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KalJ95 (25 KP) rated Final Fantasy VII Remake in Video Games

Jun 10, 2020 (Updated Jun 10, 2020)  
Final Fantasy VII Remake
Final Fantasy VII Remake
2020 | Action/Adventure, Role-Playing
Combat Is Fluid, Weighty And Satisfying. (2 more)
The Protagonists Are Well Thought Out.
I Can't Wait For The Next Part.
Side missions Are Tedious And Boring (2 more)
The Middle Is A Slog To Go Through,
Parts Of The Story Needed Removing
A Classic Reborn.
I understand the impact FFVII has had on both video game narratives, and storytelling itself. It remains a staple mark on video games, and as such is held so highly amongst developers as the standard of how great a narrative can be, and its hard to argue. I haven't even played the original 1997 release, but I know the story beats and main moments. Its an incredible journey, with fascinating characters, rolled into moments of twists and turns. Once a remake was announced, it obviously was met with massive anticipation, and worrying doubt. Could you possibly pull off a remake of classic and make fans old and new fall in love all over again?

The answer is a yes, but only just. I played FFVIIR as a brand new player, knowing nothing of the characters or story of what happens in Midgar, and began being completely enthralled. The opening is a chapter of fast edged combat and moral dilemmas of actions taken by our heroes. Its explosive, bursting with huge set pieces and cheesy dialogue. I loved every moment, and this was only the tutorial. The implications ride high throughout the whole experience when you see the environment change around you, and questions begin to arise from NPC’s, and yourself. Is their really any good guys amongst this world of soldiers, eco-terrorists and corrupt authority figures?
From then the game takes different directions, and things become problematic, specifically once you fade from the Avalanche crew.

Although the story still remains as engaging to a certain point, the experience takes a wayward nosedive. Side missions are introduced, and while you don't have to complete them, you feel the need to once characters start asking you to. This becomes a major issue because they are all so boring and stiff. The characters you talk to are all robotic, the dialogue seems overdramatised, and the reward itself just isn't worth it. The main aspect of buying a game for me is for immersion, and consistently I was being pulled from the experience because of lacklustre moments, and this is the same for most of the game. As I said, the opening to the story is a perfect way to begin your stay in Midgar, but once you drift away from the Avalanche crew, the story becomes stale. The game feels more like a twenty five hour experience rather than thirty five, and cutting certain sections would boost the story significantly. I understand wanting to add more and retain the great moments from the original, but sometimes cutting the fat can also be a good thing.

While moments in the original game could last around one hour, FFVIIR stretches it further to gain more insight into side characters and exploration. Don’t get wrong, it works in certain areas, for example Wall Market and Sector 7 as a whole are fantastic places to spend hours in, which I did. They burst with details that provide back story to their presence only thought about by the player. The slums are cramped, lifeless in colour, and shows the class divide within Midgar’s people.

However, in these moments they are only boosted further by the best feature of the game; Combat.

The combat is sublime, crunchy and weighty, and requires excellent skill the more you progress. Each of the protagonists has unique fighting styles, and customisation with materials gives you even more edge over your opponents. Fighting your standard monsters and creatures becomes a breeze once you know their weaknesses, but Boss fights are where the real challenge happens. Boss fights are the highlight of the entire game, especially the likes of a Giant House and the Final confrontation, and encapsulate the work and progression within the characters you play as. At first, I just wanted to play as Cloud, but knowing each characters skills, then switching between them to fight, and help other members of your party, becomes a juggling act thats so damn good. Speaking of which, our Heroes. At first, I thought I was dealing with generic anime characters who all boast the same attributes, and how wrong I was. Cloud is defensive, standoffish and blunt, who's primarily in the job for the money. Cloud is suffering, from what I can gather, with amnesia, and as the game’s questions begin to reveal the answers, he sets aside the hard edged exterior he carries with him, and opens up to warm to this band of wacky eco-terrorists. Even with this just being the first part of however many they are planning to release, Cloud is so interesting to me, a nut you want to crack and see what is inside, and his past becomes the focal point of the finale. He has become one of my favourite characters in a video game.

FFVIIR is a conundrum I only further want to figure out. Its both an incredible video game, but also bogged down with clear issues, which I personally feel either didn’t need to be in the game, or could of spent more time being fleshed out. Would I recommend it? Absolutely. Its a game I feel everyone should play, for gorgeous spectacle and mesmerising vision. I can’t wait for the second part.
  
