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Lost Ruins of Arnak
Lost Ruins of Arnak
2020 | Adventure, Ancient, Exploration, Travel
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.

Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.

“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.


While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.


The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.

To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
  
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Charlie Cobra Reviews (1840 KP) rated the PlayStation 4 version of Genshin Impact in Video Games

Apr 6, 2021  
Genshin Impact
Genshin Impact
2020 | Action/Adventure, Role-Playing
Free to play (2 more)
Gorgeous world full of beauty
Good story and fun to play
"Gacha" game, to unlock new characters and weapons the game utilizes in game currency that you can buy with real world money (1 more)
Multi-player/Co-op mode needs work
Another Example of Free to Play Done Right, Loads of Fun!
https://youtu.be/BFdBTc-vscg
Genshin Impact is a 2020 action RPG game developed and published by miHoYo and produced by Hugh Tsai. It was released for Microsoft Windows, Playstation 4, Android and IOS on September 4th 2020 and backwards compatible for Playstation 5 in November 2020. Genshin Impact is a "gacha game" featuring an open-world environment, action based battle system utilizing elemental magic and character switching. There have been no updates as of late as to when or if the game might release for Nintendo Switch or Xbox. The game has been considered a commercial success due to it's large fan base and grossing over $1 billion dollars within 6 month of it's release.


Taking place in the fantasy world of Teyvat, Genshin Impact, is home to seven different nations, each of which is tied to an element and ruled by a god associated with it. Such as the city-state nation of Mondstadt, whose element is Anemo, the air element and worships Barbatos, the Anemo Archon and the nation of Liyue whose element is Geo, the rock/earth element and worships Rex Lapis (Morax), the Geo Archon. The main story follows a set of twins not from this world, which you can choose to be either the male or female version of. They become the one referred to as the Traveler, which is the main character of the game. They have traveled across many worlds with their twin but have become separated from them by an unknown god in Teyvat. The Traveler travels across Teyvat in search of their lost sibling with their companion, a child-like "fairy" named Paimon and becomes involved in the affairs of the other nations, gods, and the world.


