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The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
2017 | Action/Adventure
This has all been done before. (0 more)
Bonus Points - An Example Of The Favoritism Towards Certain Developers In The Gaming Industry, Even When They Don’t Deliver
Zelda: Breath Of The Wild came out last month and it has taken the gaming world by storm. As a non Zelda fan, I am left wondering why this is the case. Why is this Zelda game so revolutionary? I don’t own the game, but I have played the first few hours of it and I have read a good number of reviews on the game. There are a few critics claiming that this game, ‘writes a new chapter in the videogames industry,’ and that it is an, ‘evolution of everything that has come before.’

While I appreciate that this is a well made game and it is doing new things within the Zelda franchise, these statements stick in my throat a little. This isn’t because I don’t agree that this is an impressive game, because it is. Other than the odd frame rate drop, there aren’t many flaws with this game and I did enjoy the few hours that I spent with it, (I had a lend of a friends Switch for the night so I could try the game for myself.)

My problem comes from the fact that this is a well made game that isn’t doing anything that hasn’t been done before a million times and frankly been done better. Full disclosure, I have never been a Zelda fan, but I wanted this game to convert me and I’m sorry to say that it didn’t. The purpose of this piece isn’t to attack the Zelda franchise, so you fanboys can put your pitchforks down. What I want to discuss is how when Nintendo do anything that is slightly better than a disaster, it is heralded as the brave new step in video games by a large number of the video game press.

I get it, nostalgia is a powerful lens and most writers in their 30’s grew up playing on Nintendo systems and franchises like Mario and Zelda, but as someone who is around ten years younger and grew up with Playstation, I don’t feel that Nintendo has advanced a great deal since the turn of the millennium and frankly, I don’t see Nintendo as having broken any new ground in the last twenty years.

If games like Breath of the Wild came out on another console, they wouldn’t be lauded as the best thing since sliced bread. In fact they have, it’s called Horizon: Zero Dawn! When Horizon came out it received a positive critical reception and high sales, but no one was writing articles claiming it was the next step in the evolution of video games. Splatoon has been put on a pedestal and has been described as ‘fresh,’ and, ‘unique,’ even though it is nothing more than a dumbed down version of Team Fortress 2 for a younger audience. Super Mario Maker was released in 2015 and it was essentially a $60 level editor. Level editors have been included in other games since forever and no fuss has been made, but when Nintendo sell an entire game based on the concept, it’s hailed as another, ‘triumph by Nintendo.’

When you compare Breath of The Wild to other recent open world games like The Witcher or Skyrim, there is nothing that makes it unique from a design and functionality standpoint. If Breath of The Wild came out in 2008, then sure you could get away with labeling it revolutionary, but in this day and age it isn’t any more special than Horizon or Skyrim.

Let’s look at some of the features that have been called unique in the game. The tower climbing to uncover zones of the map mechanic has been done in the Assassin’s Creed and Far Cry series’. Using plants for crafting and cooking has been done in Far Cry and Skyrim. Far Cry 2 and Dead Island had degradable weapons. The inventory system is very reminiscent of multiple Ubisoft titles; essentially Breath of The Wild has taken some elements from other games and made something from that within the Zelda universe.

This may sound patronizing, but it honestly isn’t intended that way. I get it, Nintendo fans have had it hard over these last five years, they have had nothing to be proud of since the launch of the Wii and they have had to stand by their console of choice and defend themselves with very little ammo to defend themselves with, but as a result nowadays when anything better than a car crash is released by them it is inflated by a large number of critics in the industry and so Nintendo fans are given a justification for putting their mediocre games on a pedestal. This is why to the rest of the industry it appears that Nintendo fans can’t accept things for the way that they really are and everything is blown so far out of proportion.

Some examples of Nintendo games being blown out of proportion and reviewers being clouded by nostalgia are available to go and check out right now on Metacritic. Zelda: Skyward Sword is currently sitting at a 93, Zelda: Twilight Princess is sitting at a 95 and Metroid: Other M has a 79. All three of these games are recognized as subpar and once the novelty wore off, even the most hardcore of Nintendo fans would agree that these are forgettable, black marks on the respective franchises track records. Not that BOTW isn’t a game for Zelda fans to be proud of, because it is. I can see why this would be people’s game of the year so far and I can see why it could be considered as the best Zelda game, but to someone that isn’t a Zelda fan that praise is meaningless.

