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Purple Phoenix Games (2266 KP) rated Arctic Scavengers in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?
Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.
Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!
The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.
In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.
The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.
I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.
Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.
https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?
Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.
Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!
The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.
In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.
The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.
I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.
Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.
https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
Purple Phoenix Games (2266 KP) rated Farm Rescue in Tabletop Games
Nov 14, 2019
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…
Farm Rescue is a cute little memory game with pretty excellent components, especially for a kids game. Though the box says 4+ my 3 year old picked it up pretty quickly and is surprisingly good at it.
The game comes in a box with a really great insert where the components can really only go in one spot. This is so wonderful for parents of younger kids who enjoy setting up and tearing down games. So thank you for that consideration, Brain Games! Anyway, the idea behind the game is to setup a 5 x 5 grid of face-up farm animal squares inside the provided picket fence border tiles. Each player will roll the two dice (one is color and one is an animal) and flip over the corresponding tile – like green chicken or purple cow. If a purple cow is rolled again in the future you must remember which tile featured the purple cow and flip it back over. If correct, then the farmer mini is moved closer to catching the wolf mini. If incorrect, the wolf mini is moved closer to the fence entrance. The game ends when either all tiles are flipped to their backs, the farmer catches the wolf, or the wolf gets into the fence to gobble up the remaining animals.
This game is surprisingly good! When my son picked it out at our FLGS (as recommended by the attendant) I didn’t know what to expect. I honestly, and foolishly, don’t keep kids games on my radar. When we brought it home, and after his nap, we were able to get a play in right away with Gramps as our third player. Ultimately we allowed the wolf to gobble up the animals, but we had a great time rolling the dice and flipping the animals (no Midwest cow tipping jokes please). My son also showed us that young children have far better memory skills than middle-aged dads and slightly older (you’re welcome) grandfathers.
My son LOVES his new game and I am so sure we are going to be playing it often. He even invited the farmer and wolf minis to the dinner table with him. He also took the following action shots of the game (which he never really offers to do, so this is big for him). Farm Rescue is a hit with our family, and if you are looking for a memory game with some meat on the bones (I had to), then check it out for your family.
PS – I often make mention of games that rely on color recognition that also play well with colorblindness. Though nobody in my family is colorblind, each of the colors in Farm Rescue also has an associated graphic – red circles, blue stars, purple plus signs. This is very much appreciated, and another high-five to Brain Games for having more inclusive components. Good on you!
Farm Rescue is a cute little memory game with pretty excellent components, especially for a kids game. Though the box says 4+ my 3 year old picked it up pretty quickly and is surprisingly good at it.
The game comes in a box with a really great insert where the components can really only go in one spot. This is so wonderful for parents of younger kids who enjoy setting up and tearing down games. So thank you for that consideration, Brain Games! Anyway, the idea behind the game is to setup a 5 x 5 grid of face-up farm animal squares inside the provided picket fence border tiles. Each player will roll the two dice (one is color and one is an animal) and flip over the corresponding tile – like green chicken or purple cow. If a purple cow is rolled again in the future you must remember which tile featured the purple cow and flip it back over. If correct, then the farmer mini is moved closer to catching the wolf mini. If incorrect, the wolf mini is moved closer to the fence entrance. The game ends when either all tiles are flipped to their backs, the farmer catches the wolf, or the wolf gets into the fence to gobble up the remaining animals.
This game is surprisingly good! When my son picked it out at our FLGS (as recommended by the attendant) I didn’t know what to expect. I honestly, and foolishly, don’t keep kids games on my radar. When we brought it home, and after his nap, we were able to get a play in right away with Gramps as our third player. Ultimately we allowed the wolf to gobble up the animals, but we had a great time rolling the dice and flipping the animals (no Midwest cow tipping jokes please). My son also showed us that young children have far better memory skills than middle-aged dads and slightly older (you’re welcome) grandfathers.
My son LOVES his new game and I am so sure we are going to be playing it often. He even invited the farmer and wolf minis to the dinner table with him. He also took the following action shots of the game (which he never really offers to do, so this is big for him). Farm Rescue is a hit with our family, and if you are looking for a memory game with some meat on the bones (I had to), then check it out for your family.
PS – I often make mention of games that rely on color recognition that also play well with colorblindness. Though nobody in my family is colorblind, each of the colors in Farm Rescue also has an associated graphic – red circles, blue stars, purple plus signs. This is very much appreciated, and another high-five to Brain Games for having more inclusive components. Good on you!
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Gareth von Kallenbach (980 KP) rated Call of Duty: Black Ops 4 in Video Games
Jun 19, 2019
The latest in the popular Call of Duty series has arrived with Call of Duty: Black Ops IIII. The game has made the controversial decision to forgo the traditional campaign in favor of a Battle Royale mode known as Blackout and a more expansive online experience which includes more Zombie modes and a greater emphasis on gameplay.
I played the game first at E3 and then again during the Beta phases for the game so I had a decent familiarity with what to expect when the full release version of the game arrived.
After several days of playing the game, I have to say it is to me a mixed bag and many aspects of it disappointed me which is very frustrating as fan of the series since the very first game.