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Mothergamer (1592 KP) rated the PlayStation 4 version of Kingdom Hearts III in Video Games

Apr 3, 2019  
Kingdom Hearts III
Kingdom Hearts III
2018 | Action, Role-Playing
It took so long to get here, but once Kingdom Hearts III was here I was ready to play and explore all the worlds. It felt incredible to be traveling with Sora, Goofy, and Donald again. The opening song was incredible and the introduction to the game starts off well, hooking you in immediately. There are a couple of familiar worlds such as Olympus and Twilight Town which act as tutorials for the battle controls and exploration aspects of the game.



Sora hangs out with Hercules.

The battle system for Kingdom Hearts III is great. Combat is fluid, easy to follow, and fun. You can easily swap between keyblades, use your magic abilities, and use your items. Level grinding is not a chore because the battles are so much fun and the worlds that you explore make them even more so. My personal favorite was Toy Story because Sora fit so well in that world and there some pretty fun battles there.



Having fun with battles in Toy Story.

Another fun aspect to battles that was added in the game are the attraction flow attacks. These are not just stylish and fun, they are also pretty powerful special attacks. You can take out many enemies with these attacks so there is no downside to using them at all. My personal favorite was the pirate ship because it was a blast spinning around taking out tons of Heartless.



Use attraction flow attacks to take out your enemies.

The user menu is easy to navigate and is quite user friendly. You can easily equip keyblades, items, and accessories as well as organize everything easily. The moogle shop is back too and you can synthesize and craft items that you need as well as upgrade your keyblades.



The inventory menu is nice and neat.


Another new addition to the game is the gummiphone. This is a cute little nod to social media things like Instagram. You can take photos with the gummiphone and there are even some photo quests where you need to take pictures of specific things in order to get various rewards such as items and munny. In between loading screens you get to see Instagram style posts from the gummiphone that reference the characters, story, and events. It's a nice touch to the game.



Instagram style posts from the gummiphone.


There are also mini games that you can play on your gummiphone. You have to find the code for them which are hidden in various worlds. When you do, you can play a variety of mini games that look like old school Nintendo gameboy games. They all feature Mickey and Sora with games like catching eggs or flying a plane to grab mail. They're silly fun and add that extra bit of whimsy to Kingdom Hearts III.



You can play all these mini games on your gummiphone.


If you're not in the mood for gummiphone games, there is also a cooking mini game that you can play. In order to play, you need to have ingredients for all the recipes. These are easily found in all the worlds you visit during your adventure. Once you have some ingredients you can bring them to Remy (the rat from the movie Rattatouille) and try your skills at the cooking mini game. The cooking mini game is fun, but there is definitely a learning curve to it. If you go too fast or too slow, you fail and you can lose all the ingredients you found. It takes a bit of practice, but once you get the hang of it you can make a ton of great dishes and Sora and friends can use them to up their stats.



Practice makes perfect with the cooking mini game.

The world map is pretty easy to see and you can swap between the maps fairly easily. Once you discover a location you can fast travel there which makes things easier. I do wish there had been a few more worlds, but I was pretty happy with the worlds the game had. Everything looked amazing and it was clear that they really wanted things to be done right.



The world map in Kingdom Hearts III.

There is one thing that I absolutely detested in the game however and that thing is the gummi ship. I have never liked the gummi ship in any of the Kingdom Hearts games. The controls for them in my opinion have always been terrible and I always dreaded gummi ship battles. That has not changed for me with Kingdom Hearts III. While the controls have improved quite a bit, I still found myself struggling with them. Having to fight the controls to fly the gummi ship is not a good time. I also didn't like the fact that I would be forced into gummi ship battles before I could land on worlds. I truly feel that the gummi ship should have been optional. This is the only thing I did not like about the game.



I am not a fan of the gummi ship.


I blazed through Kingdom Hearts III because the game itself was an amazing adventure and I couldn't wait to save the world with friendship. The story was great, the worlds were so much fun to explore, and there were so many heartbreaking and heartwarming emotions throughout this adventure. Kingdom Hearts III did a fantastic job of making me care about all of these characters and I was a little sad to say goodbye at the end. Having one thing I didn't like about the game and loving the rest of it speaks volumes about how fantastic I think the game is. It was definitely worth the wait. See you at the next adventure!
  
The Roanoke Girls
The Roanoke Girls
Amy Engel | 2017 | Fiction & Poetry
10
8.0 (14 Ratings)
Book Rating
Reviewed By Beckie Bookworm
https://www.beckiebookworm.com

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This review may be a bit spoilery concerning the theme of this novel, this couldn't be helped but I've tried to be as vague as possible.

