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Ross (3284 KP) rated Surprisingly Down to Earth, and Very Funny in Books
Oct 27, 2020
Funny but at times harrowing auto-biography
I wouldn't say I was a huge fan of Limmy's. I've seen a few of his sketches on youtube and have heard him interviewed on a few podcasts. He seems quite strange and a bit of an odd character. I have read his books of short stories and found them to be brilliantly well-written and original.
His auto-biography starts brilliantly, giving a great insight into the childhood that shaped the comedian. There are funny stories of growing up isolated and playing strange games with strange friends. This gets darker as Limmy ages, as he finds himself looking for danger and things to make him feel alive. This inevitably leads to trouble with the police, and on to drink and drugs and more police trouble.
He seems to have always been looking to try and find somewhere to fit in, a niche in the world where he can be himself and be otherwise left alone, though he is his own worst enemy along the way. Battles with depression, suicide and social issues hold him back at almost every stage. He finally finds his niche when he discovers flash programming. This gives him an avenue for his creativity and silliness, and leads to his genius being discovered, eventually leading to a successful podcast and TV shows - though even those weren't plain sailing.
This is the charming, though at times harrowing, story of a man with so many ideas in his head, but so many issues holding him back, and the battle to overcome demons to do what he wants to do, and to do it his way.
His auto-biography starts brilliantly, giving a great insight into the childhood that shaped the comedian. There are funny stories of growing up isolated and playing strange games with strange friends. This gets darker as Limmy ages, as he finds himself looking for danger and things to make him feel alive. This inevitably leads to trouble with the police, and on to drink and drugs and more police trouble.
He seems to have always been looking to try and find somewhere to fit in, a niche in the world where he can be himself and be otherwise left alone, though he is his own worst enemy along the way. Battles with depression, suicide and social issues hold him back at almost every stage. He finally finds his niche when he discovers flash programming. This gives him an avenue for his creativity and silliness, and leads to his genius being discovered, eventually leading to a successful podcast and TV shows - though even those weren't plain sailing.
This is the charming, though at times harrowing, story of a man with so many ideas in his head, but so many issues holding him back, and the battle to overcome demons to do what he wants to do, and to do it his way.

Leanne Crabtree (480 KP) rated The Vampire Games in Books
Jan 12, 2021
*I received a copy of this book via Netgalley in exchange for an honest review*
The beginning was a little rocky, I didn’t know what was happening and the style of how it was written felt a little awkward. By the quarter point it had smoothed out a little and I could read it easily and quickly.
Being the sucker that I am for romance books, the first hint of something, even the slightest hint of something, gets me excited. So that meeting of gazes had me smiling like a loony. I like my paranormal romances. From then I was scouring every page for more interactions between Bianka and Phillip. I quickly fell into their story. I was kind of on tenterhooks near the end wondering what she was going to choose.
The other part of the storyline; the fights, was an interesting take. It reminded me of The Hunger Games in the sort of “kill or be killed” way but this is with vampires so it’s all a little more intense. It was also filled with political undercurrents of the vampire society.
I loved the names the author came up with for the fiefdoms: Twilight Falls, Dawn Hold, Nightfall Keep…they just make me think of dark places but at the same time they sound pretty cool, right?
I liked some bits a lot more than others, but I do think I’d be interested in continuing the story at some point in the future when they’re released.
If you like paranormal romances or vampires or dystopian, maybe all three, then you’ll probably like this.
The beginning was a little rocky, I didn’t know what was happening and the style of how it was written felt a little awkward. By the quarter point it had smoothed out a little and I could read it easily and quickly.
Being the sucker that I am for romance books, the first hint of something, even the slightest hint of something, gets me excited. So that meeting of gazes had me smiling like a loony. I like my paranormal romances. From then I was scouring every page for more interactions between Bianka and Phillip. I quickly fell into their story. I was kind of on tenterhooks near the end wondering what she was going to choose.
The other part of the storyline; the fights, was an interesting take. It reminded me of The Hunger Games in the sort of “kill or be killed” way but this is with vampires so it’s all a little more intense. It was also filled with political undercurrents of the vampire society.
I loved the names the author came up with for the fiefdoms: Twilight Falls, Dawn Hold, Nightfall Keep…they just make me think of dark places but at the same time they sound pretty cool, right?
I liked some bits a lot more than others, but I do think I’d be interested in continuing the story at some point in the future when they’re released.
If you like paranormal romances or vampires or dystopian, maybe all three, then you’ll probably like this.

Matthew Krueger (10051 KP) rated The Texas Chain Saw Massacre (1974) in Movies
Oct 14, 2019
What Noise Does A Chainsaw Make?
The Texas Chainsaw Massacre- a classic horror film. Directed by a horror icon and legend- Tobe Hopper.
