Search
Search results

KalJ95 (25 KP) rated Final Fantasy VII Remake in Video Games
Jun 10, 2020 (Updated Jun 10, 2020)
Combat Is Fluid, Weighty And Satisfying. (2 more)
The Protagonists Are Well Thought Out.
I Can't Wait For The Next Part.
Side missions Are Tedious And Boring (2 more)
The Middle Is A Slog To Go Through,
Parts Of The Story Needed Removing
A Classic Reborn.
I understand the impact FFVII has had on both video game narratives, and storytelling itself. It remains a staple mark on video games, and as such is held so highly amongst developers as the standard of how great a narrative can be, and its hard to argue. I haven't even played the original 1997 release, but I know the story beats and main moments. Its an incredible journey, with fascinating characters, rolled into moments of twists and turns. Once a remake was announced, it obviously was met with massive anticipation, and worrying doubt. Could you possibly pull off a remake of classic and make fans old and new fall in love all over again?
The answer is a yes, but only just. I played FFVIIR as a brand new player, knowing nothing of the characters or story of what happens in Midgar, and began being completely enthralled. The opening is a chapter of fast edged combat and moral dilemmas of actions taken by our heroes. Its explosive, bursting with huge set pieces and cheesy dialogue. I loved every moment, and this was only the tutorial. The implications ride high throughout the whole experience when you see the environment change around you, and questions begin to arise from NPC’s, and yourself. Is their really any good guys amongst this world of soldiers, eco-terrorists and corrupt authority figures?
From then the game takes different directions, and things become problematic, specifically once you fade from the Avalanche crew.
Although the story still remains as engaging to a certain point, the experience takes a wayward nosedive. Side missions are introduced, and while you don't have to complete them, you feel the need to once characters start asking you to. This becomes a major issue because they are all so boring and stiff. The characters you talk to are all robotic, the dialogue seems overdramatised, and the reward itself just isn't worth it. The main aspect of buying a game for me is for immersion, and consistently I was being pulled from the experience because of lacklustre moments, and this is the same for most of the game. As I said, the opening to the story is a perfect way to begin your stay in Midgar, but once you drift away from the Avalanche crew, the story becomes stale. The game feels more like a twenty five hour experience rather than thirty five, and cutting certain sections would boost the story significantly. I understand wanting to add more and retain the great moments from the original, but sometimes cutting the fat can also be a good thing.
While moments in the original game could last around one hour, FFVIIR stretches it further to gain more insight into side characters and exploration. Don’t get wrong, it works in certain areas, for example Wall Market and Sector 7 as a whole are fantastic places to spend hours in, which I did. They burst with details that provide back story to their presence only thought about by the player. The slums are cramped, lifeless in colour, and shows the class divide within Midgar’s people.
However, in these moments they are only boosted further by the best feature of the game; Combat.
The combat is sublime, crunchy and weighty, and requires excellent skill the more you progress. Each of the protagonists has unique fighting styles, and customisation with materials gives you even more edge over your opponents. Fighting your standard monsters and creatures becomes a breeze once you know their weaknesses, but Boss fights are where the real challenge happens. Boss fights are the highlight of the entire game, especially the likes of a Giant House and the Final confrontation, and encapsulate the work and progression within the characters you play as. At first, I just wanted to play as Cloud, but knowing each characters skills, then switching between them to fight, and help other members of your party, becomes a juggling act thats so damn good. Speaking of which, our Heroes. At first, I thought I was dealing with generic anime characters who all boast the same attributes, and how wrong I was. Cloud is defensive, standoffish and blunt, who's primarily in the job for the money. Cloud is suffering, from what I can gather, with amnesia, and as the game’s questions begin to reveal the answers, he sets aside the hard edged exterior he carries with him, and opens up to warm to this band of wacky eco-terrorists. Even with this just being the first part of however many they are planning to release, Cloud is so interesting to me, a nut you want to crack and see what is inside, and his past becomes the focal point of the finale. He has become one of my favourite characters in a video game.
FFVIIR is a conundrum I only further want to figure out. Its both an incredible video game, but also bogged down with clear issues, which I personally feel either didn’t need to be in the game, or could of spent more time being fleshed out. Would I recommend it? Absolutely. Its a game I feel everyone should play, for gorgeous spectacle and mesmerising vision. I can’t wait for the second part.
The answer is a yes, but only just. I played FFVIIR as a brand new player, knowing nothing of the characters or story of what happens in Midgar, and began being completely enthralled. The opening is a chapter of fast edged combat and moral dilemmas of actions taken by our heroes. Its explosive, bursting with huge set pieces and cheesy dialogue. I loved every moment, and this was only the tutorial. The implications ride high throughout the whole experience when you see the environment change around you, and questions begin to arise from NPC’s, and yourself. Is their really any good guys amongst this world of soldiers, eco-terrorists and corrupt authority figures?
From then the game takes different directions, and things become problematic, specifically once you fade from the Avalanche crew.
Although the story still remains as engaging to a certain point, the experience takes a wayward nosedive. Side missions are introduced, and while you don't have to complete them, you feel the need to once characters start asking you to. This becomes a major issue because they are all so boring and stiff. The characters you talk to are all robotic, the dialogue seems overdramatised, and the reward itself just isn't worth it. The main aspect of buying a game for me is for immersion, and consistently I was being pulled from the experience because of lacklustre moments, and this is the same for most of the game. As I said, the opening to the story is a perfect way to begin your stay in Midgar, but once you drift away from the Avalanche crew, the story becomes stale. The game feels more like a twenty five hour experience rather than thirty five, and cutting certain sections would boost the story significantly. I understand wanting to add more and retain the great moments from the original, but sometimes cutting the fat can also be a good thing.