<p>"Roanoke girls never last long around here. In the end, we either run or we die."</p>

These were the words that originally captivated me, pulling me in and compelling me to pick up The Roanoke Girls by Amy Engel.
This was quite a read, an unusual one, reminiscent of bygone authors, setting a stage of intrigue, mystery and dysfunctional family dynamics.
The secrets surrounding Roanoke are subtlely revealed early on leaving the reader highly aware of what flows beneath the seemingly normal surface.
This is a definite page-turner despite the exploration of <spoiler>incestuous family relations.</spoiler>
This tale is told in two parts "Now and Then" and the storyline seamlessly hops between these two timelines.
We also get to jump briefly into the heads of each Roanoke girl that came before, which I found very enlightening, I really loved this touch and it greatly added to the storyline giving the reader an insight into what each girl was feeling deep inside her own skin.
Jane, Sophia, Penelope, Eleanor, Camilla, Allegra, Lane there is also little Emmaline but she died of a crib death as a baby.
All Roanoke girls, all carrying the same secrets down through the years, messed up heads and lives affected tragically.
The echoes of this rebounding out through each new generation.
This story is told through Lane Roanoke's point of view after her mother commits suicide and Lane comes to live with her Rich grandparents and cousin Allegra on the family estate.
This is the "THEN" portrayed in the narrative.
The "NOW" is Eleven years later when Lane returns to the family home after a frantic call from her granddad informing her that her cousin Allegra is missing.
After vowing never to return, Lane reluctantly returns home confronting secrets shes buried deep down inside.

I loved Lane as a character, she was a bit of a messed up headcase, but who can blame her.
It's obvious Lane Loved Allegra so deeply and this was the only thing, I think, her disappearing, that could have dragged her back to the bowels of Roanoke.
It was also very thought-provoking to observe Lane's former teenage toxic relationship with cooper rekindled as adults and I really did like him he had his own past baggage but really seemed to have evolved from this, unlike Lane.
I was so rooting for these two and I thought they made a great match, neither party having had it easy in life, they both deserved a bit of stability in the now.
Now Lanes connection with her grandad this was a strange one, confusing even I think to lane herself she really seemed to feel equal measures hate and love towards him.
Struggling with her mixed up emotions, greatly wanting to loathe him but feeling a strange pull, maybe because Lane feels he was the first person to actually seem to want and love her after enduring a lifetime of apathy from her mother.
As for the gran, well, What a cold selfish bitch she was.
I felt she herself held a huge role in what had been allowed to transpire, isn't it a mothers job to protect her daughters.
In this Lillian Roanoke has failed epically actually blaming her daughters instead of shielding them, she was such a cold fish only seeming to feel any affection towards her twisted husband.
Turning a blind eye and looking the other way is her game.
Surprisingly she was my least favourite character even over Myles Roanoke himself.
I think it was the whole lack of maternal anything that contributed to my dislike of her immensely.
The Roanoke Girls has so many diverse flawed individuals that all do their part in making this an enthralling page-turner.
This is a portrayal of a family that is so not right and has not been for a very long time.
It is Love expressed so wrongly and out of context that it has become a sickness consuming from the inside out devouring till nothing remains standing.
A Dysfunctional family with dark concealed secrets at his core.

So I felt the author Amy Engel did an amazing job of dealing with such an explosive subject matter. she has handled it beautifully with finesse and a great understanding of such a delicate topic. Not everyone could have done this so sensitively and without sensationalising it so Really well done.

So that's it from me folk's, I could waffle on all day about this fascinating story, but I'm going to leave it here, but before I go a trigger warning The Roanoke Girls deals with themes of incest, but bar the one small kiss it is only referred to in words not actions and it is really not graphic in its content at all, but if this is a trigger for you please do avoid.
So all that's left is for me to say Thank you to NetGalley, the publisher and the author Amy Engel herself for providing me with an arc of The Roanoke Girls this is my own honest unbiased opinion.

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Reviewed By Beckie Bookworm
https://www.beckiebookworm.com/
https://www.facebook.com/beckiebookworm/
  
Detroit: Become Human
Detroit: Become Human
2018 | Action/Adventure
Story (4 more)
Characters
Art direction
Soundtrack
Controls
More Than Just a Video Game
I'll admit that hearing the initial premise of Detroit, it seemed to me cliche: a future in which technology has advanced to the point that androids exist, and how these androids themselves gain sentience. This, sprinkled in with messages of how we must improve how we treat the planet, and how we need to have a more consistent moral compass. All this I had expected from the game, but it ended up being so much more than that.

