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Hiding Hitler
Hiding Hitler
2021 | Card Game
Adolf Hitler was an abomination of a person, can we all agree? Now that THAT is out of the way, let’s talk card games based on a character from history named Hitler. This game is based on a historical figure, but once translated to cardstock becomes simply the target of victory. When I heard the pitch (I paraphrased by quite a bit) for Hiding Hitler I immediately winced, as the subject matter makes me wince. But I took a chance on the game, and I am here to let you know that it will be okay, this is merely a card game, but if you are offended by the subject matter, please check out any of our other reviews that contain zero references to horrible people.

Hiding Hitler is a hand management, take that card game for four to six players. In it, players are trying to end the game with either the Hitler card in their hand or the Death token in their possession. The game is played over a series of turns and ends once the final turn has been taken, following the draw of the final card from the draw deck.

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, shuffle the deck of cards and deal six cards to each player. Set the draw deck in the middle of the table, along with the other components. The left of the deck is considered the “Graveyard” and the right side of the deck is the “Action Pile.” Depending on the game mode chosen to play, the Hitler card may be in one of the players’ hands (Blitzkrieg mode – faster because Hitler is already in one player’s hand) or possibly in the draw deck (Strategic mode – slower if Hitler starts in the draw deck). The first player is now able to begin taking their turn and the hunt (or hiding) of Hitler may begin!
On a turn a player may play any amount of Action, Attack, or Instant cards from their hand, resolved one at a time. Action cards are just that: cards that allow for some type of action, be it drawing more cards, or having the entire table draw more cards. Attacks are targeted at a specific player and that player will need to roll the die in order to achieve the Attack card’s victory condition. For example, the Attack card may instruct the attacked to roll higher than value 2 on the die. If they beat that number nothing happens. However, should they roll a 1 (or simply not meet the number on the card) the failing player will need to discard Hitler to the Graveyard if they have it, or discard any other card to the Action Pile. Finally, Instant cards can be played AT ANY TIME, even if not on the player’s turn. These can negate actions or modify die/roll results. Once a player has no more cards to play (or cards they wish to play), the turn ends by drawing one card from the draw deck. It is now the next player’s turn.


Play continues in this fashion of players taking turns playing cards from their hands to attack each other, bolster their hands, and affect each other in various ways until the last card is drawn from the deck. This signifies one final turn for all players. When the final turns are over the winning player is they who either have the Hitler card in hand, or was the last player to send Hitler to the Graveyard, thus collecting the Death token. This winner may now awkwardly congratulate themselves on winning a card game based on eliminating or Hiding Hitler. Yay?
Components. Again, this is a prototype version of the game, so the components may be different as a result of a successful Kickstarter campaign. That said, this game is a bunch of cards, a small die, and a plastic token with Hitler stickers. The cards are all fine, the die is a smaller size than your typical RPG set, and the plastic standee token is fine as well. I do need to address the art style on the cards. It is quite cartoony and really isn’t my style, but for this type of game it works just fine. I am not really excited by it at all, but there is nothing gruesome or triggery in the artwork. FOR ME. I do not speak for everyone though, so if you have issues with it, you are more than entitled to your opinions.

It is difficult to review, or even play for that matter, a game with such an emotionally charged central character. However, this is meant to be a lighthearted card game with a wonky theme. And it most certainly is that. Players are playing as many cards as they dare trying to find out where that Hitler card is residing so they may Attack and send it to the Graveyard. This earns the Death token. But can you hold onto that token until the end of the game? Depending on how far through the deck the game currently is, other players still may have chances to bring the Hitler card back to life. When this happens that Death token is surrendered and available to be earned again. I like that. Now, obviously, the whole zombie thing is weird, but the game is weird in itself, so that fits. Want to throw some achievements into your game? See how many times a player can send Hitler to the Graveyard. You can do that, and it would be a fun way to spice up the game for everyone.

At the end of the day, again, this is a card game with a Hitler theme. In it, Hitler really doesn’t DO anything. He just hangs out in players’ hands, gets sent to the Graveyard, possibly is resurrected, and the cycle continues until the end of the game. The theme may be off-putting for some, but I have no problems with it after having played it several times now. I cannot stress this enough: if you or any of your playmates MAY be offended by the theme, please do not pull this out at game night. It works best with players who can see it and appreciate it for what it is.

Now that the disclaimers are hopefully done, I can explain what this reminds me of, and give you some thoughts. Have you played Munchkin before? You know the part of the game (which we lovingly refer to as “the second half”) where one player is on 9th level attempting to win the game and everyone is ganging up on them to prevent the victory? Hiding Hitler feels a little like that scenario, but throughout the entire game. So many cards can be played on one turn and some cards are played out of turn to increase or decrease the die rolls, and when all players know exactly who has Hitler and they gang up on that player, it’s just Munchkin all over. Now, I feel like here in Hiding Hitler it doesn’t seem to be SO hurtful toward other players as it is in Munchkin, but I get that same vibe. It should be restated that I like Munchkin, so comping this to that game doesn’t necessarily mean it is at all a bad thing. It just gives me that same feeling.