In summary, the inflation of mediocrity in the industry has to stop, if we want gaming to improve. If we want to break new ground across the gaming media, these sycophants and apologists living in a false perception of reality have to go. These novelty games that are applauded for simply carrying the title of a beloved franchise, have to stop being praised so highly and given a free pass of any sort of criticism just because of a nostalgic lens.
  
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Mothergamer (1511 KP) rated the PC version of Assassin's Creed: Origins in Video Games

Apr 3, 2019  
Assassin's Creed: Origins
Assassin's Creed: Origins
2017 | Action/Adventure
I have been excited about Assassin's Creed Origins since I first heard about it so when I got my copy I began playing right away. The opening for the game is intense and introduces you to Bayek of Siwa, a Medjay (essentially a protector for the people of Egypt sanctioned by the Pharoh) and a bit later his wife Aya. The story starts with a sad event, but it clearly explains in that moment why and how the Brotherhood of Assassins were created. Playing as Bayek, there is an initial tutorial for what the game controls are and they're pretty great. The controls seem more streamlined to the point where my biggest complaint of getting stuck on things during parkour runs and jumps did not happen at all. It was a very welcome change.


Bayek of Siwa.


 I did get the season pass and this is truly worth it because you get access to some great weapons, gear, and mounts. Having the season pass will also give you access to the two DLC chapters, The Hidden Ones and The Curse Of The Pharohs on their release dates. If you're part of the Ubisoft Club, you also get some cool rewards ranging from crafting materials to legendary weapons. This also includes the Altair and Ezio outfits. You can also earn a lot of the weapons and gear from doing side quests and daily quests.



Some of the rewards you get with Ubisoft Club.

Ancient Egypt is huge. This is truly an open world game and it is definitely in your interests to explore everything because there are a lot of interesting things to see and do. I took a long time getting to the main story because I was having fun just exploring and doing all the side quests. There are a ton of side quests which give you the needed experience points and give rewards ranging from weapons to mounts. It is a grind to a soft level cap of 40, but because the game is fun to play I never really noticed and I got to level 40 fairly quickly.



One of many great views in the game.

One of my favorite things in the game was the symbiotic relationship Bayek had with his eagle, Senu. When doing missions where you needed to locate a target you could call Senu and with the ability of eagle vision have Senu search the area and seeing the world from her perspective until you find the target. This was a very useful thing to have especially when scouting enemy forts so I could see how many people there actually were.



Senu scouting an area.

The skill tree for Bayek is easy to navigate and there are three sections to unlock skills; Hunter, Warrior, and Seer. Even after you hit the level cap you can still build up these skills as the experience points then go into the meter and when maxed each time, it rewards you with ability points which can be used to unlock skills. Bow Bearer is incredibly useful for the Hunter because it allows you to carry a bow for stealth and one for melee battles. Chain assassination is also useful because it can get you out of a sticky situation.



The skill map is easy to navigate.

You do get to play as Aya for some missions and it is fun to play as her because there are some ship battles with her as well. The ship battles controls are well done and I wish there had been a few more of them because they were exciting and I enjoyed them. I also wish there were more missions with Aya because she was a smart and brave woman and she was just as interesting a character as Bayek. There is normal sailing also and this helps with getting to other areas or finding a spot where treasure is hidden. You can dive into the water and find those treasures as well as other secrets like tunnels leading into hidden temples.


Sailing in the game is great fun.

The main story is excellent. I really liked Bayek and Aya because they were such interesting characters. I felt sad for their pain and a sense of vindication for them when they accomplished their goal. There are of course real historical people in the game like Cleopatra and they are involved in the story. I did feel the main story was a bit short, but I still enjoyed it a great deal. It answered a lot of the big questions such as how the Brotherhood was started and also gave hints about some of the assassins that followed after Bayek and Aya.

Once you're done with the main game, there are still things you can do. There are mini game events like chariot races at the Hippodrome or gladiator fights at the Cyrene Arena. Both are fun to do and give you a break from the main story and side quests in the game. The chariot controls do have a bit of a learning curve, but once you get the hang of them it's a breeze. The gladiator fights have three rounds and then you unlock an elite mode which is just one challenging boss fight with the champion of each of those rounds. You can also compete with your friends for the best score.