While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
  
Black Mirror  - Season 3
Black Mirror - Season 3
2014 | Sci-Fi
Nosedive - 8

We had to wait almost another 2 years for the Netflix investment to show a product, and in time for Halloween 2016 we got the super-glossy re-boot of Nosedive, with a big name up front and lots of anticipation. The tone was instantly more playful; less British, more inclusive to a world audience. It tackled with a wry humour the universal phenomenon of popularity and everything being rated, most notably, people themselves. In a future world of sunshine and pastel shades it has become the norm to rate every interaction, from buying coffee to buying a house, in the hope of becoming one of the beautiful people rated above a 4.5. It cleverly questions the motivations for that desire, and the pitfalls of false behaviour and the manipulation from an elite standpoint. It isn’t necessary to imagine this future, as we are virtually there already, and all this episode does is heighten the idea to hyperbolic proportions. Rated down by many viewers because it is “annoying”, but that is entirely the point: the whole thing makes you want to scream!

Playtest - 6.5

Also available for Halloween (as was the whole season, in standard Netflix style) came a chance to explore what really scares us! And… they blew it. Sure, the idea that gaming and VR becomes so photo realistic it seems entirely real isn’t far away. But, making it personal to a very annoying character dissolves all tension quite early on. Some mild jump scares aside, this has to go down as a missed opportunity. Notable only for the re-occurance of the White Bear symbol.

Shut Up and Dance - 7

This is the one most likely to make you think, hmm, that is too far! An uncomfortable episode, not only because of the subject matter and ultimate revelation, but because of the intense nastiness that pervades it. No doubt that tension is intentional, and therefore effective to a degree, but for me it crosses the line of entertainment and becomes simply nasty. Being unafraid to tackle controversial subjects is to be applauded, but the execution has to be note perfect, or the risk is the backlash this episode received. A cautionary tale about surveillance, data theft, blackmail and our personal online responsibility. Not a bad piece, just a slight misjudgment on tone and delivery.

San Junipero - 9.5

Just when critics were sharpening their pens that Netflix had ruined the potential of Black Mirror in its first phase, comes an almost perfect piece of TV that is literally heavenly! Everything about San Junipero is a work of art! Another “blind” episode that takes a while to unravel; the pacing and realisation of which is so beautifully judged that, from a writing point of view, this has to be seen as the pinnacle of the show to date. Mackenzie Davis is extraordinary as the vulnerable, shy and naive Yorkie, looking for a connection in an 80s nightclub, filled with nostalgia and cultural memes galore. The music alone is not only sing aloud perfect, but chosen for storytelling reasons so clever it raises goosebumps! The relationship between Yorkie and Kelly, an equally great Gugu Mbatha-Raw, is filled with chemistry and nuance, drawing us in to a place so deep that when the penny drops on what is really going on it draws a gasp and then possibly tears – I know it did for me! The mechanics of the technology that would make this story possible does raise a lot of questions, but in the end it is better to accept it as an allegory for love, life and our ideas of “eternity”. Don’t look too deeply at the how, but marvel at the why, and this could be the best hour of TV you will ever see! So rewatchable, rich and rewarding; the only reason not to make this a feature length big budget film is that how could it possibly be improved?

Men Against Fire - 7

Revisiting yet again the technology of a brain implant that affects our vision of the world, literally and figuratively, this episode explores indoctrination and brainwashing, with the underlying themes of racism and basic human compassion. It is a fine analogy of how the media and governments would have us think of immigrants and the “dangers” of anything “not us”. A tad obvious, and doesn’t really go anywhere new once the twist is revealed. Visually quite stunning, but not as strong as other episodes that cover similar ground.

Hated in the Nation - 8.5

With a running time of 89 minutes, this is essentially what happens when Black Mirror pushes an idea to feature length. Allowing more time for character development does make a difference, and the tension build in this fine concept for a thriller also benefits from a few extra minutes. The ever reliable Kelly MacDonald is the cornerstone of a strong cast, on the hunt for the mind behind a series of killings by killer bee drones, targeted at a democratically elected “most hated” person every day, based on a public vote. An exploration of media vilification and how easy it can be to manipulate our idea of someone’s identity and judge their actions and even personalities based on one wrong thing they may have said or done. The episode is a who-dunnit? A why-doit? And, framed, with the backdrop of the inquest surrounding events, both a good cop movie and a courtroom drama. Charlie Brooker has hinted that some of these characters may return at some point. I’m all for it.
  