So if you are looking for a possibly quicker and smaller card game to replace your copy of Munchkin, then check out Hiding Hitler. Yes, this is SUPER niche with the gameplay and theme, but with the right crowd I do believe it would be a hit. It has its flaws, but does also offer a rewarding gaming experience that I think about for hours after the game is over. When games can create lasting fond memories of the experience, then it has graduated into a good game. And I think Hiding Hitler is a good game. If you like the sounds of this one, I invite you to consider backing it on Kickstarter when the campaign launches. Find some friends ahead of time that may be into the theme, or can look past it, and prepare them for what is about to come: a game about keeping Hitler safe. Or murdering him. Either way.
  
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Kirk Bage (1775 KP) rated The Mandalorian in TV

Jan 22, 2021 (Updated Jan 22, 2021)  
The Mandalorian
The Mandalorian
2019 | Sci-Fi
Being a child of Star Wars, born in ’73, whose first memory of a cinema was A New Hope in ’77, of course the entire franchise is still close to my heart. I am no superfan, however. I do not need to remember every name of every character, or know the obscure names of planets to enjoy it. I remember that deeply competitive nature back in the playground – how important it was to prove Star Wars was yours by knowing more than any other kid! Fortunately I managed to let that go shortly after The Return of the Jedi. Ok, maybe 1995.

The Mandalorian is definitely for all Star Wars fans, but it is mostly for the kids that never grew up and need those details of “the canonical Star Wars” universe in their lives. And there are plenty of them. It is a geek’s wet dream! With chat rooms and fan sites going wild in debate and argument over the smallest of Easter eggs and hints to connections across the medium. As if this is a lost historical document that sheds light on the truth of many characters and events, that until now were shrouded in darkness and speculation only.

I find that phenomenon weird and a little creepy, but I do appreciate where it comes from. For me, I am merely glad it isn’t crap. It is nice to be in the Star Wars universe without holding your face in your hands for shame of lazy storytelling and moments that shit on the spirit of the original trilogy. The first thing that pleased me about The Mandolorian is how close it is in feel to the old school trilogy. In fact it surprised me, because, despite the very modern effects and full budget of Disney behind it, it feels very old fashioned, like a TV show from around 1986, maybe. And I wonder how they have achieved that every time I watch it. It has an intangible magic about it.

In fact, the feel of the show as a whole is often a little cheap, shockingly – the posters and toys and all associated media is as glossy and crisp as all money can afford, creating an image of the show that isn’t actually what the show is. In reality it is a cross between old spaghetti westerns, with The Mandalorian cast as The Man With No Name, and episodes of The A-Team or Knightrider. I kinda like it; very nostalgic, and a smart move by Jon Favreau and the other show-runners. It appeals to middle aged audiences and new alike, because it is a knowing hybrid of all things cool and nerdy!

Design-wise, the look of The Mandalorian himself is perfect fan bait and very cool. The music goes a long way to drawing you in – Ludwig Göransson, known for his work on Black Panther and Tenet, has hit on a career defining theme that blends Clint Eastwood and Star Wars in perfect harmony. I can’t imagine the show working half as well without that theme music! The spaceships and detail of every alien and weapon and costume is meticulous (if at times a little wobbly or cheap looking), and the wider feel of background and tertiary characters is pretty damn good.

But, let’s face it… The Mandalorian is the success it has been predominantly for one reason. I could give him his real name, but if you haven’t finished it yet that would count as a huge spoiler, so I will refer to him as The Child. The temptation to use the phrase Baby Yoda is hard to resist, and has been a cultural phenomenon that only comes along once or twice in a decade, but on this I agree with the fans: it is inaccurate and misleading. The Child is fine. It’ll do until you learn his true moniker.

In season one, where the build up of story, character and mystery is superb, we see very little of The Child at first. But we cannot take our eyes off him for every second he is on screen. The whole concept is so beyond cute and incredibly strong as a hook for a Star Wars story it is almost impossible not to squeal out loud at everything he does. Who is he? Why is he? What is he capable of? How will he fit in to the longterm idea for the story? So exciting, and total genius to keep everyone watching.

It isn’t all about The Child on his own though. It is about the unlikely symbiotic bond, like father and son, that develops between the tiny, vulnerable and childlike focal point, and the increasingly confident and loyal antihero, who will stop at nothing to protect his ward, as he struggles to find his own place in the universe. After a very short time, we care more about this relationship than 90% of all romances in all of TV history.

Through danger, mayhem and a touch of comedy, we grow to adore the two of them together, and can’t bear to think of them being apart. Some trick when you realise The Child is as much a mini-muppet style prosthetic as it is added CGI for expression and detail. Perhaps another callback to our 80s sensibilities, when we accepted ETs and Gremlins and all of the residents of Mos Eisley’s cantina as real without hesitation. It doesn’t have to look real, is the point, as long as it fits the story, is cool and is fun! Which The Child totally is – for entertainment value they have got the tone of the show so right.

What doesn’t hold up that strongly to critical scrutiny though is quite a lot of the scripts, the repetitive nature of the context of many episodes and missions the duo find themselves on, the mismatch quality of the guest directors abilities, and quite a lot of the dodgy acting by supporting characters. It’s as if at some production meeting at one early point they all said, look it’s Star Wars, we make the aliens and the spaceships and the weapons look good and we can’t fail… plus we have The Child and Boba Fett’s (yes, I know) armour, we can’t fail!

The basic storyline is enough to hook it on, just about, it is the detail that sometimes feels weak and lazy. But don’t worry, any minute something cool to look at and a big fight will happen, so we’re all good! I’m sure Pedro Pascal (the actor under the armour) can’t believe his luck! He is one of the biggest stars in TV all of a sudden, for basically doing a fairly monotone voice-over performance of some seriously dodgy dialogue. That is the magic of Star Wars.