While moments in the original game could last around one hour, FFVIIR stretches it further to gain more insight into side characters and exploration. Don’t get wrong, it works in certain areas, for example Wall Market and Sector 7 as a whole are fantastic places to spend hours in, which I did. They burst with details that provide back story to their presence only thought about by the player. The slums are cramped, lifeless in colour, and shows the class divide within Midgar’s people.
However, in these moments they are only boosted further by the best feature of the game; Combat.
The combat is sublime, crunchy and weighty, and requires excellent skill the more you progress. Each of the protagonists has unique fighting styles, and customisation with materials gives you even more edge over your opponents. Fighting your standard monsters and creatures becomes a breeze once you know their weaknesses, but Boss fights are where the real challenge happens. Boss fights are the highlight of the entire game, especially the likes of a Giant House and the Final confrontation, and encapsulate the work and progression within the characters you play as. At first, I just wanted to play as Cloud, but knowing each characters skills, then switching between them to fight, and help other members of your party, becomes a juggling act thats so damn good. Speaking of which, our Heroes. At first, I thought I was dealing with generic anime characters who all boast the same attributes, and how wrong I was. Cloud is defensive, standoffish and blunt, who's primarily in the job for the money. Cloud is suffering, from what I can gather, with amnesia, and as the game’s questions begin to reveal the answers, he sets aside the hard edged exterior he carries with him, and opens up to warm to this band of wacky eco-terrorists. Even with this just being the first part of however many they are planning to release, Cloud is so interesting to me, a nut you want to crack and see what is inside, and his past becomes the focal point of the finale. He has become one of my favourite characters in a video game.
FFVIIR is a conundrum I only further want to figure out. Its both an incredible video game, but also bogged down with clear issues, which I personally feel either didn’t need to be in the game, or could of spent more time being fleshed out. Would I recommend it? Absolutely. Its a game I feel everyone should play, for gorgeous spectacle and mesmerising vision. I can’t wait for the second part.

Heather Cranmer (2721 KP) rated If You Find Me in Books
Jun 6, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I read about this book from a blog, and I was intrigued. I knew this was one book I had to read. When I found out I had won a copy through a blog competition, I was thrilled! Luckily, I wasn't disappointed with If You Find Me by Emily Murdoch. I absolutely loved the plot twists!!
Carey is a fifteen year old girl who lives in the middle of the woods. Her mother is a meth addict, so she's left Carey alone to fend for herself and to take care of her 6 year old sister Janessa. When Carey and her sister are taken from all they've ever known and thrust into "normal" life, Carey doesn't know if she'll be able to cope. However, the "normal" world will make her question everything she's ever known especially when it comes to her mother.
I just want to say that the title of this book is actually mentioned in the book! Aside from that, the title does suit the book very well. Carey seems lost all throughout the book so the title fits with the theme.
I like the cover for the most part although I would've preferred to see maybe a dirty Carey instead of a normal looking teenage girl. I do enjoy the woods in the background especially since that's where Carey was raised.
As for the world building, I think it was good, but it could've been more believable. The way Carey spoke was a little too polished for what I would imagine a girl who grew up away from civilization to speak. I know that it mentions how Carey taught her and her sister to read and such from books her mother brought home, but still. I also thought Carey started speaking "normally" all too soon. Perhaps that's just me since I've never grown up away from civilization.
The pacing was great in If You find Me. It did start off a bit slow, and I was wondering if I was just in for one big disappointment. I was lucky because the pacing picked up within the next couple of chapters, and I was in for one smooth ride. I couldn't put the book down after that.
The characters were very well developed, and I found myself relating to all of them as best as my experience would let me. I loved Carey and how strong she was after how much she had endured. I thought Janessa was just the sweetest little girl. I could feel how much she loved Carey and how much Carey loved her. Delaney was written as a great mean girl. I found myself wanting to slap her so many times throughout the book!! Ryan was adorable, and I loved how he treated Carey. My favorite character though was Pixie. She was the best friend I wished I had. I absolutely loved her dress sense as well!
As for the dialogue, I loved Carey's internal monologue the most. I loved reading about what she thought and felt about everything. The way the characters interacted with each other was never awkward at all. The whole dialogue ran smoothly. I don't really remember any swearing in this book either.
The only disappointing thing I found was the ending. It left me wanting to know what ever became of Carey after the big reveal. I don't want to go into details due to spoilers, but if you read it, you'll know what I mean.
If You Find Me by Emily Murdoch is an easy and enjoyable read that will leave readers thinking about it long after they've finished reading it. It is a very thought provoking piece of literature.
I'd recommend this book to everyone aged 13+ who wants to read something stimulating!
If You Find Me by Emily Murdoch gets a 4.5 out of 5.
I read about this book from a blog, and I was intrigued. I knew this was one book I had to read. When I found out I had won a copy through a blog competition, I was thrilled! Luckily, I wasn't disappointed with If You Find Me by Emily Murdoch. I absolutely loved the plot twists!!
