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Sir Apropos of Nothing
Sir Apropos of Nothing
Peter David | 2001 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Shelf Life – Sir Apropos of Nothing Skewers the Hero’s Journey
Contains spoilers, click to show
Fantasy and satire are two of my favorite genres in any medium, but especially so in books. Satirical fantasy, then, holds a special place on my shelves. I grew up on Sir Terry Pratchett’s Discworld series, and desire to imitate him and his style is what led me in middle school to begin writing in earnest, for fun, and for myself rather than just for my teachers and their assignments.

So when I picked up Sir Apropos of Nothing, I did so based on the title pun and the back-of-the-book synopsis that promised “a berserk phoenix, murderous unicorns, mutated harpies, homicidal warrior kings, and – most problematic of all – a princess who may or may not be a psychotic arsonist.” I expected another lighthearted riff on the familiar archetypes. Murderous unicorns? Unicorns are not typically described as such! Oh teehee, how unexpectedly humorous!

Sir Apropos of Nothing is a satirical fantasy, just like it promised, though at times it’s hard to tell how much of the story is played for laughs and how much is played straight. See, the thing about satire that’s easy to forget at times is that it’s not synonymous with buffoonery. Make no mistake – Apropos is a funny book, full of witty dialogue and groan-inducing puns. It’s a book that takes great delight in lampshading traditional fantasy tropes and archetypes, as well as the entirety of Joseph Campbell’s Hero’s Journey idea. But it is not always a silly lampshade; sometimes a cliche or trope is pointed out to have its inherit ridiculousness laughed at, and sometimes it is pointed out because it is causing real and lasting pain or damage, either to the society in which it is set or, more often, to the titular Apropos himself and his ever-degrading esteem of both the people around him and himself.

The tone, at first, is hard to pin down. The story starts in media res with the main character being caught by a knight while in mid-coitus with that knight’s wife and escalates from there. The second chapter opens with a fourth wall-breaking narrative admission by Apropos himself that this was done with the express purpose of catching your attention, and now we’re going back to cover Apropos’s childhood, which ends up being equal parts dark, tragic, punny, and conveniently trope-filled – all of which Apropos, as narrator, approaches with the same resigned, blasé outlook.

If this sounds a bit jarring, well, it kind of is. Early on, I wasn’t sure what to think of where the story was trying to go or what I was expected to feel about it. After the first turn from cliché to dark and visceral to light and punny, all within a few pages, I caught myself thinking, “Crap, is this book gonna try and mix goofy jokes with serious drama and thoughtful moral quandary?”

The answer is yes. And it pulls it off fantastically.

This is due in large part to the interesting depths of the antihero, Apropos, who seems to be so named purely for the joke in the title. In Apropos we see a deep sense of justice and rightness that is entirely eclipsed by an even deeper cynicism and an unshakeable instinct for self-preservation. His life is objectively terrible, but rather than brood and lament, he adjusts. He keeps his head down when he can, weathers abuse when he can’t, and learns to deal with the constant shit storm, all the while bottling his growing anger and resentment at a world that would allow such amounts of suffering and hypocrisy to go unchecked. The fact that he himself becomes a selfish, hypocritical, and generally awful person is not lost on him, and the result is a flawed, unheroic, pathetic coward of a protagonist, a magnificently multifaceted bastard who doesn’t spare even himself from his vast and withering contempt.

And it’s a blast. It really is. Apropos is refreshingly pragmatic and unabashedly pessimistic, a welcome change from the typical righteous-yet-humble heroes of traditional fantasy, or even the loveable and untalented everyman in over his head of traditional fantasy spoofs. Despite a portentous birthmark (on his ass, no less) and beginnings that are not “humble” so much as “poverty of the dirtiest kind,” Apropos is everything a hero should not be short of outright evil.

And this, as it turns out, is entirely the point. This is where the satire, funny or otherwise, really shines through. This is the crux that elevates Sir Apropos of Nothing from a generically self-aware fantasy story to an original and memorable subversion of storytelling as a whole.

Without giving too much away, there comes a point in the plot where Apropos realizes that the events surrounding his miserable life are part of a heroic tale that has been preordained by Fate and is now being epically written out by Destiny. And despite his birthmark, his tragic past, and his mother’s constant reassurances that he has some sort of great destiny hovering over him, he is not the hero. He is only a minor character. A walk-on role on the hero’s stage. A brief pit-stop along the hero’s journey. An NPC whose dreams, desires, and continued existence are so far below importance to the story as to be utterly negligible.

And once this finally clicks with him, he violently, brazenly rebels against it. He gives an emphatic middle finger to Fate’s ideas and sets about making Destiny sit up and take notice of him again. He momentarily and violently overcomes his own abject cowardice just long enough to find a way to completely wreck the traditional heroic ballad in which he lives, all on the basis that, dammit, the world owes him more than this, and nobody should be so miserably cursed as to live their entire life as a foil character.

At this point in my own reading, I didn’t know whether to cheer him on or worry about the repercussions of his actions, because he doesn’t suddenly become heroic when this happens. He’s exactly as much of a selfish, lying bastard as before, and however bad you feel for him, you can completely understand why he was never cast for this role in the first place. Add to this the complete disregard of the author for following what seems to be the obvious progression of events in favor of twists that take you completely by surprise, but still make complete sense and arise organically from the story itself, and you eventually give up thinking that you have any sense of where the story’s going or how any event is going to play out. From beginning to end, it feeds you familiar ideas and then completely subverts them, introduces clichés and then proceeds to tear them apart, and you laugh and pity and feel something the entire way through.