So, I came to season one late, having no access at that time to Disney plus. In fact, I watched all of season one in a day the day before the launch of season two, so the switch to a new episode to look forward to suited me well. It gave me something to look forward to on a Friday between Halloween and Christmas. Trouble was that, although still having fun with the exploits of The Kid, I was starting to weary of the plotlines, and put my viewing on hold after S2E4 in favour of the far superior scripting of His Dark Materials on BBC.

I must have needed the hiatus, because when I came back to mop it up and finish season two a few days ago I realised that I had in fact missed it. It also helped that episode 5 onwards is when the season gets really good again. Rosario Dawson as Ashoka Tano (known well by fans of The Clone Wars) was a truly great addition that the show much needed by that point.

I had no trouble after that in bingeing to the end. You could feel a climax and a revelation coming, and although the character of Moff Gideon (Giancarlo Esposito) crumbled disappointly away into nothing much, the last 15 minutes of the final episode had me slack jawed in fan wonderment. I felt 9 years old again, and I loved it! I had been amazingly lucky not to stumble upon spoilers, I guess. Amazing ending, and all faults forgiven for that unforgettable moment and feel. Wonderful stuff!

To say any more, again, is to spoil. So, let’s just talk about it privately, or, you know, in about a year when season 3 is over and it is old news. Hmmm, season 3…? I wonder where they will take that now…? Actually, properly exciting, in a back in the playground kind of way.
  
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Mothergamer (1517 KP) rated the PC version of The Witcher III: Wild Hunt in Video Games

Apr 3, 2019  
The Witcher III: Wild Hunt
The Witcher III: Wild Hunt
Role-Playing
I was excited to play Witcher 3 Complete Edition as I had never played it before, yet I had read all the books about the Witcher Geralt and liked them a lot. I have not played the first two games, but they are both on my to play list. Geralt's world is interesting filled with complex characters, fantastic monsters, and great storytelling. All I can say is that I have a ton of games to play and some things get backlogged. I still have a stack of PS3 games to play and of course, I'll be playing the remastered Skyrim for PS4 when it comes out and that's another game I haven't played yet, but for this moment let's discuss how much I loved Witcher 3.

 Yes, I loved Witcher 3. I stayed up way too late many a night playing this game because I was having so much fun running around killing monsters and helping people in need. My vision of Geralt was someone who did his best to do the right thing and that sometimes that meant siding with the occasional monster because there were times when humans were the real monsters. The story drew me in right away and these were characters and lore I was familiar with so I was thrilled to explore the entire world in the game. Truly, I unlocked entire maps because I just had to know what everything was. The areas that were too high a level for me at the time I made a note of where they were and came back later. I think it's great when a game makes exploration fun and it definitely helped having Geralt's horse, Roach to help that exploration go a bit faster.

The environments in Witcher 3 are amazing. I would find myself stopping and just looking around at the scenery whether it was roaming through a forest or wandering the streets of a city. The attention to minute details was quite impressive. The gameplay is great. The gaming controls are fine tuned to make battles fun without feeling frustrating and the camera angles are spot on which made a terrific gaming experience for me. The music for Witcher 3 is beautiful. My favorite music was for the area of Skellige. Skellige was also my favorite place to explore because it was so pretty there with all the wild flowers and forests. I genuinely liked the people there too because many of them did not treat Geralt with complete suspicion or call him a freak the way they did in cities like Novigrad. They respected him and what he did; the fact that he was a Witcher and had cat eyes didn't really come up much. I felt that showed a lot of variety in the thinking of the people in the different areas.

There are mini games to play as well. I enjoyed the horse races because those were fun and worth the time and effort. They gave some great rewards such as saddle bags that increased my inventory space and saddles that increased my horse's stamina and speed. Then there's a card game called Gwent which you can play with various people ranging from innkeepers to some of Geralt's friends. I really tried with Gwent. It was a bit confusing for me and I found myself looking up videos on YouTube just to try and get the gist of it, and it helped a bit. However, a huge shout out to my friend Danny for giving a simple explanation of how it worked and the best strategy to winning because that helped more. I mainly just wanted to finish the Gwent side quests I had and I managed to do that. After that, I no longer bothered playing Gwent. It just wasn't my thing, but I will say graphics wise it was a well designed mini game and while it was a tad frustrating for me, I understood why many of my friends enjoyed it. There's also fist fights tournaments (think Fight Club) that Geralt can participate in. I aced the heck out of those and won all those prize coin purses. My favorite fight was the Rock Troll because it was interesting and I got to learn his name at the end; a reward for winning the fight.

Level grinding was not a chore for me in the game because there were so many quests and Witcher contracts which involves hunting specific monsters or investigating things that might involve monsters. These offer good experience and a lot of money for Geralt. There are times when the leveling feels a bit uneven because sometimes the main story quests give more experience than a few of the contracts and side quests. It's not a big deal, but it is noticeable. The skills menu for unlocking Geralt's Witcher abilities and upgrading them is easy to navigate and quite user friendly. My favorite skill was an upgrade of the Axii skill known as Puppet which could make enemies fight each other. The cutscenes and voice acting are superb; while the loading times are practically seamless which made me very happy.