Carey is a fifteen year old girl who lives in the middle of the woods. Her mother is a meth addict, so she's left Carey alone to fend for herself and to take care of her 6 year old sister Janessa. When Carey and her sister are taken from all they've ever known and thrust into "normal" life, Carey doesn't know if she'll be able to cope. However, the "normal" world will make her question everything she's ever known especially when it comes to her mother.
I just want to say that the title of this book is actually mentioned in the book! Aside from that, the title does suit the book very well. Carey seems lost all throughout the book so the title fits with the theme.
I like the cover for the most part although I would've preferred to see maybe a dirty Carey instead of a normal looking teenage girl. I do enjoy the woods in the background especially since that's where Carey was raised.
As for the world building, I think it was good, but it could've been more believable. The way Carey spoke was a little too polished for what I would imagine a girl who grew up away from civilization to speak. I know that it mentions how Carey taught her and her sister to read and such from books her mother brought home, but still. I also thought Carey started speaking "normally" all too soon. Perhaps that's just me since I've never grown up away from civilization.
The pacing was great in If You find Me. It did start off a bit slow, and I was wondering if I was just in for one big disappointment. I was lucky because the pacing picked up within the next couple of chapters, and I was in for one smooth ride. I couldn't put the book down after that.
The characters were very well developed, and I found myself relating to all of them as best as my experience would let me. I loved Carey and how strong she was after how much she had endured. I thought Janessa was just the sweetest little girl. I could feel how much she loved Carey and how much Carey loved her. Delaney was written as a great mean girl. I found myself wanting to slap her so many times throughout the book!! Ryan was adorable, and I loved how he treated Carey. My favorite character though was Pixie. She was the best friend I wished I had. I absolutely loved her dress sense as well!
As for the dialogue, I loved Carey's internal monologue the most. I loved reading about what she thought and felt about everything. The way the characters interacted with each other was never awkward at all. The whole dialogue ran smoothly. I don't really remember any swearing in this book either.
The only disappointing thing I found was the ending. It left me wanting to know what ever became of Carey after the big reveal. I don't want to go into details due to spoilers, but if you read it, you'll know what I mean.
If You Find Me by Emily Murdoch is an easy and enjoyable read that will leave readers thinking about it long after they've finished reading it. It is a very thought provoking piece of literature.
I'd recommend this book to everyone aged 13+ who wants to read something stimulating!
If You Find Me by Emily Murdoch gets a 4.5 out of 5.

Emma @ The Movies (1786 KP) rated The Amazing Spider-Man in Apps
Sep 25, 2019
The Amazing Spider-man, starring Andrew Garfield, came out 10 years after Maguire's ill-fated first attempt, on 3rd July 2012. Co-starring some greats, including Emma Stone, Rhys Ifans, Martin Sheen and Sally Fields. You might as well read the last summary for this one too, but add in the fact that he's out to solve his parents' mysterious death.
Peter is less nerd, more loser this time around. And generally he comes across as a bit more sad than before. But you'd expect that as we started the movie with a sad farewell. He has a bit of a "moment" with his dad's old briefcase to push that fact home a bit more.
No field trip for this Peter, instead he gatecrashes an intern enrolment to get a nosy at what might have to do with his parent's past. We learn lessons from this film too... in this one it is super easy to break into what must be highly classified labs.
Peter's transformation happens a lot quicker in this one, much to the trauma of everyone in the subway carriage with him. His little morning rampage gives me visions of Wolverine destroying the sink in X-men Origins: Wolverine... and now I come to think of it, doesn't Cyclops have a meltdown with his powers in a bathroom? What can we learn about this? Superpowers make you hate bathroom fixtures.
Did anyone else notice the guy who runs Jurassic World? Is he trying to pick up tips on how to super charge those dinosaurs? And while we're talking about mystery appearances, I'm torn about Spidey helping The Reaper rescue his son.
Honestly, my favourite line has to be... "Yeah, nobody likes your meatloaf." Sheen and Fields reacting to each other is just priceless.
Uncle Ben dying in this one is a lot more dramatic and sets Peter off on a bit of a crusade that leads to some better green screened wall walking. And some handy falling through a roof into a wrestling arena, gives him an idea for his costume, and we see a montage of him honing his skills and tech... we're a little bit past shooting some white gunk out of our wrists at this point. I like that he points out everything is spandex, yes Parker, there should be other options.
After the big costume reveal I feel like the film drags a bit. It's good, and I enjoy it, but I feel like there's a lot of film for not a lot of plot... does that make sense? Possibly not, but I know what I mean, so it's all good.
Just goes to show you how much I was paying attention in the last one. I missed Stan Lee's cameo. This one was much better, listening to music in his library while it gets destroyed in a fight behind him. Stan Lee, I love you. Genuine hearts all around.
The crane moving scene is, well, a little bit moving. One good deed deserves another, and let's fly a flag in the background for added effect.
We started sad, we end sad. I definitely prefer this film to Spider-man. It isn't without its own flaws though. While Spider-man was just over two hours, it didn't feel like that's how long you were watching for. The Amazing Spider-man felt like 2 hours 16 minutes of screen time. But the ending... she's angry at him, and then he whispers to her, and she gives that little smile, and as she dips her head he knows she's going to forgive him. And we're left with a spark of joy.