In short, Sir Apropos of Nothing is a book that will keep you turning page after page – not necessarily because of the gripping drama (although it has that) or because of any breezy humor (although it has that too), or because the narration itself oozes suspense (although it often does), but because, with the rapid infusion of new and creative ideas and the hidden depths of character constantly bubbling to the surface in everyone involved, you honestly never know what’s going to happen next. If you like fantasy and can stand to have your expectations messed with, Apropos is certainly apropos.
  
The Book of Kings
The Book of Kings
Robert Gilliam | 1995 | Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
Shelf Life – The Book of Kings Has a Few Gems and a Few Warts
Contains spoilers, click to show
Unlike other short story anthologies I could mention, this one wasn’t mostly horrible. Instead, the stories inside run the gamut from stupid to brilliant and from annoying to nothing special to fun and memorable. A little something for everyone, then.

So since I can’t review it with one blanket sentiment, let’s instead take a quick look at a handful of the 20 all-original stories inside. The following are the tales that most stood out to me during my reading, for better or worse.

“The Kiss” by Alan Dean Foster – A woman walking through a snowy city finds a frog who says he’s a prince, so she kisses him. He turns into a guy and stabs her to death.

Oh boy, we’re not off to a great start here. This story could have been told in a page or so and been an interesting twist on the old tale, but instead the author drew it out over three pages by choosing the absolute most pretentious choice of words for every damn sentence. The guy doesn’t stab the woman, his “knife describes a Gothic arc.” She doesn’t shout or whisper or ask what’s going on, she “expels a querrelous trauma.” It’s not snowing on her face, “trifles of ice as beautiful as they were capricious tickled her exposed cheeks, only to be turned into simulacra of tears as they were instantly metamorphosed by the bundled furnace of her body.”

Yes, really.

The sheer purpleness of this prose might be excused for a deliberately lofty and overwrought tale, but it absolutely does not fit a story about a girl getting shanked by a frog on the street. If the contrast between what’s happening and how it’s presented is supposed to seem absolutely ridiculous, then it’s a success. This reads more like a writing exercise for seeing how unbearably melodramatic you can tell a simple story that the author went ahead and published anyway. I only read it last night as of the time of this particular bit of review, but I still have a headache.

“Divine Right” by Nancy Holder – A king grieving for his recently passed daughter and only heir tries to figure out how to keep his legacy from dying out and eventually decides on a way to choose a successor, sealing his decision by making a pact with God.

I really liked this one, partly for the great characterization of the king via his priorities. He’s not a bastion of righteousness or a tyrannical despot. He might be a pretty decent ruler, or he might not, depending on your priorities and the angle from which you view him. Mostly he’s written to be believable for his position and time period, pride and failings and all.

But what really sealed this story for me was the ironic bent of the plot that I can’t really discuss in any more depth without spoiling it except to say that it definitely fit with the tone and left an appropriate message. So let’s just give it a thumbs up and leave it at that.

“In the Name of the King” by Judith Tarr – If you know the story of Hatshepsut, an Egyptian queen who ruled as Pharaoh, then this is an extra interesting story. It follows both Hatshepsut and her lover in the afterlife and the legacy they’re leaving behind after their deaths, in which they take a surprisingly active interest for dead people.

If you know your history, though, you know where this is going, and it’s very touching as it gets there. It’s also character-centric in a way that makes its dead cast members seem very much alive. This one’s a good contender for my favorite story in the whole anthology.

“Please to See the King” by Debra Doyle and James D. Macdonald – A small glimpse of about one evening each into the lives of two seemingly unrelated, seemingly unimportant men against the backdrop of the battles being fought over a vague and distant rebellion against a vague and distant crown.

To say more would be to spoil the story, which is short, sweet, and interesting. It gives you just enough details, and no more, that you can piece together a much deeper story with room left for speculation about who certain characters really were and what exactly just happened. I’ve spent more time thinking about how the ending may be interpreted than it took me to read it, which is a good sign of nuance done right.

“The Name of a King” by Diana L. Paxson – This’n c’n rightf’ly b’ put in w’ th’ other st’ries I woul’n’t oth’rwise b’ther t’ mention ‘cept fer th’ o’erwrought dialectic style o’ nearly all o’ th’ dialogue, whut c’n git on yer nerves right quick-like whene’er any’ne op’ns their mouths. An’ while I’m ‘ere, th’ settin’ w’s rife wi’ plen’y o’ hints at deeper d’tails whut was ne’er sufficien’ly delved into or whut impact’d th’ actu’l plot much. Felt like part o’ a fant’sy series whut I was ‘spected t’ b’ f’miliar wit’ but wasn’t, an’ whut di’n’t give me ’nuff t’ git f’miliar wit’ just fr’m this st’ry.

Oth’rwise, t’w’sn’t t’ b’d, I s’pose. Bit borin’.

“Coda: Working Stiff” by Mike Resnick and Nicholas A. DiChario – This one was just fun. Again trying not to give away any twists or revelations, this one follows a journalist interviewing a bus driver who used to be a big, famous king back in his heyday but is now content (or so he says) with his obscure life of working a simple job in the day and drinking in his spartan home at night.

Who this ex-king really is probably isn’t who you think it’s gonna be at first, but the story does still technically, and cheekily, fit in with the premise of the book overall. It reminds me very much of something Neil Gaiman might have written, or maybe Terry Pratchett if he’d decided to tackle the kingly premise from a more modern and realistic approach.

