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Quad City Killers
Quad City Killers
2021 | Exploration, Humor, Murder & Mystery, Party Game
So I am going to cut right to the chase here. I am from the Quad Cities, the area of Iowa and Illinois where the Mississippi River flows East-West instead of its normal North-South. Admittedly, the name given to the area is the Greater Quad City Area and includes around 18 actual towns and cities. I have a love for my hometown and defend it to all who think we are just cornfields and unexciting. That said, when I saw a game was being produced about serial killers roaming my own stomping grounds, I knew I had to preview it.

Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.

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 ending March 5, 2021, or through any retailers stocking it after fulfillment. -T


To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.

Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.

The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.

Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.


The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.

The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.

I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.

All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.
  
C
Carniepunk
6
7.0 (2 Ratings)
Book Rating
As soon as I read about this collection on Kevin Hearne's Facebook, I knew I would be buying it. I don't care for carnivals at all, and every story will be related to one in some way - but there was just no way I was going to miss an Atticus and Oberon story! I even pre-ordered the book on Amazon, the first time I've ever done that. It was SO hard not to skip right ahead and read Hearne's contribution the moment the book was in my hot little hands, but I managed some discipline.

Rob Thurman's "Painted Love" opens the book. It is dark, but to be fair it isn't quite as dark as the only Thurman novel I've read, from the Cal Leandros series. I rather liked the twist. I adored the fiercely protective older sister, especially the way she is described. I'll rate this one at three.

I don't believe I've ever read anything by Delilah S. Dawson before, certainly not anything in the Blud universe, so I had no idea what to expect from "The Three Lives of Lydia." It was a far darker story than I would generally choose to read. I found the male love interest highly appealing. The portrayal of mental illness was horrific. I found it interesting that Dawson is an Atlantan as well as a fellow geeky mom, but I'm sure that I've never heard of her before. She does have a book coming out next year that looks promising, so I may give it a read. This one's a two.

Then there is the Iron Druid story! "The Demon Barker of Wheat Street" is set a few books back in the series' chronology (two weeks after "Two Ravens and One Crow"), so Granuaille isn't yet a full Druid. To make things even more interesting, Atticus accidentally offended the local elemental many years ago, so his magic doesn't work as well as usual in the area. The story isn't vital to the series, and knowledge of the series isn't necessary for enjoying it. Hearne's fans definitely won't want to miss it, though, and it could be used as a nice little taste of his style for new readers. Definitely a five.

I couldn't make it through "The Sweeter the Juice" by Mark Henry. Zombies are disgusting, but I was way squicked before the first walking dead even appeared on the scene. A one, just because there are no zeroes.

Jaye Wells is another new-to-me author, as far as I can remember at the moment. I didn't really like "The Werewife," to be honest. There was no joy anywhere in this story. There wasn't even a hint that perhaps the couple in the story had been happy together at one time. Both of them seemed pretty miserable, and I didn't like the way it ended. It didn't seem like there was any way to give them a happy ending, but that ending didn't feel "true." It gets a two, and that's only to set it apart from the previous story.

"The Cold Girl" by Rachel Caine is about an abusive teen relationship. Oh, and vampires. I'm not a Caine fan, but this story was better than some of her other work. Again, too dark for my tastes. If half stars were possible, it would have one. I'll be nice and round up to three.

The name Allison Pang sounds familiar, so maybe I've read something by her in the past. If I did, I'm certain that it wasn't set in the same world as "A Duet With Darkness," which says it is an Abby Sinclair story. I found the main character to be an annoying, immature twit, but I'm a sucker for fiction with musical influences. The music is well-done here. I don't know if I will read anything more by Ms. Pang or not - I suppose that depends on whether or not her other work has better characters and is also musical. This one gets a four.

I found "Recession of the Divine" by Hillary Jacques fascinating. The Greek inspiration was unusual. I didn't really buy the customers being quite so unquestioning of Ophelia's state, but it wasn't a major complaint overall. I was highly disappointed to find nothing but a credit in another anthology for her. But! Reading the author profiles at the end of the book pays off, because that's how I learned that she also writes as Regan Summers. Now her works published under that name are on my to-read shelf. Another five.