Racing at the Hippodrome.

There are daily quests as well which you get from an NPC named Reda. The quests range from rescuing people to recovering stolen merchandise. When these are done, you get a reward from Reda usually a rare or legendary weapon. Sometimes you get a rare mount which comes in handy. You can take photos and share them with the photo share feature. This is a cool thing where you can use the controls to take a photo and share it with other players in the game. You can also avenge other players. If you find a fellow assassin that has been killed, it gives you a quest to find the perpetrators and you can exact revenge on them.

There is also the event Trial Of The Gods. Currently you can fight Anubis, the god of the dead. You should be level 40 for this fight because it's difficult otherwise. This is a great battle and once you defeat Anubis you get rewarded with a spiffy item. If you missed it, don't worry. There will be another chance to fight him and you will be able to fight other gods later on.
 


Battling the god Anubis.

Assassin's Creed Origins is an amazing adventure. The story is excellent, the side quests are fun, and there are so many beautiful things to see in this game. There is so much wonderful variety in the people, the voice acting, and the music. It is a joy to play and even after you're finished, there's still a lot of things you can do. I loved the game and and I can't wait to play more.
  
You're Pulling My Leg!
You're Pulling My Leg!
2005 | Party Game
At the time I am writing this preview, the world is in the midst of a pandemic. That being said, the need for social distancing and quarantining has really affected the board gaming world. Without being able to have normal game nights, gamers must be creative in figuring out how to continue to play together, while still maintaining safe and healthy distances from one another. And one game that offers a solution is You’re Pulling My Leg!

Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L

You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!

To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.

After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!

At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.

That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.

Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.

So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!
  
The Nowhere Girls
The Nowhere Girls
Amy Reed | 2017 | Children
9
9.8 (4 Ratings)
Book Rating
powerful (2 more)
timely
honest
Grace and her family have just moved to a new town after her Baptist preacher mother has a spiritual experience and their small Kentucky town decides she is far too progressive for their community. Grace is shunned and the family basically flees for more open-minded pastures. Erin is a beautiful girl who loves science and Star Trek: The Next Generation. She also has Asperger's and a secret. Rosina is a lesbian struggling to be herself within the confines of her conservative Mexican family. She dreams only of playing music and escaping her town, instead of taking care of her gaggle of cousins and working in her uncle's restaurant. Grace soon learns that the former occupant of her new house was Lucy Moynihan, who accused some popular boys of rape. Lucy wasn't believed, had a breakdown, and left town. While she's never been one to stand up for anything before, this angers Grace in a way she cannot fully describe. Erin and Rosina empathize with Lucy's situation, too. So the three find themselves an unlikely trio, and they do something even more unlikely: they form a secret group, made up entirely of girls, to protest the horrible culture at their school--a culture that condones things like rape and mistreatment of women. The group quickly takes off and the three girls realize that the group--and this cause--is far bigger than themselves.

This is an incredibly timely, wonderfully descriptive, and well-written novel that encapsulates the struggle felt by teenagers and young women in dealing with sexual assault, rape, and violence against women. There's a definite trigger for sexual assault/rape, so do avoid this novel if that is an issue for you. This book can certainly be painful to read, but it's an amazing read and incredibly powerful, as well.

The theme of boys and men getting away with horrible things in their towns seems so popular of late in books I've been reading. That could mean that The Nowhere Girls is repetitive, but it's not at all. It's a wonderful additional to this topic, which is a discouraging one and quite representative of how things are in our current society.

For me, the strength of this novel came with its characters and its brutal honesty. I really loved the three main characters, especially Erin, and just felt for all three girls. This is the first book I've read by Amy Reed (but won't be the last), and I was so impressed by her writing. The girls pop off the pages. The novel is written from the perspective of Grace, Erin, and Rosina, as well as Lucy and "Us"--a section that depicts the state of things from various high school females. Reed gives us a fairly diverse cast, including Rosina, whose family are Mexican immigrants; a character with autism in Erin; and several LGBTQIA characters. And, of course, it's wonderful to have so many female perspectives represented. We also get a few glimpses of some of the boys via excerpts from a despicable blog, which is quite effective in its own right.