This is a really great game with it's beautiful anime inspired graphics and a bunch of fun. I've been playing since around December and have probably logged in over 80 hours and I still find this game a lot of fun. . It's an open world RPG so you can pretty much go wherever you want although certain locations are going to have enemies you encounter that might be too difficult for you to fight depending on the level of your characters. Notice how I said characters, not character. You're able to have a party of four characters at one time and be able to actively switch between characters in the middle of battle to be able to utilize different attacks and combinations of skills and elements. There are 7 different elements such as Anemo (air), Geo (earth, Pyro (fire), Cryo (ice), Hydro (water), Electro (lightning/electricity), and Dendro which hasn't been revealed yet but is speculated to be nature related since the name has Greek origins and a loose meaning of "tree". The characters all use weapons in fighting and have a couple of different types like archers who use bows, mages or magic users who don't use weapons but only use magical/elemental attacks, spear users, and two different kinds of sword users, a regular size ones and a claymore or bigger sword users. You can press the attack button a couple of times for your character to do their attack action or combo or hold down the button to do a charge attack. Each character also has two unique combat skills based on their element, an elemental skill and a elemental burst. One of them, the elemental skill has a cool down period but can be used again right after and the other, the elemental burst needs to gather energy you get from defeating enemies to charge up before you can use it. Your character has a lot of freedom and can perform a lot of different actions such as running, jumping, climbing, swimming and gliding and these actions are all limited by your stamina. You can even use your elemental abilities to do things like freeze water and walk on top of it and other environment altering actions. The game is really easy to learn but has a lot of different aspects to it that can be a little complicated. For one, characters can have their strength increased with items such as artifacts that have different perks and additional ones for combining similar ones together, they can also get different weapons that also have different perks which can increase in effect by being "refined". You are able to level up your character by using items you get from completing missions and challenges as well as defeating enemies and bosses. Bosses and challenges that reward highly valuable resources are scattered throughout the world and while some bosses can be challenged weekly some challenges can only be completed once. There are also different types of dungeons that can be challenged but the bosses and dungeons take a currency called "Resin" to attempt and you only have so much of it a day until it regenerates. As your characters progress and you complete more of the story and game your Adventure Rank increases unlocking new quests, challenges, and raises the World Level, which is a measure of how strong the enemies in the world are and the rarity of rewards you get from defeating them. There are some good things that make the game a little easier or help you along the way alot too. Like the many teleportation nodes scattered throughout Teyvat that once you find and unlock you can use whenever you want to fast travel to places you have already been and also the Statues of the Seven where you can heal and revive characters. Your characters can die if their health becomes too low and they will still be in your party/group but you won't be able to use them until you revive them and you can also revive and heal your characters by giving them different food items. You can find food all over the place from hunting animals, gathering fruit and vegetables or purchasing them from a store and there is even a little mini-game type thing where you can make dishes yourself around campfires. Ingredients can even be cooked into meals that regenerate health or boost statistics like attack or defense. Items are also dropped from defeated enemies and found in treasure chests that can be used in increasing a character's strength and ore that can be used to refine and enhance weapon strength or create weapons is usually found scattered around too. There's a multiplayer mode that's pretty much a co-op mode and is useful in teaming up to defeat certain bosses and helping out your friends or maybe showing them the ropes but it's definitely lacking and needs some polish. By completing quests you can unlock five additional characters by completing the story but more characters can only be unlocked by the game's "gacha" mechanic and in-game events. This is another part that gets very complicated in my opinion. There are several premium in-game currencies obtainable by playing the game and also by in-app purchases (real money) that can be used to obtain characters and weapons through the "gacha" system. Something most people would say is very similar to the concept of loot boxes or others would say closer to gambling. There is a pity system that guarantees the player will receive rare items after a set number of draws but I hear it can be pretty ridiculous and there are plenty of people who have spent hundreds of dollars or more to get characters or weapons that they really wanted. I just stick with whatever is free and I've had no complaints but they know what they are doing because as I mentioned above this free to play game has made over $1 billion dollars in 6 months since it was released. There are characters and weapons that are only available for a limited time and if you miss out on getting them while they're available you might not get another chance to ever get them again. So like I said this game is super fun and a really great game, I definitely give it an 8/10 and it gets my "Must Play Seal of Approval especially if your a fan of Zelda Breath of the Wild or anime or "gacha" games in general.
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.

Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!

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. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.

Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.

When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.

Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).


In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.

That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.

In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.

I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.

CHOMP!
  
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Gareth von Kallenbach (965 KP) rated the PC version of Mortal Shell in Video Games

Oct 8, 2020  
Mortal Shell
Mortal Shell
2020 | Action, Role-Playing
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
No real direction on where to start (0 more)
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.

Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.

The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.

In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.

Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.

During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.

One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.

Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell

While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.

If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available

What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up

What I liked less: No real direction on where to start
  
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Charlie Cobra Reviews (1840 KP) rated the Nintendo Switch version of Secret Neighbor in Video Games

Sep 4, 2021  
Secret Neighbor
Secret Neighbor
2021 | Horror
The Concept (1 more)
Playing as the Neighbor
Balancing, the Neighbor is too OP (1 more)
Playing as a kid isn't very fun
Fun And Intriguing Concept But Suffers From Balancing Issues
Secret Neighbor is a multiplayer Social/Horror game developed by Hologryph and published by tinyBuild Games. It is a spin-off of the Hello Neighbor franchise/series and is available on Nintendo Switch, Xbox One, and PC. Secret Neighbor was initially released in October 2019 and just recently on August 26th 2021 for Nintendo Switch. The game supports up to 6 players who must work as a group to unlock the basement. Just one catch, one of you is the Neighbor in disguise.

 I have to say first off that this kind of game is not something that I would normally play. I think my favorite games to play are FPS's, RPG's and probably fighting or adventure games. That being said, I'm also an OG gamer who have been playing games for over 30 years since Super Mario Bros. on the NES. So I've played all kinds of different kind of games and have definitely found some that were more fun than I thought they would be. This was not one of them. The game has an easy enough concept that I didn't understand at first but after reading about the game it's based off of, it makes sense. The game Hello Neighbor is kind of like a kid's version of the movie Disturbia. Your Shia LeBeouf and need to get into your Neighbor's basement after witnessing something suspicious and disturbing.