Peter is less nerd, more loser this time around. And generally he comes across as a bit more sad than before. But you'd expect that as we started the movie with a sad farewell. He has a bit of a "moment" with his dad's old briefcase to push that fact home a bit more.
No field trip for this Peter, instead he gatecrashes an intern enrolment to get a nosy at what might have to do with his parent's past. We learn lessons from this film too... in this one it is super easy to break into what must be highly classified labs.
Peter's transformation happens a lot quicker in this one, much to the trauma of everyone in the subway carriage with him. His little morning rampage gives me visions of Wolverine destroying the sink in X-men Origins: Wolverine... and now I come to think of it, doesn't Cyclops have a meltdown with his powers in a bathroom? What can we learn about this? Superpowers make you hate bathroom fixtures.
Did anyone else notice the guy who runs Jurassic World? Is he trying to pick up tips on how to super charge those dinosaurs? And while we're talking about mystery appearances, I'm torn about Spidey helping The Reaper rescue his son.
Honestly, my favourite line has to be... "Yeah, nobody likes your meatloaf." Sheen and Fields reacting to each other is just priceless.
Uncle Ben dying in this one is a lot more dramatic and sets Peter off on a bit of a crusade that leads to some better green screened wall walking. And some handy falling through a roof into a wrestling arena, gives him an idea for his costume, and we see a montage of him honing his skills and tech... we're a little bit past shooting some white gunk out of our wrists at this point. I like that he points out everything is spandex, yes Parker, there should be other options.
After the big costume reveal I feel like the film drags a bit. It's good, and I enjoy it, but I feel like there's a lot of film for not a lot of plot... does that make sense? Possibly not, but I know what I mean, so it's all good.
Just goes to show you how much I was paying attention in the last one. I missed Stan Lee's cameo. This one was much better, listening to music in his library while it gets destroyed in a fight behind him. Stan Lee, I love you. Genuine hearts all around.
The crane moving scene is, well, a little bit moving. One good deed deserves another, and let's fly a flag in the background for added effect.
We started sad, we end sad. I definitely prefer this film to Spider-man. It isn't without its own flaws though. While Spider-man was just over two hours, it didn't feel like that's how long you were watching for. The Amazing Spider-man felt like 2 hours 16 minutes of screen time. But the ending... she's angry at him, and then he whispers to her, and she gives that little smile, and as she dips her head he knows she's going to forgive him. And we're left with a spark of joy.

Zuky the BookBum (15 KP) rated The Book Of Mirrors in Books
Mar 15, 2018
This novel may have been slow but I found its mystery so enticing that I loved moving and learning with each character. So many theories run through this novel that youre never sure what to think, its a great classic murder mystery.
Its only taken me almost a year to knock this book off my Netgalley shelf, but I finally got there! Id seen lots of hype for this one at the beginning of 2017 but I still didnt feel inclined to pick it up back then. Now Ive read it, Im glad that I waited. I think this one would have disappointed me if I had read it in its prime due to its slow nature, but I can appreciate slow books far more now than I could back then.
Like so many other reviewers, I did think this one was pretty slow paced, but I actually quite liked that about the plot. A cold case of over 20 years isnt going to get solved overnight, so it was practical that it took a while to find out what really went on that night. I do think there were some sections of the book that were unnecessary and added to the slowness of the plot, for example when one narrator gets on a plane and theres a whole segment about an irrelevant salesman talking to him and flirting with a girl. That bit wasnt needed in any way for the plot to progress and did just feel like filler bumf, but Ive read books with far worse filler scenes.
This story is told in a few different ways. Its told in the perspective of 3 different people and then also as a book within a book. I really liked the way this was laid out and think having the 3 different tones of voice gave the story some character it could have missed out on had it just stayed with the one narrator.
Each character in this was interesting in their own way, and I liked that each person had their own story to tell while also moving the main mystery along.
In terms of plot, this one wasnt the most innovative or astounding, but there was something enchanting about it. There were a few different theories as to Professor Weiders demise and I liked that it kept you guessing all along. I was actually quite surprised and impressed by the end of the book, the conclusion to the mystery was cleverly thought out and well executed.
Looking at the reviews of this book I think people are being a little harsh. There are lots of books that are slow mysteries but this one seems to be pissing people off more than most. I know its down to everyones own opinion but I dont see what the big issue with this one was. Personally, I enjoyed it.
<i>Thanks to Netgalley and Arrow for giving me the opportunity to read this in exchange for an honest review.</i>
Its only taken me almost a year to knock this book off my Netgalley shelf, but I finally got there! Id seen lots of hype for this one at the beginning of 2017 but I still didnt feel inclined to pick it up back then. Now Ive read it, Im glad that I waited. I think this one would have disappointed me if I had read it in its prime due to its slow nature, but I can appreciate slow books far more now than I could back then.
Like so many other reviewers, I did think this one was pretty slow paced, but I actually quite liked that about the plot. A cold case of over 20 years isnt going to get solved overnight, so it was practical that it took a while to find out what really went on that night. I do think there were some sections of the book that were unnecessary and added to the slowness of the plot, for example when one narrator gets on a plane and theres a whole segment about an irrelevant salesman talking to him and flirting with a girl. That bit wasnt needed in any way for the plot to progress and did just feel like filler bumf, but Ive read books with far worse filler scenes.
This story is told in a few different ways. Its told in the perspective of 3 different people and then also as a book within a book. I really liked the way this was laid out and think having the 3 different tones of voice gave the story some character it could have missed out on had it just stayed with the one narrator.