Jennifer Estep's "Parlor Tricks" was actually released free on Amazon a little while back to promote Carniepunk, so it was the first story I read. I enjoy the Elemental Assassin series in general, and this story is no exception. Again, knowledge of the series is not required to understand the story, and the story is not vital to the series. It is a nice little sample, though, and I enjoyed seeing Gin and Bria having a sisterly outing. I'm probably biased, but it gets a five.

 I liked Kelly Meding's "Freak House" a lot, and her name sounded familiar, but the story was set in the "Strays" universe, which I was certain I had never heard of before. I actually stirred myself to look her up, and learned that I've had one of her books on my to-read list for ages, and Strays is a new series she's just starting. Djinn, werewolves, vampires, pixies, harpies, leprechauns, skinwalkers, and more, some "out" to humans, some living hidden - what's not to love? This one gets a four.

Nicole Peeler us yet another author who sounded vaguely familiar to me, and yep, there is one of her books on my to-read list (yes, it is massive, why do you ask?). It is, in fact, the first of the Jane True books, and "The Inside Man" is set in that world. Peeler's writing style dies not flow for me, but I liked Capitola Jones and her friends Shar and Moo. As clowns are indisputably evil, I had little to complain about in the story. It gets a three.

Succubus (former?) Jezzie is the main character in Jackie Kessler's story "A Chance in Hell." Obviously, the story is set her Hell on Earth series. I had to look that up, though, because while I know you're shocked, her name did not ring any bells for me. I don't actually have ALL the urban fantasy books on my to-read or read lists! The piece opens with a confusing remark about a demon eating Jezebel's face, when that definitely is not the anatomy in question. If that's a common euphemism, it is wholly new to me. Within the next couple of pages there are multiple references to the fact that she has fallen in love with a human since becoming mortal, but absolutely no explanation of how she would reconcile sex with an incubus with her human love. As much as I would prefer that it were not the case, the default assumption in our society is that people are monogamous. Therefore, when there is a deviation from that norm, the reader expects - something. Is it supposed to demonstrate that the fictional society is different? Is the character in an explicitly non-monogamous relationship? Is her love unrequited? Is the guy dead? Do demons not count? Is she just a skanky ho? Then this great love isn't mentioned again for the rest of the story, so none of the questions raised are answered. Oh. There is, in fact, a plot here, but I was so annoyed by that stuff that I almost failed to notice it. Demonic circus, yo. The whole demon thing reminds me too much of another series I've read in the past. I can't even remember the author's name, much less the title, right now, but Kessler's work feels derivative. She gets a two.

Next up is Kelly Gay - Hey look! Another author whose name I don't recognize! - with "Hell's Menagerie," a Charlie Madigan short story. Okay, this series is set in an alternate Atlanta. As an Atlanta girl, that certainly gets my attention. And Charlie is a single mother. I don't recall any other single mothers in the UF world right off. (Kate Daniels doesn't quite count, because she adopted her daughter as a teen. Although it is interesting to note that Kate is also Atlanta-based.) I was ready to like this one, based solely on what I knew of the series. Then there was a grammatical error on the second page of the story that set my teeth on edge, one which could not be chalked up to a character's voice. Add in the fact that we get a fast, "and also, Jim" style introduction to Charlie (who isn't even present in the story!), Rex, and Emma in less than two pages, and I am officially annoyed. It isn't an old matinee movie, so surely that information could have been worked in a little more naturally? Emma won me over. Mostly. There's some, "Not another super-gifted kid," reaction, but I guess if the mother is supposed to be all that it's to be expected that the daughter might be special, too. Hmm. A three.

The last piece is Seaman McGuire's "Daughter of the Midway, the Mermaid, and the Open, Lonely, Sea." Is that title a mouthful, or what? It has the feel of a Toby Daye story, although it isn't subtitled as such, and there are no fae so maybe it isn't in that universe at all. As there are other stories in the book that are set in the same world as their author's series, yet not marked in any way, lack of a subtitle can't be taken as a negative indicator, though. In any case, the story is poignant, which I've come to expect from McGuire. I didn't really like it, but I didn't dislike it, either. I couldn't "feel" Ada in any true sense. I have the same problem with Toby. A three at best.

