honestly feel having Seth's view works out in the book's favor; hearing from his point of view makes him a lot more human than he comes out as with the other Sons of Set: someone who worships the Egyptian god Set and spreads chaos in the world on his behalf, hoping to eventually come across a secret from the past. They also sound insane and just want to take over the world one woman at a time.

It basically puts him in an entirely different perspective for readers than simply reading what Natti thinks of him.
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<em>Daughter of Isis</em> is one of those books where I'll probably keep my Tolerable Romantic hat on for the entire series because the romance between Seth and Natti fits the story really well. The world Kelsey builds in a small town California where nearly everyone is under the thumb of the Sons of Set captivated me by the end of the book – I can't wait to see what trials the couple will face in the future of the series.

<a href="https://bookwyrmingthoughts.com/review-daughter-of-isis-by-kelsey-ketc/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
Paradox of Morality
Paradox of Morality
2020 | Adult, Humor, Party Game, Real-time
Paradox of Morality. That’s a super cool name for a game. What do you think of when you read it? I immediately thought of questionable choices that could mean life or death, or having to choose between two ugly outcomes, or questioning one’s own value systems. This is a great premise for a game. Does this one deliver on its namesake and give the players these excruciating choices?

Paradox of Morality is a moderated scenario game between players (or teams of players) where one player will be the judge and the others will be convincing the judge to award them points based on their responses to scenario prompts.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. You are invited to back the game through the Kickstarter campaign or through any retailers stocking it after fulfillment. -T


Setup is very easy: choose a judge, split up the remaining players into teams and choose the first scenario from the stack of large cards. The game may now begin!

Playing a round is similar to playing a company-mandated icebreaker activity where each team is given the same prompt by the judge to be discussed in their groups. Once the judge has called time for the scenario each team will need one or more spokespeople to deliver their arguments for what they have discussed. The judge then listens to all teams’ spokespeople and awards points based on responses given. The first team to reach 200 points is the winner.
Components. Again, this is a prototype and I do not know if the components will be any different once the game is officially produced. That said, this game is just a large stack of large prompt cards. The rules are printed on the inside of the box cover. There is minimal art in the game and it only resides on the box and on the card backs. I can describe the art as photos of trippy scantily-clad quasi-Egyptian masquerade attendees with the females wearing what appears to be only body paint. It certainly does not connect to the gameplay in any fashion, and I question its usage. Additionally, the verbiage throughout the game (and maybe it’s just for the prototype) uses abbreviated text-speech. So a prompt could read similar to, “u c a man walking down the street n he has 2 call out 2 u 2 ask a question.” I must be getting old because that is not at all endearing to me.

Similarly, the game as a whole just does not speak to me. The prompts are strange and almost railroad players and teams down paths of just grossness or straight up ridiculousness. I will admit, there are a few good scenarios in the box, but it is really hard to get past the delivery style and presentation of the game (at least in this format). Perhaps cleaning up the verbiage would help, and paring down the number of scenarios given to truly enhance the game’s offerings would be better. I don’t know, I’m not a designer.

All in all, if you are someone who lusts for those staff meetings like this, then Paradox of Morality is for you. If you dread those activities, I would stay away this time. Perhaps the game will change by the time it reaches Kickstarter or full production, and if so I would like to take another look at it. However, as it is presented now, I would be passing on this. Perhaps it is not targeting 41-year-old married men, but for me it has missed my bullseye.
  
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Becs (244 KP) rated Ember Burning in Books

Oct 2, 2019  
Ember Burning
Ember Burning
Jennifer Alsever | 2019 | Fiction & Poetry
7
7.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
I received Ember Burning for an honest review and am just now getting around to do it. My bad…

Okay, so I was honestly really looking forward to reading this novel when I first received it in the mail that I’m kicking myself in the rear end for not picking it up sooner. I was shocked that it was exactly everything I was looking for in a young adult fantasy novel.

It’s got some witchiness to it. It’s got an adventure in it. And it’s got the best thing known to man, love. Fast-paced with well-rounded characters that make you either hate them or love them with a hint of history underlain throughout the novel. What more can I say about this wonderful book?