The Plot- When Sally (Marilyn Burns) hears that her grandfather's grave may have been vandalized, she and her paraplegic brother, Franklin (Paul A. Partain), set out with their friends to investigate. After a detour to their family's old farmhouse, they discover a group of crazed, murderous outcasts living next door. As the group is attacked one by one by the chainsaw-wielding Leatherface (Gunnar Hansen), who wears a mask of human skin, the survivors must do everything they can to escape.
The film was marketed as being based on true events to attract a wider audience and to act as a subtle commentary on the era's political climate; although the character of Leatherface and minor story details were inspired by the crimes of murderer Ed Gein, its plot is largely fictional.
Hooper limited the quantity of onscreen gore in hopes of securing a PG rating, but the Motion Picture Association of America (MPAA) rated it R. The film faced similar difficulties internationally.
It has since gained a reputation as one of the best and most influential horror films. It is credited with originating several elements common in the slasher genre, including the use of power tools as murder weapons, the characterization of the killer as a large, hulking, faceless figure, and the killing of victims. It led to a franchise that continued the story of Leatherface and his family through sequels, prequels, a remake, comic books and video games.
I highly reccordmend this movie.
The Plot- When Sally (Marilyn Burns) hears that her grandfather's grave may have been vandalized, she and her paraplegic brother, Franklin (Paul A. Partain), set out with their friends to investigate. After a detour to their family's old farmhouse, they discover a group of crazed, murderous outcasts living next door. As the group is attacked one by one by the chainsaw-wielding Leatherface (Gunnar Hansen), who wears a mask of human skin, the survivors must do everything they can to escape.
The film was marketed as being based on true events to attract a wider audience and to act as a subtle commentary on the era's political climate; although the character of Leatherface and minor story details were inspired by the crimes of murderer Ed Gein, its plot is largely fictional.
Hooper limited the quantity of onscreen gore in hopes of securing a PG rating, but the Motion Picture Association of America (MPAA) rated it R. The film faced similar difficulties internationally.
It has since gained a reputation as one of the best and most influential horror films. It is credited with originating several elements common in the slasher genre, including the use of power tools as murder weapons, the characterization of the killer as a large, hulking, faceless figure, and the killing of victims. It led to a franchise that continued the story of Leatherface and his family through sequels, prequels, a remake, comic books and video games.
I highly reccordmend this movie.

Xanderath (690 KP) rated the PlayStation 4 version of Final Fantasy X-X2 HD in Video Games
Aug 25, 2019
Kimahri try too.
Contains spoilers, click to show
This updated version of Final Fantasy X and X-2 is a great addition to any playstation game library. X is a brilliant journey of a man trying to make his own story. Propelled into a world much different to his own where there is magic and fiends! Tidus, Yuna, Auron and co. make for a great narrative with lots of interesting dialogue and story. The characters develop as you journey through the world constantly ravaged by a giant evil creature known as Sin. There are interesting theological debates raised by the game in terms of the indoctrinated Yevonites and their hate of the Al Bhed for following a different set of beliefs. I would recommend this game to anyone who has some time to put into learning all about Spira the world in which blitzball( a great minigame) is the only major sport, a world which is overrun by fiends of all shapes and sizes, a world which you can explore to the fullest and find all the hidden treasures and games. X-2 took and entirely different turn, after the events of X Yuna, Rikku and a new character Paine are looking for Tidus. The way the game plays is rather different and to be honest i wasn't a fan. I didnt enjoy the way the game battled and levelled. Everything had to do with clothing which i felt was somewhat off for a final fantasy game. One day i hope to return and give it the time its predecessor earned it. Overall 9/10 because X was so good.

Matthew Krueger (10051 KP) rated Indiana Jones and the Last Crusade (1989) in Movies
May 12, 2020 (Updated May 12, 2020)
The Chemisty Between the Main Actors. (1 more)
Sean Connery
The Holy Grail: Like Father, Like Son
The Last Crusade- Personally for me, its the best one. The best plot, the best action, the best suspense, the best thrills, the best stunts and more.
The plot: The intrepid explorer Indiana Jones sets out to rescue his father, a medievalist who has vanished while searching for the Holy Grail. Following clues in the old man's notebook, Indy arrives in Venice, where he enlists the help of a beautiful academic, but they are not the only ones who are on the trail, and some sinister old enemies soon come out of the woodwork.
I love the chemisty between Harrison Ford and Sean Connery, its perfect. You laugh, smile and cry. Sean Connery was the perfect choice for Indiana's dad.
No toys were made to promote the film; Indiana Jones "never happened on the toy level", said Larry Carlat, senior editor of the journal Children's Business. Rather, Lucasfilm promoted Indiana as a lifestyle symbol, selling tie-in fedoras, shirts, jackets and watches.
Two video games based on the film were released by LucasArts in 1989: Indiana Jones and the Last Crusade: The Graphic Adventure and Indiana Jones and the Last Crusade: The Action Game. A third game was produced by Taito and released in 1991 for the Nintendo Entertainment System. Ryder Windham wrote another novelization, released in April 2008 by Scholastic, to coincide with the release of Indiana Jones and the Kingdom of the Crystal Skull. Hasbro released toys based on The Last Crusade in July 2008.
