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Mothergamer (1655 KP) rated the PlayStation 3 version of Nier in Video Games

Apr 3, 2019  
Nier
Nier
Action/Adventure
To say that Nier is dark filled with loss of hope undertones is like saying fire is hot. However, when my friend Gary was showing me the game, I had to admit that the game play looked interesting and I was intrigued. When I found out that it was a thinly veiled sequel to one of the endings in Drakengard, I definitely wanted to play it and test it out. Gary being the awesome friend that he is, loaned me his copy of Nier so I could try it out. It does take me some time to go through a game sometimes due to my hectic schedule, so I apologize to my friends who have been asking if I'm ever going to put into words my thoughts on this particular RPG.
 Nier starts off strongly with a great opening scene and brilliant musical score, featuring a shell of a city and harsh winter weather in the middle of summer. After the initial introductory scene you learn that the glories of humanity have disappeared and the few humans that remain struggle to survive in a medieval existence with the threat of shades and a disease known as Black Scrawl and Nier's daughter has it. Nier (the hero), has sworn that he will do anything at all costs to search for a cure.
  The graphics are beautifully done right down to the cinematic cut scenes. There is a clear objective to the game and there are plenty of side quests even farming to flesh everything out. The battle system is user friendly and the items and spells menu are quite easy to navigate.You play as Nier and you find yourself caring about this character as the story progresses. There are other interesting characters along the way on this adventure such as Grimoire Weiss, an ancient talking book. That's just for starters. You meet the rest of the companions at different intervals and because of how well written their back stories are, you find yourself caring about them as well.
 Now, I know what you're thinking. What's the deal with that first sentence in this little review? Well, let's get down to it shall we? Overall, the game is good with user friendly controls and a solid battle system. The soundtrack is beautiful and they chose wisely with this musical score. However, there are flaws here and there with Nier. So I'll list the pros and cons.

Pros:
 The graphics, scenery, and cut scenes are amazing. They stand out and you remember every one.
 The musical score is fantastic and well thought out throughout the game.
 The character development and writing for the support characters is genius. When you can have your audience genuinely care about the characters in the story, that's pretty great writing.
 Their battle system isn't too difficult and the menus are easy to navigate.
 While you could hurry to the end of the game, there are many side quests and even a fishing mini-game as well as the option to do some of your own farming to give you a break from slashing all the baddies.
 Impressive boss battles capture your interest especially when they throw spell casting cut scenes into the mix.
 The story is original and keeps you guessing. You never know what to expect and just when you think you know something, they surprise you with a different event altogether.

Cons:
There are times in Nier, where the pacing could be a lot better. At some points in the story, it drags a little bit and you find yourself wishing they would get on with it so you can move along to the next area already.
It can be a real downer. There are times where everyone is happy and celebrating a victory, only to have something absolutely horrible happen. Half the time it seems like more tragedies happen than good times. Hey, I'm not asking that we all hug a Care Bear and have a lovely tea party, but they really cashed in on that whole emo kid phase.
 All the doubling back. You will find yourself revisiting a dungeon or town six times or more for certain quests or plot lines in the story. After a bit of that, it gets a little old and you find yourself sighing with frustration. A lot.
 The fetch quests. This ties into the doubling back. There are quite a few fetch quests, where you have to get a certain number of items for various npcs and return to get a reward. They tend to blur together after a while because they are so similar. You'll find yourself just giving up on that whole thing because it's tedious and boring.
 BAD CAMERA ANGLES. With all the technology we have in this day and age, it still kills me when a game has not one, but several bad camera angles that happen consistently throughout the game play. There were angles where you couldn't turn the camera enough to get a jump properly, or it would spin wildly turning a corner and you'd find yourself wanting to upchuck your dinner when the wave of vertigo hit you.
A final boss battle with eight boss fights with multiple endings. This one comes last because it is the one that pissed me off the most. Not only do you have eight boss battles to fight, but there is no save point in between them. So if you lose, you get to go through all of that all over again. Top that off with four different endings that you can not get until you play through the whole game again and you'll find yourself wishing you could find the developer who thought this was a good idea and punch him square in the throat. SPOILER ALERT: You have to do the endings in a certain order, because one of the endings actually erases all your saved game data. No you did not misread that. That's actually true.

Now with all of that said, while I don't hate Nier, I don't really love it either. There is good and bad with it, but because of the pros I listed, the game manages to be enjoyable to play. It's definitely not like anything I've ever played before and the supporting cast works well with the main character story wise. It did its job of keeping me entertained and managed to tell an interesting story while doing so. So while it's not a spectacular take my breath away kind of game, it's still a decent game that you could enjoy playing through at least once.
  
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Becs (244 KP) rated Montauk in Books

Jul 3, 2019 (Updated Jul 3, 2019)  
Montauk
Montauk
Nicola Harrison | 2019 | Fiction & Poetry, History & Politics, Romance
10
10.0 (1 Ratings)
Book Rating
Breathtaking Historical Fiction; Must Read!
You can also find this review on my blog: bookingwayreads.wordpress.com


TRIGGER WARNINGS: rape, domestic violence, death, affairs, miscarriage

"You can only go so long pretending, acting as if you're someone you're not. Eventually you must return to who you are, who you were born to be. You can stray from it, try on other roles, other personalities, other beliefs, other lives, but eventually it will catch up with you and you have to return to the only person you can be."