First of all, I don't like anyone telling me what to do. Ask my parents. There was a time when I was told to eat my vegetables when I was a kid and instead of doing that, I stealthily put them under my chair and claimed my plate was clean because I wanted to go play with my friends. Hey, I was four. What the heck did I know about being a mastermind? My parents bought it for two minutes until they discovered it and yes, it was wrong of me to think that I didn't have to listen and tried to fool my parents but this gives you an idea about how long I've been like this. Don't get me wrong, if you just have a conversation with me and we have a healthy discussion I will listen to what you have to say. What I don't respond well to is comments like, "You should NOT be playing that game because of this, that, or the other thing." Ultimately I like to decide and think for myself and I think everyone should be able to decide for themselves whether or not they want to play a game, read a book, or see a movie.

While playing Witcher 3 two things came up about this which were I should not play the game because there are no people of color in it and that it was sexist to women. I honestly did not know there was a huge hullabaloo about these things when the game was first released because honestly I get busy with things going on in my life and I tend to just choose games that pique my interest. I thought the game looked interesting, so I bought it. That's really all there was to it.


As for the second aspect regarding the game being sexist towards women, I just find myself wondering where this comes from. There are several, I repeat, several strong female characters in the lore of Witcher and in the game. How is any of it sexist towards women? Look, I understand not liking all the boobies in the brothels and the sexual scenes in the game. It's not for everyone and some folks are just not down for it. It never bothered me and some of those sex scenes have some amusing humor in them. The argument that Geralt feels no emotions so it's sexist towards women is utter crap. If a person takes the time to actually read any of the books, read the lore, or actually tried to play the game they would know that Geralt can not express emotions on his face because of all the mutations that Witchers go through. Geralt actually feels very deeply especially when it comes to people like Yennefer who is his true love, Ciri who is like a daughter to him, and of course Vesemir who is a mentor/father figure to him. The fact that he can't physically express those emotions due to him essentially being a mutant shouldn't count against him.

The issues with things like Ciri being called a bitch by men or Yennefer being called a whore; those are things that happen in the real world and they sure as hell happened way too often throughout history. Part of the storytelling of many artistic things is that it finds a creative way to discuss real world issues and inform you hey, this kind of thing happens open your eyes. The part I loved is that these women did not need saving. They handled it themselves. The man who called Ciri a bitch? She broke his nose and she stuck up for herself. Yennefer handled the man who called her a whore and she held her own very well. These are not wilting flowers. These are strong, intelligent, and brave women in the story and I was thrilled that a fantasy game had them. Honestly, as soon as I heard the sentence, "Feminist Frequency said..." I felt my eyes rolling because this is such a stretch. I'm not saying that they're not entitled to their opinion because they are, but I did not see any evidence of that in the game at all and I disagree.

Games are meant to be fun and for me Witcher 3: The Wild Hunt was so much fun and one of the best games I've ever played. The story, the open exploration, and the diverse characters were amazing and I enjoyed it immensely. Now, I'm going to play through again on new game plus because the completionist in me wants to get all the different endings and the game is worth playing multiple times if one wishes.
  
Those Bones Are Not My Child
Those Bones Are Not My Child
Toni Cade Bambara | 1999 | Crime, Mystery, Thriller
8
8.0 (1 Ratings)
Book Rating
A different type of True Crime book (1 more)
Things you probably didn't know about the case
Writing transitions are confusing (1 more)
Smash poetry breaks up the flow
Toni Cade Bambara, a writer, documentary filmmaker and screenwriter, gives True Crime readers a unique viewpoint of the real Atlanta Child Murders. Bambara mostly writes from the eyes of Marzala, a mother of three whose oldest son goes missing during one of the worst murder sprees in Atlanta's history. Marzala and her family were not actual people during this time- - - all of them are based off of parents and siblings of the real victims. Not soon after Marzala does everything she can with the police to find her son, she joins a group of African-Americans that are outraged by the lack of progress to catch who is killing Atlanta's black children. This group forms what is called STOP (a citizen-run task force). For the majority of the book, Marzala with most of the black community in the area typed out letters to prominent government officials asking for help to stop the murders, also using Vietnam vets in the area to use their tracking skills to keep an eye on suspects, and investigating buildings that police refused to believe had anything to do with the childrens' disappearances and/or murders, which Bambara did an amazing job putting all the real facts together of the actual community members that were involved with this at the time. This story is upsetting, but enlightening on how politics may have caused so many children to be murdered. This is a story no reader will ever forget.

 

Bambara writes not in a normal narrative - - - just telling a story from specific viewpoints, but she often breaks off into smash poetry to depict a character's state-of-mind, which, sometimes can be off putting for the reader, breaking the flow of the story. Yet, the use of smash poetry combined with the era and the heart breaking subject at hand, separates Those Bones Are Not My Child from every True Crime book I have ever read. But a note for fans of True Crime, this story is from the view point of the victims' families and the search they went through to try and catch the murderer(s), unlike most TC books, which follow the police through the investigation leading to, usually, the capture of the perpetrator. From living in Atlanta during the time of the murders, Bambara was able to reconstruct the life of a black family in 1980's Georgia, while focusing on the effect these terrible crimes had on the surrounding community. Bambara did an amazing job on what most writers cannot.