Its a excellent, phenomenal and fantasic trilogy. Yes i said trilogy.
The plot: The intrepid explorer Indiana Jones sets out to rescue his father, a medievalist who has vanished while searching for the Holy Grail. Following clues in the old man's notebook, Indy arrives in Venice, where he enlists the help of a beautiful academic, but they are not the only ones who are on the trail, and some sinister old enemies soon come out of the woodwork.
I love the chemisty between Harrison Ford and Sean Connery, its perfect. You laugh, smile and cry. Sean Connery was the perfect choice for Indiana's dad.
No toys were made to promote the film; Indiana Jones "never happened on the toy level", said Larry Carlat, senior editor of the journal Children's Business. Rather, Lucasfilm promoted Indiana as a lifestyle symbol, selling tie-in fedoras, shirts, jackets and watches.
Two video games based on the film were released by LucasArts in 1989: Indiana Jones and the Last Crusade: The Graphic Adventure and Indiana Jones and the Last Crusade: The Action Game. A third game was produced by Taito and released in 1991 for the Nintendo Entertainment System. Ryder Windham wrote another novelization, released in April 2008 by Scholastic, to coincide with the release of Indiana Jones and the Kingdom of the Crystal Skull. Hasbro released toys based on The Last Crusade in July 2008.
Its a excellent, phenomenal and fantasic trilogy. Yes i said trilogy.

Purple Phoenix Games (2266 KP) rated Buru in Tabletop Games
Feb 22, 2021
I would consider myself somewhat of a world traveler. I haven’t quite visited as many places as I would like, and certain worldwide pandemics have prevented me from scheduling any international travel plans. My family and I enjoy cruises and visiting all sorts of different countries. Now, Buru has never been specifically on our list of places to visit, but should we ever get the chance to head to Indonesia, now after playing this game I think I will want to visit this little island.
Buru (http://burugame.com/)is a mid-weight economic worker placement game with a large dose of bidding thrown in for fun. In it players are visitors to the island sent to compete to become the governor of Buru by hiring indigenous peoples to assist with tasks, by providing fish for the peoples, pleasing the island’s elders, and by paying homages to the spirits of the land. The emissary who can utilize all their resources efficiently and impactfully will be deemed governor of Buru and winner of the game.
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, follow the instructions in the rulebook. There are just too many steps to detail here and the rulebook is fantastic. Once setup, the play area should look similar to the photo below.
The game of Buru lasts five rounds, and each round consists of five phases of the day: Dawn, Morning, Noon, Afternoon, and Dusk. At the end of the fifth round the game is over and players will tally points to arrive at the winner.
During the Dawn phase players will flip over the top two Decrees tokens from the middle of the main circular board. These Decrees will be placed in certain areas and are worth bonus points or other advantages for the round. Also during this phase the Forest cards will be reset from the previous round. Once complete play moves to the Morning phase.
In the Morning players will be sending out their numbered Explorer tokens (from 1-5) onto the various board areas in turn starting with the current Emissary (first player). Each player will place one of their Explorer tokens at a time until each player has only one Explorer token left. Players may place multiple Explorers in a location to increase their bid for majority, but these Explorer tokens are placed face-up (literally with the face showing and the number on the board not showing) so that their values are hidden. Once Explorers are placed, play moves to the Noon phase.
At Noon the people must fish for food and have lunch. The leftover Explorer token that was not used in the Morning is then revealed and its value is converted to fish. Fish are needed to recruit islanders and are converted into other resources. Fish are tracked on the individual player boards. After a hearty lunch play continues into the Afternoon.
The Afternoon is where much of the action in Buru takes place. During this phase the Explorer tokens that were placed in the Morning are revealed and players take actions in each area by order of majority in each area. First the highest-bidding player will claim their chosen action space, then the next highest bidder, and so on. The Forest is resolved first. Players reveal the Explorer tokens in the Forest and whichever player has majority in this area is able to place their tokens a claim space on the board and will receive a Forest card of their choice. Forest cards are typically resources immediately earned by the player. Resources include Clay, Palm Leaves, and Ebony. The player with majority also earns the favor of Gunung (green spirit) and takes its giant statueeple.
Next, the Shore is resolved in the same manner. The Shore is where players may use their supplies of fish to recruit islanders to their taskforces and carry out tasks. The majority leader in this area chooses a space to place their Explorer tokens and resolves the action. This could include purchasing islander cards and refreshing the offer of islander cards in whichever order the player chooses. The player with the majority also earns the favor of Banyu (blue spirit) and takes its giant statueeple.
The Village is the area where islanders are able to complete tasks. The majority leader in this area chooses a space and takes the actions. These actions include activating islanders for the actions printed on the bottom of their cards and possibly even earning more fish. The player with the majority also earns the favor of Manuk (orange spirit) and takes its giant statueeple.
