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I Hate Everyone, Except You
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From the bestselling author, beloved television host, and “arbiter of style and good taste in all...
Biography memoir essays

Purple Phoenix Games (2266 KP) rated Doctor Who: Time of the Daleks in Tabletop Games
Sep 2, 2021
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.

James Dean Bradfield recommended Sons And Fascination by Simple Minds in Music (curated)

War of Mist (The Oremere Chronicles #3)
Book
War is here. Toxic mist drives all life to the brink of destruction and the conqueror queen, Ines,...

Daniel Boyd (1066 KP) rated Just Cause 3 in Video Games
Jul 20, 2017
Terrible dialogue (1 more)
Excruciatingly long loading screens
Into the fire, or just a flash in the pan?
I have always been a huge fan of the Just Cause games, I played the hell out of the first one on PS2 and I have great memories of it and of being blown away by the sheer scope and beauty of the game’s environment. Then the follow up was even crazier and even more fun. The explosions were bigger, the characters were more bombastic, the map was massive and the game was amazing. So, I think it’s fair to say I had been fairly excited for a while for the series’ third entry. Unfortunately, as has been the case with a number of big AAA games released in 2015, it is a disappointment. It’s not a bad game by any standard, it just fails to improve on it’s predecessors in any way. When I’m weighing up my opinion on a game, the first thing I always ask myself is, is it fun? And is Just Cause 3 a fun game? Hell yes it is. The explosions feel and look just as good as you would hope they would and the addition of the wingsuit is awesome. Flying around the map like a superhero feels truly epic, it really does give you a sense of being Godlike and it is without doubt the highlight of the game’s new mechanics. However, when you take those two things away, the wingsuit and the explosions, all that is left is a very mediocre third person shooter with mediocre graphics and a cheesy, poorly written script read by voice actors playing uninteresting stereotypes. But hey, this is a Just Cause game, it isn’t exactly known for it’s reputation of telling deep stories about the evolution of a certain character’s psyche, this is the game where you ride missiles and grapple launch into a man with a dropkick, so as long as the fundamental Just Cause functions are present, then surely that’s all that matters. Then you run into the problem with loading times. Now I don’t actually mind games with long load times all that much, within reason, but Just Cause is the type of game where it gives you so many insane mechanics that you naturally feel the need to experiment, but sometimes these experiments end up in Rico’s violent death, which in turn results in another long load screen. After four or five times of this happening within the space of a single mission, the frustration is at boiling point and the game becomes a chore and any fun you were having is quickly lost. It’s as if the game actually punishes you for trying crazy things, yet it claims to be the game that encourages insanity! Also the ways in which you die are so inconsistent that they become massively unpredictable. For example, after dying 3 or 4 times while trying to liberate a base using a madman zipline/parachute combination technique, I finally decided to just play it safe and get the liberation over and done with, so I used a missile mounted chopper. I blew up a bunch of fuel tanks etc and then a couple of SAM’s blew some holes in my chopper, most of the time the game gives you a minute to jump out of the chopper before it explodes, but sometimes at random, it will just blow up instantly and kill you dead, leaving you with another 5 minute loading screen and even more despair. Also Rico can sometimes take fall damage of up to a good few hundred feet, but sometimes a small drop from a roof to the ground of a bungalow will kill him instantly. This wouldn’t be so much of a problem if it wasn’t coupled with long ass load times, which is what really makes the process excruciating. Like I said before, I don’t mind long load screens all that much, but when they are coupled with frequent random chance instadeath, then I have a problem. There is a website that I use frequently called HowLongToBeat.com and it essentially gives you the average amount of time that it takes to beat a game’s campaign. For Just Cause the website says 15.5 hours to beat, which is about right, but I reckon that if you shorten the load times and fixed the random occurrences of instadeath, you could beat it in 11 or 12 hours. That’s 4 hours of sitting through frustrating load screens that you are never going to get back.
It really sucks actually, I wanted to love this game so much and it’s done it’s damndest to prevent me from doing so. To put it bluntly there are better open world games out there and you won’t have to wait half as long to load them up.
It really sucks actually, I wanted to love this game so much and it’s done it’s damndest to prevent me from doing so. To put it bluntly there are better open world games out there and you won’t have to wait half as long to load them up.

My Little Talking Princess
Lifestyle and Entertainment
App
Talk to the beautiful princess and fairy. She answers with her charming voice and reacts to what you...

Round to Ours: Setting the Mood and Cooking the Food: Menus for Every Gathering
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If you love planning menus, styling your home for a party and spending laid back time in your...