Lagoon: Land of Druids
Lagoon: Land of Druids
2014 | Adventure, Exploration, Fantasy
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Lagoon is a land of harmony and balance. Or at least it WAS until the rise of humanity. The three spiritual energies that once existed in a perfect equilibrium are now fighting for dominance and control over the destiny of Lagoon. Each energy has amassed a following of druids who are working to ensure that their chosen energy is victorious! Which energy will you choose to serve, and will your choice be the correct one in the end? There’s only one way to find out!

Lagoon: Land of the Druids is a game of tile placement and exploration. You are the leader of a circle of druids, and they will do your bidding throughout the game. On your turn, you will take any/all of these five actions: Move, Summon (add one of your reserve druids to the play area), Explore (add a new site tile to the table), Invoke (use a Site Action), or Unravel (remove a site tile from play). You can perform as many of these actions as you want, as long as you have the appropriate resources to spend. Each tile in the game is double-sided, and each side has a unique action/ability associated with it. Strategy is everything – which tile side should you choose to bring into play, and how can you best use the available abilities to benefit your chosen energy? You also have to keep an eye on your opponents because they might be trying to undermine your plans to help their energy achieve success! The game ends when all tiles have been explored, and then players count up points dependent upon which energy was ultimately dominant. The player with the most points is the winner!

As a solo game, Lagoon plays similarly to the multi-player game. Instead of competing against other humans, you are playing against an AI opponent (fondly referred to as “AJ” in the rulebook). On its turn, alternating with yours, the AI executes three steps – Explore, Unravel, and Invoke (perform an action dependent on which druids the AI currently has in play). Each of those steps is explained in more detail in the rulebook. The game ends as in a normal group game, and the player (either you or the AI) with the highest score wins.

The first thing I should mention are the solo rules themselves – they are very wordy and contain lots of ambiguity. It took me a couple of read-throughs before I felt comfortable trying to play, and even now I still keep the solo rules easily accessible when I do play. With so many moving elements in this game, clear and concise rules are necessary for an unencumbered game.

When I say there are a lot of moving elements, I mean it. At any point, you could have up to 5 druids in play, with access to up to 5 unique site powers to invoke in addition to the basic actions you can take on your turn. And on top of that, your druids are spiritually connected, so a druid on one site can use the power of a different site as long as you have a druid there as well. There are also lots of opportunities to combo powers this way, and unless you’re 100% focused, you could lose track of what you already did or forget to pay for an action. And in a solo game, you’re not only tracking this for yourself, you also have to make sure you’re executing the AI turns correctly. There’s just a lot going on and it can be easy to accidentally skip a step.

The thing I dislike most about playing Lagoon solo is that I have to make decisions for the AI. When placing tiles on AI turns, I get to choose which side to play. When the AI unravels a site, I get to choose which site to remove. It’s hard to play this game honestly because I can just choose whatever will benefit ME the most, and not necessarily act in the AI’s best interest. Obviously, a human opponent would do whatever they want for themselves, but in a solo game I am in control of my opponent. The rulebook does offer ways to alleviate this, but I either honestly forget to refer back to the rules for certain situations, or I just choose to ignore the suggestions. I know, I know, that sounds like a personal problem. And I guess it is. I just don’t like the responsibility of having to play two competing sides because it is hard to stay honest. Since this game is so dependent on strategy and personal decisions, there is no good way for an AI opponent to be successful.

Lagoon: Land of the Druids is a complex game that requires more strategy than you think. That being said, I don’t like to play it solo. Each turn offers lots of opportunities, but so many options can be overwhelming. Having to make decisions for the AI is not enjoyable for me because I am aware that I do not always make the best decision for the AI – it’s just hard for me to consciously make decisions detrimental to my game. The idea of this game is neat, but the execution of the solo rules (from their editing to their actual gameplay) just doesn’t work well for me. Give it a try solo if you want, but you’re not really missing a lot if you don’t.

https://purplephoenixgames.wordpress.com/2019/03/11/solo-chronicles-lagoon-land-of-the-druids/
  
South Park: The Stick of Truth
South Park: The Stick of Truth
Role-Playing
Following several delays after the collapse of THQ, Obsidian’s South Park: The Stick of Truth has been released to critical acclaim. Not only is the game the best adaptation of the hit animated series to date for gamers, the one could argue that it is the best videogame based on an animated series to ever be released. This is a pretty bold statement but the game backs it up time and time again with its engaging story, considerable gameplay length, and an abundance of laughs many of which are cringe worthy.