As I said, so much of the strength of this book comes from its honesty. It doesn't shy away from the fact that the female teens are dealing with some very harsh realities in relation to sex, and it makes it clear how much they truly have to deal with. There are some extremely powerful moments in this novel (there's a chapter that occurs with some of the girls in a model home, and it's just wow. Amazing). It lays so much bare about what high school girls truly must go through. I found the brutal and realistic look at women and sex refreshing--albeit terrifying and heartbreaking. Rape, sexual assault, the power of sex, the way these women use sex to relate to each other and to boys--it's all there, and the result is heartbreaking, sad, powerful, and yes, sometimes hopeful.

A few times, I wasn't sure if I always believed how the authority figures dealt with the girls and their group, but, truly, it's probably a realistic portrayal of small town America. The ending was also a little neat, but still worked in the context of this novel. I kept thinking how much I'd like my daughters to read this book when they're older, because there is so much here: so many talking points and truths and so many wonderful and strong women among all the sadness.

In the end, this was a slow-moving book at times, but it was so well-written and a very powerful read. The characters are so strong, and you truly become part of their world as you read. I feel as if this is a must-read for female teens, and it's just so timely now in our culture, where the news brings more sexual assault talk each evening. There is something about this book that will leave you with hope, despite the horrors, and that's so important right now. Definitely a worthwhile read.



Grace and her family have just moved to a new town after her Baptist preacher mother has a spiritual experience and their small Kentucky town decides she is far too progressive for their community. Grace is shunned and the family basically flees for more open-minded pastures. Erin is a beautiful girl who loves science and Star Trek: The Next Generation. She also has Asperger's and a secret. Rosina is a lesbian struggling to be herself within the confines of her conservative Mexican family. She dreams only of playing music and escaping her town, instead of taking care of her gaggle of cousins and working in her uncle's restaurant. Grace soon learns that the former occupant of her new house was Lucy Moynihan, who accused some popular boys of rape. Lucy wasn't believed, had a breakdown, and left town. While she's never been one to stand up for anything before, this angers Grace in a way she cannot fully describe. Erin and Rosina empathize with Lucy's situation, too. So the three find themselves an unlikely trio, and they do something even more unlikely: they form a secret group, made up entirely of girls, to protest the horrible culture at their school--a culture that condones things like rape and mistreatment of women. The group quickly takes off and the three girls realize that the group--and this cause--is far bigger than themselves.

This is an incredibly timely, wonderfully descriptive, and well-written novel that encapsulates the struggle felt by teenagers and young women in dealing with sexual assault, rape, and violence against women. There's a definite trigger for sexual assault/rape, so do avoid this novel if that is an issue for you. This book can certainly be painful to read, but it's an amazing read and incredibly powerful, as well.

The theme of boys and men getting away with horrible things in their towns seems so popular of late in books I've been reading. That could mean that The Nowhere Girls is repetitive, but it's not at all. It's a wonderful additional to this topic, which is a discouraging one and quite representative of how things are in our current society.

For me, the strength of this novel came with its characters and its brutal honesty. I really loved the three main characters, especially Erin, and just felt for all three girls. This is the first book I've read by Amy Reed (but won't be the last), and I was so impressed by her writing. The girls pop off the pages. The novel is written from the perspective of Grace, Erin, and Rosina, as well as Lucy and "Us"--a section that depicts the state of things from various high school females. Reed gives us a fairly diverse cast, including Rosina, whose family are Mexican immigrants; a character with autism in Erin; and several LGBTQIA characters. And, of course, it's wonderful to have so many female perspectives represented. We also get a few glimpses of some of the boys via excerpts from a despicable blog, which is quite effective in its own right.

As I said, so much of the strength of this book comes from its honesty. It doesn't shy away from the fact that the female teens are dealing with some very harsh realities in relation to sex, and it makes it clear how much they truly have to deal with. There are some extremely powerful moments in this novel (there's a chapter that occurs with some of the girls in a model home, and it's just wow. Amazing). It lays so much bare about what high school girls truly must go through. I found the brutal and realistic look at women and sex refreshing--albeit terrifying and heartbreaking. Rape, sexual assault, the power of sex, the way these women use sex to relate to each other and to boys--it's all there, and the result is heartbreaking, sad, powerful, and yes, sometimes hopeful.