 

The amount of characters, specifically the fictional ones, are very well created. She describes just enough to give readers the ability to tell them apart, showing every now and then from their own viewpoints. Out of all the characters, I came to really like Zala's two other children: Kenti and Kofi. One particular scene shows the strain of Sonny's disappearance on their family: " Zala parked the comb again and sat back. 'Listen, you two.' Kofi dropped down onto his knees. 'The police and the newspapers don't know what the hell is going on, so they feel stupid, because they're supposed to know, they're trained to know, they're paid to know. It's their job. Understand? But it's hard for grown-ups to admit they're stupid, especially if they're professionals like police and reporters. So they blame the children. Or they ignore them and fill up the papers with the hostages in Iran. Understand? And now... Jesus... they've got people calling those kids juvenile delinquents.'

'Don't cry.' Kenti tried to lean into her lap and got pushed away.

'They don't know a damn thing and they act like they don't want to know. So they blame the kids 'cause they can't speak up for themselves. They say the kids had no business being outdoors, getting themselves in trouble.'

'You let us go outdoors.'

'Of course I do, baby. We go lots of places, 'cause a lot of people fought hard for our right to go any damn where we please. But when the children go out like they've a right to and some maniac grabs them, then it's the children's fault or the parents who should've been watching every minute, like we don't have to work like dogs just to put food on the table.'

Kofi walked on his knees towards the bed, but he didn't lean on her like he wanted 'cause she might push him away. So he just put his hand on the mattress next to hers."

 

During the Atlanta Child Murders, victims were random, except for that they were children from the same neighborhood, and they were African-American. At first, police didn't believe a serial murderer was going around abducting children, but rather that 'poor, broken' families were killing their own. In the Prologue, Bambara shows that the victims' families and private detectives came up with more ideas of the motive than the police did:

" White cops taking license in Black neighborhoods.

The Klan and other Nazi thugs on the rampage.

Diabolical scientists experimenting on Third World people.

Demonic cults engaging in human sacrifices.

A 'Nam vet unable to make the transition.

UFO aliens conducting exploratory surgery.

Whites avenging Dewey Baugus, a white youth beaten to death in spring '79, allegedly by Black youths.

Parents of a raped child running amok with 'justice.'

Porno filmmakers doing snuff flicks for entertainment.

A band of child molesters covering their tracks.

New drug forces killing the young (unwitting?) couriers of the old in a bid for turf.

Unreconstructed peckerwoods trying to topple the Black administration.

Plantation kidnappers of slave labor issuing the pink slip.

White mercenaries using Black targets to train death squadrons for overseas jobs and for domestic wars to come. "

 

All of these theories are explored with evidence in Those Bones Are Not My Child. One scene in Part III, Zala's cop friend, B.J. shows up to her house to tell her to stop bringing attention to the investigation, " 'That Eubanks woman - - - your husband's friend? - - - she said you were bringing in the TV networks to blow the case open. I thought we had an agreement to keep each other informed. This morning I find out through the grapevine that you parents got a medium stashed in a hotel here in town, some woman who's been making headlines up north with cases that supposedly have the authorities stumped. If you knew how much work has been done on this case - - - no, listen, don't interrupt me. Then I find out - - - and not from you - - - that some of you parents are planning to tour the country cracking on the investigation. That's not too smart. And you should have told me.' " These two may have been fictional characters, but in Bambara's Acknowledgments, she states that all scenarios were true, and that she made B.J. to tell about the actual police officers who were involved with the investigation.

 

The tension between the police and the public is felt throughout the entire story. Despite all of the work the citizen task force put in, police arrested a man named Wayne Williams for the murder of two adult victims (who, due to their mental age, which was stated to be that of children, were placed on the victims' list of the Atlanta Child Murders): " Wayne Williams, charged with the murder of twenty-seven-year-old Nathaniel Cater and implicated in the murder of the other adults and children on the official list..." Zala, having worked for almost a year at the STOP offices, she, along with most of the community, doubt that Williams was a lone killer or even the killer at all. Williams never stood trial for the childrens' murders, but the police informed the public that he did it, case closed - - - although, after Williams' arrest, children were still being abducted and their bodies were still being found. Even after Williams' trial and the guilty verdict for two adult victims, some people stuck around to continue to investigate and claim Williams a 'scapegoat' of politics: " There were still pockets of interest and people who wouldn't let the case go. James Baldwin had been coming to town off and on; a book was rumored. Sondra O'Neale, the Emory University professor, hadn't abandoned her research, either. From time to time, TV and movie types were in the city poking around for an angle. Camille Bell was moving to Tallahassee to write up the case from the point of view of the STOP committee. The vets had taken over The Call now that Speaker was working full-time with the Central American Committee. The Revolutionary Communist Party kept running pieces on the case in the Revolutionary Worker. Whenever Abby Mann sent down a point man for his proposed TV docudrama, the Atlanta officials and civil rights leaders would go off the deep end. " At the end of it all, the questions still remain: did Williams kill all of those children by himself? Was he part of a pornographic cult that killed the children? Or is Williams completely innocent, and the murderer(s) are still out there? In Those Bones Are Not My Child, I guarantee you will be left questioning if the police were right.

 

All in all, the writing transitions can become confusing sometimes, especially the interludes of smash poetry, but I highly recommend this book to people who like the True Crime genre, especially of any interest in this specific case.
  