There are still 14 stories left in here, many of which are also good reads, or at least decent. In fact, looking back through it again, the only real dud that stands out to me is “The Kiss.” The weakest of what’s left are either adaptations of stories that didn’t really do it for me (“The Tale of Lady Ashburn” by John Gregory Betancourt) or weird original works that weren’t really memorable in what they set out to do (“A Parker House Roll” by Dean Wesley Smith).

Overall, The Book of Kings is a fun and interesting romp through a number of royal worlds, themes, and tones. As such, anyone who gives it a look will probably have the same general sentiment I did at the end, with a few things to like and a few to point to as examples of what doesn’t work for them. Me, I got a bit of the inspiration I was looking for and a few memorable tales out of it, so I’ll forgive the warts.
  
The Haunting of Hill House
The Haunting of Hill House
Shirley Jackson | 2009 | Fiction & Poetry, Horror
8
7.5 (29 Ratings)
Book Rating
Strong writing (1 more)
Good characters
Run-on sentences (1 more)
No explanations for paranormal activity
Contains spoilers, click to show
If you're looking for a scary story, 'The Haunting of Hill House' just doesn't add up.

The story is still worth reading because Jackson's story telling is something that is missing in literature today. The reader is introduced to characters that are different enough to be interesting; their development is just right that it leaves the reader satisfied. The story moves along well enough that the pace keeps us from getting bored. And each turn of the page keeps the reader guessing what is going to happen next- a must for any ghost story.

In 'The Haunting of Hill House,' Jackson mostly focuses on the character Eleanor - a woman who recently lost the sickly mother she had taken care of for years, to receiving an invitation for a paranormal experiment at the infamous Hill House. Eleanor also seems to be the main character affected by the house, not only having her name written on a wall, but also having her named called out by spirits during an automatic writing session with them.

Our first introduction to the Hill House happens as Eleanor arrives: "No Human eye can isolate the unhappy coincidence of line and place which suggests evil in the face of a house, and yet somehow a maniac juxtaposition, a badly turned angle, some chance meeting of roof and sky, turned Hill House into a place of despair, more frightening because the face of Hill House seemed awake, with a watchfulness from the blank windows and a touch of glee in the eyebrow of a cornice. Almost any house, caught unexpectedly or at an odd angle, can turn a deeply humorous look on a watching person; even a mischievous little chimney, or a dormer like a dimple, can catch up a beholder with a sense of fellowship; but a house arrogant and hating, never off guard, can only be evil. This house, which seemed somehow to have formed itself, flying together into its own powerful pattern under the hands of its builders, fitting itself into its own construction of lines and angles, reared its great head back against the sky without concession to humanity. It was a house without kindness, never meant to be lived in , not a fit place for people or for love or for hope. Exorcism cannot alter the countenance of a house; Hill House would stay as it was until it was destroyed."

We never see Hill House through any other character's eyes, and the viewpoints mostly come from Eleanor (a missed opportunity,I think). Everyone who arrives at the house feels uneasy about it: doors and curtains close on their own, unexplained banging noises down the hallways(only at night), the chattering and laughter of children, and with an oddly placed cold spot. Yet,to the reader's dismay, nothing is fully explained by the end of the story - no apparitions show up, no one seems harmed by anything unseen (although, the character, Luke, suddenly shows up with a bruised face that is never discussed), and the reader ends up wondering if this really is a product of mass psychosis. It almost seems like Jackson ended the story abruptly just to finish it(the book is only a little under 200 pages). She set up wonderful scenarios, but without explanations, we're left with a very empty feeling.

Nearing the end of the book, the doctor, John Montague, who has ran the entire experiment, has his wife,Mrs. Montague,arrive a few days later, who seems to know more about contacting spirits than he does: "The library? I think it might do; books are frequently very good carriers, you know. Materializations are often best produced in rooms where there are books. I cannot think of any time when materialization was in any way hampered by the presence of books." And with the arrival of Dr. Montague's wife, we get one of the major experiences in the entire book. Although her character is quite annoying- even seen through the eyes of other characters- she brings some of the most ghost story elements, one of which is her automatic writing sessions: "Planchette felt very strongly about a nun, John. Perhaps something of the sort- a dark, vague figure, even- has been seen in the neighborhood? Villagers terrified when staggering home late at night?" None of the characters, besides Mrs. Montague's companion, Arthur, believe her automatic writing sessions are real, even after Eleanor's name is brought up during one. As I stated before, without any explanations, the reader is even led to believe that nothing was meant to come of these sessions whatsoever.

The ghost story elements may not have been strong in the story, but the characters make up for them. They constantly question what they are experiencing and/or seeing, they question their surroundings, and they question each other -Jackson does an amazing job weaving paranoia into the story line.

One of the more shocking and unbelievable scenes is when Eleanor is suddenly not fearful of the house anymore: "And here I am, she thought. Here I am inside. It was not cold at all, but deliciously, fondly warm. It was light enough for her to see the iron stairway curving around and around up to the tower, and the little door at the top. Under her feet the stone floor moved caressingly, rubbing itself against the soles of her feet, and all around the soft air touched her, stirring her hair, drifting against her fingers, coming in a light breath across her mouth, and she danced in circles. No stone lions for me, she thought, no oleanders; I have broken the spell of Hill House and somehow come inside. I am home, she thought, and stopped in wonder at the thought. I am home, I am home, she thought; now to climb." It was as if Eleanor was a completely different person in just a few pages.