The look and feel of the game does not come across to me as a new game but instead to me look and play like DLC for Call of Duty: Black Ops 3. Many of the maps seem familiar and have been updated from their appearances in previous games. The same holds true for the weapons and kill streaks. I am not saying it is not fun, but it all has a sense of having seen most of it before.
Another very annoying change to the game is the severe limitation of grenades in the game. Usually a player has a grenade option which comes in handy when Snipers setup behind cover. Without the ability to lob a grenade to get Snipers out from cover, players are easy pickings, especially when the first appear on the screen. You can unload a full clip into a player at a distance and still end up dead with one shot from a sniper. As such you have to wait until you reach level 42 in order to add them to your customized loadout and even then they are very Nerfed from what players have come to expect.
The multiplayer modes are what you have come to expect as there are the Team Deathmatch variations as well as the Capture and Control modes and a new mode called Heist where players need to capture or prevent the capture of a target.
For me the most enjoyable aspect of the game was the Zombie modes as not only were the players I was matched with usually very helpful, but they were also much friendlier than many of the other people I encountered.
The Blackout mode is very popular with gamers but not being a fan of the One and Done mode of play, I found myself enjoying the vast details of the map and preferring to work with a team, capturing vehicles, and such. I have seen multiple players unload point blank on a player in this mode only to see them walk away and one shot kill their attackers. This is either a hack or an example of how imbalanced things can be at times and you will see multiple instances of players taking numerous hits and walking away while others go down with one shot.
Black Ops IIII does not have a regenerative health system and instead requires players to use a timed injection in order to restore health.
This is all designed to foster teamwork and to make the game more appealing to the eSports community. While this is nice, it deviates from much of what has made the game so appealing from the start.
The game to me seems like it was hurried to market as it released on October 12th vs the traditional November release date. I am sure a big part of this was a desire to beat Red Dead Redemption 2 to market but in doing so it seems that things are missing from the final product.
There is much to like about the game as it is still an exciting and intense experience but to me is the first Call of Duty game to not feel shiny and new but instead more of the same in many cases.
The developers have supported the game with numerous updates and there are more on the way as well as planned DLC down the road so the game as it is now is likely to change in the next few months as more feedback is given to developers and new features are added.
Hopefully they will also look to add a campaign at a later date as although it is fun, it seems lacking and dated in many aspects as the changes seem like a step back to me rather than progress.
http://sknr.net/2018/10/23/call-of-duty-black-ops-iiii-2/
I played the game first at E3 and then again during the Beta phases for the game so I had a decent familiarity with what to expect when the full release version of the game arrived.
After several days of playing the game, I have to say it is to me a mixed bag and many aspects of it disappointed me which is very frustrating as fan of the series since the very first game.
The look and feel of the game does not come across to me as a new game but instead to me look and play like DLC for Call of Duty: Black Ops 3. Many of the maps seem familiar and have been updated from their appearances in previous games. The same holds true for the weapons and kill streaks. I am not saying it is not fun, but it all has a sense of having seen most of it before.
Another very annoying change to the game is the severe limitation of grenades in the game. Usually a player has a grenade option which comes in handy when Snipers setup behind cover. Without the ability to lob a grenade to get Snipers out from cover, players are easy pickings, especially when the first appear on the screen. You can unload a full clip into a player at a distance and still end up dead with one shot from a sniper. As such you have to wait until you reach level 42 in order to add them to your customized loadout and even then they are very Nerfed from what players have come to expect.
The multiplayer modes are what you have come to expect as there are the Team Deathmatch variations as well as the Capture and Control modes and a new mode called Heist where players need to capture or prevent the capture of a target.
For me the most enjoyable aspect of the game was the Zombie modes as not only were the players I was matched with usually very helpful, but they were also much friendlier than many of the other people I encountered.
The Blackout mode is very popular with gamers but not being a fan of the One and Done mode of play, I found myself enjoying the vast details of the map and preferring to work with a team, capturing vehicles, and such. I have seen multiple players unload point blank on a player in this mode only to see them walk away and one shot kill their attackers. This is either a hack or an example of how imbalanced things can be at times and you will see multiple instances of players taking numerous hits and walking away while others go down with one shot.
Black Ops IIII does not have a regenerative health system and instead requires players to use a timed injection in order to restore health.
This is all designed to foster teamwork and to make the game more appealing to the eSports community. While this is nice, it deviates from much of what has made the game so appealing from the start.
The game to me seems like it was hurried to market as it released on October 12th vs the traditional November release date. I am sure a big part of this was a desire to beat Red Dead Redemption 2 to market but in doing so it seems that things are missing from the final product.
There is much to like about the game as it is still an exciting and intense experience but to me is the first Call of Duty game to not feel shiny and new but instead more of the same in many cases.
The developers have supported the game with numerous updates and there are more on the way as well as planned DLC down the road so the game as it is now is likely to change in the next few months as more feedback is given to developers and new features are added.