Each character in this was interesting in their own way, and I liked that each person had their own story to tell while also moving the main mystery along.
In terms of plot, this one wasnt the most innovative or astounding, but there was something enchanting about it. There were a few different theories as to Professor Weiders demise and I liked that it kept you guessing all along. I was actually quite surprised and impressed by the end of the book, the conclusion to the mystery was cleverly thought out and well executed.
Looking at the reviews of this book I think people are being a little harsh. There are lots of books that are slow mysteries but this one seems to be pissing people off more than most. I know its down to everyones own opinion but I dont see what the big issue with this one was. Personally, I enjoyed it.
<i>Thanks to Netgalley and Arrow for giving me the opportunity to read this in exchange for an honest review.</i>

Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!

Kristy H (1252 KP) rated Providence: A Novel in Books
Mar 10, 2019
Weirdly fascinating novel
As kids, Jon and Chloe are best friends, even though she realizes that Jon is a little different from the other kids. Then one day Jon vanishes after taking a shortcut on his way to school. The town searches for him, but it's a bit halfhearted they must admit, as he is not one of the popular and beloved kids. But his absence strikes Chloe in the heart. She finds solace in her art and begins fitting in better at school, making more friends. Still, she cannot forget Jon or how much he meant to her. Imagine her shock when Jon turns up four years later, after escaping from a kidnapper, and revealing himself to be viral and strong--everything he wasn't before the kidnapping. He also quickly learns that he has a strange and uncontrollable power over people, especially when he's feeling strongly about something. This power drives Jon into seclusion, isolating him from his beloved Chloe. Jon begins to search for the truth about what has made him this way, while Chloe tries to figure out her place in the world, with or without Jon.
Well, this was an interesting one and nothing like what I expected. Obviously Kepnes is well-known for her novel, You, which is a story of love and obsession gone wrong. Supposedly many reviewers felt that this new book was a far twist from YOU, but I couldn't help but feel that parts of it reminded me of that novel, due to some of Jon's obsession and focus on Chloe. Still, I can understand that feeling, as PROVIDENCE also has a bit of an almost paranormal science fiction twist to it. That is a change. It requires a little suspension of disbelief, but once you go with it, the book is incredibly addictive and hard to put down. I read it in one day while on vacation, completely addicted to the strange and fascinating plot.
There's no denying that Kepnes can write, and you become immersed in her characters. I was intrigued by Jon and a bit by Chloe as well. I didn't adore them, but they were multi-faceted, and their dilemma unique. I'll admit that I didn't even know that Lovecraft--the author on whom Jon's situation is based--was real, so obviously all of those references went right over my head. Ha! I might have gotten into that scenario more if I knew the author, but the whole "turned you into a monster--or did I?" concept isn't exactly difficult to follow, and it's an interesting idea.
The novel is told from the points of view of Jon, Chloe, and a detective named Eggs. I enjoyed Eggs' perspective; he added a much-needed third viewpoint to the tale. Eggs is tracking Jon, but we also get a nuanced look at his relationship with his wife.
In the end, this is a weirdly fascinating novel that is hard to describe. I'm glad I read it, as I can't imagine not reading any of Kepnes' books, truly. It's a story of dysfunctional and potentially misguided love, but I enjoyed how you could feel Jon and Chloe's need for one another stretching and pulling across the pages. Kepnes is just so good at obsession and oddity (and love) that I couldn't stop reading. I enjoyed this one.
I received a copy of this novel from the publisher and Netgalley/Librarything in return for an unbiased review (thank you!).
Well, this was an interesting one and nothing like what I expected. Obviously Kepnes is well-known for her novel, You, which is a story of love and obsession gone wrong. Supposedly many reviewers felt that this new book was a far twist from YOU, but I couldn't help but feel that parts of it reminded me of that novel, due to some of Jon's obsession and focus on Chloe. Still, I can understand that feeling, as PROVIDENCE also has a bit of an almost paranormal science fiction twist to it. That is a change. It requires a little suspension of disbelief, but once you go with it, the book is incredibly addictive and hard to put down. I read it in one day while on vacation, completely addicted to the strange and fascinating plot.
There's no denying that Kepnes can write, and you become immersed in her characters. I was intrigued by Jon and a bit by Chloe as well. I didn't adore them, but they were multi-faceted, and their dilemma unique. I'll admit that I didn't even know that Lovecraft--the author on whom Jon's situation is based--was real, so obviously all of those references went right over my head. Ha! I might have gotten into that scenario more if I knew the author, but the whole "turned you into a monster--or did I?" concept isn't exactly difficult to follow, and it's an interesting idea.
The novel is told from the points of view of Jon, Chloe, and a detective named Eggs. I enjoyed Eggs' perspective; he added a much-needed third viewpoint to the tale. Eggs is tracking Jon, but we also get a nuanced look at his relationship with his wife.
In the end, this is a weirdly fascinating novel that is hard to describe. I'm glad I read it, as I can't imagine not reading any of Kepnes' books, truly. It's a story of dysfunctional and potentially misguided love, but I enjoyed how you could feel Jon and Chloe's need for one another stretching and pulling across the pages. Kepnes is just so good at obsession and oddity (and love) that I couldn't stop reading. I enjoyed this one.
