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Little Wonders
Little Wonders
Kate Rorick | 2020 | Fiction & Poetry
7
7.0 (1 Ratings)
Book Rating
Quinn Barrett's mantra is about being perfect. But that all crumbles when she's caught on camera at the Little Wonders Preschool Halloween parade screaming at her young son, Hamilton, and destroying his (you guessed it) perfectly-created spaceship costume. As president of the Little Wonders board, a perfect mom, and a designer, Quinn supposedly has it all together. But when fellow Little Wonders mom Daisy McGulch captures her meltdown on her phone and it goes viral, Quinn's perfect life is over. As for Daisy, she's terrified that Quinn (and the other Little Wonders parents) will find out she's responsible for the video. She's having a hard enough time fitting in the posh New England town and Little Wonders world. Daisy, with her tattoos, blue hair, and love of cosplay, isn't exactly like the other moms. But then Daisy and Quinn find themselves thrust together--and soon--maybe even friends. What will happen if Quinn finds out what Daisy did?


"In dark moments, when Quinn Barrett looked back and analyzed what caused the destruction of her entire life, she should have known it would happen at the Little Wonders Preschool Happy Halloween Costume Parade (and Dance Party)"


This book started off incredibly slow for me. Though, in its defense, I was reading it while sick with the flu and not exactly in the reading mood (or in the mood for anything, really). It took me a long time to warm to Quinn and Daisy--they just weren't the type of characters you (well, me) immediately take to. And, really, I'm a tough sell on these "mom" type books. I know these horrible type of parents exist--and these snotty schools--but some of these people and their actions just seemed so over-the-top.

I'm glad I kept reading, though, because eventually Daisy and Quinn grew into full-fledged characters, even if some of the other parents remained crazy caricatures and stereotypes. Daisy is sweet and funny, with her love of pop culture, and Quinn is relatable, with her flaws and desire for perfection. The book captures a lot of the difficult elements of parenting; what parent hasn't felt alone and out of their depth at points?

There are some really humorous moments, and I liked Daisy and Quinn's friendship a lot. Some of the events seemed a bit transparent, but Daisy and Quinn's eventual growth and my need to root for them turned this into a 3.5-star read.
  
The Secret Life of Albert Entwistle
The Secret Life of Albert Entwistle
Matt Cain | 2021 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
Characters (1 more)
Plot
That it had to end! (0 more)
This book had me tearing up so many times while reading it both with sadness and happiness. We follow Albert, a postman, who keeps himself to himself and likes to keep his private life private… from everyone. He’s happy with his routine and doesn’t envision anything changing. That’s until 3 months before his 65th birthday he is given his notice of retirement. What follows is the opposite of everything that Alfred wished for.
He decides that he needs to track down the love of his life, George, who he’s not seen for 50 years. The only problem? He doesn’t know where to start! Along the way he asks for help from the unlikeliest people who go on to become his friends.
One of these is struggling single mum Nicole, who is bringing up her daughter Reenie in a new town away from any family and friends while struggling with her brand new relationship and the doubts of why someone would want to take her and her daughter on. Nicole helps Albert with technology and on his journey to find George whilst also listening to the advice from Albert to fight for what she wants in life.
Every single character in this book it extremely lovable. And while I wanted it to end, at the same time I didn’t because it meant I would have to leave Albert and Nicole’s world. Being a northerner and currently living in Lancashire, I have loved the accent coming through in the pages and the references to so many places that I have frequented. It has been so beautifully written, that you can’t help but want the best for Albert and hope that he finds his George. There’s a lot of mystery surrounding their last meeting and it’s not until near to the end that you find out what actually happened to them for them to lose touch.
With echoes of Saving Missy, this showed just how lonely people can become when they get stuck in their own routines and live alone but with the right people around us, the world can become a whole lot less lonely.
Thank you to Matt Cain and Pigeonhole for letting me read this beautiful and “terrific” love story, I didn’t want to have to leave Albert by the end of it but at the same time was so glad of all the changes that he had been through. 100% a 5 star book for me!
  
Peter Rabbit 2: The Runaway (2021)
Peter Rabbit 2: The Runaway (2021)
2021 | Animation, Family
Script this time appeals to both Kids and Adults (1 more)
Gleeson, Byrne and Oyelowo are great together
This bunny has legs
I appreciate I'm over 2 months late in seeing "Peter Rabbit 2". But the grandkids were staying for the weekend and wanted to see it again!