Genre: Paranormal, Fantasy, Young Adult

Reading Level: High School and up

Interests: Witch’s, Egyptian hieroglyphics, darkness

Style: Not so light but also not a heavy read. Very fast-paced – which I loved.

Difficulty Reading: NO, I could not put this book down. Oh my goodness, Jennifer Alsever has such a unique way of writing. At first, I was a little annoyed that there were so many sentences that could be switched to, ya know, longer sentences which leads to a way easier read. But they grew on me and as I started to get further into the book, I understood why it was written in such a way. Because that is the personality of the main character Ember. It definitely helped understand her more as an individual, rather than just another character in a book.

Promise: A mystery meets fantasy – it delivers.

Insights: Honestly, none. I wouldn’t change anything in Ember Burning even if it meant saving the planet. (Okay, maybe I might change stuff to save the planet. But that’s our home for crying out loud.) Ember Burning is such a well-written novel that leaves you wanting to continue on her journey with her in Oshun Rising and Venus Shining. (Which by the way, is the rest of the series.)

Ah-Ha Moment: WHEN EMBER AND TRE KISS. (Yes, that needed all caps.) Awh man, I love me a good romance. Especially one so sweet and simple like Ember and Tre’s. **SPOILERS AHEAD** I mean it’s such goals to be laying out talking about life and then turning to each other, kissing, and then both admitting that you wanted to do that for a while now. Like OH MY GOD, I’m seriously dying over here. **SPOILERS END** I ship Ember and Tre so hard and Lilly, Zoe or this redhead b**ch better not get in the way of their love. I’ll come after them. (‘I kill you!‘)

Favorite Quote: “Of course I know this is ridiculous. What I’m doing. Going to Trinity Forest. Alone. Like the freak show I am. The girl who goes off the tracks. Who obsesses about missing people, about what happens in Trinity. But the mystery of Trinity calls to me. If I disappear, so be it.” – Girl, you ain’t no freak show. You are so perfectly normal. And if you’re a freak show well, I guess I’m a freak show too.

What will you gain: A love for Ember and her determination to get out of the black vortex known as Trinity Forest. A hate for Zoe’s sweet yet bossy attitude of not giving a shit about anything. A love-hate for Lilly and her psychotic yet charming sides. A love for Tre, my favorite character in the entire novel.

Aesthetics: The cover. The way Tre smiles. The entire book. The way Tre looks. The way Jennifer Alsever describes Synesthesia within Ember’s mind. Have I mentioned Tre and how much I really dig him?

“Would you sacrifice your future to forget your past.”
  
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Hazel (1853 KP) rated Gospels in Books

Jan 24, 2018  
Gospels
Gospels
Stephen Taylor | 2016 | Fiction & Poetry, Religion
6
5.3 (3 Ratings)
Book Rating
Adventure and Redemption
I received this book for free through Goodreads First Reads.

Is the Bible really gospel truth? This is the question the honourable, academic Robert Babcock aims to find out on his quest to find the earliest copies of the gospels in order to prove the reliability of the story of Jesus as recounted in the King James Bible. However, this is not the key focus of Stephen Taylor’s fictional novel, Gospels. The main character is the perfidious John Campbell-John, a rogue, imposter and swindler who flees 19th-century England in an attempt to escape from his debts.

John meets the magnanimous Robert in Venice and, despite being polar opposites, become firm friends. After being honest for the first time in his life, admitting to owing thousands of pounds in gambling debts, Robert offers John the opportunity to accompany him on his quest through the deserts of Egypt. John accepts and the pair finds themselves on an adventure of discovery and personal redemption.

John and Robert make an unlikely but excellent team. Robert’s knowledge of the Bible and ancient history is vital, however, John’s propensity for falsehoods and cunningness gets them out of a few scrapes and tricky situations. Nonetheless, it is difficult for John to give up his old ways and his insular behaviour threatens to get them in more trouble.

Fortunately, Robert’s humility begins to influence the young scoundrel, as does his penchant for historical artefacts. As the story progresses, John begins to leave his past behind and becomes interested in Robert’s work, learning new things about Egyptian culture and the origins of the Bible. However, when a new gospel comes to light that threatens the whole of Christianity, Robert does not know what to do; and only John can give him counsel.