Playing is a new kid in town was tasked by his parents to go out and make friends, you quickly find yourself in the company of Cartman and his cronies who are busy playing a fantasy game involving the legendary Stick of Truth. Despite the fact that the stick is nothing more than a piece of wood, all manner of importance is placed upon it and when a rival faction steals it, it falls to the players to retrieve the stick and save the day.

Players will be accompanied by various characters in the game ranging from Butters to Stan, Kyle, Kenny, Jimmy, and Cartman he to whom have their own special abilities and combat technique. At various points in the game players may have to call upon a player in order to use their unique ability in order to solve one of the game’s many puzzles. The entire map of South Park is highly detailed and loaded with countless references to the show. Players are free to explore the town, interact with various characters, and embark on side quests that have no bearing on the story and are not required to complete the main part of the game.

The key is exploration as obtaining items which can be sold as a vital part of the game as health power ups in the form of snack foods and other supplements are essential to surviving the numerous combat opportunities in the game.

At first it took a little getting used to but being able to equip your characters in costumes and weapons in order to complete the quests and solve various puzzles is an essential part of the game.

While it is basically role-playing game at its heart, The Stick of Truth is essentially like being in a season of the show that happens to have a connected and continuous plot. There are numerous twists and turns and surprises in the game ranging from alien abductions, government conspiracies, venturing to Canada, and so much more.
Combat in the game usually involves two players and players who alternate between powering up attacking defensive abilities, using super moves which players can select and customize, and attacking with your primary or secondary weapons.

The game has a very elaborate social network is various characters who you friend along the way will offer hints and suggestions to you and being able to obtain items to power up your weapons is a hysterical and vital part of the game.

I have put in over 17 hours of gameplay into completing the main story the game and a few of the side quests but I have not completed all of the options that are available in the game. This gives you an idea of the scope of the game and thankfully the designers allow a rapid transit system courtesy of Timmy to help you traverse the map. The abundance of characters both featured in supporting from the series show up the game and there are countless nods to numerous other episodes including the classic Sexual Harassment Panda theme that brought a smile to my face when I heard blaring over the and offices PA system while I was exploring.

There are puzzles to solve the game most of which involve thinking outside the box although some are very straightforward. It is important to remember that when you are dealing with the town of South Park expecting the unexpected is par for the course so any game that would have you battle the Underpants Gnomes in a shrunken state while your parents graphically consummate their marriage above you should give you an idea about humor in the game.

The game is not in any way politically correct, for children, or for those easily offended, but if you’re a fan of the series you know what to expect and the game delivers it in droves. The laughs are numerous and hysterical as abs constantly shocked just how far certain sequences would be taken but delighted nonetheless.
There were a few minor glitches now and then but nothing that severely hampered my gameplay experience other than a few graphical drops and legs now and then on the PC version of the game. For me this was a small price to pay as the PC version is completely uncensored and does not have any of the cards that were required for the console version of the game.

The mouse and keyboard while effective are not the intended control system for the game so I would suggest that players may want to consider using a game pad or at the least, prepare themselves for certain scenes that are going to involve button mashing and other console standards.

The graphics, sound, and music, of the game are on par with the best the show has offered and as I indicated earlier, the storyline is one of the best that has ever been done for South Park episode and is not to be missed.

Not only is the game one of the best surprises of the year but I can honestly say that it is an early contender for some game of the year awards which is surprising as one announced, I think people had interest but yet modest expectations for what the finished product would be like. It is been a long time since I’ve had this many laughs in a movie, television show, or game, as well as this much enjoyment.

South Park: The Stick of Truth is one of the best gaming releases the year and is not to be missed.


http://sknr.net/2014/03/31/south-park-the-stick-of-truth/
  
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Gareth von Kallenbach (980 KP) rated the PC version of Shadow Warrior in Video Games

Jun 19, 2019  
Shadow Warrior
Shadow Warrior
Shooter
Back in 1997 the success of 3-D shooters such as Doom, Quake, and Duke Nukem 3D gave rise to a flood of 3-D shooter games and helped usher in the early days of online gaming. I fondly remember playing Shadow Warrior as I loved the mix of humor, action, and new technological advances that made it such an enjoyable gameplay experience.