I do have a couple of problems with 'The Haunting of Hill House,' mostly centering around the use of run-on sentences and extra long paragraphs. The run-on sentences are a waste of time because Jackson seems to merely elaborate on something that could be easily explained or experienced with fewer words. The paragraphs, however, need to be broken up for scene transitioning purposes -when she transitions from one scene to the next, she can confuse the reader with them: one paragraph will have all the characters in the dining area, but in that same paragraph, just a few sentences down, Jackson has the characters suddenly in the parlor,drinking Brandy. Maybe the intention was to make the reader feel paranoid and uneasy like the characters in the book, but it was certainly not needed with the way of Jackson's style of writing.

With all that said, it's easy to see why this book is a popular classic. The writing is strong, using enough descriptions to put the reader in Hill House with all of its paranormal beings. And no matter who you are, you are able to find at least one of the lead characters as a favorite. I feel the book is a must-read for anyone interested in the paranormal, because Jackson brings out the occult interest that was going on around 1959 - when she published 'The Haunting of Hill House;' everything from cold spots to the use of a planchette for automatic writing.

I recommend this book, but if you're looking for scares, you must look elsewhere.
  
A Court of Mist and Fury
A Court of Mist and Fury
Sarah J. Maas | 2016 | Young Adult (YA)
10
9.3 (54 Ratings)
Book Rating
Wow. Just wow. There are going to be spoilers in this review, so read at your own peril.

I have actually read this book three times cover to cover since I got it. You could say that I love it, just a bit.

I absolutely adored the character developments. Yes, they were heartbreaking at times (I'm looking at you Feyre), but they were so necessary to be able to move the story along. At first, I was kind of upset that we didn't get all of the mushy romance between Tamlin and Feyre, especially not seeing their engagement, but it all turned around from there. I loved being able to see Feyre struggling with her new body as well as her new mental state. I appreciate Sarah J Maas because she isn't sugar coating the trauma these characters went through. We are living in their heads, so we should expect to see the consequences of what happened Under the Mountain.

That being said, my initial ship of Tamlin and Feyre completely sunk at page 120. I was starting to dislike Tamlin since the beginning of the book since he was so overprotective and he was basically smothering Feyre, but I didn't start to hate him until he locked her up. The literal hate fire that was ebbing off of me while I was reading that was just too much. He disregarded her as being a person who had hopes and dreams and flaws just to make himself feel better about himself.

But now, I am totally team Rhysand!!!! Oh my god, actual knight in shining armor right here. I think he has gone through an amazing character arc as well. In the first book, he was more the arrogant, cocky asshole who seemed to only do things for himself, but in this book, he has become a real person. I loved being able to see his soft side whenever he is around his Inner Circle. His happiness around them is almost infectious! And then him around Feyre is just the cutest thing in the world. I just can't with him. He loves her to a point where he would be willing to make himself suffer to see her happy, which is something Tamlin I don't think would ever do. And then the tension between him and Feyre, holy cow. I loved those scenes. (Especially the more blush worthy scenes, those make me really happy [The Court of Nightmares, the Inn, the Cabin, Starfall, etc.]). It was amazing to see how they complimented each other and actually worked together to make things better. His power is phenomenal and I would not want that going against me, ever.

I really enjoyed how both Rhysand and Feyre have moments where they have to use each other to get out of their nightmares. That is the kind of relationship she needs, someone who helps her deal with her issues while also needing the same help for himself. Being able to see the parallels between the two moments was really cool.

Ugh, and Feyre not being able to paint for the majority of the book was heartbreaking. I loved how it was Rhys who was the one to get her to paint again.

The Inner Circle makes me laugh whenever they are in a scene.

Cassian is adorable. I think he would be like a Labrador puppy just following them around, but being able to get very protective when he needs to be. When he trains Feyre and she breaks down, that broke my heart. Here was a guy who didn't really know her very well, but was willing to stand up for her in ways that Tamlin and Lucien would do. Plus, him and Nesta are going to be a thing, I just know it.

Amren is not someone I would want to get on my bad side. She is intense in all of her feelings, loyalty included. She would kill for any of her friends and would never feel bad about it. I loved how much she stood up for Feyre, even when Feyre didn't really notice her being that kind. I want to know how much power this girl holds, though.

Mor is my spirit animal. She keeps getting up whenever she is kicked down. She stands tall against her family and I appreciate that. And on top of it all, she is still able to smile and be an overall amazing person. Yes, she has made mistakes in the past, but she is living with them and dealing. I want her and Azriel to just be together all ready!! Her moments with Feyre are really sweet because she is constantly reaffirming the feelings without making Feyre feel bad about any of it.

Azriel is intimidating as hell. He honestly terrifies me, but he is still so sweet. Sarah, why do you keep making such amazing characters?!?!?

I love Velaris. I want to live there forever. It was described so beautifully that it was easy to see exactly what they were seeing.

The story line move along very well. I loved how the plot developed. I honestly have no complaints about this book at all.

Like I said, I thought it was necessary for the story to start where it did, especially with the bad relations between her and Tamlin. The wedding was important too because it showed how much she had changed, how much she didn't want to be in that relationship any longer. When Rhys showed up, he was her savior, but she didn't know it at the time. She didn't know that they had more of a connection than she thought. I don't like what Tamlin and Lucien forced her to do. They didn't think about any of her issues with anything they may have done--especially forcing her to spy for them on Rhys, the only person besides Alys who cares about her well being.

Her learning how to read was just like I thought it would be. Rhys' sentences he made her copy were adorably brilliant.

I honestly think my favorite part of this novel would have to be a tie between Starfall, the Court of Nightmares, and the cabin in the woods. Each of these scenes were, in their own right, moments where Feyre finally let herself be happy, let herself feel more than despair and hatred for what she had done. You can feel a shift in her in each of these moments as well.