 However in this game Secret Neighbor, your not on your own. You have a group of neighborhood kids, your friends, who are there to help get into the basement too. Your job is to work together to sneak around the house and collect the keys that unlock the basement door. You can use perks and abilities unique to each class of characters. For example the detective starts with a photo of a key location, while the bagger has an extra item slot. There are six different characters altogether and you can cooperate by teaming up and staying together or splitting up and exploring alone. What could go wrong right? Well that's where the secret in Secret Neighbor comes to play. One of you is a traitor, the Neighbor in disguise. As the neighbor your job is to stop the intruders by capturing them all. You can transform in and out of your disguise and also setup traps. There are a couple of different game modes as well as a level editor for you to create your own maze and invite friends to play.

 So I went into this game with low expectations. Like I said, I'm not that big a fan of this genre or style type of game but I've heard good things about similar games like Dead by Daylight and Among Us which share some characteristics with this game, so I said why not. So going into the game right away I realized there was a learning curve. As I was trying to learn the controls and figure out what was what, I was immediately scooped up by the Neighbor and game over. This game can be really frustrating for new players in that way. Kind of reminded me of some games that are Battle Royale, like Apex because once you are captured by the Neighbor, it's game over. You can stay and watch the game and see if any of the kids make it or if the Neighbor captures everybody and win, or you can choose to leave the game without penalty. I chose to start a new game because I was determined to do better.

 The controls are actually really simple, so it's not real confusing or hard to learn. You have two slots for items, and start off with the flashlight. It's like your best friend because of how dark the lighting is in the game. You can pick up items along the way, random things you can throw like boxes, milk cartons, potted plants, etc... You can also pick up more important items like key cards and keys. The key cards get you into restricted rooms and the keys unlock the basement which is where you need to go to win the game. I think this game is really unbalanced. On way play through a player didn't even try being sneaky and just transformed into the Neighbor and captured us all. There wasn't even anything we could do about it. Then on another play through I was actually with some competent or experienced players who were finding keys right away. The problem this game faces, is the same every cooperative game faces, which is nobody works together. The Neighbor has the edge every time. I played a game where there were some really good players who knew how to throw items really good and would rescue each other and the other players from the Neighbor but he still won and captured everyone.

 The concept was interesting and sounded cool. To me it seemed something like Among Us, where you got to figure out who the Neighbor is because it's secretly one of the group and they will use that to capture everyone in secret without revealing their identity. As far as playability however, that isn't usually how it goes down and I feel the game suffers from balance issues making it not as fun as it could be. When you're the Neighbor it can be extremely fun but as the kids not so much. The graphics were good and I liked the character designs and the enviroments. It had it's own weird charm kind of like the movie Coraline. A little bit creepy and strange but not bad. There are some bad animations that happen here and there and things that don't go as smooth as they should. For example, sometimes you can close a door and someone will walk right through it. I also sat and watched as someone playing as the Neighbor couldn't capture someone hiding in a wardrobe because they kept closing the door or they kept closing the door on accident trying to capture the kid. It happened for like 3 minutes and eventually the Neighbor moved on. I also didn't like the speed movement as you walked around, I think you could push in on the control stick to run but it didn't seem that much faster or last for that long.

 The sound was great. I particularly liked the little guitar riff when waiting for a game to load up. The sound effects for actions in the game were adequate and the voice overs fit the characters but nothing that really stood out. The game definitely has its moments and can be pretty fun at times. I really enjoyed playing as the Neighbor. To sneak around as a kid and then transform into the Neighbor when you're alone in a room and capture them, then transform back and rejoin the group is thrilling. But lack of team work and communication makes most playthrough as a kid very frustrating. Playing as the detective lets you find keys easier, playing as the bagger helps you hold an extra item, but nothing really helped to escape the clutches of the Neighbor. I think one of the characters the Brave class is supposed to make escape easier but when I played as her it didn't really help. Maybe if the game had a story mode I would be more invested in it but since it was just multiplayer it got pretty repetitive and not as fun rather quickly. I would say that this game isn't for everybody but if it sounds like something similar to a game you've liked playing before, then I can see you picking it up and playing for a couple of hours here and there. As such I would say it has a moderate replay value. I give this game a 6/10.
  