Sadly the game never quite reached the status it deserves in part due to the rising political correctness movement and early days the Internet that allowed people to voice their displeasure with what they perceived as negative and inaccurate Asian stereotypes in the game.
Despite never being the breakout hit it deserved, the game spawned two expansions as well as a couple of novels and remained a fond memory for many of those who played it.

Devolver Digital has picked up the Katana and has brought back Lo Wang for an all-new adventure and a highly effective reboot of the franchise.

Playing as Lo Wang, a courier and muscle for a wealthy Japanese industrialist named Zilla, the game opens with the player being tasked to purchase a valuable sword. Things do not go as planned as Wang soon finds himself battling henchmen and surprisingly demons and effort to escape with his skin intact.

Thanks to the assistance of a demon named Hoji, Wang learns that his bosses attempting to obtain and combine reports to an extremely powerful and ancient sword that will give him dominion over the land. The only problem is that Zilla is in league with several demonic forces and does not care about the fact that said demons are in our world and laying waste to all those they encounter.
Armed with his trusty Katana, and in time, a pistol, shotgun, flame thrower, rocket launcher, machine gun, and other weapons, Wang is up for the task of recovering the sword and endhing the rein of the demons.

The game is spread out over 17 levels and contains a very nice mix of enemies. Some of the battles are extremely difficult and without being able to change difficulty setting mid-level, expect to find yourself cursing sometimes at the never-ending waves of enemies that come at you. Do not forget that the folks behind this reboot brought us Serious Sam so enemies coming at you in increasingly difficult and not ending waves are par for the course.

Fortunately Wang can obtain not only upgrades to his weapons but to himself as well as he is able to learn various powers of an offensive and defensive nature. Being able to heal yourself mid battle is a huge plus when health packs are not available, as is the ability to steal health from a defeated enemy or to simply turn the world on and by unleashing a snare trap and picking them off at your leisure.
There were times when thanks to the extremely long levels that some of the enemies felt a bit repetitive and more annoying than challenging. I should’ve known better as there were soon battles with some bosses and other precarious situations ahead.

The game allows you a decent amount of exploration as the detail level of the maps is quite amazing. Ranging from office complexes, a castle, the Shadow Realm, shipping docks, and so much more the true beauty of the game is always enjoyable to behold.

The game shines graphically as there is a great mix of lighting and particle effects as well as plenty of flames and explosions throughout. I have to admit that I took great delight in slicing an unfortunate opponent into several pieces and watching said pieces littered ground around me.

The variety of enemies is good and I especially enjoyed one of the later game powers of being able to take a demons had that I had severed and using it to unleash a death ray upon any of those who challenge me.

There is some great sound effects in the game and although not offensive, Wang has not lost his traditional sense of humor as he has several witty lines throughout the game and still asks those he encounters “who wants some Wang” before heading into battle.
The developer is also clearly paid attention to the original game as there are several Easter eggs throughout which are nods to the original game include in hidden areas with the graphical look of the old game. There were also some enjoyable returns such as Wang’s sticky bombs which now are available as an upgrade to the crossbow weapon rather than being a grenade that clung to enemies and could be remotely detonated.

While the game does not offer a multiplayer mode, it does offer plenty of gameplay due to the 17 long levels in the game and some real challenge from some of the bigger battles. The developers of told me that if there is a demand for it and if the game is popular enough, they would not rule out adding a multi-play component at sometime in the future.
I also want to pass along huge kudos to the developers for not relying solely on a checkpoint save system. The game does allow players to save at various points in game which is huge due to the difficulty of some of the battles as I can only imagine the level of frustration if certain segments of the game have to be played checkpoint checkpoint.

For now, Shadow Warrior is a shining example of how a 3-D shooter should be made rather than a nostalgic re-polish of an era since passed. The gameplay is sharp and fresh as our the story and characters making the game one of my most pleasant surprises of the year and one that I hope we will be seeing more of in the near future.

http://sknr.net/2013/10/08/shadow-warrior/
  
The Long Earth
The Long Earth
Terry Pratchett, Stephen Baxter | 2013 | Fiction & Poetry
9
7.7 (7 Ratings)
Book Rating
Note: this review is transposted from my personal review blog, and so was originally written several years ago. I figured if I reposted it here, someone might actually read it….