Mark @ Carstairs Considers (2373 KP) rated Unlocked in Books
Dec 14, 2020
Unlock Something Different – and Special – with this Book
This is an unusual release. The first 500 pages are a guide to the world of the Keeper of the Lost Cities series, with character information, info on animals, background on the races, and a few fun activities. The last 250 pages are a “novella” (it is short for this series) and picks up where Legacy, the previous book in the series, left off. It’s not just filler, but it contains lots of plot developments that fans will be glad they read. It splits time between Sophie, the main character, and Keefe, one of her friends who is going through quite a bit here.
If you are new to the series, you really don’t want to start here. Yes, I said guide, but it comes with lots of spoilers for the first eight books in the series. Back up and start at the beginning; it’s worth it. This is more a love letter to fans. If you are a fan, you’ll definitely enjoy the information contained in this book. And the novella will leave you satisfied. It feels like a complete story and made me laugh and cry. Yes, there is another cliffhanger, so now begins the wait for book 9.
If you are new to the series, you really don’t want to start here. Yes, I said guide, but it comes with lots of spoilers for the first eight books in the series. Back up and start at the beginning; it’s worth it. This is more a love letter to fans. If you are a fan, you’ll definitely enjoy the information contained in this book. And the novella will leave you satisfied. It feels like a complete story and made me laugh and cry. Yes, there is another cliffhanger, so now begins the wait for book 9.

Peter_mark84 (59 KP) rated the PlayStation 4 version of Resident Evil 7 biohazard in Video Games
Jun 27, 2019
First person scares (4 more)
Amazing graphics
Clever A.I
Intriguing story
Really challenging boss fights
Scary stuff
So I have been play this for while.
Totally love the game, one of the best Resident Evils I have played. The graphics and SFX set a very tense atmosphere. The graphics in particular are very crisp and it almost looks real. This is true for Baker family and other Humans you meet.
Monsters less look realistic in comparison. Though do give great jump scare. Not sure on their official name but I call the "Venomites", The tall tendrily creatures that the Bakers seem to have are creepy as hell.
The puzzles are you standard Resident Evil fare, which is good and really enjoyable for fans of the older entries in particular.
The boss fights are something else, So far I fought Ma & Pa Baker. These were tough to beat. Using a lot of different attacks to keep you guessing. No QTEs, just good old wits, skill and hoping your ammo does not run out.
I particularly like the story, keeps you guessing and wondering if and how this fits into the rest of Resident Evil universe.
I recommend this to anyone who loves a good scary game. Just maybe don't play before bed.
Totally love the game, one of the best Resident Evils I have played. The graphics and SFX set a very tense atmosphere. The graphics in particular are very crisp and it almost looks real. This is true for Baker family and other Humans you meet.
Monsters less look realistic in comparison. Though do give great jump scare. Not sure on their official name but I call the "Venomites", The tall tendrily creatures that the Bakers seem to have are creepy as hell.
The puzzles are you standard Resident Evil fare, which is good and really enjoyable for fans of the older entries in particular.
The boss fights are something else, So far I fought Ma & Pa Baker. These were tough to beat. Using a lot of different attacks to keep you guessing. No QTEs, just good old wits, skill and hoping your ammo does not run out.
I particularly like the story, keeps you guessing and wondering if and how this fits into the rest of Resident Evil universe.
I recommend this to anyone who loves a good scary game. Just maybe don't play before bed.

