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BookInspector (124 KP) rated Sweetpea in Books
Sep 24, 2020
This is a first book I read, which is written by this author, and it is absolutely hilarious and fantastic. I absolutely loved it! Rhinannon is a psychopath, and this book is her diary, which is incredibly amusing. By day she acts as this loving, caring and sweet friend/ colleague/girlfriend, and by night, her only urge is to kill, and relieve her tension. She targets people with bad intentions, or who gave her hard time when she was little, but the urge to kill leaves her desperate for anyone, eventually.
The main character chosen for this book is incredibly funny and seriously disturbed. I really liked the way she expressed herself in this diary. We all sometimes want to kill some nasty people around us, of course just in our heads, but the character actually does it. Rhinannon is psychotic genius, I would say, she knows how to manipulate people to her advantage, knows how to lure them into her traps, like a clever spider. It’s just hard to explain her personality, it is so twisted and complex. In some places I was really grossed out by the fetishes of the main character, they are just nasty. All these details made this book so amazing.
The plot of this book happens in one of England’s small towns, and time frame of this diary is between New Year and first of June, so, six month. Most of the chapters used to start with character’s “kill list”, the people who annoyed her in one way or the other, and she would be more than happy to end their lives. The plot of this book is full of twists and turns, and more you get into the book, the more secrets and nastiness it unfolds. It was quite scary to read, how detailed the author described the feeling, when the murder used to take place. How does she know all this stuff? I found it interesting, how author showed, that stereotypes of serial killers can be broken, and that you never know who is seriously messed up in their heads.
The book itself contains heaps of strong language, which makes it really funny, and most probably, I looked really silly, while reading and smiling on the tube. The chapters of the book are really short, and the book is fast paced, so it makes it a real page turner, as you really want to find out what is coming up next. The writing style of this book is really great, and I had real pleasure while reading it, it’s easy to understand and uses great daily terms which are very realistic, and we all used them sometimes. The ending of the book left me questioning and curious, but at the same time it was obvious and concluding. But still, I really want to know what happened next. So, to conclude, I really loved this book and I strongly recommend getting it, it is a marvellous thriller which is extremely funny, but disturbing at the same time, full of layers and insight into the mind of the psychopath. It’s one of my favourites so far and a total must read.
The main character chosen for this book is incredibly funny and seriously disturbed. I really liked the way she expressed herself in this diary. We all sometimes want to kill some nasty people around us, of course just in our heads, but the character actually does it. Rhinannon is psychotic genius, I would say, she knows how to manipulate people to her advantage, knows how to lure them into her traps, like a clever spider. It’s just hard to explain her personality, it is so twisted and complex. In some places I was really grossed out by the fetishes of the main character, they are just nasty. All these details made this book so amazing.
The plot of this book happens in one of England’s small towns, and time frame of this diary is between New Year and first of June, so, six month. Most of the chapters used to start with character’s “kill list”, the people who annoyed her in one way or the other, and she would be more than happy to end their lives. The plot of this book is full of twists and turns, and more you get into the book, the more secrets and nastiness it unfolds. It was quite scary to read, how detailed the author described the feeling, when the murder used to take place. How does she know all this stuff? I found it interesting, how author showed, that stereotypes of serial killers can be broken, and that you never know who is seriously messed up in their heads.
The book itself contains heaps of strong language, which makes it really funny, and most probably, I looked really silly, while reading and smiling on the tube. The chapters of the book are really short, and the book is fast paced, so it makes it a real page turner, as you really want to find out what is coming up next. The writing style of this book is really great, and I had real pleasure while reading it, it’s easy to understand and uses great daily terms which are very realistic, and we all used them sometimes. The ending of the book left me questioning and curious, but at the same time it was obvious and concluding. But still, I really want to know what happened next. So, to conclude, I really loved this book and I strongly recommend getting it, it is a marvellous thriller which is extremely funny, but disturbing at the same time, full of layers and insight into the mind of the psychopath. It’s one of my favourites so far and a total must read.
Lee (2222 KP) rated Wolfwalkers (2020) in Movies
Oct 12, 2020
Wolfwalkers is the latest animated offering from Irish based studio, Cartoon Saloon. I’m actually ashamed to say that before watching Wolfwalkers, I was pretty unfamiliar with their previous Irish folklore offerings - The Secret of Kells (2009) and Song of the Sea (2014) - but having seen this latest animated feature, it’s a mistake that I will be looking to correct as quickly as possible.
Wolfwalkers is set in Kilkenny, Ireland (which is also the home of Cartoon Saloon!) during the 17th century. Robyn (Honor Kneafsey) has moved from Yorkshire with her father, Bill (Sean Bean) to the walled town, where Bill has been tasked by the rather menacing Lord Protector (Simon McBurney) to clear the surrounding forest of wolves. Once the forest is clear, the woodsmen can fell the trees and the farmers can start working the land.