John Campbell-John is a character that the author introduced in a previous book. However, the timelines are not sequential, therefore Gospels is a stand-alone novel. The time frame for this book needed to be set in 1835 to correspond with historical truths. Although Robert’s discovery of a Gospel of Thaddeus Jude is an invention of the author, the quest itself is based on the journeys of three 19th-century Bible hunters. Stephen Taylor has conducted an enormous amount of research, including the biographies of Robert Curzon, Constantin von Tischendorf and Émile Amélineau who, on separate occasions, sought the same knowledge as the fictional Robert Babcock.

Despite being titled Gospels, the novel, for the most part, focuses on John Campbell-John and his wicked ways. Through a first-person narrative, John explains his past, his betrayal of a friend, and his addiction to gambling. Initially, he has no qualms about his behaviour and acts only for himself and his selfish greed. Whilst Robert goes in search of knowledge, John goes on a journey of redemption, coming to terms with his previous wrongdoings. However, acknowledging these faults is not enough, he needs to turn away from these roguish ways.

It is disappointing that the narrative does not focus more on the gospels, both real and imagined. There was enormous scope for an in-depth look at the life of Jesus and the inconsistencies in the Bible. The fictitious Gospel of Thaddeus Jude evokes a similar reaction in Robert as the Non-Canonical Gospel of Thomas found in the 19th-century had on many devout Christians. There was so much potential with this direction of thought, however, the author passes over it in preference to the life of John Campbell-John.

Slow to begin but increasingly interesting as it progresses, Gospels is a book of many themes. History, both 19th-century and ancient; religion, although not a Christian story; and achievement and absolution combine together to produce a unique tale that takes the reader from the back alleys of London to the River Nile and the deserts of Sinai. A subtle clue in the prologue keeps readers alert as they await the conclusion of the adventure – an ending that ambiguously reveals whether John moves on from the follies of his past.
  
TE
10
10.0 (1 Ratings)
Book Rating
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).



I was super excited to be asked if I wanted to be part of the Emerald Ring Blog Tour by the author, Dorine White. After reading the synopsis of this book, I definitely wanted to give it a read. All in all, I definitely enjoyed it!

Sara is a 12 year old girl, who, after finding an emerald ring at her grandmother's house, realizes she can shape-shift into a cat. She's also started having some really strange dreams as well. When a bunch of burglaries start happening close to her neighborhood, she takes it upon herself to put everything together to figure out who is behind them all. Will Sara's find out what the thief wants and why she's having strange dreams? Or will the magic of the emerald ring be too much?

I do like the title of this book. It's very straight-forward which I believe is a good thing as it's a middle grade fantasy novel. You know exactly what this book is going to be about. I think the title would definitely appeal to middle schoolers as well as adults.

The cover definitely suits the book. I like how there's a picture of the ring on the cover. I also like the sarcophagus on the cover. It's a nice touch! I believe the cover will appeal to children in middle school very much.

The world building in this novel is believable especially for a child in junior high. The dreaming sequences were very well written as were the scenes at Sara's school and house. I had no problem using my imagination to set up the world in which this novel took place.

The pacing in this novel is great!! Even as an adult, I thought it flowed rather nicely. I devoured this book in no time at all. Each chapter ran smoothly into the next. It was terrific!

The characters, for the most part, are well written. Sara reminded me of a 12 year old girl with her thought process and the way she acted. I loved her curiosity about everything. Heidi, Sara's best friend, was my favorite character. She always had Sara's back and was a big help when it came to Sara's adventure. I wish she was featured a bit more in the story though. I do think she was a bit too trusting of everything Sara told her though. I don't think most 12 year olds would be that gullible. Kainu was a believable character but I kept forgetting that he was supposed to be African. He spoke very good English for someone from Africa. It is explained how he learned how to speak English, but I don't know. I still felt as if he spoke English a little too well. Plus, Kainu's story wasn't that believable being as he's only 12 years old. I won't go into more detail because I don't want to give any spoilers away. Perhaps middle schoolers won't pick up on any of the character flaws.