Finally, The Sacred Lake is resolved in the same manner. Here players are able to pay tributes to the spirits in order to earn bonuses from them. The majority leader in this area chooses a space to place their Explorer tokens, earns an immediate Esteem (VP tracked along the outer edge of the board), and takes the action of the space claimed. These spaces offer opportunities to pay tribute to one or more of the spirits as well as earning an Elder card, which provides conditions for earning bonus points at the end of the game. When a spirit is tributed they offer bonus Esteem cards and other benefits to be used. Once this area is completely resolved and players have all taken their turns play moves onto Dusk.
In Dusk players will reset the board for the next round of play. Players retrieve all their Explorer tokens from the board and untask their islanders that have completed tasks this day. After the fifth round the game is over and players tally their scores from their position on the Esteem track, any spirit Tribute cards earned, and Elder card point conditions met. The player with the most points will be crowned the winner!
Components. Okay, I have to give a giant shout-out to the team at Crafty Games. This is one of the highest-quality prototypes I have ever played in terms of component quality. When I opened the game box all components were separated into baggies and card cases and LABELED with the number of components, the titles, and even a picture of the components to be placed within. I don’t even organize my games to this level and I feel I am a tad OCD about my game organization. Kudos here. But also the components are all fine quality and the finished product promises to be just spectacular if this is what is received as a prototype.
I love the art and art style throughout this game. It is difficult to have theme shine through in a very Euro-style game, but I did feel the theme here. The art is very suggestive of island life, and Crafty Games even hired Cultural Consultants to assure all avenues are culturally appropriate. What a great call. I wish all publishers would be so thorough.
The gameplay is also quite stunning. The game just flows so naturally and everything makes complete sense. Of course you need to collect natural resources before recruiting islanders before asking said islanders to complete tasks before you pay respects to their spirits. I like the flow, and after a couple rounds I no longer needed the rulebook as a crutch.
I have very much enjoyed my plays of Buru for many reasons. The game is absolutely gorgeous. The art sings and truly adds to the gameplay. The rules are not light, but not over my head, and I appreciate that. The choices given to each player are crunchy without being too burdensome, and players of many skill levels will be able to find joy contemplating when and where to send their Explorers in each area. The game builds up to a big ending where many points are scored from places unknown to opponents and bulleting ahead from last place to first from exploiting bonus cards is so satisfying.
It is easy to understand why I love this game and would certainly recommend it to all gamers. If you have been looking for something a little heavier in your collection but don’t want to go TOO heavy, please do yourself a favor and consider backing Buru. Crafty Games has been working on some truly great games here the past couple years and I am excited to see where Buru ends up after another undoubtedly successful Kickstarter campaign. I will always be up for a game of Buru, and I hope to play it often as the years continue.
Buru (http://burugame.com/)is a mid-weight economic worker placement game with a large dose of bidding thrown in for fun. In it players are visitors to the island sent to compete to become the governor of Buru by hiring indigenous peoples to assist with tasks, by providing fish for the peoples, pleasing the island’s elders, and by paying homages to the spirits of the land. The emissary who can utilize all their resources efficiently and impactfully will be deemed governor of Buru and winner of the game.
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, follow the instructions in the rulebook. There are just too many steps to detail here and the rulebook is fantastic. Once setup, the play area should look similar to the photo below.
The game of Buru lasts five rounds, and each round consists of five phases of the day: Dawn, Morning, Noon, Afternoon, and Dusk. At the end of the fifth round the game is over and players will tally points to arrive at the winner.
During the Dawn phase players will flip over the top two Decrees tokens from the middle of the main circular board. These Decrees will be placed in certain areas and are worth bonus points or other advantages for the round. Also during this phase the Forest cards will be reset from the previous round. Once complete play moves to the Morning phase.
In the Morning players will be sending out their numbered Explorer tokens (from 1-5) onto the various board areas in turn starting with the current Emissary (first player). Each player will place one of their Explorer tokens at a time until each player has only one Explorer token left. Players may place multiple Explorers in a location to increase their bid for majority, but these Explorer tokens are placed face-up (literally with the face showing and the number on the board not showing) so that their values are hidden. Once Explorers are placed, play moves to the Noon phase.
At Noon the people must fish for food and have lunch. The leftover Explorer token that was not used in the Morning is then revealed and its value is converted to fish. Fish are needed to recruit islanders and are converted into other resources. Fish are tracked on the individual player boards. After a hearty lunch play continues into the Afternoon.
The Afternoon is where much of the action in Buru takes place. During this phase the Explorer tokens that were placed in the Morning are revealed and players take actions in each area by order of majority in each area. First the highest-bidding player will claim their chosen action space, then the next highest bidder, and so on. The Forest is resolved first. Players reveal the Explorer tokens in the Forest and whichever player has majority in this area is able to place their tokens a claim space on the board and will receive a Forest card of their choice. Forest cards are typically resources immediately earned by the player. Resources include Clay, Palm Leaves, and Ebony. The player with majority also earns the favor of Gunung (green spirit) and takes its giant statueeple.