I think the major plot movements went very well. Starting with Feyre having to prove to herself that she wasn't a porcelain doll to be able to use her powers to be able to go against the King of Hybern. All of it was connected and based on what she had previously gone through. Even the relationships had to be fleshed out enough in the beginning to get to the ending in a realistic and understandable way.

And OH MY GOD MATING BOND!!!!!!!!!! So freaking great. I loved being able to see it in action. ;D

If you liked A Court of Thorns and Roses, you are going to like this one even more. The story is much more fleshed out and the characters feel more realistic.

Overall, I think I am going to be reading this book over and over again for the foreseeable future!! (Also, can someone get me a Rhys? I need one. Now.)

I honestly cannot stop reading this book. As of 22 Mar 2018, I have read it about 10 times
  
A Court of Mist and Fury
A Court of Mist and Fury
Sarah J. Maas | 2016 | Young Adult (YA)
10
9.3 (54 Ratings)
Book Rating
Wow. Just wow. There are going to be spoilers in this review, so read at your own peril.

I have actually read this book three times cover to cover since I got it. You could say that I love it, just a bit.

I absolutely adored the character developments. Yes, they were heartbreaking at times (I'm looking at you Feyre), but they were so necessary to be able to move the story along. At first, I was kind of upset that we didn't get all of the mushy romance between Tamlin and Feyre, especially not seeing their engagement, but it all turned around from there. I loved being able to see Feyre struggling with her new body as well as her new mental state. I appreciate Sarah J Maas because she isn't sugar coating the trauma these characters went through. We are living in their heads, so we should expect to see the consequences of what happened Under the Mountain.

That being said, my initial ship of Tamlin and Feyre completely sunk at page 120. I was starting to dislike Tamlin since the beginning of the book since he was so overprotective and he was basically smothering Feyre, but I didn't start to hate him until he locked her up. The literal hate fire that was ebbing off of me while I was reading that was just too much. He disregarded her as being a person who had hopes and dreams and flaws just to make himself feel better about himself.

But now, I am totally team Rhysand!!!! Oh my god, actual knight in shining armor right here. I think he has gone through an amazing character arc as well. In the first book, he was more the arrogant, cocky asshole who seemed to only do things for himself, but in this book, he has become a real person. I loved being able to see his soft side whenever he is around his Inner Circle. His happiness around them is almost infectious! And then him around Feyre is just the cutest thing in the world. I just can't with him. He loves her to a point where he would be willing to make himself suffer to see her happy, which is something Tamlin I don't think would ever do. And then the tension between him and Feyre, holy cow. I loved those scenes. (Especially the more blush worthy scenes, those make me really happy [The Court of Nightmares, the Inn, the Cabin, Starfall, etc.]). It was amazing to see how they complimented each other and actually worked together to make things better. His power is phenomenal and I would not want that going against me, ever.

I really enjoyed how both Rhysand and Feyre have moments where they have to use each other to get out of their nightmares. That is the kind of relationship she needs, someone who helps her deal with her issues while also needing the same help for himself. Being able to see the parallels between the two moments was really cool.

Ugh, and Feyre not being able to paint for the majority of the book was heartbreaking. I loved how it was Rhys who was the one to get her to paint again.

The Inner Circle makes me laugh whenever they are in a scene.

Cassian is adorable. I think he would be like a Labrador puppy just following them around, but being able to get very protective when he needs to be. When he trains Feyre and she breaks down, that broke my heart. Here was a guy who didn't really know her very well, but was willing to stand up for her in ways that Tamlin and Lucien would do. Plus, him and Nesta are going to be a thing, I just know it.

Amren is not someone I would want to get on my bad side. She is intense in all of her feelings, loyalty included. She would kill for any of her friends and would never feel bad about it. I loved how much she stood up for Feyre, even when Feyre didn't really notice her being that kind. I want to know how much power this girl holds, though.

Mor is my spirit animal. She keeps getting up whenever she is kicked down. She stands tall against her family and I appreciate that. And on top of it all, she is still able to smile and be an overall amazing person. Yes, she has made mistakes in the past, but she is living with them and dealing. I want her and Azriel to just be together all ready!! Her moments with Feyre are really sweet because she is constantly reaffirming the feelings without making Feyre feel bad about any of it.

Azriel is intimidating as hell. He honestly terrifies me, but he is still so sweet. Sarah, why do you keep making such amazing characters?!?!?

I love Velaris. I want to live there forever. It was described so beautifully that it was easy to see exactly what they were seeing.

The story line move along very well. I loved how the plot developed. I honestly have no complaints about this book at all.

Like I said, I thought it was necessary for the story to start where it did, especially with the bad relations between her and Tamlin. The wedding was important too because it showed how much she had changed, how much she didn't want to be in that relationship any longer. When Rhys showed up, he was her savior, but she didn't know it at the time. She didn't know that they had more of a connection than she thought. I don't like what Tamlin and Lucien forced her to do. They didn't think about any of her issues with anything they may have done--especially forcing her to spy for them on Rhys, the only person besides Alys who cares about her well being.

Her learning how to read was just like I thought it would be. Rhys' sentences he made her copy were adorably brilliant.

I honestly think my favorite part of this novel would have to be a tie between Starfall, the Court of Nightmares, and the cabin in the woods. Each of these scenes were, in their own right, moments where Feyre finally let herself be happy, let herself feel more than despair and hatred for what she had done. You can feel a shift in her in each of these moments as well.