The dialogue was fun to read. I enjoyed Sara's internal dialogue the best. I loved reading about how she felt and what she thought. There were a few words that I think middle school children wouldn't know the meaning of. Even I struggled with a few of the words, but there aren't many so it doesn't take away from the book.

Overall, The Emerald Ring by Dorine White is a cute, fun story which will be enjoyed by all middle school children. In fact, I think it will be enjoyed by most adults as well. The plot is interesting, and the characters are fun. At the very least, it may get children interested in Ancient Egyptian history.

I'd recommend this book to everyone age 11+ because it's such a fun and cute story.

The Emerald Ring (Cleopatra's Legacy #1) by Dorine White gets a 4.5 out of 5.


(I received a copy of this book from Netgalley in exchange for a fair and honest review).
  
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Hazel (1853 KP) rated Gospels in Books

Dec 17, 2018  
Gospels
Gospels
Stephen Taylor | 2016 | Fiction & Poetry, Religion
6
5.3 (3 Ratings)
Book Rating
<i>I received this book for free through Goodreads First Reads.

Is the Bible really gospel truth?</i> This is the question the honourable, academic Robert Babcock aims to find out on his quest to find the earliest copies of the gospels in order to prove the reliability of the story of Jesus as recounted in the King James Bible. However, this is not the key focus of Stephen Taylor’s fictional novel, <i>Gospels</i>. The main character is the perfidious John Campbell-John, a rogue, imposter and swindler who flees 19th-century England in an attempt to escape from his debts.

John meets the magnanimous Robert in Venice and, despite being polar opposites, become firm friends. After being honest for the first time in his life, admitting to owing thousands of pounds in gambling debts, Robert offers John the opportunity to accompany him on his quest through the deserts of Egypt. John accepts and the pair finds themselves on an adventure of discovery and personal redemption.

John and Robert make an unlikely but excellent team. Robert’s knowledge of the Bible and ancient history is vital, however, John’s propensity for falsehoods and cunningness gets them out of a few scrapes and tricky situations. Nonetheless, it is difficult for John to give up his old ways and his insular behaviour threatens to get them in more trouble.

Fortunately, Robert’s humility begins to influence the young scoundrel, as does his penchant for historical artefacts. As the story progresses, John begins to leave his past behind and becomes interested in Robert’s work, learning new things about Egyptian culture and the origins of the Bible. However, when a new gospel comes to light that threatens the whole of Christianity, Robert does not know what to do; and only John can give him counsel.

John Campbell-John is a character that the author introduced in a previous book. However, the timelines are not sequential, therefore <i>Gospels</i> is a stand-alone novel. The time frame for this book needed to be set in 1835 to correspond with historical truths. Although Robert’s discovery of a Gospel of Thaddeus Jude is an invention of the author, the quest itself is based on the journeys of three 19th-century Bible hunters. Stephen Taylor has conducted an enormous amount of research, including the biographies of Robert Curzon, Constantin von Tischendorf and Émile Amélineau who, on separate occasions, sought the same knowledge as the fictional Robert Babcock.

Despite being titled <i>Gospels</i>, the novel, for the most part, focuses on John Campbell-John and his wicked ways. Through a first-person narrative, John explains his past, his betrayal of a friend, and his addiction to gambling. Initially, he has no qualms about his behaviour and acts only for himself and his selfish greed. Whilst Robert goes in search of knowledge, John goes on a journey of redemption, coming to terms with his previous wrongdoings. However, acknowledging these faults is not enough, he needs to turn away from these roguish ways.

It is disappointing that the narrative does not focus more on the gospels, both real and imagined. There was enormous scope for an in-depth look at the life of Jesus and the inconsistencies in the Bible. The fictitious Gospel of Thaddeus Jude evokes a similar reaction in Robert as the Non-Canonical Gospel of Thomas found in the 19th-century had on many devout Christians. There was so much potential with this direction of thought, however, the author passes over it in preference to the life of John Campbell-John.