I received a copy of this novel from the publisher and Netgalley/Librarything in return for an unbiased review (thank you!).

BankofMarquis (1832 KP) rated Oppenheimer (2023) in Movies
Jul 27, 2023
Gonna Win A Ton of Awards
Clear your shelves, Christopher Nolan and many of those involved in the making of his new movie OPPENHEIMER, you’re going to need the space for the many, many trophies you are going to receive next spring.
Based on the life of the “Father of the Atomic Bomb”, J. Robert Oppenheimer, Nolan’s latest epic is a rarity in today’s Motion Picture landscape - a prestige picture, bankrolled lavishly, filmed gorgeously and populated with a veritable who’s who of “A” list actors that tells a complex story of a complicated man who ends up remorseful of what he has unleashed in this world.
And it works very, very well.
Nolan regular, Cillian Murphy, is equal parts quirky, driven, determined and haunted in his multi-layered performance as the titular character - who is in almost every scene of this 3 hour film. He is fascinating to watch and his “more internal than external” performance draws the audience in throughout the events depicted in this film. It is the Best Performance of the career of one of the most interesting actors of this generation and one should not be surprised if his name is called during awards season next year.
Murphy is capably supported by a long list of strong performers giving strong performances in roles that are much smaller than ones they normally receive. Matt Damon, Florence Pugh, Josh Hartnett(!), Casey Affleck, Rami Malek, Matthew Modine, Kenneth Branagh (of course, it’s a Nolan film), Jason Clarke and Alden Ehrenreich bring their “A” game to roles that could have been thrown away.
Also, good ol’ Tom Conti (one of the most interesting actors from the late ‘70’s and early ‘80’s) shows up in this film as Albert Einstein and reminds us all why he is such a good performer…and…wait until you see who shows up for one scene in this film as President Harry S. Truman!
Oh…and don’t forget Emily Blunt (as Oppenheimer’s wife) and (surprisingly) Robert Downey, Jr. (as a politician using Oppenheimer for his own purposes). Both of them put in Award-winning-level uspporting performances, elevating two “A” list actors to the “A+ list”.
But this film is more than just it’s performers. Nolan demands - and receives - top notch work from the Cinematographer, the Sound Designer, the Editor, the Costume Designer and the Composer (Ludwig Goranssson, NOT Nolan regular Hans Zimmer). They (along with Nolan) craft a beautifully made and put together film that will dazzle the senses. If you get a chance, see this film in a movie theater and, if you can, see it in either iMAX or 70mm, you will be glad you did.
What holds this film back - just a little bit - is the story that is being told. Nolan (as he is want to do) plays with time and pretty frenetically cuts back and forth between about 4 different timelines to tell this story. It’s effective most of the time, but at other times, it becomes distracting and….with a 3 hour run time…does drag a bit at times.
But these are quibbles to a film that is “as good as it gets” by the BEST DIRECTOR plying his trade today. It is another triumph for Nolan and he will be making many, many acceptance speeches in just a few short months.
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank(ofMarquis)
Based on the life of the “Father of the Atomic Bomb”, J. Robert Oppenheimer, Nolan’s latest epic is a rarity in today’s Motion Picture landscape - a prestige picture, bankrolled lavishly, filmed gorgeously and populated with a veritable who’s who of “A” list actors that tells a complex story of a complicated man who ends up remorseful of what he has unleashed in this world.
And it works very, very well.
Nolan regular, Cillian Murphy, is equal parts quirky, driven, determined and haunted in his multi-layered performance as the titular character - who is in almost every scene of this 3 hour film. He is fascinating to watch and his “more internal than external” performance draws the audience in throughout the events depicted in this film. It is the Best Performance of the career of one of the most interesting actors of this generation and one should not be surprised if his name is called during awards season next year.
Murphy is capably supported by a long list of strong performers giving strong performances in roles that are much smaller than ones they normally receive. Matt Damon, Florence Pugh, Josh Hartnett(!), Casey Affleck, Rami Malek, Matthew Modine, Kenneth Branagh (of course, it’s a Nolan film), Jason Clarke and Alden Ehrenreich bring their “A” game to roles that could have been thrown away.
Also, good ol’ Tom Conti (one of the most interesting actors from the late ‘70’s and early ‘80’s) shows up in this film as Albert Einstein and reminds us all why he is such a good performer…and…wait until you see who shows up for one scene in this film as President Harry S. Truman!
Oh…and don’t forget Emily Blunt (as Oppenheimer’s wife) and (surprisingly) Robert Downey, Jr. (as a politician using Oppenheimer for his own purposes). Both of them put in Award-winning-level uspporting performances, elevating two “A” list actors to the “A+ list”.
But this film is more than just it’s performers. Nolan demands - and receives - top notch work from the Cinematographer, the Sound Designer, the Editor, the Costume Designer and the Composer (Ludwig Goranssson, NOT Nolan regular Hans Zimmer). They (along with Nolan) craft a beautifully made and put together film that will dazzle the senses. If you get a chance, see this film in a movie theater and, if you can, see it in either iMAX or 70mm, you will be glad you did.
What holds this film back - just a little bit - is the story that is being told. Nolan (as he is want to do) plays with time and pretty frenetically cuts back and forth between about 4 different timelines to tell this story. It’s effective most of the time, but at other times, it becomes distracting and….with a 3 hour run time…does drag a bit at times.