I’m a huge fan of Terry Pratchett’s work, in case you hadn’t noticed. I’m slowly working my way through his Discworld novels and Good Omens: The Nice and Accurate Predictions of Agnes Nutter, Witch, cowritten with Neil Gaiman, is among my favorite books of all time.* So when I discovered The Long Earth at my local library, I was ecstatic. I’d heard good things about Stephen Baxter, but never actually read any of his material. What I found was one of the best novels I have read in a very long time.


The premise here is that there are infinite worlds parallel to ours, spread out across the vast “contingency tree” of possible Earths, and in all of the Long Earth only one iteration has developed Human life–ours. Throughout our history there have always been a few with the natural ability to “step” between worlds at will, and still others who did so unintentionally and disappeared forever, but the world at large was unaware of this phenomenon until a reclusive scientist posted the blueprint for a “stepper” device on the internet and promptly disappeared from his apartment. Suddenly, the whole of the Long Earth is opened up to humanity. Suddenly, there is no shortage of land or resources. Economies are hard hit, jobs are lost, and once again humanity’s pioneer spirit is stirred to go out into the frontier and try to make their way….

Joshua Valiente is a so-called “natural stepper,” but he is probably unique among humanity. In the stress of childbirth, his mother stepped out of her world and into a parallel forest before slipping back without him. She managed to get back and recover him pretty quickly, but nevertheless young Joshua spent the first ten minutes or so of his life completely alone in his universe. As a result, he is uniquely attuned to the Long Earth. He can step between worlds without nausea, and is keenly sensitive to the number of people around, growing intensely uncomfortable the more crowded things get. Now, fifteen years after the world learned of the Long Earth, he spends most of his time exploring where no man has gone before. Lobsang, on the other hand, is a keenly intelligent AI, who may or may not be the latest reincarnation of a Tibetan motorcycle repairman. In collaboration with the shadowy Black Corporation, Lobsang has conceived a plan to test just how far the Long Earth goes. And he wants Joshua to go with him….the resulting journey is as much an exploration of what may have been as it is a geographical one, with most worlds mirroring our own, but a few display the effects of a cosmic “toss of a coin” going the other way–for example, there’s one where the Earth was completely destroyed by an asteroid strike sometime in the distant past.

Put quite plainly, this was the best thing I’ve read in a very long time. Very original, and to my (admittedly limited) understanding very faithful to the relevant science without losing quality of narrative or character. Pratchett’s humor and sardonic narrative voice shines through quite often in the interpersonal or introspective moments as well as those detailing more plot driven points–those scenes that would, in a film, become some form of montage showing that time is passing and this is what’s happening in the meantime. As I mentioned, I’ve never read Baxter before, so it’s harder to pick out his voice from their collaboration.

Infodumping has become something of a cardinal sin in the science fiction world, but sometimes you just have to throw some information at the reader so that he doesn’t get lost. I felt that The Long Earth handled that very well. We get our first glimpse at the long earth in montage mode, a series of vignettes that don’t make sense on their own, people popping in and out of worlds without understanding themselves what is going on. This is followed by the main story, twenty years after the discovery of the Long Earth, in which the bare bones are presented via a TV interview a character is half-watching while he waits. These bare bones of the conceptual basis of the book are then fleshed out in more detail as Joshua and Lobsang and introduced and get to know each other, discussing the various theories regarding the Long Earth at length in an effort to better understand it themselves. This is interspersed with flashbacks, sometimes Joshua recalling his experiences, sometimes Lobsang telling stories of other people based on his research into early encounters with the Long Earth. In this way Pratchett and Baxter manage to convey how humanity as a whole is dealing, not just Joshua and Lobsang. If I have one complaint with this it is not always clear why or how we are being told this–you don’t discover until the end of the chapter that Lobsang is telling this to Joshua instead of the authors just throwing in a tangential bit with no direct connection. And it is all connected–every revelation, every character you visit and then abandon early in the book will come back and have significance later on.

This is perhaps not the easiest read–you do have to engage it to understand it properly–but neither is it an incomprehensible enigma. As long as you pay attention you should be fine.


CONTENT: Some R-rated language, but not nearly what you could find elsewhere. Some violence, some grisly aftermath of violence. Sexual references, but nothing explicit.

*I’m frankly a little surprised I don’t have a review of that one up here, I must have reread it last just before I started doing this. I’ll have to fix that in the near future….


Original post: https://jordanbinkerd.wordpress.com/2013/09/18/review-the-long-earth-by-terry-pratchett-stephen-baxter/