Slow to begin but increasingly interesting as it progresses, <i>Gospels</i> is a book of many themes. History, both 19th-century and ancient; religion, although not a Christian story; and achievement and absolution combine together to produce a unique tale that takes the reader from the back alleys of London to the River Nile and the deserts of Sinai. A subtle clue in the prologue keeps readers alert as they await the conclusion of the adventure – an ending that ambiguously reveals whether John moves on from the follies of his past.
  
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Hadley (567 KP) rated American Gods in Books

Jun 5, 2020  
American Gods
American Gods
Neil Gaiman | 2005 | Fiction & Poetry, Science Fiction/Fantasy
Mad Sweeney (1 more)
Gaiman's writing and descriptions
No character development (2 more)
Dehumanizes women
The ending
The gods of the old world still exist in Neil Gaiman's 2001 novel "American Gods."

A science fiction/ fantasy story set in today's America, American Gods tries to answer the question of what happens when people stop believing in the past gods, and start worshiping new ones?

Shadow is our main character, who we meet while he's attempting to get released from prison after three years of incarceration - - - afterall, he has a job, wife and life waiting for him on the outside. And even though he's built up a strong exterior while in prison, everything comes crashing down after he receives news that his wife and best friend have died in a car accident.

Cue Wednesday, an old, odd man who gives Shadow a job after his release from prison - - - with strings attached: Shadow can't ask any questions, he must protect his employer at all costs, and if people need to be hurt, he must hurt them. Although Wednesday doesn't tell him exactly what is going on, Shadow agrees to his duties and begins a road trip with the eccentric old man, meeting an array of colorful characters along the way. But soon, Shadow begins to realize that his employer may be a mythical god in disguise, yet, oddly Shadow never really questions it or anything in the entire book for that matter.

The novel takes an odd turn early on when Shadow's dead wife, Laura, comes back to life in a zombified way. While Shadow is staying in a cheap hotel room, and Wednesday sharing a room with a young hotel employee in another, Shadow sees his wife in the clothing she was buried in, but he doesn't flinch - - - he carries a very calm conversation with dead Laura, he even goes down to the lobby to buy her a pack of cigarettes, and the next morning, he still doesn't seem bothered by it when he sees her muddy footprints on the floor. Wednesday tries to convince Shadow it was a dream, but makes snarky remarks that tells Shadow that even he knows it wasn't a dream. The two simply move on on their road trip, no questions asked.

But during this road trip, Shadow's suspicions are confirmed. He gets to see not only Wednesday, but two others in their true god-form, and afterwards, Wednesday confirms that he is indeed the Norse god, Odin.

Gaiman's take on mythological gods living in today's society is interesting, but disappointing. From recognizable gods to the forgotten ones, readers with a liking to history would probably enjoy this story most.

American Gods centers on the question of what happens to gods when they are no longer worshipped, and Gaiman merely focuses on male gods, while making all female characters (gods and humans) either prostitutes and/or sexual objects which is really off-putting for me as a female reader. And Gaiman's character development in the novel for gods and humans is nowhere to be seen thus lending very little plot development that is actually believable or enjoyable. I was unable to bring myself to care about our main character, Shadow, nor the plight with his zombie wife.And speaking of Laura, the disappointing character traits makes her not just unlikable, but also an unnecessary character overall.

I just can't recommend this book: the novel is good for the first 100 pages, but you could easily skip the next 450 pages that is just filler, and not miss much of the story. Gaiman also dehumanizes women, introduces characters in a way that would make them seem an important part of the story to only drop them out of it as quickly as they came in, and the ending is just a huge disappointment. All in all, Gaiman had a great idea, but the execution he used was poorly done - - - some parts even seem like Gaiman wrote them in a completely different state of mind, contradicting story lines and character traits altogether.

I did, however, have three favorite characters that weren't utilized enough for me to rate the story higher than I have: Mad Sweeney, Ibis and Jacquel. Mad Sweeney is a giant leprechaun that can pull gold coins out of the air; Ibis and Jacquel are Anubis and Jackel from Egyptian mythology, who run a funeral home in Cairo, Illinois today.