But these are quibbles to a film that is “as good as it gets” by the BEST DIRECTOR plying his trade today. It is another triumph for Nolan and he will be making many, many acceptance speeches in just a few short months.
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank(ofMarquis)

Heather Cranmer (2721 KP) rated Whickering Place (Legacy of Darkness #2) in Books
Nov 22, 2019
I've been a fan of London Clarke since I read her debut novel Wildfell. I was thrilled when Whickering Place, the second novel in the Legacy of Darkness series, came out. I really enjoyed the first book in the series The Meadows. I must say that Whickering Place really blew me away!
If you're a fan of vampires, ghosts, and a touch of romance, you will love Whickering Place. I'm not going to rehash the synopsis since you will have probably read it yourself, and the synopsis does such a great job at describing this book. Even though I'm not a fan of the whole vampire movement in media, I really did enjoy Whickering Place. The plot was done brilliantly. I very much enjoyed the world building. In fact, I couldn't find one fault with the world building. Clarke does a fantastic job at making sure you're left feeling like you are a bystander amidst all the action. While there is a cliffhanger at the end of Whickering Place, this was done intentionally and will hopefully all will be revealed in the next book in the series.
The pacing was slow for about the first quarter or so of the book as the backstory and plot were being set up. I will admit that I did think about just giving up on Whickering Place, but I'm glad I kept reading because wow, the pacing definitely picked up after that! Once it picked up, there was no going back. I devoured each page. The suspense kept me on my toes! I was heavily invested in the story and all of the characters in Whickering Place.
Each and every character no matter how minor or major was written fantastically! Each character had their own personality, and it felt as if I was reading about a real flesh and blood person instead of just a character in a book. Avery was a great character. I could sort of relate to her agoraphobia. I used to be almost as bad as her. I felt bad for her, and I was always hoping she would get better so she could have more of a life. I kept thinking that Avery and myself could become great friends if she was real. It was almost as if every decision she made was one that I would have made. Pearse was definitely an interesting character. I did feel bad for him when it came to The Colony. I was always hoping he'd be able to get away from them. He seemed like he had a good heart. I also felt bad for Colin when it came to Avery. It was very obvious that he cared deeply for her. Colin definitely came across as a stand up sort of guy! I didn't really care for Maris, not because she was written poorly. She was actually written quite well! She just reminded me of those pretty mean girls I knew back when I was in school. I didn't know what to think of Cassie. I liked Cassie, and I loved her personality and how willing she was to help out, but I was never sure if I could trust her 100 percent.
Trigger warnings for Whickering Place include profanity (there's not a lot though), sexual situations (although these aren't graphic, and there aren't many sexual scenes), murder, attempted murder, alcohol, dealings with the occult, demons, and violence.
Overall, Whickering Place is a thrilling read which such a fantastic set of characters and an intense plot! This is one of those books that even though it starts out slow, it does a fantastic job at pulling you right into its pages and doesn't let you go! I would definitely recommend Whickering Place by London Clarke to everyone aged 17+ who loves getting lost in a good thriller.
If you're a fan of vampires, ghosts, and a touch of romance, you will love Whickering Place. I'm not going to rehash the synopsis since you will have probably read it yourself, and the synopsis does such a great job at describing this book. Even though I'm not a fan of the whole vampire movement in media, I really did enjoy Whickering Place. The plot was done brilliantly. I very much enjoyed the world building. In fact, I couldn't find one fault with the world building. Clarke does a fantastic job at making sure you're left feeling like you are a bystander amidst all the action. While there is a cliffhanger at the end of Whickering Place, this was done intentionally and will hopefully all will be revealed in the next book in the series.
The pacing was slow for about the first quarter or so of the book as the backstory and plot were being set up. I will admit that I did think about just giving up on Whickering Place, but I'm glad I kept reading because wow, the pacing definitely picked up after that! Once it picked up, there was no going back. I devoured each page. The suspense kept me on my toes! I was heavily invested in the story and all of the characters in Whickering Place.
Each and every character no matter how minor or major was written fantastically! Each character had their own personality, and it felt as if I was reading about a real flesh and blood person instead of just a character in a book. Avery was a great character. I could sort of relate to her agoraphobia. I used to be almost as bad as her. I felt bad for her, and I was always hoping she would get better so she could have more of a life. I kept thinking that Avery and myself could become great friends if she was real. It was almost as if every decision she made was one that I would have made. Pearse was definitely an interesting character. I did feel bad for him when it came to The Colony. I was always hoping he'd be able to get away from them. He seemed like he had a good heart. I also felt bad for Colin when it came to Avery. It was very obvious that he cared deeply for her. Colin definitely came across as a stand up sort of guy! I didn't really care for Maris, not because she was written poorly. She was actually written quite well! She just reminded me of those pretty mean girls I knew back when I was in school. I didn't know what to think of Cassie. I liked Cassie, and I loved her personality and how willing she was to help out, but I was never sure if I could trust her 100 percent.
Trigger warnings for Whickering Place include profanity (there's not a lot though), sexual situations (although these aren't graphic, and there aren't many sexual scenes), murder, attempted murder, alcohol, dealings with the occult, demons, and violence.
Overall, Whickering Place is a thrilling read which such a fantastic set of characters and an intense plot! This is one of those books that even though it starts out slow, it does a fantastic job at pulling you right into its pages and doesn't let you go! I would definitely recommend Whickering Place by London Clarke to everyone aged 17+ who loves getting lost in a good thriller.