Positives:
- This time the movie manages - "Paddington 2" style - to find a good balance between slapstick jokes that appeal to the target younger audience (my grandkids were roaring at certain bits) and the 'dragalong' adult audience. Some of these are gorgeously surreal - like the skiing badger in the Alps as a "university prank". It certainly passes the "6 laugh" test for a comedy, and generated a couple of good guffaws (the Austin Powers landing in the Aston Martin and the subsequent take-off was one for me).

- In the first movie, James Corden's voicing of Peter Rabbit tended to grate with me enormously. Here he gamely plays up to that, accepting that he is a bit of a "marmite" character with a lot of people. It's a fine comic moment.

- Rose Byrne and Domnhall Gleeson make a cute and watchable couple. (Rose Byrne could read the phone directory for me). They are well supported here by David Oyelowo ("Don't look into his eyes") who is the least villainous villain in any movie in recent memory! Also fun are trying to spot the guest voice artistes who include Margot Robbie, Sia, Elizabeth Debicki, Sam Neill, Lennie James and Hayley Atwell.

Negatives:
- A few of the jokes don't quite land (a one-note cockeral story, for example, is overplayed).

- As I've been doing some Supporting Artist work recently, I've become obsessed with observing Extras and the continuity of Extras in shots. There are a few inconsistencies in the mix on this one!

Summary Thoughts: It's fair to say (although I never actually wrote a full review for it) that I was NOT a fan of the original Peter Rabbit movie from 2018. Corden grated; there was not enough for adult viewers and some of the included scenes were highly questionable: try explaining to a three-year-old why Peter was stabbing a dead old man in the eye with his finger! I've avoided watching it again on the TV like the plague.

This sequel was, I thought, much better, being entertaining for both kids and adults. I wonder if I now watched the first movie I might find it, in hindsight, more palatable? Perhaps I will give it a try sometime.

(For the full graphical review, please check out One Mann's Movies on t'interweb, Facebook or Tiktok. Thanks.)
  
Tiny Epic Galaxies
Tiny Epic Galaxies
2015 | Dice Game, Science Fiction, Space
When it comes to game themes, I’ve got them all – modern mystery, fantasy, superhero, abstract puzzle, pirates, zombies, and more. But the one theme I never had was space. Which, thinking back on it now, is kind of weird because there are so many space-themed games out there. In my exploration of the Tiny Epic series, I eventually came to the third installment, Tiny Epic Galaxies. And thus, the space-game void I didn’t even know I had was filled. Since then, I’ve played a handful of other space-themed games, but Tiny Epic Galaxies is by far my favorite.

In Tiny Epic Galaxies, you are the leader of a galactic empire looking to expand its borders and influence across space. Unfortunately, you are not the only one vying for power – competing galactic leaders are also gathering resources and sending out scouts to planets in hopes of bringing them into the folds of their own empires. Can you outwit your opponents and stake your claim on these new planets before your rivals do? Or are you doomed to live under someone else’s rule forever?

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Tiny Epic Galaxies is a game of dice rolling and area control/influence in which players take turns rolling dice and activating powers in order to gather resources and increase their influence on newly-discovered planets. On your turn, you will roll a specified number of dice, and activate them in any order you choose to perform any of the available actions: move a ship, advance your colonization of a planet, acquire resources, or utilize the special power of a planet you control. Gaining control of a planet earns victory points, and the game ends once a player has reached 21 VPs. Sounds simple enough, right? But here’s a twist – when you activate a die on your turn, any other player can spend a resource to follow your action and perform the same action you just did. Make sure you keep an eye on your opponents’ ships and resources – a beneficial action for you could also earn your opponents a planet!