A few times, I wasn't sure if I always believed how the authority figures dealt with the girls and their group, but, truly, it's probably a realistic portrayal of small town America. The ending was also a little neat, but still worked in the context of this novel. I kept thinking how much I'd like my daughters to read this book when they're older, because there is so much here: so many talking points and truths and so many wonderful and strong women among all the sadness.

In the end, this was a slow-moving book at times, but it was so well-written and a very powerful read. The characters are so strong, and you truly become part of their world as you read. I feel as if this is a must-read for female teens, and it's just so timely now in our culture, where the news brings more sexual assault talk each evening. There is something about this book that will leave you with hope, despite the horrors, and that's so important right now. Definitely a worthwhile read.
  
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.
  
Just Cause 3
Just Cause 3
2015 | Action/Adventure
Wingsuit is a lot of fun (0 more)
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.
  
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Ben Butler (17 KP) Oct 11, 2017

The load screens were definitely a problem. I agree so much. There are so many random death bits and then you sit through the loads again.

I loved the wing suit. It was fun to glide around and drop your explosives everywhere.

TI
The Ill-kept Oath
C.C. Aune | 2016
8
8.0 (1 Ratings)
Book Rating
Actual Rating: 3.5 Stars

Set in the early 1800s, The Ill-Kept Oath is a cross between historical fantasy and paranormal romance, though it leans heavily in the latter of the two genres for the majority of the novel. Prudence Fairfeather and her brother Edward are orphans taken in by Lord Middlemere. Raised as nobility, Prudence has nothing to her name and must wed well for her future. Her cousin, Josephine Weston, is Lord Middlemere’s only child and, a couple years younger than Prudence, also finds herself in the path of a relationship that, though she desperately wishes, is beneath her. As if the stress of needing to marry wasn’t enough, the two discover that they have the Inheritance, which is, more or less, magic that has been passed on through the generations. Both girls are also recipients of Talismans that once belonged to their mothers and these items appear to have a gravitational pull that neither girl can withstand, which lands them in trouble on more than one account. In addition to romance and magic, there are trolls, rebellious magic users, and a very real reason for Prudence to fear for her very life, lending a sense of urgency to the book.
 
That sense of urgency is not dealt with in a timely manner though, it seems. While I adored reading The Ill-Kept Oath, I can’t help but feel that there were moments in which the book simply dragged on. Granted, I’m not much of a fan of romance and what truly piqued my interest in regards to this book was the idea of magic and rebellion, two topics that I am most definitely a large fan of. These two subjects, though largely used in the book’s description, are almost minor elements in comparison to Prudence’s debut for the London Season. In fact, the main conflict of the book itself seems to take a backseat to the romance side of the story which, while bittersweet in its telling, might strike the reader as something that ought to come second to the fact that there are trolls rampaging around the countryside.
 
It isn’t until near the end of the book that things begin to pick up and start falling into place. Here we learn that the romance side of things play a very important, unseen role in a vile plot to rebel against laws put in place several years prior. Without giving away spoilers, the parts of the book that we slag through are all, despite how mundane they appear, vital to the situation that unfolds. Every element finds a way of coming together, and there are certainly moments that, as I read them, I was able to appreciate the earlier, seemingly pointless interactions of characters. In that regard, I must commend C. C. Aune’s ability to implement small pieces of seemingly pointless knowledge that are, in fact, pivotal to the story. With that in mind, even without being a fan of romance, I was able to at least appreciate Prudence’s involvement in the Marriage Mart.
 
One of the things I actually liked about The Ill-Kept Oath is the depth to each of its characters. Unlike many of the books that I’ve read lately where the characters are one-dimensional with no point of existence except to fill a certain role and none other, the characters that Aune has breathed life into are colorful and real. Josephine is sixteen, on the cusp of adulthood, and bears the qualities of a teen-aged girl, soon to be woman, that we expect to see, from immaturity to accepting the changes in her own feelings and emotions. Prudence has just crossed into adulthood, and as a reader I was able to sense and truly feel her reluctance to accept a marriage out of necessity, rather than love. Her frustration, and her way of deflecting offers, are not merely glazed over, but written with depth. Even Edward, Prudence’s brother, shows the awkwardness to be expected of a young man still in university that has, unfortunately, developed some less than favorable emotions.
 