There are signs everywhere, throughout the town and pinned to trees in the forest, showing a snarling wolf with a red cross drawn over it. A wolf attack on some woodsmen early on shows us just how dangerous the wolves are, and also introduces us to the Wolfwalkers that walk among them. With blazing eyes and fiery red hair, the Wolfwalkers are able to communicate with and control the wolves, calling them off their attacks on the humans. They also appear to possess magical healing abilities, using them to heal a wolf scratch on the chest of one of the men.
Robyn has dreams of following in her father’s footsteps and becoming a hunter as she practices her crossbow skills. So rather than work all day in the scullery, she decides to slip past the guards at the outer gate (no children are allowed beyond the town walls) and secretly follow her father out into the forest, watching him as he sets traps for the wolves. When she comes face to face with a wolf, it’s much smaller and a lot cuter than the ones we’ve seen before, and Robyn learns that it is, in fact, a young Wolfwalker named Mebh.
Robyn forms a bond with Mebh and discovers that when the Wolfwalkers sleep, they assume the body of a wolf, leaving their human body to sleep until they return in order to wake it up. Mebh is worried because her mother has been asleep for some time and her wolf form has not yet returned. Robyn learns that the Wolfwalkers are simply trying to defend the animals from the modern world that is encroaching on their forest and Robyn vows to help find her mother. A difficult task when the Lord Protector has given her father 2 days to clear the forest of wolves, and he isn’t listening to his daughter as she pleads with him to stop.
I found Wolfwalkers to be simply wonderful, with a captivating story full of twist and turns for both kids and adults to enjoy. It’s beautiful to look at too, utilising a watercolour style with rough pencil sketches visible in most of the characters and scenery only adding to its visual appeal. I was completely taken by surprise and just couldn’t fault it.
Wolfwalkers is set in Kilkenny, Ireland (which is also the home of Cartoon Saloon!) during the 17th century. Robyn (Honor Kneafsey) has moved from Yorkshire with her father, Bill (Sean Bean) to the walled town, where Bill has been tasked by the rather menacing Lord Protector (Simon McBurney) to clear the surrounding forest of wolves. Once the forest is clear, the woodsmen can fell the trees and the farmers can start working the land.
There are signs everywhere, throughout the town and pinned to trees in the forest, showing a snarling wolf with a red cross drawn over it. A wolf attack on some woodsmen early on shows us just how dangerous the wolves are, and also introduces us to the Wolfwalkers that walk among them. With blazing eyes and fiery red hair, the Wolfwalkers are able to communicate with and control the wolves, calling them off their attacks on the humans. They also appear to possess magical healing abilities, using them to heal a wolf scratch on the chest of one of the men.
Robyn has dreams of following in her father’s footsteps and becoming a hunter as she practices her crossbow skills. So rather than work all day in the scullery, she decides to slip past the guards at the outer gate (no children are allowed beyond the town walls) and secretly follow her father out into the forest, watching him as he sets traps for the wolves. When she comes face to face with a wolf, it’s much smaller and a lot cuter than the ones we’ve seen before, and Robyn learns that it is, in fact, a young Wolfwalker named Mebh.
Robyn forms a bond with Mebh and discovers that when the Wolfwalkers sleep, they assume the body of a wolf, leaving their human body to sleep until they return in order to wake it up. Mebh is worried because her mother has been asleep for some time and her wolf form has not yet returned. Robyn learns that the Wolfwalkers are simply trying to defend the animals from the modern world that is encroaching on their forest and Robyn vows to help find her mother. A difficult task when the Lord Protector has given her father 2 days to clear the forest of wolves, and he isn’t listening to his daughter as she pleads with him to stop.
I found Wolfwalkers to be simply wonderful, with a captivating story full of twist and turns for both kids and adults to enjoy. It’s beautiful to look at too, utilising a watercolour style with rough pencil sketches visible in most of the characters and scenery only adding to its visual appeal. I was completely taken by surprise and just couldn’t fault it.
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Purple Phoenix Games (2266 KP) rated Soul Raiders in Tabletop Games
Jul 5, 2021
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will be 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, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will be 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, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Purple Phoenix Games (2266 KP) rated Ghoulash in Tabletop Games
Sep 3, 2019
Beef, elbow macaroni, tomato sauce, onions, garlic, many other spices. Combine. This is goulash.
Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.
When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?
DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!
On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.
Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.
The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!
Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.
I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.
That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.
Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.
When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?
DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!
On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.
Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.
The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!
Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.
I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.
That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.
Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
Gareth von Kallenbach (980 KP) rated World War Z in Video Games
Jun 19, 2019
While the cinematic follow up to the movie “World War Z” has been in developmental hell and likely not happening anytime soon with the recent cancellation of the proposed sequel; The developers at Saber Interactive have brought an exciting new chapter to the series.
