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LeftSideCut (3778 KP) rated the PlayStation 4 version of The Park in Video Games

Jul 7, 2019  
The Park
The Park
2015 | Horror
Not the worst way to spend a couple of hours
In The Park, you play as a mother searching for your son inside an abandoned amusement park - a pretty straightforward plot for a horror game.
Being more of a psychological horror game, things are of course not actually that simple....

You play The Park from a first person perspective, whilst you (so very slowly) explore the park, uncovering the backstory of both your character, and the park itself , through notes and clues found littered throughout.
There is zero combat in this, so the focus is solely on the narrative, and the exploration element.
There's a subtle sense of unease throughout the games short runtime, and it does a pretty good job of creating a creepy atmosphere, and uses some pretty trippy and sometimes disturbing imagery to put you on edge.

The Park is low on actual scares (I recall jumping once throughout) and the plotline never makes it clear what is real and what is in your head - which wouldn't usually be an issue, however the ending is left open to discussion and interpretation, to the point that it ends on a rather unsatisfying note.

Overall, certainly worth a play through if you enjoy anything remotely horror related, but I'm glad I picked it up dirt cheap in a PlayStation Store sale!
  
Journey of the Emperor
Journey of the Emperor
2019 | Card Game
Do you think you know how to party? I thought I did, too. Then I played Journey of the Emperor, where you are planning an exciting party of journeys for the Emperor and their friends. They are all relying on YOU to provide them with the best journeys seeing exciting animals, beautiful flowers, and colorful lanterns along the way. But will you be able to plan wisely in the limited time you have been given? Let’s find out.

We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.

So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.

On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!

While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…

Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.

DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.

This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.
  
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The Marinated Meeple (1848 KP) Jun 13, 2019

This is an amazing review, and I look forward to checking it out....

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Purple Phoenix Games (2266 KP) Jun 13, 2019

Thanks! It's a very solid game and I'm itching to get it backed as well! -T

Whistle In The Dark
Whistle In The Dark
Emma Healey | 2018 | Fiction & Poetry, Mystery, Thriller
7
7.3 (4 Ratings)
Book Rating
Jen Maddox is on holiday with her fifteen-year-old daughter, Lana, when Lana disappears. But, somehow, Lana is found four days later: confused and bloody, but in one piece. Jen and her husband, Hugh, are beyond relieved, but Jen cannot shake the fear plaguing her. Lana has struggled with depression these past few years. What happened over those four days? Why can't her daughter remember anything? Jen knows she should welcome Lana back with welcome arms, but she cannot rest until she knows what happened to her daughter.

This was a complicated read, which made me feel and think all sorts of feelings. I have to definitely point out that there are triggers for self-harm and suicide in this one. The book hit home for me, as I lost a dear cousin-who was more like a sister to me-to suicide. She was a little older than Lana when she died, but I saw a lot of similarity between the two, and I could understand some of Jen's frustration and sadness with her daughter because of it. Because, honestly, a lot of this book is just sad and depressing.

It's written in short snippets, not long chapters, each with a title, and they are all told from Jen's perspective. I would have liked to have heard from Lana sometimes. Because this is Emma Healey, many of these little pieces and insights are brilliant, truly. But, also, I won't lie, some of this book is a slog. It mirrors living with someone with depression--it's slow, painful, and tough. I wouldn't call this a fun read, even though I could definitely enjoy some of the breakthroughs and beautiful moments Lana and Jen did share.

While the premise of this book is finding out what happened to Lana, much of it is just Jen and Lana's daily life--trying to find themselves after Lana's disappearance. You see the guilt Jen feels about her daughter's mental illness and the complications of motherhood--how hard it can be. Jen's older daughter Meg and her husband, Hugh, are more supporting characters to the Jen and Lana show. There definitely are some humorous pieces among the sad parts--Jen and her husband struggling to raise a teen, Jen's interactions with her mom stand out. And Lana, as she comes across through her mom's eyes, is an interesting and dynamic character. Her grim sense of humor is enjoyable, too.

I found this novel to be very driven by emotions and to be a deep look at a family who is torn apart not only by Lana's disappearance, but by mental illness. I think, too, overall it does a very good job portraying what mental illness can do to a family. Even Lana's descriptions of what her depression feels like are quite well-done. So much of the book actually made me feel tense on Jen's behalf, and you just can't help but feel so sad and scared for both Jen and Lana. The little snippets of the book really do a good job of capturing moments--that is life, after all. A series of moments that add up.

I wish that Jen had been less obsessed with figuring out what had happened to Lana, but I think I can understand where it came from (her fear). For a little bit, I wasn't sure I could push through the book, but I was also motivated to figure out where Lana had been for those four days, and I was attached to Lana (and even Jen), I won't lie. The end of the book also redeemed it for me. There was something about it that made it all work.

This book isn't for everyone, and in some ways, I even have trouble recommending it for those who have struggled with mental illness, because it can be really triggering. Still, I think the author treated the topic very respectfully. I couldn't help but feel for Jen and I really found myself wanting to help Lana, to reach out to her. Healey really does know how to create nuanced characters. Still, if this is your first time reading her, I can't help but recommend the amazing Elizabeth Is Missing, which I just adore. Still, it has its lovely moments and is certainly well-written, if not a slow read.

I received a copy of this novel from the publisher and Edelweiss in return for an unbiased review (thank you!).
  