I think the major plot movements went very well. Starting with Feyre having to prove to herself that she wasn't a porcelain doll to be able to use her powers to be able to go against the King of Hybern. All of it was connected and based on what she had previously gone through. Even the relationships had to be fleshed out enough in the beginning to get to the ending in a realistic and understandable way.

And OH MY GOD MATING BOND!!!!!!!!!! So freaking great. I loved being able to see it in action. ;D

If you liked A Court of Thorns and Roses, you are going to like this one even more. The story is much more fleshed out and the characters feel more realistic.

Overall, I think I am going to be reading this book over and over again for the foreseeable future!! (Also, can someone get me a Rhys? I need one. Now.)

I honestly cannot stop reading this book. As of 16 May 2016, I have read it 4 times.
  
Trogdor!!: The Board Game
Trogdor!!: The Board Game
2019 | Adventure, Miniatures, Puzzle
I cannot possible explain to you how many hours of my college career were spent LMBO at the homestarrunner.com website. Teen Girl Squad. Strong Bad E-mails. The incredible Halloween episodes. If you know what I’m talking about, I hope you enjoyed some sense of beautiful nostalgia just now. So when I saw that someone was making a board game based on a secondary (or a thirdedary) character from one of my favorite websites from my not-so-youth I knew it would be mine someday. That day has come and I am here to report my thoughts on Trogdor!! The Board Game.

Trogdor!! The Board Game, which I’m just gonna start calling Trogdor!!, is a cooperative area burninating puzzle adventure game for only the coolest of the cool. The twist on this game, if you are unfamiliar with Trogdor or Homsar, is that the players are all essentially cultists who assist Trogdor to burninate the countryside, all the cottages, and chomp the peasants or send them to the Void.

DISCLAIMER: Though this was Kickstarted, I did not splurge on the deluxe version, so I have the meepled version and it does just fine. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup the game (and I found this part tedious) lay out the countryside tiles according to one of the suggested layouts in the back of the rule book or simply wherever you want in a 5×5 grid. This is your game board now. Also place out the thatched-roof cottages, peasants, knights, and archers. Trogdor starts the game in the middle tile, prepped for his burnination run. Each player also receives a Keeper of Trogdor persona card that provides special abilities, an item card that can be used during play, and an action card that determines how many action points a player may use as well as possibly special abilities to use for the turn. Troghammer starts the game on the Trog-meter, ready to come onto the board to wreak hammery havoc on our hero.

A turn consists of two phases. The first phase has the current player drawing an action card which intimates the number of action points (AP) the player can use for actions: Move Trogdor one space orthogonally, Chomp a peasant to increase health, Burninate a tile/cottage/peasant, Burrow into a tunnel and pop out the other side, or Hide in the mountains. Movement is easy: move Trogdor one space per AP you’d like to spend. Chomping requires Trogdor to be on the same tile as a peasant, but then you can chow down on them to increase our deity’s health bar. Burninating also requires Trogdor to be on the same tile as the tile/cottage/peasant you want to burninate. The Lake tile has special burninating rules, as do thatched-roof cottages. I will also allow you to learn about burninating peasants on your own, as it is pretty amazing. Burrowing requires Trogdor to be on a tunnel tile and spend an AP to teleport to the other tunnel (a la Small World). Trogdor may also simply Hide on a mountain tile to be protected from the attackers that act during the next phase. If players to not like either the action card they were dealt or the card they drew, they may simply discard a card to take their turn with 5 AP and no special abilities.

The next phase is where the board elements do their thang. The active player will draw and play a movement card. From instructions on this card the board may spawn more peasants, will move the peasants, will move the knights and also archers. Peasants do not fight Trogdor, but they can possibly repair burninated tiles. Knights WILL hurt Trogdor whenever they pass through or end their turn on the same tile as Trogdor. Knights will also automatically repair any burninated thatched-roof cottages they pass through. Troghammer is a special knight who only comes into play once Trogdor is hurt the first time. Archers will attack an entire column or row depending on which direction they were traveling when they ended their movement. If Trogdor still has peasants on the Trog-meter (representing health), then the next player takes their turn. If Trogdor has no more health and he is hit again, he enters a fiery RAGE! I will let you discover what happens during this event also.

The players win when all the tiles, cottages, and peasants have been burninated or eliminated from the board. They lose when Trogdor is defeated and they have not completed their victory conditions.

Components. It’s always so hard to really know exactly what you will be receiving when you Kickstart a game. Especially from a company not known for board games, and which has never produced a board game. So, I was anticipating something entirely different as I was opening my box. This is what I received: excellent tiles with UV spot on each side (super fancy!). I usually don’t care about UV spot anywhere on my game, but that seems to be en vogue now, so I’ll just try to enjoy it when I can. The other cardboard bits are great too. The cards are of great quality, but I went ahead and sleeved the action and movement cards since I knew they would be handled quite a bit. The Trogeeples (jeez) all are of great quality, and I really appreciate the additional Trogdor meeples included. I had a big chuckle about that. The artwork is comical (like in a comic) and I also appreciated all the Strong Bad enhancements as well. The only negative I have about the components of the game is the ridiculous thin box of air that was included as a buffer near the insert. I threw it out, put my sleeved action and movement cards in a plastic deck box in its place and now I’m much happier.