My absolute favorite part of all the Tiny Epic games is that they have so much more to offer than meets the eye, and Tiny Epic Galaxies is no exception. The premise of the game is simple and easy to learn, yet mastering the strategy is what keeps me coming back for more. There is no single strategy for guaranteed success, and the necessity to adapt strategy based upon your dice rolls keeps the game engaging and exciting. You may have a plan in mind, but unless the dice cooperate, you’ll have to adjust that plan on the fly. And you’ve also got to pay attention to your resources and your opponents’ turns, because you might be able to capitalize on their dice if you can afford the cost. It could potentially always be your turn, even if it’s not your official turn, since you have the ability to follow an opponent’s action. You’re coming up with your own strategy, while also trying to decipher your opponents’ strategies so you can outwit them and earn the most VPs the fastest.

Another great part of this game is that there is a good amount of player interaction, but not in a way that feels confrontational. In some situations it may feel like a bit of ‘take that,’ but remember – you’re the one who gave them the opportunity to take that action! Without you taking the action in the first place, your opponent would not have had the chance to follow you! Your strategy must transcend your individual galaxy and also take into account every other galaxy in play. In Tiny Epic Galaxies, you’re constantly interacting – some interactions are just more subtle than others.

Tiny Epic Galaxies is perhaps my favorite Tiny Epic game to date. It’s quick, simple, and yet deceptively strategic. Plus the little spaceships are so cute! If I had to pick one Tiny Epic game to use to introduce someone to the series, I would pick this one. Purple Phoenix Games gives Tiny Epic Galaxies an out-of-this-world 17 / 18.
  
Bloodshot (Cheshire Red Reports, #1)
Bloodshot (Cheshire Red Reports, #1)
Cherie Priest | 2011 | Fiction & Poetry
10
8.0 (2 Ratings)
Book Rating
What a truly awesome and fresh take on vampires in the crowded genre of Urban Fantasy! The star of <u><b>Bloodshot</b></u> is vampire Raylene Pendle, a top thief of priceless artifacts, who takes on a case from another vampire. This vampire, Ian Stott, was blinded by a top-secret government program and wants Raylene to steal back papers dealing with those experiments. What follows is a fast-paced, scene-changing adventure filled with unique characters that fulfills everything the book promised and more.

Raylene is your typical vampire in a lot of ways: the sun gives her a nasty sunburn to the extent of death, there's no awakening to dusk after decapitation or going up in flames, and of course, she's preternaturally fast and strong. However, she differs in that she's paranoid, self-deprecating, neurotic, and a tad OCD. So while Raylene can kick some major ass and make sarcastic remarks like the rest of the UF heroines, she also second- (and third and fourth) guesses herself a lot and is always prepared for the worst, usually thanks to her quick wits and sometimes even to the helpful contents of her "go-bag". I found Raylene to be a terrific protagonist, and for someone who claims to be anti-social, she sure picks up a lot of "pet people" throughout the duration of the book, which makes her a big, warm, gooey marshmallow inside (even if she doesn't own up to the fact).

What did surprise me was how funny the book was. I laughed, giggled, chortled, snorted, and smiled (usually rather goofily) quite often (there was many a line that left me in hysterics -- good thing I was reading in the privacy of my own home). Judging by the cover, I expected a more serious and suspenseful read, but while I wouldn't say this was exactly light, it wasn't as heavy as I imagined either. The plot moves swiftly each step of the way and kept me glued to the pages; there wasn't one dull moment to be had. Every character that popped up in the book was interesting and fully fleshed out, no bores within these covers, and helped move the story along. The writing was great, from Raylene's first-person inner dialogue to the action scenes, not one thing bothered me overly much.

While there is a sense of closure to the book as a whole, the story is really just beginning and I am left eager (and impatient beyond belief) for the next installment, [b:Hellbent|9842559|Hellbent (Cheshire Red Reports, #2)|Cherie Priest|http://www.goodreads.com/images/nocover-60x80.jpg|14733361] (set to come out August 30, 2011). If one book can make you a fan of an author, surely this one did it for me. Cherie Priest created a great intro to a character whose very vitality is evident every page of this book and has made Raylene one of my new favorites in the UF field.
  
Petrus (Fueled By Lust #12)
Petrus (Fueled By Lust #12)
Celeste Prater | 2018 | Erotica, Romance, Science Fiction/Fantasy
8
8.3 (3 Ratings)
Book Rating
Petrus is the twelfth book in the Fueled by Lust series, and I would certainly recommend you read them in order. Not only will that give you a better understanding of the overall story arc, but you will get to meet the characters in greater detail, helping you to know them more.