Out of the Dark (The Grey Wolves, #4)
Out of the Dark (The Grey Wolves, #4)
Quinn Loftis | 2012 | Romance, Science Fiction/Fantasy, Young Adult (YA)
10
7.5 (2 Ratings)
Book Rating
The best thing for me is the fact that you get taken straight back where the old book finished when the new book starts. And when you're reading them back to back as I am, this is great! There's no wondering who's done what and when. You just dive straight back into the pack and carry on.

You learn more in this book about the gypsy healers but that in no way detracts from Jen and Decebel's story. When a wicked witch (stay with me here, it's worth it) tries to place a curse on Fane, Decebel is somehow able to sense it and manages to take the hit, literally, for Fane. This is a horrible curse though because it means that he loses his memories of his mate when he has only just found her and they haven't completed the Blood Rites yet. The struggle between the two of them is so painful and intense, I felt like a voyeur! So well written, you just can't remain separate from the story. Just when you think that things are slowing down and you're going to get your HEA, something else will happen that will throw everything on its head. There is just so much action and thrills in this book. Once again, we are treated to a Blood Rites which manages to match that of Jacque and Fane. But is that the end of the story? I'll leave you to read it and find out.

DEFINITELY RECOMMENDED
  
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Hazel (2934 KP) rated The Collective in Books

Jul 31, 2022  
The Collective
The Collective
Alison Gaylin | 2021 | Fiction & Poetry
7
7.5 (2 Ratings)
Book Rating
A very satisfying tale of revenge that I raced through in quick time.

Unfortunately, we have all heard of cases where a child is abused or found dead, murdered or killed by someone else and the person thought to have committed that atrocity walks free. We all feel for the parents but what would you do if that parent was you? Would you want revenge and how far would you go?

Camille is that parent; her only child is gone and her marriage has ended.

Grief has no time scale and after five years, the pain is still as raw, if not more so as the person she believed murdered her beautiful daughter is walking free and getting on with their lives. She has to do something but what?

Enter the collective ... a secret online group of mainly mothers who will help you get the justice you feel you deserve by working together.

Camille now has purpose but how far will she go?

With a great plot and interesting characters written at a pace that was quite slow at first but increased as the story developed, this book is a great thriller and certainly had me gripped from the start waiting to see how it all turned out.

Thank you must go to The Orion Publishing Group and NetGalley for enabling me to read The Collective and share my views.
  
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Mothergamer (1539 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.
  
The Last Time I Lied
The Last Time I Lied
Riley Sager | 2018 | Thriller
8
8.7 (11 Ratings)
Book Rating
Enjoyable, foreboding thriller
Fifteen years ago at Camp Nightingale, three of Emma's fellow campers disappeared, never to be found again. Ever since then, Emma has felt guilt about the incident and her actions that night. She idolized the three girls, especially beautiful Vivian, the leader of the pack, who bossed around Emma and the other two campers, Allison and Natalie. Since then, Emma--now a painter--has been painting huge canvases of landscapes, where she (secretly) paints the girls within each scene. She holds a successful show of her works, but now she's stuck, unable to paint anything else but "the girls," as she calls them. So when the owner of Camp Nightingale, Francesca Harris-White, turns up at Emma's show and tells her she's reopening the camp and she wants Emma to come back as an painting instructor, Emma agrees. Perhaps this will give her the closure she has always lacked and a chance to move on, to begin painting something else. But once back at the Camp--in the same cabin where her friends disappeared-Emma feels watched. Strange things begin happening and Emma starts to wonder more and more about what really happened fifteen years ago.

Well, this was just a fun thriller and a completely engaging read. I'm so glad I gave it a chance, as--unlike most of the reading population, I actually wasn't a huge fan of Sager's FINAL GIRLS and I wasn't entirely sure I was going to read this one. But it was definitely worth the read! This is a quick read and really enjoyable.

Sager populates the novel with a bunch of mysterious pieces that begin to add up across the story--clues, if you will--but you are left constantly wondering as you read. I personally was guessing up until the end, which I really liked. I am always a fan of a thriller that isn't utterly predictable. The novel is told from Emma's perspective, but flips between the present and the past (fifteen years ago, when the three girls went missing initially). This turns out to be an amazingly effective and compelling storytelling format: I read the entire book in about 24 hours and the first half in one setting. You can't quite pinpoint what draws you in, but you find yourself compulsively turning the pages.

Emma is a wonderful unreliable narrator. I enjoyed that she wasn't the requisite annoying unreliable narrator that we seem to see so often: she's tough, engaging, and just happens to be fairly untrustworthy at times to boot. Just when you start to get a bit frustrated and ready to truly know what Emma lied about, Sager spills the beans and the saga continues, with more crazy reveals.

The scene setting in this one is great; while I've never actually been to camp, Sager sets the stage so perfectly: you can just picture everything. The entire novel has this wonderful layer of creepy and mysterious on top of it all. So much of it seems foreboding, which adds to the suspense. And, as many have mentioned, there is a great twist to the ending, which I personally liked.

Overall, I really enjoyed this thriller. It's foreboding, quite readable, and features a main character who draws you in. Between not enjoying FINAL GIRLS and then seeing so much hype for this one, I was ready to be disappointed, but THE LAST TIME I LIED proved me wrong: it was a really engaging and suspenseful read. 4+ stars.

I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).