Hazel (1853 KP) rated The Flame Never Dies (The Stars Never Rise, #2) in Books
Dec 17, 2018
Rachel Vincent’s first novel<i> The Stars Never Rise</i> introduced Young Adult readers to a whole new dystopian concept. The world as we know it has been invaded by demons who can possess the human body. After discovering she has the power of exorcism, seventeen-year-old Nina joins other teenage exorcists, including the disembodied Finn, who aim to rid their town of the parasitic creatures. However the totalitarian Unified Church, the rulers of what was once the USA, have been secretly taken over by demons and will stop at nothing to get rid of Nina and her friends.
<i>The Flame Never Dies</i> continues five months after the Anathema (the name the demons gave to the group of exorcists) escaped from the clutches of the Church. Whilst exorcising all the demons they come across, Nina and company are desperately seeking food and supplies to sustain themselves as well as nourish Nina’s heavily pregnant sister.
The story is fast paced and contains a multitude of climaxes and plot twists. Vincent omits all the mundane details resulting in a tale that appears to take place over a few days rather than weeks and months. With bombshell following bombshell it is impossible to get bored of reading or predict the final conclusion. The ending, however, is the only part of the novel that is a little disappointing. After such a build up, the speed and ease that the final burst of action takes leads to a slightly unsatisfying finale.
The key characters from the first book are all involved in <i>The Flame Never Dies</i> as well as a welcome selection of new and splendid faces. Vincent emphasises the importance of teamwork, the effects of love and the notion of hope through religious belief. Although unique, the beliefs expressed by some of the characters are not much different from the monotheistic faiths of today. As a result there is something in this book that almost everyone will be able to relate to.
<i>The Flame Never Dies</i>, in my opinion, is much more exciting and engaging than its predecessor, so if you loved <i>The Stars Never Rise</i> you can guarantee you will enjoy this too. Sadly the ending does not do the story justice, readers are left with no knowledge of how the characters survive the future, and, as this is a duology, no one will ever know. Yet despite all this, Rachel Vincent has created a fantastic piece of fiction that will no doubt be as popular as other books in its genre.
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Gareth von Kallenbach (980 KP) rated Call Of Duty: United Front in Video Games
Jun 19, 2019
The content first released on the PS4 which gives that platform a 30 day advanced released window over the other platforms.
The three maps are as follows…
Market Garden
Set during Operation Market Garden in The Netherlands, players must fight in and around Allied Headquarters which leads to several close-quarter battles. The kitchen is a very dangerous area and there are multiple places for enemies to hide in the shadows and strike.
If you like a run and gun style of play, this is the map for you.
Stalingrad
The snow-covered map is set in the factory district and provides raised areas, long range attacks, tunnels, and solid action. The detail level is good and using train cars to hide behind before launching an attack makes the map a great mix of gameplay styles.
Monte Cassino
This map set in Italy has players battle in a village and has some great tactical variation. From courtyards to rooftops, players can alternate between run and gun and distanced attacks. There is some great fun in shooting enemies from the roof and then jumping down to finish them off point blank.
Operation Supercharge
Set in Tunisia during the second battle of El Alamein players must build and defend bridges as they look to assault and defend a key train bridge. Anyone who has played the War mode knows what to expect as teamwork is the key for this mode and different play styles are well-supported.
The final part of the pack is the new Zombie chapter and it is very difficult even for experienced players.
The Tortured Path
Players make a last-ditch stand to fight the evil hordes but the ideal village where the game takes place offers few places to hide and narrow passages which makes players develop hit and run tactics as standing your ground does not work well.
I have played all of the Zombie modes to date and this one is very challenging. I have asked other players if I am wrong about this and they have all agreed that the map offers a very high challenge as not only are the enemies tougher and abundant; the weapons do not seem to do as must damage.
United Front is a nice selection of content which will increase the options for fans of Call of Duty: WW2. However some fans may find it is a mix of good but not great content that does not change greatly from what is already offered. The new maps are fun but they do not have a unique or quirky quality to them like some maps have.
http://sknr.net/2018/07/31/call-of-duty-united-front/
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Purple Phoenix Games (2266 KP) rated The Lost Expedition in Tabletop Games
Jul 22, 2021
Disclaimer: The Lost Expedition can be played cooperatively, solo, or head-to-head. This review only covers the cooperative version of the game! -L
The Lost Expedition is a cooperative (in this case) game of strategy and hand management in which players are trying to traverse the jungle to reach El Dorado by carefully managing their Resources and utilizing their collective Expertise. To setup the game, choose 3 explorers to form your team, and collect 3 Ammunition and 4 Food from the supply tokens. Shuffle the adventure cards, dealing 4 to every player, placing the remainder in a face-down draw deck. Depending on the difficulty selected, place the corresponding number of Expedition cards in a row on the table (we played Normal mode, using 9 Expedition cards). Place 4 Health tokens on each explorer card, place the phase token with the Morning side up, select a starting expedition leader, and the game is ready to begin.