Next, the Shore is resolved in the same manner. The Shore is where players may use their supplies of fish to recruit islanders to their taskforces and carry out tasks. The majority leader in this area chooses a space to place their Explorer tokens and resolves the action. This could include purchasing islander cards and refreshing the offer of islander cards in whichever order the player chooses. The player with the majority also earns the favor of Banyu (blue spirit) and takes its giant statueeple.
The Village is the area where islanders are able to complete tasks. The majority leader in this area chooses a space and takes the actions. These actions include activating islanders for the actions printed on the bottom of their cards and possibly even earning more fish. The player with the majority also earns the favor of Manuk (orange spirit) and takes its giant statueeple.
Finally, The Sacred Lake is resolved in the same manner. Here players are able to pay tributes to the spirits in order to earn bonuses from them. The majority leader in this area chooses a space to place their Explorer tokens, earns an immediate Esteem (VP tracked along the outer edge of the board), and takes the action of the space claimed. These spaces offer opportunities to pay tribute to one or more of the spirits as well as earning an Elder card, which provides conditions for earning bonus points at the end of the game. When a spirit is tributed they offer bonus Esteem cards and other benefits to be used. Once this area is completely resolved and players have all taken their turns play moves onto Dusk.
In Dusk players will reset the board for the next round of play. Players retrieve all their Explorer tokens from the board and untask their islanders that have completed tasks this day. After the fifth round the game is over and players tally their scores from their position on the Esteem track, any spirit Tribute cards earned, and Elder card point conditions met. The player with the most points will be crowned the winner!
Components. Okay, I have to give a giant shout-out to the team at Crafty Games. This is one of the highest-quality prototypes I have ever played in terms of component quality. When I opened the game box all components were separated into baggies and card cases and LABELED with the number of components, the titles, and even a picture of the components to be placed within. I don’t even organize my games to this level and I feel I am a tad OCD about my game organization. Kudos here. But also the components are all fine quality and the finished product promises to be just spectacular if this is what is received as a prototype.
I love the art and art style throughout this game. It is difficult to have theme shine through in a very Euro-style game, but I did feel the theme here. The art is very suggestive of island life, and Crafty Games even hired Cultural Consultants to assure all avenues are culturally appropriate. What a great call. I wish all publishers would be so thorough.
The gameplay is also quite stunning. The game just flows so naturally and everything makes complete sense. Of course you need to collect natural resources before recruiting islanders before asking said islanders to complete tasks before you pay respects to their spirits. I like the flow, and after a couple rounds I no longer needed the rulebook as a crutch.
I have very much enjoyed my plays of Buru for many reasons. The game is absolutely gorgeous. The art sings and truly adds to the gameplay. The rules are not light, but not over my head, and I appreciate that. The choices given to each player are crunchy without being too burdensome, and players of many skill levels will be able to find joy contemplating when and where to send their Explorers in each area. The game builds up to a big ending where many points are scored from places unknown to opponents and bulleting ahead from last place to first from exploiting bonus cards is so satisfying.
It is easy to understand why I love this game and would certainly recommend it to all gamers. If you have been looking for something a little heavier in your collection but don’t want to go TOO heavy, please do yourself a favor and consider backing Buru. Crafty Games has been working on some truly great games here the past couple years and I am excited to see where Buru ends up after another undoubtedly successful Kickstarter campaign. I will always be up for a game of Buru, and I hope to play it often as the years continue.

Purple Phoenix Games (2266 KP) rated Nyctophobia: Vampire Encounter in Tabletop Games
Jun 12, 2019
When it comes to board gaming, there are many tried and true mechanics that appear in most games. If it ain’t broke, don’t fix it, right? That being said, it’s always neat when a game creates an entirely new mechanic that has never been seen before. Nyctophobia is one of those games. When I heard about it, I knew I had to try it. It’s quite a clever idea and it makes for a unique and fun game!
DISCLAIMER: There are technically 2 versions of this game – the OG version and the Vampire version. Thematically, they may be different, but mechanically and gameplay-wise, they’re the same! For the purposes of this review, we will be playing the Vampire Encounter version. -L
A lighthearted trip to the woods has taken a startling turn when you and your friends come across a Vampire! And to make things worse, the Vampire has managed to lure one of your buddies deep into the woods with him! You can’t just turn tail and run – you’ve gotta save your friend! The sun has set, though, and the woods are way more ominous than you thought. You and your friends must cooperate to carefully and quietly navigate in total darkness to avoid disclosing your position to the Vampire while searching for your friend. Will you manage to not only find your buddy, but make it back to the car for your getaway? Or will the Vampire manage to pick you all off, one by one, as he creeps around in the darkness waiting for the opportunity to pounce?