Banewreaker
Banewreaker
Jacqueline Carey | 2005 | Science Fiction/Fantasy
10
9.5 (2 Ratings)
Book Rating
Shelf Life – Banewreaker Will Make You Feel Bad for Sauron
Contains spoilers, click to show
Very few fantasy fans can get away with admitting that they aren’t all that big into sweeping, high epic fantasy à la Lord of the Rings or the Pern stories or everything that Terry Brooks writes. Many non-fantasy fans, however, can point to these tales as examples of why they aren’t into fantasy. Like it or not, it’s hard not to see the latter group’s point, as a lot of high fantasy is riddled with confusing terminology, rehashed stories, and genre clichés. This is not to say that these stories are bad, per sé, just that they can easily turn off readers who aren’t in the right kind of crowd.

Banewreaker, the first book in Jacqueline Carey’s two-part volume The Sundering, will probably not change any opinions in this respect, then, as it’s sweeping high fantasy to the core. This, as it turns out, is both its greatest strength and its greatest weakness.

There are some reviews out there that laud Banewreaker as a masterful examination of subjective viewpoints in an epic fantasy turned into a human tragedy by a simple change of perspective. And they are absolutely correct.

There are other reviews, however, that call the book out as a heap of all of the stalest fantasy clichés piled one atop the other in a confusing and pretentious jumble with a shellacking of purple prose for good measure. And they are also absolutely correct.

Let me explain.

For starters, it would be inaccurate to say that this story is full of clichés. This story is clichés. This story is every familiar and used-up trope you would expect from a high fantasy, all of those details that have been done to death in thousands of other versions until almost nothing that happens seems original anymore.

This is what’s going to turn off a lot of people. But the thing is, Banewreaker has to be this way. It wants the reader to look at all of the things that they’ve come to expect from a fantasy epic and then, by shifting the narrative focus, realize that all of these beloved tropes are actually, when you think about it, tragic as hell.

In other words, it’s Lord of the Rings from Sauron’s point of view.

It’s not a riff, though. It’s not goofy like most of the stuff I go in for. It takes its subject just as seriously as the stories that it’s mirroring, and this is what makes the whole story ultimately so gripping and so moving.

The story starts out like many stories of this magnitude, with exposition stretching back to the Dawn of This Particular Creation. In this case, we have a protogenos world god named Uru-Alat who died and gave rise to seven smaller godlike beings called Shapers. First comes Haomane, who becomes the Lord of Thought and sets himself up as head honcho for this ensuing pantheon. Second is Arahila, the Basically a Love Goddess; and third is Satoris, whose purview was “the quickening of the flesh,” which is high fantasy speak for sexy times. Four more Shapers come after this who, for the sake of brevity, we’ll be glossing over.

To summarize the important godly exposition, the Seven Shapers set about shaping the world to the surprise of no one. Haomane creates elves (here called Ellyl, but if you’ve ever even looked at a fantasy, you know that they’re the elves here), Arahila creates humans, and Satoris doesn’t create anything because he’s busy hanging out with dragons and learning their wisdom. Satoris grants his fleshy quickening to the humans but not the elves, because Haomane didn’t want his elves to do that. Then Haomane decides he doesn’t want the humans to do that either, but Satoris refuses to take the gift away again. Conflict escalates, god wars ensue, and the world splits into two continents, with Satoris ostracized from his brethren on one and the remaining Shapers on the other. By the time the dust has settled, Satoris is scarred and burned pitch black, living in a mostly dead land thanks to Haomane’s wrath, but with a dagger in his possession that is the only weapon capable of killing any of the Shapers.