Petrus was one of the unfortunate Insedi who had a faulty necklace. This meant that when he kissed Ireland for the first time, nothing happened, much to his distress. Ireland, of course, knows nothing about the Insedi or necklaces, so she wondered what the hell was going on. To try and protect her, Petrus was cruel to be kind, which then backfired when he found out about the faulty necklaces. So now he has to try and coax her back to him.

I love this series, I really do. I have loved each and every one of the Insedi warriors, and this book is no different in that regard. What I didn't love as much were the other men in this. I can sort of understand Ludo, especially once you learn of the near-miss between him and Ireland, although I much preferred Makar and Baruch because they were already a 'couple' (so to speak). It was Damon who didn't do it for me though. I loved how it was written with a human being included into a triad but I would have loved more from him during the book. He was there at the beginning, bam, I love you's to Ireland, but then he disappears until near the end. One evening (or so it seemed) and he's into the triad, now quadrat! And then throw in the BDSM elements that Petrus and Ludo are happy for him to take the lead on... I don't know. It just didn't feel right to me, and I pains me to write that!

There were no errors in this book that disrupted my reading, and I found myself to be just as lost within the Insedi world as ever. It just didn't move in the same way as the previous books have. And Cato is still hands-down my favourite!!!

Would I recommend this book? Absolutely! Because it is part of an amazing world full of interesting and intriguing characters. It isn't just the warriors who will delight you, but their partners too. Trust me, the women are just as badass in their own ways, and Makenna and Ireland's quips and witticisms to each other were fantastic to read. So yes, I recommend it. Just start from the beginning and you will love the Insedi just as much as I do!

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
Valeria: Card Kingdoms
Valeria: Card Kingdoms
2016 | Card Game, Dice Game, Fantasy
Imagine yourself a Duke/Duchess. You have land that needs to be developed. You have paltry starting resources and access to a Farmer to produce goods and a Knight to protect them. You need to build the greatest Dukedom/Duchy to prosper for generations and fend off the impending monster attack. In typical RPG fashion I ask you, “What. Do. You. Do?”

DISCLAIMER!! This review is for vanilla Valeria: Card Kingdoms. We have plans to add in the expansions in the near future. Once we do, we will add that information to this review or to a new review and link to it from here. -T

Okay, I have to admit, I Kickstarted Villages of Valeria (VoV) and Quests of Valeria (QoV) before picking up Valeria: Card Kingdoms (VCK). Why? Well, because I was wary of shared universe games at the time, so I tried one: Villages of Valeria. Dude, it’s a great game (review to come). When I Kickstart something I usually tend to go all-in. So I have the good stuff. Same with Quest for Valeria (review to come). I simply missed the boat on the first installment because I was late to the game.

Fast forward to me actually buying the game and trying it out. The mechanics felt very familiar (thanks Machi Koro), and the iconography was very familiar too (thanks VoV and QoV). But VCK excelled and rocked my world so much that I just cannot get enough of it.

Without paraphrasing the rulebook and teaching the entire game here, I’ll give a quick rules synopsis. You roll 2d6 on your turn and activate cards based on what you roll. Rolled a 3 and a 5? Ok, activate the 3 card. Also the 5 card. So far it sounds just like Machi Koro right? Here’s where it improves on MK. You also activate the 8 card (because 3+5=8). BUT ALSO EVERYONE ELSE ACTIVATES THEIR 3, 5, and 8 CARDS. Then you take two actions, which could be recruiting more citizen cards to activate when rolled, getting resources, defeating monsters, adding buildings to your Dukedom/Duchy. Most VP at the end of the game wins.

Roll dice, activate cards, take actions, win the game. It’s so simple, but yet so so so much fun. The game looks incredible when setup, there are a ton of card areas, monsters, the dice are big and chunky, game play is super fast, and you are always involved – even on your opponents’ turns. What more could you ask for? I’ll tell you: a super positive Purple Phoenix Games score of 22 / 24. It’s my favorite game of all time, after all.

https://purplephoenixgames.wordpress.com/2019/01/09/valeria-card-kingdoms-review/
  
Aldabas: Doors of Cartagena
Aldabas: Doors of Cartagena
2021 | Card Game
I’m just going to come right out with it so I can get it out of the way. This game has some really nice knockers. Yes, it is kid-friendly – I am referencing the door knockers that adorn the Doors of Cartagena. These ornate knockers have historically signified professions held by the residence’s inhabitants and can still be found in this Colombian city today. So how does this translate into a board game? Well, let’s dive into the world of Aldabas: Doors of Cartagena.