Heather Cranmer (2721 KP) rated Tempestuous (Twisted Lit #1) in Books
Jun 7, 2018
(This review can be found on my blog, <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>, in September).
I read Exposure (Twisted Lit #2) first (review up in a couple of days), and while I enjoyed that one better, Tempestuous is still a good read. I can't comment on how much alike it is to The Tempest by Shakespeare because I've never read that play by Shakespeare.
Miranda Prospero used to be a popular girl, but after one of her ideas gets people in trouble, she becomes a social pariah. One night, while working at the hot dog stand in the mall, there's a horrible snowstorm, and everyoen is locked in the mall overnight including Miranda and her former friends and ex-boyfriend. As she plots revenge against them, there's also a series of break-ins going on at the mall. It doesn't take long for Miranda to realize that the thief is also locked in the mall. Miranda must learn what's important or else she may be in more trouble.
I love the cover! I love how plain it is, yet how artistic it is at the same time. The colors go together really well, and I love the little soda cup on the cover.
The title is fantastic because not only is this a retelling of The Tempest by Shakespeare, but it also describes the weather in the book as well as Miranda's life at the moment.
I thought the world building was alright and the setting fantastic. I've always wondered what it would be like to be stuck in a mall. I'd probably hate it, but I'd like to imagine it'd be like what Miranda's night was like. I just kind of found it hard to believe that people would just go into any closed shop willy nilly for supplies and loot. I also found it kind of hard to believe that key holders would just open their shops for people. I would've loved to have more back story on Miranda's fall from grace. I would've liked the book to open up with her being part of the popular crowd, and then read about her incident that lead her to be a social outcast, followed by the story I just read. Yes, it would make a longer book, but I think I would've found that super interesting.
The pacing is alright in this book. I didn't devour this book so to speak. I wasn't bored with it, and the pacing is by no means slow, I just didn't get as interested in it as I have with other books.
I like the whole plot about being stuck in a mall and wondering what's going to happen that night. There are many subplots like how Miranda reacts to her former friends and ex-boyfriend, her love life, her friendships and other decisions. I like how there was also the subplot involving a thief locked inside the mall with everyone. I must admit that I was trying to find out who the thief was (and getting it wrong) throughout the book. I only realized who the thief was when Miranda did.
I felt that the characters were written well. I could totally understand about Miranda wanting revenge on those who shamed her and bullied her. I'm not condoning revenge by no means, but I could relate to that feeling. I loved how down to Earth Miranda seemed and how much she cared for people. Caleb came across as being a little bit of a dork, but that's what I loved about him! His dorkiness was actually kind of cute! I also loved how Chad was athletic, but the authors didn't make him out to be some brainless jock. Chad was actually a very sweet and caring guy, and I loved him. My favorite character was Ariel though. I loved her naivety and innocence. I loved how she seemed to find beauty in everything. I just wanted to hug Ariel a lot throughout the book.
I enjoyed the dialogue. None of it felt forced which was good. Everything flowed smoothly, and I found myself even laughing at some of the dialogue (because it was meant to be funny, not because it was bad or anything). There are a few swear words in the book, but nothing major.
Overall, Tempestuous is a fun story that lets you live a night being stuck in a mall with it's likable characters, great dialogue and interesting plot.
I'd recommend this book to those aged 14+ who want to read something with characters that they can relate to.
I'd give Tempestuous (Twisted Lit #1) by Kim Askew & Amy Helmes a 3.75 out of 5.
(I received this book for free from the authors for a giveaway. I was not required to write a review).
I read Exposure (Twisted Lit #2) first (review up in a couple of days), and while I enjoyed that one better, Tempestuous is still a good read. I can't comment on how much alike it is to The Tempest by Shakespeare because I've never read that play by Shakespeare.
Miranda Prospero used to be a popular girl, but after one of her ideas gets people in trouble, she becomes a social pariah. One night, while working at the hot dog stand in the mall, there's a horrible snowstorm, and everyoen is locked in the mall overnight including Miranda and her former friends and ex-boyfriend. As she plots revenge against them, there's also a series of break-ins going on at the mall. It doesn't take long for Miranda to realize that the thief is also locked in the mall. Miranda must learn what's important or else she may be in more trouble.
I love the cover! I love how plain it is, yet how artistic it is at the same time. The colors go together really well, and I love the little soda cup on the cover.
The title is fantastic because not only is this a retelling of The Tempest by Shakespeare, but it also describes the weather in the book as well as Miranda's life at the moment.
I thought the world building was alright and the setting fantastic. I've always wondered what it would be like to be stuck in a mall. I'd probably hate it, but I'd like to imagine it'd be like what Miranda's night was like. I just kind of found it hard to believe that people would just go into any closed shop willy nilly for supplies and loot. I also found it kind of hard to believe that key holders would just open their shops for people. I would've loved to have more back story on Miranda's fall from grace. I would've liked the book to open up with her being part of the popular crowd, and then read about her incident that lead her to be a social outcast, followed by the story I just read. Yes, it would make a longer book, but I think I would've found that super interesting.
The pacing is alright in this book. I didn't devour this book so to speak. I wasn't bored with it, and the pacing is by no means slow, I just didn't get as interested in it as I have with other books.
I like the whole plot about being stuck in a mall and wondering what's going to happen that night. There are many subplots like how Miranda reacts to her former friends and ex-boyfriend, her love life, her friendships and other decisions. I like how there was also the subplot involving a thief locked inside the mall with everyone. I must admit that I was trying to find out who the thief was (and getting it wrong) throughout the book. I only realized who the thief was when Miranda did.
I felt that the characters were written well. I could totally understand about Miranda wanting revenge on those who shamed her and bullied her. I'm not condoning revenge by no means, but I could relate to that feeling. I loved how down to Earth Miranda seemed and how much she cared for people. Caleb came across as being a little bit of a dork, but that's what I loved about him! His dorkiness was actually kind of cute! I also loved how Chad was athletic, but the authors didn't make him out to be some brainless jock. Chad was actually a very sweet and caring guy, and I loved him. My favorite character was Ariel though. I loved her naivety and innocence. I loved how she seemed to find beauty in everything. I just wanted to hug Ariel a lot throughout the book.
I enjoyed the dialogue. None of it felt forced which was good. Everything flowed smoothly, and I found myself even laughing at some of the dialogue (because it was meant to be funny, not because it was bad or anything). There are a few swear words in the book, but nothing major.
Overall, Tempestuous is a fun story that lets you live a night being stuck in a mall with it's likable characters, great dialogue and interesting plot.
I'd recommend this book to those aged 14+ who want to read something with characters that they can relate to.
I'd give Tempestuous (Twisted Lit #1) by Kim Askew & Amy Helmes a 3.75 out of 5.
(I received this book for free from the authors for a giveaway. I was not required to write a review).