Played from a third person perspective; teams of four players either human or A.I. battle hordes of undead as they attempt to survive and complete various tasks. The game is set in four chapters, New York, Jerusalem, Moscow, and Tokyo, and each segment allows players to select from four new characters to play during the various segments of each locale.
Players start with a primary and secondary weapon and will have the ability to pick up more along the way. Weapons include various machine guns, rifles, grenades, pistols, crossbows, and heavy weapons which have a limited use but pack a big punch.
Players also have bladed weapons which can be used to slash their way through hordes but this needs to be used sparingly as players can become overrun in no time.
Players can also find useful items such as machine gun emplacements, electrical traps, and other weapons which can be deployed in certain areas to help stem the onslaught of undead.
Missions often detail searching for items, activating or deactivating items, escorting an individual, and so on but do keep up the intensity and the highly detailed maps are very engaging.
The enemies consist of standard Zombies, a Bull Zombie who rushes and can do great amounts of damage, a Lurker that hides in the shadows and pounces. There is the Screamer who lets out tons of noise and attracts large crowds of Undead, and the Gasbag which releases a toxic gas when shot.
Players can use health kits to heal themselves and others and ammunition and supplies can be found in chests as well as Breaching Charges which allow players to enter locked areas.
The biggest issues with most of the enemies is that they have a similar look and tend to just mass and rush straight at you. It is funny that you will see characters looking like they are dressed for the New York Subway running around Tokyo, Jerusalem, and Moscow while the playable characters are clearly dressed for and specific to the locale they are in.
The game also features a multiplayer function but to me this was a real disappointment. Hit detection was bad as emptying a full clip in an another player seemed to do nothing yet they could kill you with a single shot. There were also numerous Spawn Campers who picked off players whenever they entered the map. I am sure it will be adjusted in time but I was so disappointed with it that I spent the majority of my time playing the campaign which to me was a far superior experience.
The game retails for $39.99 which makes it a real bargain and new content has been promised to arrive at a future date which will extend the enjoyment of the game.
While the gaming community eagerly hopes and awaits for a new Left 4 Dead game, World War Z is the closest to the fun and excitement of that series as getting your friends or being matched with others online to take down legions of Undead is a real thrill and one that this game has really captured where so many other recent efforts have failed.
http://sknr.net/2019/05/05/world-war-z-the-best-co-op-zombie-game-since-left-4-dead/
Played from a third person perspective; teams of four players either human or A.I. battle hordes of undead as they attempt to survive and complete various tasks. The game is set in four chapters, New York, Jerusalem, Moscow, and Tokyo, and each segment allows players to select from four new characters to play during the various segments of each locale.
Players start with a primary and secondary weapon and will have the ability to pick up more along the way. Weapons include various machine guns, rifles, grenades, pistols, crossbows, and heavy weapons which have a limited use but pack a big punch.
Players also have bladed weapons which can be used to slash their way through hordes but this needs to be used sparingly as players can become overrun in no time.
Players can also find useful items such as machine gun emplacements, electrical traps, and other weapons which can be deployed in certain areas to help stem the onslaught of undead.
Missions often detail searching for items, activating or deactivating items, escorting an individual, and so on but do keep up the intensity and the highly detailed maps are very engaging.
The enemies consist of standard Zombies, a Bull Zombie who rushes and can do great amounts of damage, a Lurker that hides in the shadows and pounces. There is the Screamer who lets out tons of noise and attracts large crowds of Undead, and the Gasbag which releases a toxic gas when shot.
Players can use health kits to heal themselves and others and ammunition and supplies can be found in chests as well as Breaching Charges which allow players to enter locked areas.
The biggest issues with most of the enemies is that they have a similar look and tend to just mass and rush straight at you. It is funny that you will see characters looking like they are dressed for the New York Subway running around Tokyo, Jerusalem, and Moscow while the playable characters are clearly dressed for and specific to the locale they are in.
The game also features a multiplayer function but to me this was a real disappointment. Hit detection was bad as emptying a full clip in an another player seemed to do nothing yet they could kill you with a single shot. There were also numerous Spawn Campers who picked off players whenever they entered the map. I am sure it will be adjusted in time but I was so disappointed with it that I spent the majority of my time playing the campaign which to me was a far superior experience.
The game retails for $39.99 which makes it a real bargain and new content has been promised to arrive at a future date which will extend the enjoyment of the game.
While the gaming community eagerly hopes and awaits for a new Left 4 Dead game, World War Z is the closest to the fun and excitement of that series as getting your friends or being matched with others online to take down legions of Undead is a real thrill and one that this game has really captured where so many other recent efforts have failed.
http://sknr.net/2019/05/05/world-war-z-the-best-co-op-zombie-game-since-left-4-dead/