In Aldabas, players are (loose) urban planners in historic Cartagena attempting to build their city block with the most influential people in town. By drafting the most strategic door cards the winning player is they who scores the most points at the end of the game.

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, place out 12 coins per player on the table, create the door offer dock, shuffle the Doors deck, and give each player five Doors and one Vault board. Each player then chooses one card from their hand to secretly place under their vault for endgame scoring. Place the shuffled Doors deck next to the Dock and deal one card to each space beneath the Dock. The game is now setup and ready to play!
On a turn the active player will take two actions. The actions are: Take Two Coins, Buy One Door, and Place One Door. Obviously, the first action has the player adding two coins from the supply to their play area (called the purse). To Buy One Door the player simply chooses one of the Door cards from the Dock area and pays its cost to the supply. The two cards on the leftmost spaces of the Dock are free, while the other cards cost coins according to their placement at the Dock. Once a card has been purchased, a new card is revealed and added to the rightmost space, sliding all other Doors cards to the left.

To Place One Door, the active player will choose a Doors card from their hand and place it on their block they are building in front of them. The Vault card acts as the bottom leftmost space, with the block encompassing a 4×3 grid above it and to the right (as shown below). Once the Door is placed, any special power it offers is triggered immediately, as are the Doors cards’ powers adjacently below and beside the newly placed Door card.


The catch here is that when placing Doors, it is illegal to place them orthogonally adjacent to Doors of the same color, and the spaces both below and to the left of the placed Door cannot be empty. Essentially, Doors need to be placed in a cone starting from the Vault. Play continues in this fashion with players taking turns until either the supply runs out of coins, a player fills up their 4×3 grid with Doors, or the Dock cannot be refilled because the Doors deck is empty. Then final scoring occurs, which is based on individual cards as well as any suit-specific bonuses offered.
Components. Again, this is a prototype copy of the game, so final components may be different in many different ways upon a successful Kickstarter campaign. That said, this game looks GORGEOUS on the table. The colors are all super vibrant, and the great knockers really pop. Excellent theme and art here carry an already-spiffy game. The game is basically a bunch of cards and some coin tokens. They are all fine quality, especially for a prototype. I have no issues at all. I love the way this looks!

So I love the way it looks, but do I love the way it plays? I think it’s a good little game. It reminds me a little of Viceroy with the color combinations and placement rules. While Viceroy is good, Aldabas is much better in almost all ways. Aldabas plays quicker and has more easily digestible rules. If you check Viceroy’s profile on BGG you will see that many users enjoy it, and it currently sits just above rank 1000. So when I say Aldabas gives a similar feel but delivers a more enjoyable game experience, I expect Aldabas to perform better in the BGG rankings, if that’s your thing.

The special powers on the Doors cards, though I didn’t really mention them, range from VPs at game end, to moving coins to and from the Vault onto Doors to make them more valuable, to gaining coins from the supply or stealing them from other players, to offering discounts on purchasing Doors from the Dock. There are some other fun rules used in scoring, but I will let you experience those on your own with your backed copy.

So final word from me on this one is that I highly recommend it and hope you give it a shot. It offers lots of strategic game play with a medium-sized table footprint, but boy it looks great on that table! Turns are fast, and everyone is in the game until end scoring, so I never felt there was a runaway winner issue. If you are like me, you will definitely want to be adding this to your collection. Big recommendations from me, I know you will enjoy it.
  
40x40

Mothergamer (1649 KP) rated the PlayStation 3 version of Assassin's Creed III in Video Games

Apr 3, 2019  
Assassin&#039;s Creed III
Assassin's Creed III
Action/Adventure
Contains spoilers, click to show
So after a long hiatus, I finished Assassin's Creed III. Did I like the game? Yes, definitely. Did I love it? Not so much. First let's get the good things out of the way. I really liked that there was a new world to explore and a great part of history to be involved in; the Revolutionary War. This made for a lot of interesting missions, side quests, and battles. I did like the new costume designs for the game and I definitely liked the new weapons. I did like seeing quite a few historical faces in the game and some of them had some pretty good missions. The story was fairly interesting especially towards the end when further details are revealed answering a lot of questions from the previous game. While I did wish for more city exploration, I did enjoy exploring the frontier areas because it was new and there was some interesting things going on out there.
 Now, let us get to the parts that I found mildly disappointing and the parts that were so infuriating they got A LOT of swearing from me.