I really wish that more had been explained about the Inheritance and that there wasn’t so much left open to guessing. I assume this is something that will be more fully addressed later on, assuming there will be a sequel, and if that is the case I certainly look forward to reading it. What The Ill-Kept Oath gives us is a mere glimpse into a dark, dark world with many secrets left to be uncovered. A place where things happen with little care for the results, as long as an end is obtained. Overall, I enjoyed the book, though I feel that the story could have had a heavier focus on the magical side of things, along with a quicker pace.
 
Finally, I would like to offer a heart-felt thanks to Netgalley, Wise Ink Creative Publishing, and C. C. Aune for an advanced copy of The Ill-Kept Oath in exchange for an unbiased review.
  
Puppeteer
Puppeteer
Platform
I was perusing games on Amazon when the game Puppeteer was suggested to me. I was intrigued by the cover and looked at the game description to see what it was about. It sounded interesting and it was on sale so I purchased it. I started playing the game and I was blown away by it because it's not like any game I've played before. The whimsical aspect of it is charming and it made me think of Little Big Planet which is also a fun and whimsical game. If you're a fan of Little Big Planet like I am, you will enjoy Puppeteer.
 Puppeteer is a side scrolling platform game and you play as a boy turned into an animated puppet who loses his head named Kutaro. Kutaro gains a variety of puppet heads to replace his own throughout the game. You have three puppet heads and when you lose a head, you have thirty seconds to grab the head and put it back on or you lose it forever. Your heads are basically like lives so when you lose all three heads/lives it's game over.
 The story takes place in a fantasy world representing Earth's moon which is inhabited by a myriad of folklore style characters and they are all puppets as well. The game is set up to look like a faux stage with red curtains and you can hear an audience reacting to the events that happen in the story along with commentary from the narrator. It adds to the charm of Puppeteer, making it feel like a complete theater experience while playing a video game. The first half of the game is on the dark side of the moon while the second half is on the Earth side. When Kutaro's story begins, the narrator explains that the Moon Goddess was overthrown by by her servant Little Bear who then seized her black moonstone and the scissors called Calibrus and dubbed himself the Moon Bear King.


Kutaro exploring the first level of the game.

The Moon Bear King is the main villain, but there are several villains you have to battle before you get to him; twelve of his generals based on the twelve animals of the Chinese Zodiac. Each of them has a piece of the Goddess' white moonstone which Kutaro must get from them. Kutaro does get tools that can help him and eventually he does get Calibrus which are essentially a weapon for him. There are creative ways in which they are used besides as a weapon such as jumping to cut clouds to get to a high ledge or cutting seams to move faster while battling an enemy. They are also used to free the other animated children like Kutaro by cutting the puppet strings so they can return home.
 There are other tools that are used as well such as ninja bombs which can open pathways for you and a pirate hook which can hook items or secret doors. They are smartly and creatively used with simple puzzles in various levels of the game which makes the game play entertaining and interesting.


Talking with Ezma Potts, one of the many characters in Puppeteer.

The environments in Puppeteer are bright, colorful, and filled with beautifully done imaginative things. They're fun to explore and you can go back and play previously beaten levels because there are so many puppet heads and bonus items to collect. A couple of levels were my favorites such as the pirate one and the Halloween one because they put a smile on my face while playing and the Halloween one gave a Nightmare Before Christmas vibe that I loved. There are a few moments of frustration here and there with a couple of the boss battles and depth perception issues in a couple of levels, but it's not a huge deal because the execution of how the game plays and how well the story flows makes Puppeteer worth playing.



Avast! Hanging out with pirates.

 The game is about nine or ten hours of story and if you really want to explore to get every single puppet head out there, all the trophies, and bonus stages that can add a little more extra time and keep you pretty busy. The voice acting and music for the game is superb and there are even moments of humor that will cause you to laugh. It's quite clear that the developers of Puppeteer loved this game and enjoyed designing it and their imaginations really shine throughout the entire game; making Puppeteer a wonderful gem for gamers like myself who appreciate the fun and whimsy.
 While some of the art can be dark and spooky like the Halloween level, there's plenty of light and fun levels making the game enjoyable for people of all ages. Overall, Puppeteer is a delightfully charming game and so much fun to play. It is worth buying and playing more than once because it doesn't take itself seriously, celebrates all things whimsical and fun, and is a terrific game.
  