The story itself picks up thousands of years later, with Satoris as the Satan/Sauron stand-in living in a forbidding land surrounded by classically evil things like trolls, giant spiders, and insane people. Since Haomane is the head god, the rest of the world believes Satoris to be a terrible figure of evil and betrayal, while Satoris’s few allies know him as a pitiable and misunderstood figure who only ever wanted to honor his word and do right by his own sense of morality rather than the dictates of his elder brother god king.

From here the plot becomes the typical Army of Good vs. Army of Evil adventure, but with the protagonistic focus on Satoris and his allies. His trolls we see not as a mindless horde but as a simple, honorable people who happily serve their lord because he happily serves them right back. The mad individuals inhabiting his fortress are castaways from normal society with nowhere else to go. And the giant spiders just happen to live there and be bigger than normal, with no sinister intentions beyond that.

And just like that, by actually showing us the home life of the ultimate in evil fantasy tropes, we see how easily one side’s view of evil is another’s view of good. In doing so, Banewreaker becomes perhaps the first sweeping fantasy epic with no real bad guy, just two sides of an unfortunate conflict. Both sides have their likeable characters, both sides seem from their view to be in the right, and pretty soon you, as the reader, will stop cheering for either one, because whenever one person that you like succeeds it means that another person whom you also like is failing.

In fact, the closest thing that this story has to a clearly-labeled “evil” character is the sorceress Lilias, and even then, she’s not evil so much as a woman who has done some bad things for completely understandable reasons. Lilias, in fact, is one of the most pitiful characters in this whole saga of pitiable characters, with her fears and attachments closely mirroring those of most readers, only amplified by her immortality and magical powers. She is afraid of dying. She wants to be more in the grand scheme of things than just another man’s wife or another country’s momentary ruler, both of which would just be tiny moments in a long history. She likes her youth. She likes having pretty things and pretty people around her. And from her interactions with her dragon mentor and apparently only friend, Calandor, we see that she is also capable of intense affection and even love just as she is capable of indulging in self-centered self-interest that, if not particularly a good trait, is also one that she is not alone in possessing.

Banewreaker, then, is a story with a large cast of characters but very few actual heroes or innocents as well as very few outright villains, which is exactly what it sets out to be. Those who love it and those who hate it both seem to blame this quality in particular for their feelings. The biggest complaint leveled against it (that I have read, anyway) is that the people we should be rooting for do not deserve our sympathy, while the people we should be rooting against are more misguided and unwilling to see things in another light than deserving of our scorn.

This is true. But if it’s a flaw, it’s an intentional one. And if it makes you feel like you shouldn’t be cheering for either side at all in this conflict, that’s the point. This is a story of clichés, yes, but it has something that it needs to say about these clichés and, in doing so, about the subjective and impossibly nebulous quality of morality in general.

In short, here again is another fantasy story about the Forces of Good wiping out an entire nation dedicated to their “evil” enemy. And as the story points out, even if you believe in that cause, you’re still wiping out an entire nation of people. No way is there not a downside to that. Seeing things in a black-and-white morality just means crushing a whole lot of important shades of gray underfoot.

Whether or not you like Banewreaker, then, depends in large part upon how much you realize that Carey as an author is being self-aware. As someone who read and still hasn’t stopped being awed over her Kushiel series, I can’t claim complete objectivity in this area, because I came to Banewreaker already in love with her. I can say, however, that unless you have an intense and searing aversion to ornate and sweeping style, this book is worth any fantasy-lover’s time – especially if you’ve ever felt a pang of empathy for all of the poor villainous mooks that fantasy heroes tend to mow down without a thought because they were the wrong kind of ugly.
  
Tropico 6
Tropico 6
2018 | Simulation
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.

Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.

For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.

There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.

Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.

Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.

Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.

Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.

Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!