American Gods takes place only over a few months, which is surprising with how long the novel is. But the story is a buildup with no climax. Most characters come and go before readers can even decide if they like them or not,and that paired up with severe lack of character development leaves most of the main characters pretty forgettable. With this special edition containing 1200 more words, the story is still not worth it in the end. Gaiman is still a great writer, but this is not the book to recommend to anyone who wants to begin reading his work.
  
Call of Duty: Ghosts - Invasion
Call of Duty: Ghosts - Invasion
Shooter
Just in time for the 4th of July, Activision has released the Invasion DLC for Call of Duty: Ghosts so PC and Playstation users can get in on the action. The content as per the usual formula releases first on Xbox systems and then makes it way to the other platforms where it can be purchased on its own or as part of a season pass which offers 4 DLC releases.

The new release offers four new maps and the latest chapter of Extinction which will provide plenty of variety to keep fans going until the final DLC set is released which sets the stage for Call of Duty: Advanced Warfare in the fall.

Mixing old and new the new maps have much to offer at first glance and look to take the online experience of the game to the next level.

Pharaoh

Is set amongst Egyptian runes and there are dark temples and rubble strewn courtyards for players to navigate. Sadly it also makes for an ideal place for campers to setup in the shadow and this is one of the biggest frustrations as spawn camping happened to me often.

When I could get out to explore the richly detailed maps were great fun and I enjoyed the traps such as the collapsible pillar, the secret room, and the flesh eating scarabs as well as other treats the developers provided. I just wish gameplay issues did not mar the joy as much as they did.

Departed

Is set in a small Mexican Town during the Day of the Dead festival as if you had any doubt, the hearse and lively décor in the town’s fountain would be a giveaway. There is a church, retail shops, courtyards, and vehicles to contend with, however once again, camping rules the day as players often hide in the shadows or above picking players off when they spawn and making progress around the map tricky.

The Death Mariachi can be obtained via Field Orders and having a spectral ally with dual .44 Magnums can be a huge help along the way to victory for those lucky enough to obtain it.

Mutiny

This is perhaps the most creative of the new content as players battle in and around pirate ships and must contend with some speed and stealth requirements and two great Field Orders. There is the cannon barrage from the nearby sailing ship and the Ghostly Crew who are more than happy to help send enemies down the briny depths each chance they get.

I found a shotgun or an AK 47 worked best here as the close quarters make ideal conditions for a shotgun but on deck and the pier the rapid fire functions of the AK really helped out.

Favela

This is an update of the popular map from Modern Warfare II set in the Rio slums. Players have to run and gun across varied terrain to battle the enemy which is no easy task as snipers and campers love this map so expect to be frustrated if you have not played it before. Every window is a possible hiding place so this is not ideal for run and gun players.

Awakening

This is the third chapter in the Extinction storyline where players team up to battle an alien threat. This time they take the fight and the drill to the Alien’s backyard. As before players earn money by dispatching aliens which can be used for better weapons and power ups.

You need to work with one another as death will happen and you will need your team to revive you as once all four players are down, the game is over, and you will have to start the campaign over.

Calling in some sentry guns and artillery strikes help with the never ending waves as this is the best of the DLC by far.

 As much as I wanted to love this collection, sadly I ran into several issues with this collection which has marred my enjoyment of it. Issues with camping, lag, and rampant hacking have been so bad that I have struggled at times to find games on the PC version and when I have, gameplay at times has been almost unplayable.

Skill is one thing but when you unload half a clip in a target and they stand there taking it or kill you dead with one shot all the while being hit, you know you have a hack, lag, or gameplay issues. This happened time and time again, day in and day out.

Many players had told me in game how unhappy they have been with this collection as the maps encourage camping which leads to a lot of frustration.

Some users have complained that the matchmaking system is combing players regardless of their geography which is resulting in latency issues. I cannot tell you how many times a game has slowed to a crawl or stopped or how gunfire appeared to have no affect due to lag which on a 20 MBS line should not happen.

I did not see issues as bad as this with the previous two DLCs, the first one actually helped change my thoughts on the multiplay of Ghost which for me has been the least enjoyable of the series. That being said, it sadly is a return to form this time around and I am hoping that we have a better finale in store.

http://sknr.net/2014/07/14/call-of-duty-ghosts-invasion-dlc/