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Smitty's Sheriff (Hope #3)
Smitty's Sheriff (Hope #3)
Cardeno C | 2017 | Romance
9
7.5 (2 Ratings)
Book Rating
warm and fuzzies!
Independent reviewer for Archaeolibrarian, I PURCHASED my ebook copy of this book (July 2017) and I was GIFTED the audio file of this book.

Richard dumped Todd because was too young to be committed to him, but when Todd gets a second chance at happiness, he pulls out all the stops.

This is book three in the Hope series, but you don't need to have read the other two for this to make sense. But they are great reads.

As is this one!

Richard let Todd go, because Todd was still seeing other guys and Rich did not want to share. But he failed to tell Todd that! So when Todd finds out WHY Rich dumped him, he's keen to clear the air and try to get back into Rich's bed and his heart.

And its a beautiful story! It follows a CC track record, with the guys having done their break up, and this story is their make up. Its well written fro both Todd and Rich's point of view. It's sexy in places, and heart breaking in others, especially when we get to just what causes Rich to push Todd away.

I read this a while a go, but was going through a rough parch and didn't get a review written, but given the opportunity to LISTEN to it, I jumped at the chance!

Ezekiel Robison narrates, and he does an amazing job! I think I preferred the audio version to the print version, if I'm totally honest and ya'll know I gotta be honest!!

Robison's voice is smooth, and deep and even and his voices are spot on how I imagined Todd and Rich to sound like. I had no trouble following multi person conversations. He manages to get across what I did not get when I read, what THAT is, exactly, I have no idea, but there was something missing when I read it that was not there when I listened to it, and that can only be put down by the excellent skills of Robison.

4 stars for the book
5 stars for the narration
4.5 overall.

**same worded review will appear elsewhere**
  
Journey of the Emperor
Journey of the Emperor
2019 | Card Game
Do you think you know how to party? I thought I did, too. Then I played Journey of the Emperor, where you are planning an exciting party of journeys for the Emperor and their friends. They are all relying on YOU to provide them with the best journeys seeing exciting animals, beautiful flowers, and colorful lanterns along the way. But will you be able to plan wisely in the limited time you have been given? Let’s find out.

We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.

So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.

On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!

While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…

Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.

DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.

This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.
  
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The Marinated Meeple (1853 KP) Jun 13, 2019

This is an amazing review, and I look forward to checking it out....

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Purple Phoenix Games (2266 KP) Jun 13, 2019

Thanks! It's a very solid game and I'm itching to get it backed as well! -T

Ghoulash
Ghoulash
2001 | Exploration, Fantasy, Horror, Maze, Print & Play
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!
  
Cartagena
Cartagena
2000 | Pirates, Racing
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!

If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.

During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.

“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.

If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.

Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.

So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.

Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
  
Deckscape: The Mystery of Eldorado
Deckscape: The Mystery of Eldorado
2018 | Adventure, Card Game, Puzzle, Real-time
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and never having played the Deckscape system, how did it fare for me? Decent. Read on.

Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.

DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I 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 info, you may purchase a copy online or from your FLGS. -T

To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!


Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”

Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.

Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.

Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.

Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.

What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.

What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.

However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.

All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.

(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
  
Justice League (2017)
Justice League (2017)
2017 | Action, Adventure
Fantastic Story (4 more)
Left you wanting more
The Mix of comedy and action
The Flash
Length of the movie
The intro (0 more)
A Super Hero Movie Everyone Can Enjoy
Well folks, it finally arrived. The Justice League was one of the best super hero movies I have seen. I did not go into the movie with high expectation. I just went in wanting to be entertained. I got and so much more. I walked out of the theater with a big smile on my face and nothing but good things to say.

I will get this over with first, but I did not care to much for how the movie opened with the kids interviewing Superman. It kind of felt off with the way the rest of the movie played out. After that moment it was just high flying from there.


The best part of this movie was the lack of origin story feel. They introduced the character in a way that made it feel they have been around forever. It didn't get into detail one where they came from and how they got there powers. They just gave us just enough to want to see more of them in another movie. What they showed us in this movie is that characters just needed to be placed in to the story and let go from there.


I would not call this a spoiler but Superman does come back from the dead. It was done perfectly. I think the weird thing though is that it was done in broad daylight and only 2 cops were around to see it. And Batman was out during the day too. Oh well.


The core story line of the movie, Steppenwolf getting the mother boxes told very well. Not to long and not to short. It I told us who the bad guy was, why he was doing it and how it was going to be accomplished. You can probably tell I like shorter movies. I know people are going to be a little upset with the lack of Darkseid, but I am sure it will make a big splash in a future movie.