The Last of Us Part II
The Last of Us Part II
2020 | Action/Adventure
You Won't Find A Better Game In Terms Of Presentation. (4 more)
Level Design Is Astounding.
Like The First Game, This Will Create A Conversation For Years To Come
Sound Design Is Incredible.
Takes Risks, And Some Do Pay Off.
A Flawed Sequel. (4 more)
Awful Pacing.
Structure Of Narrative Is Bad.
Some Terrible Dialogue.
Shoehorned Agenda.
The last of The Last of Us.
The video game industry doesn't get enough credit as a source of entertainment, in my humble opinion. Time and time again, the industry has proven that it can produce something magical, memorable, mesmerising to play, and even more so, something engaging to watch as someone not even holding the controller. Naughty Dog’s 2013 masterpiece, The Last of Us, became an overnight classic game because it was cinematic in presentation, and a rollercoaster of emotions in narrative. I sat and played the remastered version on my PlayStation 4 in 2017, and fell in love with the chemistry, love and heartbreak Joel and Ellie took with them, as they crossed a post-apocalyptic America. I was satisfied with the conclusion, and felt the story of these two characters was finished. I didn't need, or ever want a sequel. Then a few months pass, The Last of Us Part II is announced. Obviously, I was ecstatic, but also concerned. Trailers came and went, delays happened over and over, and leaks began to drip onto the internet. I was even more concerned with the leaks, and how this game was taking shape, but I remained open minded, and began playing the game.

The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.

Narrative:

Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.

Gameplay:

Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.

In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.

Extra Notes:

The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.

By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.

(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)
  
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Daniel Boyd (1066 KP) rated The Last of Us Part II in Video Games

Jun 30, 2020 (Updated Jul 1, 2020)  
The Last of Us Part II
The Last of Us Part II
2020 | Action/Adventure
Gameplay (2 more)
Graphics
Sound
Story (0 more)
I'm Not Mad, I'm Just Disappointed
Contains spoilers, click to show
It's been a while since I've written anything, but I couldn't let this one go by without saying anything about it.

The Last Of Us Part 2 is the biggest disappointment of 2020.

I finished the game a few days ago and have been letting it process in my mind in the hopes that it will somehow make more sense to me. So far that hasn't been the case.

Let me provide you with some context, I wanted to like this game more than anyone. The first Last Of Us is one of my favourite games of all time and because of the spectacular writing and performances in that first game, I was really excited to see what would happen to these characters. This was definitely one of my most anticipated releases in recent years and I'm genuinely in awe at how much of a let down it was, especially after the 10/10 reviews I had been reading leading up to the game's release.

Spoilers will follow from this point on as it's pretty difficult to discuss my reasoning for being let down by the game without getting in depth, so please tread carefully if you have yet to play through the game.

First off, I don't normally like to bring up my personal politics when discussing fictional media, but I do feel that it's necessary to mention that I am pro LGBTQ+ and none of my issues with this game stem from any sort of political bias that I may have.

The game opens slowly, juxtaposing the intense opening of the first game. However these slow opening few hours really allow you to drink in the breathtaking visuals and fantastic sound design. These elements really help to sell the cinematic nature of the game, along with consistently stellar performances.

Then we are shown the main conflict that will propel the story for the sequel. Joel is unceremoniosly murdered by Abby, a new character that we know nothing about at this point.

Now I don't have a problem with main characters being killed off in a story, in fact as a Tarantino fan, I relish it when it's done properly. The problem with Joel's death is the way that it was executed. First off, Joel and Tommy would never in a million years have blindly trusted this random faction that they've just bumped into enough to give them their names so quickly. They've both survived 25 years in the apocalypse and yet the writers still expect you to believe that they would be this naïve and stupid. Then, there's the fact that this is how they choose to introduce this new group that you are later expected to sympathize with and this character that they will later force you to play as for half the game. Why would anyone who is a fan of this world and these characters want to play and learn about this random ruthless killer?

Now, what you might be asking is "aren't Joel and Ellie ruthless killers at this point?" And you would be right, they are. However the point is that we were already invested in these characters before we seen them ruthlessly murdering infected and humans alike and therefore are able to put it down to them having to do what they had to in order to survive. With Abby you are introduced to her killing a beloved character from the first game for the sake of pure shock value.

The first game came out during an oversaturation period of zombie stories across media and yet because of it's stellar writing, it managed to stand out from the crowd and actually become one of the most unique games of the last generation in terms of the story it told. The story in this game feels so generic by comparison. I remember watching interviews with Neil Druckman in the lead up to the game's release where he would talk about how the main hurdle of writing this game was justifying it's existence after the first one ended so well. Really? You had seven years and another generic revenge plot was the best thing that you could come up with?

Another highlight from the first game was the fleshed out side characters that all felt deep and like they really existed in the world. Characters like Tess, Bill and Marlene all naturally fitted into the plot and felt necessary to the overall story being told. The same cannot be said for the side characters in this game. I have already mentioned how it is made impossible to sympathize with Abby and her crew after seeing what they did to Joel. There are two other new characters introduced called Yara and Lev. They are siblings, which put me in mind of Henry and Sam from the first game, but where Henry and Sam felt layered and genuine, Yara and Lev feel shallow and shoehorned in to give Abby's plotline some narrative weight.

Then there is the strange pacing of the story. I feel like I must reiterate, they introduce a character that murders the beloved protagonist from the first game and later expect you to sympathize with her. Then there is the fact that you play as Ellie for the next 8 hours or so before they present you with a shocking cliffhanger, only to then force you to play as Abby for the next 10 hours. Not only are they making you play as the character that murdered Joel and Jessie in cold blood, but every extra hour that they unsuccessfully attempt to make you feel sorry for Abby is another hour before you can get back to see how the cliffhanger, (that was introduced 10 hours ago,) is resolved. And then, they bafflingly make you fight Ellie while playing as Abby. Why would the game expect me to want to hurt this character that I care about as this brand new random stranger?