Nyctophobia: Vampire Encounter is a semi-cooperative 1-vs-All memory game with a twist – all players (except for the Vampire player) must wear black-out glasses and cannot see the board. All turns and movement are taken based on feel. You ARE in the dark woods after all – it’s not like you can see your surroundings. Basically how it works is that the Vampire player kind of acts as a GM for the game. They can see the board, and help guide the players’ hands to their pieces and move the player pieces as requested. The players are blind and must rely on feeling their way around the board (avoiding trees and the Vampire!) and communicating the perceived layout to their comrades. The Vampire player then sneaks around the board, silently trying to corner the other players and abduct them. Each player gets a special ability to use on their turns, and there’s a small combat element involved if a player ever runs into the Vampire. The goal of the game, for regular players, is to work with your friends to find the kidnapped NPC (represented by a cardboard standee) and get back to the car to escape. The goal of the game for the Vampire player is to pick off all other players until none remain.
I think this is a super neat game. It’s pretty unique and it’s fun to play! You’re trying to cooperate with your friends to create a strategy for a board that you can’t see. It’s definitely a challenge, but it’s presented in such a novel way that makes it enjoyable. The overall atmosphere of the game is great. The nerves and pressure can really get to the players as they are (quite literally) flailing around in the dark. The Vampire player can have a lot of fun as the GM – do you taunt your players and make them second-guess every move, or do you lay low and stay quiet until juuuust the right moment? Nyctophobia feels like more than just a game while you’re playing, and that is what makes it so exciting.
The only real issue I’ve run into with this game has to do with the components themselves. The board is an 8×8 grid, with the layout set up in secret by the Vampire player. On a regular player turn, you can feel up to 1 space in each adjacent direction to your current location. The only issue is that sometimes, unless the player is diligent, they could accidentally (or purposefully?) feel too many spaces than are allowed – either diagonally or 2 or more spaces away, for example. The way I’ve come up with to alleviate this issue is to have players use only 1 finger when interacting with their piece/the board. That way there can be no extra feeling. And I also, as the Vampire player, will move player pieces for them – the player tells me in which direction to move and I move the piece before guiding their hand back. Maybe if the board were a little larger, this problem would be eliminated? I’m really not sure, but the method I’ve come up with to combat it has worked well so far!
Overall, I enjoy Nyctophobia. It’s a neat game with a unique mechanical aspect and fun player interactions. Is it my favorite game to play? No. But it’s one that I like breaking out for newer gamers and for some lighthearted fun! If you haven’t done so already, give Nyctophobia a try because it’s a refreshingly new take on the modern board game. Purple Phoenix Games gives it a haunting 15 / 18.
https://purplephoenixgames.wordpress.com/2019/05/14/nyctophobia-review/
DISCLAIMER: There are technically 2 versions of this game – the OG version and the Vampire version. Thematically, they may be different, but mechanically and gameplay-wise, they’re the same! For the purposes of this review, we will be playing the Vampire Encounter version. -L
A lighthearted trip to the woods has taken a startling turn when you and your friends come across a Vampire! And to make things worse, the Vampire has managed to lure one of your buddies deep into the woods with him! You can’t just turn tail and run – you’ve gotta save your friend! The sun has set, though, and the woods are way more ominous than you thought. You and your friends must cooperate to carefully and quietly navigate in total darkness to avoid disclosing your position to the Vampire while searching for your friend. Will you manage to not only find your buddy, but make it back to the car for your getaway? Or will the Vampire manage to pick you all off, one by one, as he creeps around in the darkness waiting for the opportunity to pounce?
Nyctophobia: Vampire Encounter is a semi-cooperative 1-vs-All memory game with a twist – all players (except for the Vampire player) must wear black-out glasses and cannot see the board. All turns and movement are taken based on feel. You ARE in the dark woods after all – it’s not like you can see your surroundings. Basically how it works is that the Vampire player kind of acts as a GM for the game. They can see the board, and help guide the players’ hands to their pieces and move the player pieces as requested. The players are blind and must rely on feeling their way around the board (avoiding trees and the Vampire!) and communicating the perceived layout to their comrades. The Vampire player then sneaks around the board, silently trying to corner the other players and abduct them. Each player gets a special ability to use on their turns, and there’s a small combat element involved if a player ever runs into the Vampire. The goal of the game, for regular players, is to work with your friends to find the kidnapped NPC (represented by a cardboard standee) and get back to the car to escape. The goal of the game for the Vampire player is to pick off all other players until none remain.
I think this is a super neat game. It’s pretty unique and it’s fun to play! You’re trying to cooperate with your friends to create a strategy for a board that you can’t see. It’s definitely a challenge, but it’s presented in such a novel way that makes it enjoyable. The overall atmosphere of the game is great. The nerves and pressure can really get to the players as they are (quite literally) flailing around in the dark. The Vampire player can have a lot of fun as the GM – do you taunt your players and make them second-guess every move, or do you lay low and stay quiet until juuuust the right moment? Nyctophobia feels like more than just a game while you’re playing, and that is what makes it so exciting.