Purple Phoenix Games (2266 KP) rated 13 Monsters Armed to the Teeth in Tabletop Games
Sep 22, 2020 (Updated Sep 22, 2020)
Let’s talk expansions. Some expansions are absolutely worth everything to have in with the base game, and some expansions just take up space on your shelves because either you A) love the base game so much that you can’t imagine anything adding to the experience, or B) just can’t seem to pull the trigger to try them out. What about when expansions completely change the game? And those that merely give you more of the same? And where does this expansion for 13 Monsters land? So many questions!
13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?
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
Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.
The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.
Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.
The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!
So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.
That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.
On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.
So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.
13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?
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
Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.
The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.
Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.
The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!
So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.
That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.
On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.
So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.

Kristy H (1252 KP) rated The Cutaway in Books
Feb 13, 2018
Virginia Knightly is a busy TV news producer. She's constantly juggling a million stories, cultivating her on-air talent, and appeasing whatever news director has been currently assigned to "revamp" her station and raise ratings. It's a typical day for Virginia when she sees a flyer come across her desk for a missing woman. But something in the woman's eyes in the fuzzy black and white poster haunt Virginia, and she becomes oddly attached to the case of Evelyn "Evie" Carney, a young, married lawyer who disappeared after dining with her husband (and informing him she wanted a divorce). It seems as if the DC police are more involved in Evie's case than Virginia would expect: perhaps even the Department of Justice. What happened to Evie, and is Virginia safe looking into her disappearance?
This seems to be yet another novel where I'm a bit of the minority here, but I just could not get into this one. The premise seemed intriguing (and of course, it was compared to all the popular thrillers du jour, which really doesn't do books favors these days). At times, I almost gave up on this book, which is not like me. First of all, instead of just focusing on the plot of Evie's disappearance, there is a ton (I mean a ton) of time focused on the in-fighting and arguing at the news station, which majorly detracts from the actual mystery plot. I found it juvenile and irritating. Because of this, quickly, I didn't like or care for any of the characters or their relationships whatsoever. Unfortunately, that never really changed. So much seemed to be going on in the book (including Virginia's own personal relationships: with the lead cop investigating Evie's case, her father, the main talent at the station) but so little of it related to Evelyn and her disappearance. A lot of loose ends never seemed to be tied up. I often found myself cringing at the dialogue.
It's sad, because, at times, the actual plot relating to Evelyn is good. I continually found myself wishing there was more of it. There's also a lot of telling versus showing, but I did find myself getting into the various pieces related to Evie. (It certainly makes you hope nothing bad ever happens to you, between the issues at the police department and various levels of justice.) I enjoyed that the story was set in a familiar location for me (Washington, DC). I did guess many of the main plot points, which was a little disappointing, including something you could see coming from the beginning of the story. The whole thing is so convoluted, with so many personal entanglements thrown in, that it's hard to believe at times. Virginia's obsession over Evie's disappearance is strange, and although a rather unbelievable reason will be given near the end, you spend the entire wondering why she's so fanatical. Apparently, while working in news, Kovac covered the Chandra Levy story, and you can see that in this tale at times. This is definitely a first novel, and there are glimmers of hopes for a second. Unfortunately, this one just wasn't for me.
I received a copy of this novel from the publisher and Netgalley (thank you!) in return for an unbiased review; it is available everywhere as of 03/21/2017.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a></center>
This seems to be yet another novel where I'm a bit of the minority here, but I just could not get into this one. The premise seemed intriguing (and of course, it was compared to all the popular thrillers du jour, which really doesn't do books favors these days). At times, I almost gave up on this book, which is not like me. First of all, instead of just focusing on the plot of Evie's disappearance, there is a ton (I mean a ton) of time focused on the in-fighting and arguing at the news station, which majorly detracts from the actual mystery plot. I found it juvenile and irritating. Because of this, quickly, I didn't like or care for any of the characters or their relationships whatsoever. Unfortunately, that never really changed. So much seemed to be going on in the book (including Virginia's own personal relationships: with the lead cop investigating Evie's case, her father, the main talent at the station) but so little of it related to Evelyn and her disappearance. A lot of loose ends never seemed to be tied up. I often found myself cringing at the dialogue.
It's sad, because, at times, the actual plot relating to Evelyn is good. I continually found myself wishing there was more of it. There's also a lot of telling versus showing, but I did find myself getting into the various pieces related to Evie. (It certainly makes you hope nothing bad ever happens to you, between the issues at the police department and various levels of justice.) I enjoyed that the story was set in a familiar location for me (Washington, DC). I did guess many of the main plot points, which was a little disappointing, including something you could see coming from the beginning of the story. The whole thing is so convoluted, with so many personal entanglements thrown in, that it's hard to believe at times. Virginia's obsession over Evie's disappearance is strange, and although a rather unbelievable reason will be given near the end, you spend the entire wondering why she's so fanatical. Apparently, while working in news, Kovac covered the Chandra Levy story, and you can see that in this tale at times. This is definitely a first novel, and there are glimmers of hopes for a second. Unfortunately, this one just wasn't for me.
I received a copy of this novel from the publisher and Netgalley (thank you!) in return for an unbiased review; it is available everywhere as of 03/21/2017.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a></center>