Overall, the book was decent. The ratings only average out to 3.21, but I'm very glad to have read the stories by Hearne and Estep. Discovering Jacques/Summers was absolutely worthwhile. I really hate that I read as much of Henry's story as I did. If I could delete that from my memory, it would probably raise the rating for everything else.
  
Xenohunters
Xenohunters
2021 | Horror, Science Fiction
What do you find absolutely terrifying? A great many things are on my list, and one of them happens to be the main theme for Xenohunters – heroes attempting to blow up a space station that has been overrun by hostile alien threats, but said aliens are adept at sneaking and can rise up just before you and deliver a deadly blow. I know I can’t be the only one shuddering at THAT thought. So when my friends over at Half-Monster Games contacted me about previewing their new game I knew I was in for one crazy ride.

In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.

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 consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.

Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.


Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.

Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.

Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.

So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.

I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.

I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
  
Avengers: Endgame (2019)
Avengers: Endgame (2019)
2019 | Sci-Fi, Thriller
Robert Downey JR, Chris Evans, Jeremy Renner....some to think of it, everything (0 more)
I'll let you know! (0 more)
Ending The Game
Contains spoilers, click to show
Avengers: Endgame - the concluding installment of the Marvel Cinematic Universe's 'Infinity Saga', has made box office history, breaking a number of records on its' journey (thus far) of becoming the second highest grossing movie ever in a short period of time. Bringing together the story threads of 21 films before it 'Endgame' had a number of hurdles to overcome - not only did the Russo Brothers have to find a satisfying way to reverse the effects of 'The Decimation' (if you have to ask then you're probably reading the wrong review!) but they had to do so in a way that did not lessen the impact of 'Infinity War', whilst bringing to a close a number of character arcs for many well respected and founding members of Marvel's flagship superhero team and setting the course and direction for whatever comes next.

The question is, did it succeed?

At the time of writing 'Endgame' has been in cinemas for over two weeks and all embargoes pertaining to spoilers have since been rescinded. It is on that note that I will make the following SPOILER ALERT and advise anyone yet to see the movie (is there actually anyone out there daring to call themselves a fan who hasn't seen it?!) to leave now.....

Endgame picks up a few short weeks after the events of 'Infinity War' and depicts the surviving heroes of Thanos's snap coming up again him once again. The encounter is very short lived but doesn't go as planned/hoped effectively destroying all hope for returning the vanished. Que a five year time-jump..

Steve Rogers heads up a support group for the survivors, Natasha Romanoff directs the remaining Avengers refusing to move on, Tony Stark and Pepper Potts are living a quiet life raising their daughter, Thor has spiraled into despair at New Asgard effectively leaving Valkyrie in charge, Clint Barton has become the blood-thirsty vigilante Ronin - tracking down and eliminating those criminals who escaped the decimation when his family didn't, and Bruce Banner has found a way to merge personalities with the Hulk allowing both to co-exist as one (Professor Hulk).

Things look pretty grim until AntMan (Scott Lang) returns - quite accidentally, from the Quantum Realm bringing with him the key to bringing everyone back and reversing Thanos's decimation. And that's where time travel appears...

The Avengers must travel back to key moments in their history to remove the Infinity Stones and bring them to the present where Stark and Banner create their own Gauntlet to house them. This involves the second act of the movie displaying some time travel shenanigans as our heroes interact with events - and themselves, of previously seen movies. Such encounters include revisiting the events of Avengers Assemble, Thor:The Dark World, and Guardians Of The Galaxy. Don't expect a retread of the 'Back To The Future' franchise however, as Avengers: Endgame creates its' own rules for time travel. Basically, going back in time and interfering with established events does not alter the future - instead it creates a branched reality (think parallel timeline), however traversing the Quantum Realm will still return you to the original timeline you came from. In other words, go back in time kill Thanos, return to the future and you've changed nothing.... Simple, right?!

That's the basic gist, and all I'll give you for now.