Overall, I had such a blast playing this game. Is it mostly due to nostalgia and reverie? Perhaps. But, Bryan was playing this with us and he didn’t know anything about Trogdor or Homestar Runner. He also really enjoyed the game, so I think the level of familiarity doesn’t matter. Obviously I did not explain EVERY rule to the game, but hopefully by my quick description my readers get a good idea of how the game plays. I can honestly say that I love love love this game and will treasure it always. If/when I see this at my FLGS I may just buy up all the copies to give as gifts. It’s really good. That’s why Purple Phoenix Games give this one an MSG’d 15 / 18. Oh, and you’re welcome for my holding back of all the quotes I COULD HAVE put in this review. I could have really earned my nerd card renewal.
  
Cloud Atlas (2012)
Cloud Atlas (2012)
2012 | Drama, Sci-Fi
While I am not familiar with the novel, I was not excited to review the film adaptation of David Mitchell’s Cloud Atlas. Though the Screenplay was written and directed by the Wachowskis (The Matrix) and Tom Tykwer (Run Lola Run) I did not know exactly what I was getting into. The trailer shows it as an epic sci-fi film crossing the time and lives of several stories and how everything and everyone is connected. Needless to say my curiosity was piqued. But I was nervous because I knew it would take a grand effort to keep this epic and ambitious project from falling flat. And well, I can honestly say that I am not quite sure if the combined effort succeeded.

Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.

The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.

The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.

Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.

Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.

The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.

When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.

However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.

Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
  
Gift of Tulips
Gift of Tulips
2021 | Card Game
Admittedly, I have never attended a tulip festival. Nor a Renaissance faire. Nor many other festivals that are niche and awesome. I would love to attend one in the future, but I cannot see myself traveling all the way to Amsterdam for the great Tulip Festival. Luckily, I no longer need to, as Gift of Tulips has arrived to my doorstep! But someone please invite me to a Ren Faire when we are able to commune once again.

Gift of Tulips is a game of choices. In it players are attendees at the festival attempting to gather the most beautiful bouquet of flowers for themselves as well as gifting some to friends. The winner of the game is the player who can best decide which tulips should be kept, which should be gifted, and which should be donated to the secret festival.

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. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup refer to the rulebook to adjust the deck of tulip cards per number of players. Shuffle this deck and place aside for now. Each player receives a scoring card, reference card, favorite color player cube, and two tulip cards from the deck. Per number of players set the appropriate Festival Cards on the table from 1st Place through 4th Place. Draw two cards from the deck and place the highest-numbered card under the 1st Place Festival Card and the lower valued tulip card under 2nd Place. Each player then looks at their dealt cards and decides which they would like to keep to start their personal bouquet and which they wish to donate face-down to the secret festival stack. The game is now ready to begin!
On a turn the active player will draw one card from the deck and then perform one action. Next they will draw a second card and perform a different action (not the same action as the first). The available actions are keeping a tulip for the bouquet, gifting the tulip to a friend, or adding a card to either the festival or the secret festival stack.

Keeping a tulip for the player’s bouquet is simply that: place the card face-up in front of the player and score immediate points depending on the tulip type’s position in the festival. This is also important when scoring for gifting. As tulips are added to their types in the festival, their placement in the festival can change. So while a purple tulip, for example, begins the game as the highest numbered tulip in the 1st position, another tulip type, orange maybe, may possibly overtake the 1st position cards by having a larger total value in tulips. When this happens, the newly-increased-in-rank tulip stack pushes the next highest into the lower position. Each position’s festival card will contain icons that award points for when that type of tulip is kept, given, and when majority of cards is owned at endgame.

Similarly, when a player opts to gift a tulip for an action, they simply choose an opponent (well, friend) and give them the card. By referencing the tulip type’s current position in the festival the player may score immediate points.

Lastly the player may choose to donate their tulip to the festival (face-up under the Festival Cards or face-down into the secret festival stack). By donating to the festival proper they will add the card to the appropriate type stack and adjust the total value and position within the festival. Should the player wish to add the card to the secret festival stack, they simply add it face-down.


Once all cards have been drawn and played from the deck the game is over and final scoring may begin. Firstly the secret festival cards are to be shuffled and five from this deck will be added to the festival proper to fine-tune some value adjustments (so that is why players may want to add to the secret festival during play). Once the five cards have been added players will address each tulip type by placement in the festival. The tulip type under the 1st Place card will score majority points to the player with the majority of that type of card (not value, but number of flowers). Similarly, the player with the second most of that type will score the second majority and so on through 4th Place. The player with the most points at the end of the game has won and will now owe the other players a bouquet of real flowers. Well, maybe not that last part.
Components. Again, this is a prototype copy of the game so components may be different as a result of a successful Kickstarter campaign. That said, this is a bunch of cards and some token markers (cubes in the prototype). The cards all feature incredible botanical artwork that is simply beautiful to behold. The card backs and Festival Cards all feature a lovely delftware pattern from the Netherlands. The artwork on this game is amazing and really colorful, like so many from Weird Giraffe Games.

But do I enjoy the gameplay? Absolutely. It reminds my wife and me of a great little game called Biblios where players are choosing where to allocate cards, and are not allowed to simply gobble them for themselves. Being able to adjust the market, if you will, is also a mechanic that I truly enjoy. A static market is fine, but those kinds of games are a little easier to abuse. Constantly shifting markets is where it’s at.

Being able to gift your opponents higher cards for those immediate points is new and clever, but you have to always be keeping track of the number of cards given per type. Obviously shuffling all your blue tulips to the same person may result in that person holding majority at endgame. But then again, there are ways to adjust the market to counter that. It is just so fun to think about and play.

I also am in love with the art. I mentioned this in my components review but I simply love the way this game looks. Art and theme go a long way with me, and this one certainly has both in spades.

