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Onearmedcookie (6 KP) rated the PlayStation 4 version of Assassin's Creed: Origins in Video Games

Feb 10, 2018  
Assassin's Creed: Origins
Assassin's Creed: Origins
2017 | Action/Adventure
Beautifully created world, great story, well developed characters (0 more)
Irritating combat (0 more)
Assassin's Creed is back... With a bang!
So for the last few months I have been spending quite a lot of my free time exploring ancient Egypt. Getting to grips with the latest installment in the Assassin’s Creed series. A series that has had me hooked with its historical references since the beginning. Admittedly the first got rather repetitive and I found myself wishing Ubisoft had taken things into a different direction.
Yet since the second game appeared, and introduced us to the charming Ezio, I have been hooked. The latest installment – entitled Origins has seen Ubisoft go back to the drawing board redesigning some of the games mechanics. Hoping to breathe new life into the series, whilst spinning another tale in history. I have to confess for the most part it has proved to be rather successful.
I have rather enjoyed this series, playing through all of the different historical places. The last in the series though, Syndicate was superb. Instantly my favourite so far so for me Origins – had a lot to live up to! I was worried initially when, Ubisoft had decided to delay the next instalment for a year whilst they looked at redesigning elements that for me had previously worked fine.
With this in mind, I loaded the game into my trusty PS4 and began my journey! Origins takes place in ancient Egypt just as Cleopatra is fighting for the throne. The game centres around a Medjay named Bayek and his wife Aya who find themselves thrust into the fight for Egypt between Cleopatra and the new Pharaoh – her brother - Ptolemy XIII. This is the birthplace of the assasins guild and the beginning of their fight against the knights of the templar!
The story is captivating, well thought out and the characters soon jump from the screen making you want to push forward to see what happens to them. In fact the characters are some of the best in the series, they have been developed well with real character development making them seem even more real. You can’t help but feel immersed in this new word as you discover more of Egypt. I also want to point out how well the characters are voiced, the voice acting in Origins is top notch. Fuelled with emotion and true grit, this only opens them up more. Making the game feel deeper than any before in the series. This is tory telling at its best.
I mentioned that Ubisoft went back to the drawing board on this one, changing some of the formula that we’ve all become used to. This is a bigger world to explore than any before it, Egypt is epic in scale and lovingly recreated. The world is brimming with life and it certainly feels like a more open world adventure than the previous instalments in the series. You can backtrack revisiting other areas or totally bypass them – the choice is yours.
There also seems to be a bigger range of side quests, helping you level up the character – unlocking handy upgrades as you go. Crafting is even present albeit in a simpler format than in most RPG’s. Similar to the Farcry series you can now hunt the wildlife in the area to help craft better equipment.
One of the biggest changes for me though, was the Eagle vision! Gone is the yellow vision highlighting heat signatures in red, with targets in gold allowing you to see through walls. Now you get to fly a real Eagle above you in the sky – tracking enemies and other areas of interest. It adds a whole new dimension to the game, casing an enemies camp from the sky – tracking their movements from up above really adds to the feel of the game. As you level up you can also have the Eagle attack and distract enemies allowing you to sneak past areas unseen. I love this idea and could quite happily fly Sensu around the environment for hours on end.
Combat has also been overhauled. Alas, for me this is probably the weakest part of the game. You can now block with your shield by pressing the L1 shoulder button. Heavy and medium attacks are found on the R1 & R2 buttons. For ranged attacks you press L2 to equip your bow! Sounds okay, but in practice I have found this new layout a trifle irritating. Imagine three guards are rushing you, you hit one and then go to block a blow with your shield – darn it you accidently hit L2 instead and suddenly you have your bow in your hand, getting cut up by two other guards! Frustrating isn’t the word. Especially when you get to some of the higher level guards with better AI.
Other than the combat though this is a solid game, with a very in depth strong story and well developed characters. If you got a little bored with the series, then this is the game to get you back in. It’s bold, with a beautifully crafted world to explore. Assassin’s Creed is back and it’s about time!
  
Cartooner: The Fast & Furious Game of Drawing Comics
Cartooner: The Fast & Furious Game of Drawing Comics
2018 | Comic Book / Strip, Real-time
Ok, I need to admit to you all that I am an artist. I am a musician (as we all at Purple Phoenix Games are). Unfortunately, I am nowhere near what anyone would call a competent visual artist (see play pic below for evidence of that). So when I received Cartooner from Japanime Games (thank you!) I was a bit intimidated. I was never good at Pictionary and I thought I was gonna be doomed whilst playing this. If you are like me, please keep reading because I actually did really well with this one.

A typical game of Cartooner will last four rounds and each round will be the same length – five, six, or seven minutes each. During these rounds players will create comics using increasing numbers of panels each round. So Round 1 will be a 2-panel comic, Round 2 will have 4 panels, Round 3 will have 6 panels, and the final round will contain 8 panels to fill with glorious comic gold. This is the basic game flow. Where the actual “game” part comes in is through the use of the two decks of cards.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

Three “Theme” cards are dealt at the beginning of the game to each player, which describe the player’s obsessions. Players score points at the end of each round for including their Themes in the comic. This may sound somewhat easy, but the game comes with about 28,000 Theme cards and the combinations can be pretty wonky. For example, for my first game I was dealt Fear of Growing Old, Infidelity, and Desire to Be Famous. My 10-year old niece was dealt Aliens, Flowers, and Animals. I mean, come on! AND her dad is an art teacher (who also played with us and totally killed the art). So I thought I was beaten before we even began. The three Theme cards kept everyone pretty busy in Round 1, but it was about to get harder.