Whilst this does follow on from 'Infinity War', 'Endgame' is stylistically and tonally a different movie. Whereas the former threw us straight into the thick of the action and never let up until the devastating conclusion, throwing a cavalcade of heroes at us in a relentless fashion, 'Endgame' scales it all back (for two thirds of the running time at least) focusing on the original six core Avengers (with strong support from Don Cheadle's War Machine, Karen Gillan as Nebula, Paul Rudd (returning as AntMan), and of course, Rocket Raccoon! With the preceding movie been Captain Marvel you would be forgiven for thinking Brie Larson would play a strong role in this movie, however - with a throwaway line earlier on justifying her absence, Carol Danvers features for all of around fifteen minutes! That's not to say she doesn't make an impact when she does I might add! Given the downbeat tone to 'Endgame' there is a lot of humour from start to finish - Chris Hemsworth, Paul Rudd, Bradley Cooper, I'm looking at you most here!, which in no way detracts from the weight of what's at sake here.

Josh Brolin is back as Thanos, and Thanos...that's right, two versions of the mad Titan appear. The one whom our heroes go up against during the final third act is a past version who travels forward in time to present after seeing into his own future and witnessing the efforts of Earth's Mightiest Heroes and the lengths they are prepared to go to in order to 'decimate' his plans. This is a Thanos whom I would deem more ruthless that 'Infinity War's' protagonist, a Thanos now determined to erase ALL life in the Universe.

I imagine the biggest question - well, one biggie amongst many, fans going into this movie blind had concerned who would return after the shocking climax to 'Infinity War' (along with whether those who died in that movie stayed that way). There was never any doubt - was there, that the vanished would return? It isn't that much of a spoiler then to reveal that the final thirty minutes or so of 'Endgame' features every MCU hero on screen together embroiled in the biggest fight of their lives. And what a visual delight it is. The visuals in this film are fantastic and the final battle rivals anything Peter Jackson gave us.

I was fortunate enough to see 'Endgame' at the first screening (pre-midnight) at a local cinema and what an experience it was - a mini comic con. The atmosphere was electric and it was a highly memorable experience.

Everyone involved in this movie deserves kudos, for this lifelong superhero fanboy Avengers: Endgame is the best movie....ever.

If I may digress somewhat, there has been much confusion reported concerning the movie's ending, namely the resolution to Steve Rogers' story. Having returned the Infinity Stones to their rightful place in the MCU timeline Cap chooses to remain in the past (circa 1940-ish) and to live out his life with Peggy Carter (the final shot shows the two having that well overdue dance). Whilst the perfect sendoff this has left many conflicted as to the implications with some reviewers claiming this goes against the rules established earlier in the movie relating to the use of time travel. It really isn't that complicated. Essentially there are two theories at play that can explain the climax.
The first is that Steve simply lived out a life in secrecy within the established continuity, choosing not to involve himself in major events. This does not contradict what we've seen so far - back in 'The Winter Soldier' we see archive footage of Peggy from the nineteen fifties in which she talks about Captain America saving her (un-named) husband during the war. It isn't really a reach of the imagination to suspect that Cap and this man are one and the same. In the same movie, present day Steve visits a dying Peggy - clearly suffering the effects of dementia, who apologises to him for the life he didn't have. Could this be a reference to the man she married having to live a life of secrecy, choosing to stay out of the fight for fear of creating a divergent reality? Given that the movie establishes that actions in the past will not change the future (within the main timeline) Steve's interference would not change anything in 'our' reality anyhow.
The second theory is that Steve created a branched reality by reuniting with Peggy and lived a fulfilling life in that alternate timeline, only returning to the main timeline an old man when the time was right to handover the shield to Sam Wilson/Falcon (as seen at the end of the movie). Sure, this raises questions as to how Steve was able to cross realities but to be honest - that's a story for another time and the answer isn't important (for now).
Further confusing things is the fact that the Writers and Directors cannot seemingly agree, with Marcus and McFeely disputing the alternate reality theory that the Russo brothers subscribe to. You could argue that surely it is the Writer's view that counts, as..after all, they wrote it! Well, yes and no. The directors translate their understanding of the written word onto the screen and it has been reported that additional material was filmed after test audiences struggled with the time travel aspects of the film. Therefore it's not that hard to believe that the film - and that ending, were shot in a way that supported the film-makers understanding. I subscribe to the former - the romantic in me and all that, with Steve's story coming full circle with the revelation that he was always there with Peggy. Either way, both theories work and preserve the integrity of what has come before.
In any regard it's the perfect ending for Captain America!

So, to conclude....did it succeed? OH YES!!