What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals

What I liked less: Road tool seems a bit finicky, some items are difficult to locate
  
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Mara (13 KP) rated Cinder in Books

Dec 10, 2019  
Cinder
Cinder
Marissa Meyer | 2012 | Science Fiction/Fantasy, Young Adult (YA)
8
8.5 (96 Ratings)
Book Rating
Contains spoilers, click to show
Where to begin with my review? I guess I should start out by being completely honest and mentioning that I did not buy Cinder for myself, and I likely never would have either. After begging me to read it for a while, my best friend ended up buying me a copy for Christmas in the hope that I would give it a go. And to be fair to her, I did. Four times to be precise. The first three times I ended up giving up before chapter four. However, don't let that deter you. On my fourth attempt, I loved it! The only reason I can think of as to why I struggled the other times was because I was in a serious book hangover from another story. So I was a little reluctant to start a new story with characters I wasn't invested in yet, and a story I already knew. Or at least, I thought I did.
So let's start with the plot. Cinder is a retelling of Cinderella. Perhaps another reason for my lack of interest in the beginning as I've never really been a huge fan of that particular princess. What I do enjoy is a fresh twist on a well known story, so I should have known I would enjoy it if I gave it a chance. Like Cinderella, Cinder follows the story of a young girl who lives with her step-mother, and her two step-sisters, no love lost between them. In both, the girl leads a tough, though somewhat mundane life, right up until she meets her prince, and then things start to look up. Blah, blah, blah... We all know the story right? No. Marissa Meyer gives the traditional tale a new spin, and it was like reading the story for the first time. Because of this, I easily finished the story over one (busy) weekend. The story contained just the right mix of adventure, romance, and sci-fi to keep me hooked, even if -in places- the story seemed to drag a little. This was more than made up for with the explosive ending though. The story ends with enough unresolved conflict to keep you wanting more... And if you're anything like me, thankfully you don't have to wait months for the next one (It's called Scarlet BTW). Another great part of this story was the world building and backstory. At one point, the events of WW4 are mentioned, giving us a little insight as to how the world we know morphed into the one in the story. This also prevented the world from becoming too complicated when other races (The Lunars) are introduced, and helped blend the backstories of both races nicely. Lunars are the genetically mutated humans that live on the moon (Luna), and they have the ability to use a power known as "Glamour" to influence other's minds and make them see and believe what they want them to. This particular part impressed me as it was a clever way of introducing magic in an otherwise "normal" world. Because I'm a sucker for a bit of magic. The only real problem I had with this story was that the plot was somewhat predictable at times... For example, pretty much as soon as it was mentioned that there was once a princess who -if she was still alive- could usurp the Queen of the Lunars and restore peace to the two worlds... It was obvious that it was going to end up being Cinder. (This is confirmed at the end of the book).
Now, onto the characters! Meet our protagonist, Linh Cinder. Cinder is a sixteen-year-old living in New Beijing with her evil Step-mother and two step-sisters... But that's pretty much where the similarities with her and the traditional Cinderella end. Not only is our protagonist more than just a pretty face with a kind heart, she is a badass! Throughout the story she impressed me with her attitude, intelligence, and ability to call people out on their bullshit. Fair enough she came across a little whiny at times, but this can be overlooked when you remember she is pretty much still a child who has had a pretty rough life. Unable to remember her life before a crash that claimed the lives of her family, she was adopted by a man who soon died, leaving her at the mercy of his wife, who was not a fan of Cinder. Why, you ask? Well, Cinder is a cyborg, and that is unforgivable and clearly Cinder's fault... According to the step mother at least. Still, despite being shunned by most people who knew the truth about her, Cinder still manages to be a likable character. Yeah she has her flaws, but that's what I liked about her. She's realistic. She's embarrassed by the fact she is a cyborg, especially when she meets the handsome Prince Kai. It was frustrating at times to read scenes with these two, mainly because Cinder was reluctant to tell Kai about her being a cyborg, and it built a wall between them. I mean, I can see where she's coming from. It would be a nice change to just be a normal girl to someone after years of being told she was less. BUT DAMN GIRL! KAI IS A CINNAMON ROLL AND WOULD LOVE YOU EITHER WAY!!!
*Clears throat* Anyway, moving on... Now we can talk about Kai. Handsome, charming, clueless, Prince Kai. We meet Kai pretty early on in the story (first chapter in fact) and from the moment we meet him, we know he and Cinder are destined. Or at least I hope so... I haven't read the second book yet! The only child of the emperor, Kai will someday rule the Eastern Commonwealth. Unfortunately that day comes all too soon when his father contracts the plague and soon after dies, leaving the job to the young Prince. If I'm being completely honest, I was expecting him to crash and burn at some point, but I was pleasantly surprised when he managed to hack it, even going as far as to stand up to the Lunar Queen- A megabitch we will discuss later- despite the fact she could start a war that would cause chaos for the Earthlings. His character development was fun to read. He started as a charismatic prince with a rebellious streak, and by the end of the book he was an Emperor loyal to his people and smarter than he lets on. I was a little disappointed in his reaction to finding out Cinder was a cyborg (and a Lunar), but under the circumstances, he can be forgiven. I'm quite interested in how the rest of Emperor Kai's story is going to play out, especially as he seemed to have something planned at the end of the first book, but I have yet to see if my suspicions are correct about him.
Now time to talk about our main antagonist, Queen Levana AKA The Megabitch. As far as antagonists go, she isn't the most evil I've met, but she is one of the more interesting. Queen of the Lunars, she is a cold, flawless, evil lady, who hates technology, and is infamous for using her glamour to hide her true face. Her motives seem pretty simple. She wants to rule. As Queen of the Lunars, she can do this by marriage, or she can take it by force. She doesn't really seem to care which way she goes about it, but she does suggest a marriage alliance with Prince/Emperor Kai Puh-lease. He and Cinder are OTP. (Also, I have to praise Meyer for the lack of a love triangle here, even though it would have been easy enough to include one. Bless you, child!) For the majority of the story she seems to be cool and in control, which is worrying for those of us rooting for the heroes, but at the Ball Naturally Cinder manages to crack the flawless facade and give us a little insight to the Queen's weakness Score 1 for Cinder! I have a feeling though that the next time we see the Queen, she is going to up her game and really give our heroes some problems, but we shall see!
Overall, I really enjoyed Cinder and I'm glad that I gave it another go. I should really start listening when my friend suggests books to me. It was an entertaining, frustrating, and even heart-breaking story at times, but I loved it. Marissa Meyer has definitely earned another fan, and I cannot wait to get my hands on the rest of the series. I NEED TO KNOW WHAT HAPPENS TO MY SHIP. The book had a few issues of course, but not enough that I would hesitate to read the next book... Hopefully I'll get around to it soon! In the mean time, anyone debating reading Cinder, you should definitely do it! 100%. And if anyone -like me- is struggling to get into it... Stick at it! I swear it's worth it in the end!
  