You are then eventually given control back as Ellie and the game lulls you into a false sense of thinking that you are finally done playing as Abby. Then Ellie makes the totally nonsensical decision to abandon a nice, cushty, quiet farm life that she's carved out for herself, to go after Abby yet again.

After that, you guessed it! You are forced to play as Abby yet again. Thankfully it's only briefly as we then at long last get to properly play as Ellie again. Not sure if you remember her at this point, she's the one that's in all of the trailers and posters and on the cover of the damn game?

Then we get what is probably the most anticlimactic ending in the history of gaming. Ellie lets Abby go. After Abby killed Joel and Jessie and crippled Tommy and after Ellie murdered all of Abby's friends and after Ellie abandoned her girlfriend and step-son and had her fingers bitten off, she's just like, "nah fam, I'm good."

I'm sorry, what?

You are going to break your promise to Tommy and let the person that murdered your father figure get away? Why?

If getting your revenge wasn't worth it, you should have really realized that back on the farm when you were surrounded by people you love and a chance at a family life. If you chose to leave that behind you must be committed enough to see it through, otherwise it is all for nothing. There is subverting audience expectations and then there is having your characters make nonsensical decisions and I feel like TLOU2 was full of the latter.

On a positive note, the gameplay is extremely fun and satisfying. Every blow lands with more force and every bullet seems to strike even harder than in the first game. It does get a bit repetitive after a while and the actual function of taking out a group of enemies hasn't evolved a great deal since the first game, but I still really enjoyed it. The upgrading and crafting systems have also been fleshed out. This, along with the immaculate graphical presentation, tight, fluid animations, brilliant audio and expectedly phenomenal performances make for something with so much potential, with only the writing and direction letting it down. Unfortunately, writing and directing are both pretty essential in a story driven game.

Before I summarise, I'd like to highlight that I am not against stories that explore the moral grey area and don't have clear heroes and villains. For example, Metal Gear Solid is my favourite franchise in gaming and the whole point of that series is to show that there is no black and white, but we all do things for our own reasons. A good story should be able to make you see the things from the "villain's" point of view without being like, "look see what you did to them? That is why they are the way they are! Look see, she is a good person because she plays fetch with dogs!" In TLOU2 it all just feels so forced and unnatural. A good storyteller should show a character's motivations and then show their actions and leave it up to audience to decide if it's justified, instead of strictly saying, "this character is 100% justified in the heinous act that you just seen her commit, now you must be on her side!"

I think that's all that I've got to say and I guess at the very least, this game has got people talking. You cannot accuse it of playing it safe, but there are a ton of different ways that the plot could have went that probably would have been a lot more satisfying for fans of the series like myself. 6/10
  
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Mothergamer (1517 KP) rated the PlayStation 3 version of Fallout New Vegas in Video Games

Apr 3, 2019  
Fallout New Vegas
Fallout New Vegas
2010 | Role-Playing
Once I finished Fallout 3, I went on to playing Fallout New Vegas. I really liked the opening introduction to the game's main story line because it hooks you in right away showing just a glimpse of the underlying chaos in the Mojave wasteland with a pretty badass introduction narrated by Ron Perlman. Then you get to meet your main character the Courier who is in a messed up situation as they're getting mugged for a platinum chick they're delivering and some jerk in a checkered suit is explaining that the Courier has made their last delivery and while it may seem like bad luck, it's just that the game was rigged from the start. I knew right then it was going to get worse and it did as he shot the Courier in the head. I admit my initial thought was, how the heck is this going to work if the main character is dead? I got my answer fairly quickly as it showed the Courier waking up in a bed with an old man hovering over her looking concerned and asking if she was alright. The man introduced himself as Doc Mitchell and explains how the Courier survived thanks to a Securitron robot named Victor and the adventure of Fallout New Vegas begins in a town called Goodsprings.

Goodsprings of course gives you a chance to explore and get familiar with the game controls and how everything works. The controls are much better here than they were in Fallout 3 which made me happy. It also introduces you to the people in the town and you get a couple of quests from them. You also get a chance to speak with Victor the robot who saved your life. Honestly, I found Victor to be really creepy. He seemed friendly enough with his cowboy icon face and talking in a friendly cowboy drawl, but there was just something weird about him. It also didn't help that he kept popping up in odd places during my adventures and seemed to be following me. He did own up to it which I will give him, but he was creepy.

Once the tutorial introduction and quests are finished, you get to really explore the Mojave with the main goal being to find Benny; the man who stole the platinum chip from you and shot you leaving you for dead to get answers. For me it was to get answers, get the platinum chip back, and beat the crap out of him. I was still pretty ticked off about that whole ordeal with him shooting me.

To say that the world of Fallout New Vegas is big is an understatement. It is huge and you get an immediate sense of just how vast the Mojave wasteland is as you explore it. There are three big main factions fighting for control of the Mojave and the Hoover Dam and your decisions throughout the story affect which side you will help. There's the NCR a military expansion government, Caesar's Legion a group of Roman style slavers, and Mr. House the mysterious ruler of New Vegas.