The only real issue I’ve run into with this game has to do with the components themselves. The board is an 8×8 grid, with the layout set up in secret by the Vampire player. On a regular player turn, you can feel up to 1 space in each adjacent direction to your current location. The only issue is that sometimes, unless the player is diligent, they could accidentally (or purposefully?) feel too many spaces than are allowed – either diagonally or 2 or more spaces away, for example. The way I’ve come up with to alleviate this issue is to have players use only 1 finger when interacting with their piece/the board. That way there can be no extra feeling. And I also, as the Vampire player, will move player pieces for them – the player tells me in which direction to move and I move the piece before guiding their hand back. Maybe if the board were a little larger, this problem would be eliminated? I’m really not sure, but the method I’ve come up with to combat it has worked well so far!
Overall, I enjoy Nyctophobia. It’s a neat game with a unique mechanical aspect and fun player interactions. Is it my favorite game to play? No. But it’s one that I like breaking out for newer gamers and for some lighthearted fun! If you haven’t done so already, give Nyctophobia a try because it’s a refreshingly new take on the modern board game. Purple Phoenix Games gives it a haunting 15 / 18.
https://purplephoenixgames.wordpress.com/2019/05/14/nyctophobia-review/

Purple Phoenix Games (2266 KP) rated Firefly: Shiny Dice in Tabletop Games
Jun 12, 2019
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!
I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.
In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.
At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.
Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.
In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.
As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.
https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.
In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.
At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.
Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.
In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.
As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.
https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/

Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty WWII in Video Games
Jun 19, 2019
The long running and very popular Call of Duty series has gone back to where it all began for the latest entry into the series. Call of Duty: WW2 returns the series to where the early games in the series were set and looks to restore its legacy as the best-selling series on the planet in doing so.
Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.
It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.
The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.
Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.
As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.
The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.
Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.
I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.
Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.
The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.
While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.
The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.
This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.
There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.
As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.
http://sknr.net/2017/11/06/call-duty-ww2/
Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.
It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.
The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.
Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.
As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.
The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.
Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.
I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.
Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.
The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.
While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.
The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.
This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.
There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.
As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.
http://sknr.net/2017/11/06/call-duty-ww2/

Gareth von Kallenbach (980 KP) rated the PC version of Titanfall in Video Games
Jun 19, 2019
Much like Hollywood, the gaming industry is one built on hype and expectations. The nature of the game is to fan the flames of interest to ensure the best possible sales of a product and to encourage people to pre-order the title.
The rise of social media has only added to the frenzy as the race to get a title trending has publicists constantly in motion. Like many things though, the danger of hype and expectations being greater than the final product is always a constant threat.
TitanFall in many ways is the biggest release of 2014 to date and is one of the most watched, analyzed, and anticipated games in recent memory. Created by Respawn, the talents behind Infinity Ward and the Call of Duty series, a game mixing first person shooter and Mech combat with eye-popping graphics is one that was sure to grab attention.
When it was announced the game would be exclusive to the Xbox 360 and Xbox One consoles there was some concern from a gamer base eager to experience the game on as many platforms as they could. Thankfully the game was also released on PC and that is the platform in which conducted my review.
The game is online only and mixes live opponents with bots in a series of campaigns and matches where players not only try to eliminate as many enemy units as possible, but they also can battle to capture and hold strategic points and other objectives.
The game has a high degree of customization as players level up based on kills and in game achievements and leveling up allows access to new weapons, attachments, and abilities which really help the tide of battle.
The campaigns are told from two different perspectives and once players complete the Militia campaign they get to experience the same campaign from the other side of the conflict, The IMC Corporation. What you do or do not do does not really change the outcome of the story as the campaigns are essentially cut scenes as a level loads and do not really give a full explanation of the story. It almost seemed to me as if a full campaign was planned at one time and then scrapped, but elements were left in for the sake of ambiance.
Story aside, the action in the game is intense. Running at full settings on PC with an NVIDIA card, the action was fast, smooth, and amazing. On rare instances when I could look up safely, I saw ships overhead engaged in heated battles and the detail level of the cites and combat locales were great. I especially liked one that had dragon like creatures around while combat raged on.
Players have options for their Titans ranging from the Atlas, Styrder an Ogre which aside from missile and ballistic weapons have energy shields, temporary jet boosts and a devastating punch which can reduce enemy units to pulp.
Finding the right mix of speed, agility, power, and weapons is a matter of personal choice and being able to eject from a damaged unit or ride along on an allied unit is great fun. The best experience for me was jumping onto an enemy unit and blasting it down but hanging on and shooting into a control port.
As much fun as the Titan combat is, players will spend a good chunk of their time on foot. Getting up close and personal with a melee kill is great as is feasting on bots and other A.I. units. The challenge of taking on other pilots is tough, but highly enjoyable as when you take one down you have earned it. Players will have power ups known as Burn Cards which come in handy especially when two minutes is about what players can expect to wait for their Titan to arrive after they have lost one.