Destinies
Destinies
2021 | Adventure, Exploration, Fantasy, Medieval
I can recall so many instances of my board game purchases being based on either the designer, artist, or publisher. Surely I am not alone here. Josh will probably always be a Stonemaier Games fanboy. Laura has aligned herself with Daily Magic Games and Button Shy Games. While I am a big fan of the Valeriaverse, I think my current preferences put me on teams Weird Giraffe Games, Blue Orange Games, and Lucky Duck Games. Speaking of the latter, LDG have come through with some seriously excellent hybrid app-driven games that just wow me every single time. I was definitely a hybrid game naysayer when the first Chronicles of Crime came out, but the more I play them, the more I appreciate the accomplishments. Destinies has now come along to me and it has been some time since I have been this jazzed to play a game over and over and over and over.

Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.

DISCLAIMER: We are using the Kickstarter version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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


Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.

Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.

The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.


Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.

I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.

Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.

What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.

If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games

Mar 1, 2020 (Updated Mar 1, 2020)  
Star Wars Jedi: Fallen Order
Star Wars Jedi: Fallen Order
2019 | Action/Adventure, Fighting
Lightsaber Customisation (0 more)
Almost everything else (0 more)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?

Apparently you get something that doesn't feel like Star Wars.

I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.

First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.

I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.

The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.

I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.


Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?

My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.

There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.

So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.