Well I don't want to spoil the ending because I want you to go and see it, but it will make you wanting so much more. Also stay till the end of the credits, you will not be disappointed like you were at the end of the Wonder Women credits.


Well until next time, enjoy the show.
  
1F
101 Family Meal-Time Devotions
8
8.0 (1 Ratings)
Book Rating
This book is such a great idea. The idea of spending meal-time talking about important things resonates with me, because that’s what my family did. They didn’t do it from a book, or from a list of questions. But I think on the days when our conversations didn’t happen organically, it would have been very useful to have this sort of book.

The stories are (I feel) mainly for younger children who are still feeling their way around in their personality and relationship with God, and still trying to apply basic truths like speaking with love, not getting frustrated, not being afraid to be friends with someone who is a little different.

There are some devotionals that kids read to adults, which I think awesome! Some of the most important moments for me as a kid (and even now) was when my parents were honest with me about their struggles. Some things I’ve heard from my parents that have impacted my life:

-“I wanted so badly to be mean to that person, and it was really hard not to.”
-“Your father frustrated me today but God told me to love him and respect him, and sometimes that means forgiving him even when he makes me upset.”
-“Your mother and I are very different people. But we don’t fight or argue. We love each other and that means sometimes we sit down and have to talk out our problems. Because it’s not about being right, it’s about keeping our relationship healthy and God-glorifying.”
-“Haley, I snapped at you this evening and that was wrong. Forgive me?”

And the thing about devotionals like this is, you don’t use them by themselves: they are a diving board you use to get to the good stuff. For instance, a devotional about wanting to snap at someone could remind you of a time you did snap at someone, and how you should have handled the situation, and then a story of a victory in a similar situation.

The text itself wasn’t edited very well, and I’m assuming it’s because I was reading an ARC. and even if those typos don’t get fixed, it won’t take away from the content.

I think this book is an awesome tool for young kids (ages 4-12) and their parents to get into the habit of having God-glorifying conversations that build each other up and prepare them for life, and empower them to make worshipful decisions.
  
TS
The Secrets We Keep
8
8.0 (1 Ratings)
Book Rating
Kit Stitski is dead. He fell into the quarry during a party and drowned and ever since June no one has been able to come forward to say what really happened to him. Now that school has started, his mother is making a plea with the students to come forward with what they know. Was it just a tragic accident or did someone do something to Kit? Clementine was there, she spoke with Kit and sent him off to the bushes when he said he had to go to the bathroom. Ellie was there too, she is keeping Clementine's secret, but does she have a secret of her own? Jake was there, in fact, Kit followed him to the party. And Mac was there with Ellie, did he do something to Kit?

As a new school year starts, everyone is reflecting on the tragic night at the end of the previous school year. They've had the whole summer to think about it and now that school is back in session, Ms. Stitski wants answers and closure about what happened with her son. When she shows up for the first day of school, Jake, Clementine, Ellie, and Mac are all on edge because they feel they are responsible for Kit's death. They can't imagine that this was just an accident, something must of happened to him when he was out of their sight. But is that possible?

I really enjoyed this YA novel by Deb Loughead. I was a quick read that kept me engrossed the entire time. The author never really mentions where the story is set, and it could be any town in any country. Kids will be kids and will do what they want despite the rules set by their parents. None of the kids should have been at the quarry that night. It's a dangerous place and even more so when it is dark. Kit was mentally challenged, but loved by all in the school. The students recall happy moments with Kit that help his family to heal after this difficult situation. This is a story you could see in today's news stories. A tragic accident that took the life of an innocent person.

I think people of all ages will enjoy this book. I think it is especially important for youth to read. It has a message of honesty in the book. About being able to talk to your parents about the things that are going on in your world. The book has a strong family focus and includes diverse family structures that are seen today. I recommend this book for anyone who is looking for a good novel to read.

Thank you to NetGalley and Dundurn for the opportunity to review this book.
  
Slender: The Arrival
Slender: The Arrival
2013 | Action/Adventure
An Awful Experience All Around
A brief history for those who are not aware (courtesy of Wikipedia):

“The Slender Man (also known as Slenderman) is a fictional supernatural character that originated as a creepypasta internet meme… Stories of Slender Man commonly feature him stalking, abducting or traumatizing people, particularly children. The Slender Man is no confined to a single narrative, but appears in many works of fiction, typically composed online.”

Slender: The Arrival (which we’ll just refer to as The Arrival moving forward) is the official video game adaptation of Slender Man. Blue Isle studios developed the game to bring us improved visuals, great replay value, and a brand new storyline. These should combine into survival horror at its best. But sadly, it does not. The Arrival encourages exploration and the philosophy of scaring the living daylights out of you. It just doesn’t. Now, truth be told this genre is not typically my bread and butter, but I came into this game with hopeful expectations, but soon found myself wanting more than the game could offer.