There are so many side quests to do alongside the main story quests which isn't a bad thing. A lot of them were fun to do and the companion quests are interesting especially for the character of Boone. I liked Boone a great deal. There was a complexity to him that was intriguing and as my Courier got to know him better there was an understanding of why he was the way he was and a path towards him atoning for some of his past. It made for a great companion story and by the end of Boone's personal quest I liked him even more.


While I enjoyed Fallout New Vegas, there were many frustrating issues with it that had me swearing up a storm when they happened. The major thing were the constant dropped frame rates and freezing that caused the game to crash. When the game worked, it was a lot of fun to play. It just killed it for me when the game would freeze every couple of hours. I make sure to save my game often anyway with my games and I think that games like New Vegas are why. I did all the tricks too with clearing the cache on the PS3 and rebooting and it would still crash after a bit of time. That's incredibly irritating when I want to fully enjoy a game.

Then there's the weird quest bugs. I couldn't finish a quest for a couple of my companions because in one the quest item was nowhere to be found and in the other a quest the NPC I needed to complete the quest had disappeared completely. There were also occasions where I would get stuck in a wall or my companion would and I would have to reload my last save. I understand that there are going to be bugs and glitches in a game sometimes, they happen. However, the vast amount of glitches, bugs, and technical difficulties is inexcusable. I know that Obsidian the developers that worked on New Vegas apologized for all of that, but the thing is slapping a band aid on it is not going to cut it. For as long as the game has been out and the patches they had to fix the game, it should be fixed and yet those irritating issues remain.


Speaking of the DLC quests, I wanted to like all of them. I really did, but there were so many flaws. I only really liked two of the quests out of four. That's saying something. One of them I just could not stand at all. That was the Dead Money quest. I could not stand Dead Money. It was very clunky with the navigation and hard to see at some points. Getting gassed and waking up in a strange place without any of my gear and some crazy ex Brotherhood of Steel jerk was not good. As part of the story you also have a slave collar around your neck that happens to be on the same frequency as the radios in the surrounding areas and if you don't destroy the radios the collar will explode and kill you. This is an exercise in futility as every damn five minutes the collar beeps and you have to figure out exactly where the radio is. I found this tedious and slow which made this quest one of the worst I have ever played and I played Dragon Age The Descent. Yeah, I said it. The ending was a little satisfying, but not much because you don't really get anything out of it except a little payback to the egomaniac who put me through that nonsense.

Old World Blues was alright, but I hated the fact that once again I'm basically drugged and wake up in a strange place without all my gear. Seriously, was this the same writer for Dead Money? So I had to figure out where I was and I met the insane scientists in robot bodies who had brought me there. The thing that kept Old World Blues moderately entertaining for me was the humor. There were moments that had me laughing especially when one of the scientists claimed that my toes looked like tiny penises. There were some cool places to explore and some interesting things to see. The big thing that makes Old World Blues shine are the smartly written jokes and the humor about trying to understand another species and the differences between you. That's what made it fun for me.


The Lonesome Road was disappointing for me. It started out strongly with the introduction of this other mysterious courier, Ulysses demanding you show up to answer for what happened in a place called The Divide. There isn't really a strong urge to explore and it just seems to be travel from point A to point B. During that time you get to hear Ulysses drone on and on about the NCR, the Legion, and how you were the catalyst for nuclear missiles blowing up in the Divide. I like history a lot, but Ulysses made it freaking boring because he kept harping on the same thing repeatedly. It shows just how nuts Ulysses is because essentially he's blaming a mailman for something that had nothing to do with them. What happened in the Divide was an accident and while yes the Courier was delivering the package (a detonator) that awoke and caused all that, they had no idea what it was. The NCR did however and probably the Legion, so that's on them. Look, I get it. Ulysses had something very traumatizing happen to him and he needed something or someone to blame in order to be able to wrap his head around it, but when I was there face to face with him all I could think was, this whole thing was not my fault and you're crazy! I mean he wanted to punish a bunch of innocent people for the traumatizing thing for just a chance to wipe out the NCR and the Legion; that does not sound like someone who is operating at full capacity. Luckily, my speech, intelligence, and science perks were high enough that I convinced him peacefully that destroying all those people would help and even earned his respect. It's obvious in the writing that they meant for Ulysses to be a companion, but I guess they couldn't quite figure out how to make it work and this is what happened. It was okay, but it wasn't perfect and they could have made this a great story instead of a mediocre one.

Once I finished all those, I wrapped up the game with the final quest which was the battle for Hoover Dam. I had decided to help the NCR because while they're far from perfect I felt that they were a better choice than the group of rapist slavers that represented Caesar's Legion. I also liked and respected the fact that the NCR seemed to be protecting the idea of democracy and while they had their flaws, they were at least trying to do something good. The battle for the dam was epic and because I had successfully convinced the minor factions to join the NCR I had a lot of help battling Caesar's Legion. I totally loved the Boomers with their salvaged airplane taking out Legion soldiers from the sky. We fought hard and the battle was won; the NCR still had control of the dam. The game ends then showing all the different things that happen to the people and areas in the Mojave depending on your choices. Overall, the ending was pretty good and I was glad to see that many of my choices helped a lot of people who needed it. I can honestly say that I enjoyed playing Fallout New Vegas in spite of the technical issues and I'm glad I only paid 10 bucks for it. When the game works, it is worth playing and there is lots of adventuring to do with a great main story and solid side stories. Play through it at least once is my take on it.