So if you are a fan of beautiful games with a quick teach and light to medium gameplay, I urge you to check this out. The art and theme are strong, the gameplay is super solid and fun, and you feel great donating so many lovely flowers at the end of the game. If you are looking for that gorgeous game to complete your collection, or you need a game to fill that empty Netherlands slot in your collection, please consider backing Gift of Tulips. When you have a game that uses both orange and purple as main colors you KNOW it’s going to be great!
  
Unmatched: Cobble & Fog
Unmatched: Cobble & Fog
2020 | Book, Card Game, Fantasy, Fighting, Miniatures
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.

In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”


DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.

On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.

All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.

Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.

Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.


Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.

It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.

Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.

I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.

I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
  
40x40

Gareth von Kallenbach (971 KP) rated the PC version of Outriders in Video Games

Apr 10, 2021  
Outriders
Outriders
2020 | Action/Adventure, Shooter
Once Patched: Outriders Is A Fun And Engaging Adventure Which Provides Plenty Of Action
With the Earth deemed unsalvageable and with mounting natural disasters, humanity plans to send colony ships to the distant planet of Enoch in an effort to save humanity. After 86 years in space, an elite unit known as Outriders land to pave the way and soon finds themselves under attack by rival security forces and a deadly and bizarre storm that has decimated the Outriders.

Seriously injured the player character is put in stasis and is awakened 31 years later to find what is left of humanity engaged in a violent Civil War with the player being their best chance for survival.

Thus begins Outriders; an ambitious game from People Can Fly and Square Enix which looks to combine action, combat, loot, and Science Fiction into a bold gaming experience.

Players can customize the look of their characters and must select a class such as Trickster, Pyromancer, Devastator, and Technomancer. The classes have specific abilities which as players gain experience, unlocks and allows them to select and use devastating powers as it seems the exposure to the storm has given the player character God-like abilities and has earned them the title of “Altered”. I selected the Devastator class and enjoyed being able to suspend and reflect incoming fire, add a protective barrier, produce spikes to impale enemies, crush enemies with a gravity-based attack, dash and smash, and my favorite; a propelled leap that reduced all in my landing area to a pulp. Each power has a cool-down timer after use but as the game is very customizable; players can unlock and assign new perks which can increase damage, duration, and more for their powers, weapons, and such.

The game had an extensive demo available pre-launch and this allowed me to get to know the screens to equip, modify, swap, or deconstruct gear as there is a huge variety of armor and weapons for players to use and modify.

While the menu system at times was confusing at first in terms of what the main mission was and what were numerous side missions and such; I was able to get things up to speed and with strategic capture points; players can always jump back to various locales.

Since the early missions involved being around the main base filled with trade and other options; I had figured it would play into the game going forward. However, as I went deeper into the game I found it easier to simply deconstruct or not gather loot that I did not want and simply equip better gear and weapons as they came my way.

The progress I had made in the demo also carried over onto the main game so long as you use the same platform for release that you did in the demo. This was great to experience as I did not have to replay the lengthy intro and setup nor the early missions.

With a crew of NPC characters along for the mission, the player will journey into dangerous zones each with their own unique biosphere and dangerous creatures and enemies who come at you in waves and can be overwhelming even with the ability to set the game difficulty.

Outriders is setup to be played with a party of characters and much has been made of the rough launch for the game which included server issues, cross-play problems, missing HUD Displays, and such hampered gamers. I was able to connect with a player I found in the forums for the game and he helped me through some battles that I could not figure out how anyone could be expected to complete on their own at the skill level they originated at.

Players can randomly join a party but did not have a clue where they would be in the story progress or how many were in a party, but it was very easy to resume a campaign where I left off should the party I joined be further ahead of or back of where I wished to be.

I did jump into a game that is done randomly and was able to get some higher-level gear and weapons which helped when I returned to my campaign, but in time I again found myself in need of help. One player had issues with getting in my game and then being booted as an example. The HUD display would vanish often which required a return to the lobby, sometimes multiple trips; to get it back. While it seems like no big deal and I worked my way through at times without it; not being able to see a mini-map, health, and if your powers were recharged does make it difficult.

The game offers lavish locales from snow-covered mountains to a jungle, desert, temples, and more. The enemies can be very challenging as I found the ones with guns to be easier at times than the wildlife which came in waves and could take all I had to bring down.

The graphics of the game are solid and the combat mechanics reminded me of a mix of Gears of War and The Division series as from a third-person perspective; players could take cover and shoot from a shelter, or wade on into the oncoming enemies and use the vast arsenal of pistols, machine guns, shotguns, and sniper rifles to win the day.

The numerous cut scenes dive the story forward and upon completion of the story; there is a mode where players can work to retrieve items. It was humbling to have weapons that reduced powerful enemies to mush do little more than annoy the enemies I encountered as it was clear that this mode was best suited for advanced gamers in a party.

A new patch arrived yesterday which seemed to resolve the issues I had with matchmaking, server connections, and the missing heads-up display. I was able to match up with another player where I was in the game and the two of us powered through the main missions as well as some side missions to complete the game. We did not have any in-game chat/communication but we were able to work well as a team. I would suggest using Discord or a similar service if you are looking to play with friends on PC or chat with console users.

While the launch was rough due to the numerous issues; they were addressed and the final result once patched is a deeply enjoyable action game that provides plenty of fun and challenges. Some may say waves of wildlife and enemies may become repetitive but the vast array of them as well as the varied locales, weapons, and powers had me hooked from start to finish.

I was a big fan of People Can Fly’s Bulletstorm game and have longed for a sequel ever since that game arrived. Here is hoping that Outriders will become a new franchise and we will see more content in the not too distant future.