First, you are thrown into the game without any instruction or opening. Just head down the road, though. It seems easy enough. I did appreciate the way they worked credits into this opening sequence though, as you are shown the developers and the team that worked on the game. Once you get through this, you come upon a house where you will explore the rooms to find notes scattered throughout the house giving you more information on your back story. Sparing spoilers, essentially the story revolves around a shared trauma from your youth. Once you leave the house, you press on, turning on some generators along your path.

You’ll come across the second house after crossing a river, where I encountered some of the strangeness I assume is part of the experience. Glitching visuals, weird creatures that seemed to disappear when you shine your flashlight upon them, that sort of thing. It could have been a bug, or bugs, but doing a little digging online it seems I was not the only one to experience the same. There wasn’t really any action to be had. A little disheartening.

There’s not much challenge with The Arrival. You will, at some point, encounter the Slender Man in the game. I went straight toward him, and nothing really happened. Unfortunately, it’s a bad byproduct of these games. If it doesn’t scare you, even in the slightest, you’re just left with a stagnant experience while you are running from point to point to read lore.
It took me nearly 2 hours to finish the game, though I suspect those without toddler twins may get through it a bit faster. Suffice it to say, I wish I had those 2 hours back. I never really felt the tension that would cause fear or even nervousness. The shaky cam visual of the game certainly didn’t help. Essentially, you are playing through the eyes of the camera you are holding, complete with “recording” indicator and battery level (you can turn this off). As you walk the camera bobs back and forth a little bit, and as you run it does so a little faster. I understand what they were trying to accomplish here, but it was executed so poorly. I found myself constantly trying to correct this with the joycon thinking it was simply drift. It was super distracting.

Slender: The Arrival failed to give a complete game worthy of the price tag, even at its current price tag of $9.99 on the eShop. That’s not to say you won’t enjoy it, especially if you scare VERY easily or are just a fan of the Slender Man himself. It’s just that combine a wonky control system, very little instruction, and no real tension building moments, and you have a dud of game in my book.

1 out of 5

http://sknr.net/2019/06/28/slender-the-arrival-for-nintendo-switch/
  
Rope (1948)
Rope (1948)
1948 | Crime, Mystery, Thriller
did i speak too soon?
Contains spoilers, click to show
If you've read my other reviews, you know that I'm currently in a Hitchcock film class. I've been dreading watching his films because of the ones I've seen, with the exception of Psycho, have been the same story told in different ways. I was equally as dreadful when it came to watching this film. However, I was pleasantly surprised.

In Psycho, while we saw a serial killer, it was almost as if Norman had no choice because he'd been overtaken, so to speak, by Norma Bates. Norman knew what had been done, what his mother had done, and he cleaned up after her, defended her, took care of her. In Shadow of a Doubt, while Uncle Charlie was also a killer, Hitchcock played with the likable villain scenario that we talked about last week. He was this dapper, well-liked, well-respected man that seemed like he could never be capable of the things he was accused. And even when he did die, only little Charly and the detective really knew the truth of who Uncle Charlie was. In Sabotage, we saw murder but it wasn't purposeful. The bomb that was meant to explode, wasn't meant to explode where it did - on a public bus, killing not only the nephew but several strangers and a puppy.

Rope is glaringly different in comparison. We see Brandon who is ecstatic, almost euphoric about what he and Phillip had done. He almost gets off on the idea that they just killed a man, a friend of theirs, and invited that man's family, friends, and fiance over for a party while that man's dead body lying there, unbeknownst to the guests. Brandon was excited by that. In contrast, Phillip is paranoid, drinking rapidly and in excess trying to calm himself down, but really only making himself more suspicious. The nuance and the contrast of Brandon and Phillip's characters are different than anything we've seen from Hitchcock thus far, but even further than that, we see Rupert come in and kind of save the day. He puts the pieces together, observant of both Brandon and Phillip's awkwardness and behavior throughout the party, then noticing the hat and the rope, he comes back and realizes what they have done. Instead of taking vengeance into his own hands, something that we saw in Sabotage, he fires 3 shots out of the window, causing passersby and neighbors to call the police. Rupert than sits next to the chest that holds David's body, almost protecting him, while he waits for the authorities to arrive for Brandon and Phillip.

This film, more than any other one besides Psycho, has been my favorite to watch and the one that kept me drawn in. This film does not fit the original narrative I've held. It's in a completely different game entirely.