Round 2 introduces a new element to the game that refreshes every round: “Trend” cards. Whomever scored lowest in the previous round will draw Trend cards (the number of which is determined by which round you are currently playing) and choose cards to enact for the upcoming round. Trends are basically bonus cards that you can attempt to incorporate into your comic for the round to score fabulous amounts of points. These are optional, of course, but really can boost those scores for the round, so are not to be ignored.

At the end of each round players will present and read their comics to the group to be scored. Points are awarded for including your Themes, completing objectives from the Trend cards, and also for filling in every panel on your page – which I thought would be a breeze, but apparently eight panels is way too hard for me because I neglected to draw something in the final two panels. Tally up your points from all the rounds and determine the greatest comic artist at the table (it was me)!

Components. This game is a large pad of paper, 28,000 cards, and cardboard VP tokens. You must supply your own writing utensil. As you can see below, I like to live on the edge and used ballpoint pen for my artwork. The tokens are fine and the cards are of good quality. What I really want to highlight is the pad of paper that is provided. Every game each player will need four sheets of paper from the pad, one for each round. These pages are wonderfully organized and include the game rules at the bottom of each page to remind you of what will score points. This helps you to prioritize your panels to include the most VP-worthy elements and to (hopefully) tell a good story as well.

All in all this is a frantic comic drawing game that will have you pulling out your hair trying to compose a somewhat cohesive short visual story including elements that may not, and probably WILL not, fit into that narrative. It is relatively quick, as long as the presentations and arbitrations are held in check for time. We do not have many drawing games in our collections, and I am overjoyed that we now have an enjoyable representative of the genre. Purple Phoenix Games eagerly awards this one a 10/12. Go check it out and test your own illustration skills.
  
The Mother-in-Law
The Mother-in-Law
7
8.0 (2 Ratings)
Book Rating
Lucy was so excited to meet Diana, the mother of her boyfriend, Ollie. Lucy's mother died when she was a teen and she hoped for a good relationship with her hopeful mother-in-law. But Lucy and Diana don't get off to an easy start--Diana has a rigid set of views formed by her own life experiences. From simply co-existing to arguing about parenting to eventual fisticuffs, their relationship is volatile. Then, one night, Lucy and Ollie hear a knock on their door. The police arrive and tell them that Diana is dead in an apparent suicide. But as the investigation progresses, it looks as if there is more to the story. Everyone in the family has history with Diana; but did someone actually kill her?

"'Then I'm very sorry to inform you,' the policewoman starts, and I close my eyes because I already know what she is going to say. My mother-in-law is dead."

This was my first Sally Hepworth novel, and I have heard good things, so I was excited to read some of her work. I found it to be a fast read, with a set of engaging characters. The book alternates between Lucy and Diana's point of view, with much of the story being told in the past. I found the format to be very effective; it worked very well at drawing you into the story and keeping you guessing at what was going on. Many parts of the story were told twice, in some ways, as both women told their side of the story, yet it never felt repetitive.

The main characters in this one are Lucy and Diana, but we have strong appearances from Ollie, his sister Antoinette "Nettie, " and Tom, Diana's husband. I can see why people enjoy Hepworth's novels--I felt very much a part of the story, and I was certainly stumped along the way. Sometimes there was a little too much rumination about mother-in-laws and the meaning of families for my taste, but oh well. I was too eager to find out what had happened to Diana.

"More importantly, you don't choose your mother-in-law. The cackling mercenaries of fate determine it all."

Overall, I really enjoyed my first Hepworth book. It was a quick, engaging, and interesting read that kept my interest.

I received a copy of this novel from St. Martin's Press and Netgalley in return for an unbiased review (thank you!).
  
The Light We Lost
The Light We Lost
8
8.0 (1 Ratings)
Book Rating
^ This is totally not what I was expecting. Maybe I thought it would a love story based around how a couple met at the time 9/11 happened. Yes. It is. But staying together and having a happy ever after? Hmm. Nope. You don’t get that, and this becomes very clear from the onset. In fact, the very way this has been written in a past tense, makes that awfully clear the protagonist is telling us something that has already happened. This in itself made for a tantalising read. The story could have gone anywhere. Not knowing what would happen between them, when at times their lives were so different and far apart, is probably why I enjoyed this more than I thought I would.

^^ This story revolves around two lost souls, Lucy and Gabriel (Gabe) Samson who first meet during the Twin Towers terror attacks, and watch the horror unfold right in front of their eyes. Did fate bring these two together for a reason?

^^ Throughout the book we follow their relationship and learn how that first meeting on that fateful day effected them for the rest of their lives. Imagine being witness to something so horrifying. Surely it would affect you. Perhaps you’d want to live your life as if every day is your last, or you’ll go the other way and blame yourself for not being able to do anything to help. Even when you couldn’t have at the time. Survivors guilt, I think they call it.

^ These are the sort of issues, this couple face. You know they should be together, but they both need different things, so their lives are never as simple as you think they’re going to be.

^ I enjoyed how the author allowed this couple to search for what they wanted out of life, but they never truly forgot, or even stopped loving each other. Whenever they did meet, well, it was never the right time. Yet something in the universe, a powerful source, kept drawing them back into each other’s paths. Even when they’d both long gone their separate ways. Is it destiny? Or chance?

Overall: Well, who’d of thought the first book of the year would reduce me to tears? I kind of saw the ending coming, but when I reached those last few pages I found it much more emotional than expected. Jill Santopolo poses an elegant narrative around two people looking in very different places for that one elusive answer: What if?