Each round consists of 2 phases: Morning and Evening. During the Morning phase, players will take turns playing adventure cards from their hand, one at a time, until each player has played 2 cards. This line of cards forms the path that the explorers are traveling in the morning. After all cards have been played, they will be rearranged in numerical order, from lowest to highest. Once the cards are organized, they will be resolved one at a time, from lowest to highest, until all cards have been addressed. Examples of card actions are: discarding the next card in play, swapping two cards on the path, adding a new card to the end of the path, or moving the team pawn one card closer to El Dorado. Adventure cards have different colored boxes that indicate action choices that the players must make. Some actions are mandatory and must be completed. Some cards offer 2 or more choices, one of which must be selected and performed to clear the card. And some cards have optional choices, that do not have to be completed for the card to be resolved. Certain actions will require the team to gain/spend Resources tokens or Expertise from your explorers (in the form of Health tokens). At the end of the Morning phase, the team loses 1 Food token, and play continues to the Evening phase.
During the Evening phase, the gameplay is like that of the Morning with a couple of changes. Players again will alternate playing cards, but will play until all remaining cards in their hand have been played. Cards in the Evening phase are resolved in the order that they are played, and are not organized numerically like in the Morning phase. Again, after all cards are played, they will be resolved one by one as normal, paying Resources/Expertise as required. Once the Evening phase is finished, the team loses 1 Food token, players draw a new hand of cards, select another expedition leader, and a new round begins with the Morning phase. Play continues in this fashion until either the players have reached El Dorado, all 3 of the team’s explorers have died (have no remaining Health tokens), or if the adventure card draw deck runs out 2 times during play.
Pretty straight-forward, right? Play cards, resolve cards, repeat. That is one thing I really like about The Lost Expedition – it is simple, yet so strategic. Ultimately this is a game of Resource/Expertise management. You need at least 1 explorer to make it to El Dorado alive. There is no reward without risk in this game. Couple that with the multiple action options on each card, and you’ve really got to have a strategy. Maybe you’re low on Ammunition, but in order to gain back some much-needed Health, you’ve got to spend Ammo. Or are you willing to deal damage to an explorer if it means the team can advance a card? There are so many things to consider, and so many ways in which you can strategize, and that keeps all players engaged.
That being said, players are not allowed to reveal the details of any cards in hand. So how can you best communicate with your team about what types of cards to play if you can’t tell them point-blank? That added aspect of working in a team creates some unique strategies in and of itself. Ultimately, the final decision comes down to the expedition leader for the round – but what if they choose the action you didn’t want? How can everyone help balance everyone else out? You really have to work together to be successful. The flip-side of that teamwork is that the game can be frustrating in some aspects. You never truly know what your teammates are going to play at any given time, and the card they choose could totally unravel your plan. Not being able to discuss the specifics of cards in your hand makes sense (because then why wouldn’t the team just have one collective hand of cards?), but it adds an element of randomness and luck to the game that seems counterintuitive to me. Playing the wrong card at the wrong time might just turn your team against you, and that undermines the spirit of the game.
Let’s touch briefly on components. The cards are nice, oversized, and sturdy. The artwork is colorful and thematically appropriate. All of the Resources tokens are thick cardboard, and the meeples are nice and chunky. All in all, good production quality overall.
So how do I really feel about The Lost Expedition? I think it’s ok. It is strategic and entertaining, with the added elements of teamwork and cooperation – you either win together or lose together. As a group, you’ve got to have an adaptable strategy and manage your resources as best you can. Is it a game that I love? No. But it’s one that will probably stay in my collection for a bit, before it moves on to someone who might see some hidden quality that I may have missed. If you want a nice and relatively simple team game to play, maybe check out The Lost Expedition. And if risk/reward or resource management isn’t your jam, then maybe keep looking beyond this one. Purple Phoenix Games give The Lost Expedition an eventful 6 / 12.