I enjoy using the personal cloak of my pilot to sneak up on an enemy unit and my new tactic is to dismount from my mech and set it in Guard or Follow mode. It will engage an enemy or another Titan which allows me to flank and attack from a cross fire.
Aside from some minor connection issues during the first two days, I was able to get into games with no issues and my lag was minimal as I was able to ping in the low 50s for most games.
While the campaigns were fairly short, the multitude of Deathmatch, Hardpoint, and last Titan Standing multiplay options ensures several hours of gaming ahead.
I have not really touched on the wall walking and double jump features as pilots can scale walls, buildings, and such with ease which brings a new dimension to combat and comes in very handy when running to catch your ride.
I hope that the developers will offer more maps in the near future and will work to tweak a few minor things such as play balance which saw me unload multiple machine gun rounds into an enemy yet see them able to withstand that and dispatch me with a single kick.
It is hard to find much to complain about the game as not only on PC is it a visual joy, but the fast paced action and highly satisfying and diverse combat options makes the game incredibly fun to play and an early contender for our Game of the Year Awards.
http://sknr.net/2014/03/12/titanfall/
The rise of social media has only added to the frenzy as the race to get a title trending has publicists constantly in motion. Like many things though, the danger of hype and expectations being greater than the final product is always a constant threat.
TitanFall in many ways is the biggest release of 2014 to date and is one of the most watched, analyzed, and anticipated games in recent memory. Created by Respawn, the talents behind Infinity Ward and the Call of Duty series, a game mixing first person shooter and Mech combat with eye-popping graphics is one that was sure to grab attention.
When it was announced the game would be exclusive to the Xbox 360 and Xbox One consoles there was some concern from a gamer base eager to experience the game on as many platforms as they could. Thankfully the game was also released on PC and that is the platform in which conducted my review.
The game is online only and mixes live opponents with bots in a series of campaigns and matches where players not only try to eliminate as many enemy units as possible, but they also can battle to capture and hold strategic points and other objectives.
The game has a high degree of customization as players level up based on kills and in game achievements and leveling up allows access to new weapons, attachments, and abilities which really help the tide of battle.
The campaigns are told from two different perspectives and once players complete the Militia campaign they get to experience the same campaign from the other side of the conflict, The IMC Corporation. What you do or do not do does not really change the outcome of the story as the campaigns are essentially cut scenes as a level loads and do not really give a full explanation of the story. It almost seemed to me as if a full campaign was planned at one time and then scrapped, but elements were left in for the sake of ambiance.
Story aside, the action in the game is intense. Running at full settings on PC with an NVIDIA card, the action was fast, smooth, and amazing. On rare instances when I could look up safely, I saw ships overhead engaged in heated battles and the detail level of the cites and combat locales were great. I especially liked one that had dragon like creatures around while combat raged on.
Players have options for their Titans ranging from the Atlas, Styrder an Ogre which aside from missile and ballistic weapons have energy shields, temporary jet boosts and a devastating punch which can reduce enemy units to pulp.
Finding the right mix of speed, agility, power, and weapons is a matter of personal choice and being able to eject from a damaged unit or ride along on an allied unit is great fun. The best experience for me was jumping onto an enemy unit and blasting it down but hanging on and shooting into a control port.
As much fun as the Titan combat is, players will spend a good chunk of their time on foot. Getting up close and personal with a melee kill is great as is feasting on bots and other A.I. units. The challenge of taking on other pilots is tough, but highly enjoyable as when you take one down you have earned it. Players will have power ups known as Burn Cards which come in handy especially when two minutes is about what players can expect to wait for their Titan to arrive after they have lost one.
I enjoy using the personal cloak of my pilot to sneak up on an enemy unit and my new tactic is to dismount from my mech and set it in Guard or Follow mode. It will engage an enemy or another Titan which allows me to flank and attack from a cross fire.
Aside from some minor connection issues during the first two days, I was able to get into games with no issues and my lag was minimal as I was able to ping in the low 50s for most games.
While the campaigns were fairly short, the multitude of Deathmatch, Hardpoint, and last Titan Standing multiplay options ensures several hours of gaming ahead.
I have not really touched on the wall walking and double jump features as pilots can scale walls, buildings, and such with ease which brings a new dimension to combat and comes in very handy when running to catch your ride.
I hope that the developers will offer more maps in the near future and will work to tweak a few minor things such as play balance which saw me unload multiple machine gun rounds into an enemy yet see them able to withstand that and dispatch me with a single kick.
It is hard to find much to complain about the game as not only on PC is it a visual joy, but the fast paced action and highly satisfying and diverse combat options makes the game incredibly fun to play and an early contender for our Game of the Year Awards.
http://sknr.net/2014/03/12/titanfall/