Main Characters:
Beatrice Bordeaux - the main character, married to Harry Bordeaux. A bit of a feminist but it doesn't start showing until the middle to end of the novel. She's got a strong, compassionate, sweet personality. Her development was major and not at all what I was expecting.
Thomas - the lighthouse keeper. He's a simple man, compassionate and patient. Also unbelievably kind to all, no matter ethnicity, class, or gender.
Harry Bordeaux - cocky, self-conceded. Honestly, the most horrible person ever.
Dolly - hat maker who befriends Bea. She's sweet, independent, and an all around feminist.
Elizabeth - laundress for the Montauk Manor, befriends Bea. She's down-to-earth and a loving mother and wife.

"I felt rage and a hot determination side by side and that was something. That alone gave me hope. Something was better than numbness. Something was better than not caring, not dreaming, not daring."

Review:
**Possible spoilers ahead**
The story starts off in the year of 1938. The wealthy from New York City always head to the East Coast to an up and coming town called Montauk for the summer. Here, the wives stay in the luxurious Montauk Manor during the weekdays with their children and nannies, planning social events and relaxing, while the men head back to the city to work - only coming back to visit on the weekends.

Beatrice Bordeaux is one of the wives who ends up staying in Montauk for the summer. But she soon learns that her husband, Harry, would actually be leaving with the rest of the men during the week. Beatrice is taken aback, as the main reason why the couple took this vacation was to rekindle their cracking marriage. She was also hoping that the vacation would allow her and Harry to have alone time as she craved being a mother but has been eluded by pregnancy for the past five years.

Beatrice is forced to socialize with the other wives, even though she just wants to relax and read, so that Harry can gain a foothold for his investment interests. He thinks that if Beatrice can become buddy buddy with some of the more known in society women, that he can sizzle his way up to their husbands to get some funds to invest into Montauk. But, Beatrice quickly grows bored of the woman's talk of events that are more self-serving than they are generous. This is where Elizabeth, the Manor's laundress enters.

Elizabeth's down-to-earth nature gives Beatrice nostalgia of her life prior to meeting Harry. The two women befriend each other, even though it would be looked down upon if the other wives of the Manor found out. This doesn't stop Beatrice though.

As the novel progresses, Beatrice becomes disillusioned with her marriage and even finds out that Harry was not being the faithful husband he promised in his vows. The reader can see Harry's regression of interest towards Beatrice throughout the novel, and how he only seems to care about her when she is beside him at social gatherings. This causes Beatrice to start doing the things that she wants. Enter the handsome yet sensitive lighthouse keeper, Thomas.

Thomas is the complete opposite of Harry and as Beatrice's marriage drifts more and more apart, she takes her life into her own hands where she follows what her heart wants. But with the risk she's taking, major consequences that could take lives and ruin social standings follow. This is when Beatrice must decide whether to follow her heart or do what is right according to society.

Montauk is an interesting and beautifully written look back into history when women were expected to do what society told her to do. Questions were not asked, and one must be "happy" that she's being cared for by her husband, because "good wives" waited for orders from their husbands and always did what they wished. The author, Nicola Harrison, does an excellent job with captivating the history and superficial feel of society back in the late 30's. Even the descriptions of the lighthouse, manor, and fishing village created vivid images that circulated within my mind as I read.

Usually, when it comes to Historical Fiction novels, I've found that they can be very predictable. Montauk was not your average Historical Fiction novel, that's for sure. There were twists and turns that I was not expecting and the ending twist threw me for a major loop. The one problem that I do have with the overall story, was the last chapter and epilogue. It lacked the depth and detail that was interwoven throughout the rest of the story. But overall, I was fascinated and enthralled in the story of Montauk.

Character/ Story background and development -
It's there, one hundred percent there. The main character's and the side characters all have the development and background interwoven into the story, waiting to be dug out as you read. All of the development and background that took place within Montauk, actually made this novel great!

Plot -
At first, the plot and story was slow. It could have just been my skewed perspective of not liking Historical Fiction novels, but it eventually picked up; allowing the like/dislike scales to flip. I was really worried that I would DNF Montauk, but once the story started to get more in depth with the characters and background, I was taken on an emotional roller coaster of feels. And I will happily take that ride over and over again.

Spelling/ Grammatical errors -
I did not notice any spelling or grammatical errors that took away from the overall story. There were a slight few littered throughout, but they were so minor and hardly noticeable that it did no harm to count it against the author or publisher.

Enjoyment -
I can for sure say, that I 100% enjoyed every second I spent on Montauk. I don't typically like Historical Fiction novels, but Nicola Harrison does an amazing job not only making sure the information is correct, but the writing is well-thought out.

Overall -
This novel is a sucker punch to the emotions; it's honestly one of those novels that will be cherished forever because the story, the development, the plot, the background, the heartache and pain, it was all there. And it made this a breathtaking novel to read.

Do I recommend? -
159% yes! I highly recommend Montauk by Nicola Harrison.

"With the ocean surrounding me, I feel free and at peace with the world."
  
Tranquility
Tranquility
2020 | Card Game, Numbers Game
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.

Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T


To setup the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.

When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.

Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.


Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.

The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.

Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.

I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!