 1.Connor Is A Wooden Boy: Connor while an interesting character, came across as wooden and I wasn't really feeling the passion from him or any emotion really. Even when he was supposed to be angry, it just came across as angst filled teenager. Shouldn't he be angrier about some of the things that have happened? I mean I know I would be full on raging if half the stuff he survives in this game happened to me. Speaking in a flat monotone in every situation is just not working for me. I also wish they had done a bit more with the story about Connor's tribe because it seemed like they were just a blip of a plot point and not much else which was a little disappointing. There's also this sense of Connor just being along for the ride and even as a full fledged assassin he doesn't really get to shine, so his story seems lost and smacks of missed opportunity. Bottom line, the pacing is off and that's never good when your main character doesn't feel like he's the main character to you.

 2. The damned lock picking: Really, how hard is it to have decent controls for lock picking the chests you find in the game? I suggest that all those game developers go play all the Thief games so they can see how it's done. There is no excuse that late in the game for shoddy controls. Hold both buttons down, swirl around to find the correct "signal" and realize that you have the skills of a drunken monkey when you can't get the damn thing open. Also file under "the right signal my effing ass" because it was ridiculous.

 3. Paul Revere's Midnight Ride Mission: Yes, they did their research and yes, it was cool they had that in the game. However, never have I wanted so badly to shove a historical person off a horse. Having to constantly ask the man for directions while he yelled at me, "More to the left! No, more right!" made me seriously consider handing him over to the enemy. It was only for a minute, I swear.

 4. THE DAMN NAVAL BATTLES: There is a good reason why that is in all caps. There is no real learning curve here. It's pretty much a learn or sink your ship situation here. While I get that the ships can't turn on a dime just like real ships from that era; the controls are pardon my French, utter shit. Not only are they clunky, there are some questionable load times for firing the various cannons and lord help you if you end up getting turned around and smashing on some rocks. One of the naval battles was so damn infuriating, my husband Ron had to step in and finish it for me. Yes, it was that bad.

 5. The Chasing Lee Mission: This was the final mission in Connor's main story and it made me want to tear my hair out and scream out my frustration. I did scream in fact. Many times. First there's the optional objectives of don't shove anyone while you're running, followed by don't let any of the British soldiers touch you. So instead of oh I don't know getting to shoot murdering bad guy in the face, you have to run an obstacle course full of people, things, and a burning ship like you're an Olympic marathon champ. Then we factor in, how Lee is only five steps away from you but you get the desynchronization message if you don't get closer to him. At one point I was standing right IN FRONT of him in the burning ship; I could have had him right there, but because it wasn't part of the "story" he took off running and I got that message. I finally did finish that mission and the payoff for it wasn't really worth it; trust me.

 6. Desmond Got Screwed Over: While I understand that Desmond's story was ending; the way they sent him off left no real resolution for him and it seemed as if they were just tired of him. Desmond needed a proper send off with some actual closure; not an ending that screamed, 'Hey, we're kind of bored and tired of this guy, so we're getting rid of him okay? 'Kay, see ya!'

Those were the big things that really disappointed me and made me nuts. My thinking was I couldn't believe they spent three years working on this game and this is what we got. I loved the previous Assassin's Creed games and I was genuinely excited for this one, but there were many things that disappointed me. While I liked the game and I did like the ending (not the thing that happened to Desmond because that was some bullshit), I didn't love it. It felt like perhaps they rushed a bit or just didn't test things out fully to make sure they worked right (I'm looking at you, lock picking controls team) or they couldn't be bothered. I'm not expecting perfection, but after working on something for three years, you better be able to deliver the goods. This is just my take on it, if you want to try it out by all means, go ahead. Just don't expect stellar, because that is not going to happen. Expect kind of good, but not great, and fun to play through once.