The Way Way Back (2013)
The Way Way Back (2013)
2013 | Comedy, Drama
8
7.0 (5 Ratings)
Movie Rating
Prior to the press screening for The Way, Way Back I had little knowledge of the film. Despite the heavy hitters in this film, including Steve Carell, Toni Collette and Sam Rockwell, I did not expect to be amazed by the movie. Even as I entered the theater and the studio reps were handing out sunglasses, t-shirts and beach balls I had little hope for the movie. Typically, great films are not promoted through cheap novelties.

Fortunately for us all, The Way, Way Back turned out to be a surprisingly delightful movie with a lot of heart. IT is way, way better than its marketing campaign, that’s for sure.

The movie centers on 14-year-old Duncan (Liam James), a kind of dorky and awkward teenager whose mother, Pam (Toni Collette), brings him along to an extended summer vacation on the Massachusetts coast. Duncan would rather be spending time with his father than his mother and her unlikeable boyfriend, Trent (Steve Carell), and his stuck up teenage drama-queen daughter, Steph (Zoe Levlin).

Duncan finds little of interest in the small beach town, and immediately feels alienated from the rest of his group. This is until he meets Susanna (AnnaSophia Robb), the brainy, older woman (16) who is staying next door with her hilariously blunt mother, Betty (Allison Janney), a friend of Trent’s. The two teens make an immediate, if not awkward connection, and share in the bond of thinking the town sucks, both being children of divorce, and their families are unbearable.

Aside from Susanna, Duncan finds an even better excuse to disappear and avoid the likes of his would-be family at the local water park, where he develops an unlikely friendship with Owen (Sam Rockwell), owner of Water Wizz. Sensing that Duncan is a lonely, outcast teen looking for place to belong, Owen hires him to work at the water park. Duncan is so alienated from his family that he doesn’t even bother mention to them that he is employed. Instead, he pretends to that he is just hanging out all day not really doing anything.

If this all sounds eerily familiar, it’s because The Way, Way Back follows a formula that most standard-issue summer vacation/coming of age movie does. But familiar isn’t always bad. The Way, Way Back has genuinely funny humor to it, and the characters are very relatable. It wouldn’t surprise me to find out that you were comparing them to others in your life, or that you may have met along the way. I know I was.

In fact, the film’s undeniable charm lies in its appealing, and not so appealing, characters, all portrayed excellently by a cast with a surprising amount of credibility for a film of this genre. James, a relatively new name, plays Duncan superbly, displaying the sort of low self-esteem that drives other kids to mock him. Anyone who does, or has, ever retreated into a lonely, nerdy, self-absorbed world will understand his angst and immediately attach themselves to Duncan. Especially in the early scenes that Duncan shares with Susanna, who obviously terrifies him with her confidence and beauty.

Rockwell steals every scene he is in as the ever-wisecracking Owen. He is your typical summer comedy character that you see in every film of this sort – the fast-talking adult male prankster whom all the kids flock to – but Rockwell plays the part with great depth. Beneath all of his bravado and clowning, there is clearly a man who has a lot of soul and cares about those around him. This side of Owen is brought out by Caitlin (Maya Rudolph), Owen’s park manager and sometimes girlfriend.

Carell takes on an unusual to most role as Trent, the films antagonist, if there really is one in this genre. He is one of the guys who is kind of a jerk, but not enough for you to really hate. Collette plays her part well, but doesn’t really get a significant amount of focus in the film. The funniest character of the fill is the over-the-top inappropriate Betty, a mom with a mean steak who does her best to embarrass her children and make everyone cringe with her nosy questions and open sexual frankness. Janney plays her with perfect comic timing.

I spoke with a friend, who also screened this movie, and he felt the movie played it too safe. He wanted it to explore the film’s darker themes more (family dysfunction, career frustration, teenage alienation) with much more insight. The one point I did agree with him was that Collette’s character was too underwritten to fully explain Pam’s tense relationships with, well… everyone. This is accentuated by the ending of the film where based on the buildup, I expected a much different action from her.

Still, The Way, Way Back is a delightful and smartly funny film that is sure to entertain you, and has a bit more gravitas than most summer comedies. I can tell you that I will be sporting my white “Ray-Ban”-esque sunglasses.