Hopefully they will also look to add a campaign at a later date as although it is fun, it seems lacking and dated in many aspects as the changes seem like a step back to me rather than progress.
http://sknr.net/2018/10/23/call-of-duty-black-ops-iiii-2/
Purple Phoenix Games (2266 KP) rated Set a Watch in Tabletop Games
Sep 26, 2019
Purple Phoenix Games Solo Chronicles
I love a good fantasy-themed game. We’ve all, at some point in our lives, probably dreamed of being adventurers – traveling across the land, fighting monsters, and saving all of humanity. Sounds like it could maybe be fun to me. So whenever I see a game that emulates that theme, I am drawn to it. Such was definitely the case when I stumbled across Set a Watch as I was perusing Kickstarter one day, and the rest is history.
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.
DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T
Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.
So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.
Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.
Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
Rhubarbio (27 KP) rated Codenames in Tabletop Games
May 26, 2019
Great party game for larger player counts, and isn't impacted greatly if people drop in and out (2 more)
Engages children and adults
Makes players think outside the box to convey their intentions
A brilliant party game
I play this game regularly with family and friends, the largest occasion being a New Years Eve party where we had approximately 20 people jumping in and out of the game at various stages. It was a great game to capture the minds of all in something that is fun, but also makes one think. The premise of the game is that two teams are pitted against each other to discover their corresponding teams words on a grid. The captain's have a grid, which their respective team members cannot see, telling them which spaces are for the red team, the blue team, neutral or black square (best analogy may be Minesweeper - you look to guess your team's colour, but if you guess a word that is the other teams or is neutral, then play passes to the other team. However, the black square is the mine-if this is selected, you lose and the other team automatically wins). Captains will look at the grid of words and use a one word clue and a number (denoting how many words on the grid they are referring to) for their team to guess their colour tiles...it's a tricky game, as a clue may be interpreted by your team in many ways! Truly enjoyable experience and a game I will teach my son when he is older. This is worth buying if you enjoy word games, without individual pressure (such as in Articulate).
Steve Fearon (84 KP) rated L.A. Noire in Video Games
Sep 5, 2018
Groundbreaking facial animation (2 more)
A fascinating world
Genuinely difficult to 100%
Action gets a bit repetitive (1 more)
Ran its studio into financial trouble :(
Still the best game of its kind
This game...its one of my favourites.
Its not an action masterpiece, in fact its a little clunky at times, with a similar but inferior combat style to GTA, but it has a legitimately great atmosphere, beautifully capturing the period and the stylings.
The detective work actually requires a little thinking (Which is rare) and asks the player to make choices without too much handholding (Which is even rarer), and as the game progresses, the challenge to interrogate the more devious individuals can prove rather vexing!
The animations, and the emotions they are able to portray in a game this old, puts to shame big budget thrillers from recent years (Mass Effec Andromeda, I am looking at you!), the city design is beautiful, and the characters are played by a number of recognisable actors which add to the big budget feel that runs all through this game.
Is the remaster an improvement on the 360 game? A little, higher resolution, parred up for Xbox one, but essentially its the same as it ever was, and that is fine.
There is still not a single game I have come across which has done the detective game as well as this, and it is a crying shame that the technology and effort used to create LA Noire has essentially been lost, since even now, manakin faced characters are still the norm.
This game still has a lot to offer, if you can look past the action sequences, and instead enjoy the characters, peformances, and genuine puzzle solving aspects of this classic title.
Its not an action masterpiece, in fact its a little clunky at times, with a similar but inferior combat style to GTA, but it has a legitimately great atmosphere, beautifully capturing the period and the stylings.
The detective work actually requires a little thinking (Which is rare) and asks the player to make choices without too much handholding (Which is even rarer), and as the game progresses, the challenge to interrogate the more devious individuals can prove rather vexing!
The animations, and the emotions they are able to portray in a game this old, puts to shame big budget thrillers from recent years (Mass Effec Andromeda, I am looking at you!), the city design is beautiful, and the characters are played by a number of recognisable actors which add to the big budget feel that runs all through this game.
Is the remaster an improvement on the 360 game? A little, higher resolution, parred up for Xbox one, but essentially its the same as it ever was, and that is fine.
There is still not a single game I have come across which has done the detective game as well as this, and it is a crying shame that the technology and effort used to create LA Noire has essentially been lost, since even now, manakin faced characters are still the norm.
This game still has a lot to offer, if you can look past the action sequences, and instead enjoy the characters, peformances, and genuine puzzle solving aspects of this classic title.
Bong Mines Entertainment (15 KP) rated Wild Things - Single by Annprincess in Music
Jun 21, 2019
Annprincess is an up-and-coming singer-songwriter based in Oslo, Norway. Not too long ago, she released a dance video for her “Wild Things” single.
‘Wild Things’ contains a relatable storyline, pleasing vocals, and vibey instrumentation flavored with electro-pop and tropical-dance elements.
Also, the likable tune showcases Annprincess’ effortless gift for writing R&B-infused pop tunes.
Annprincess fled her home country of Liberia at the age of seven as a refugee. Shortly afterward, she and her mother found sanctuary in Norway, the place she now calls home.
At the time, Liberia had internal conflict and attempted coups were an everyday occurrence.
Also, Annprincess’ father, Prince Yormie Johnson, was one of the prominent figures in the first Liberian Civil War (1989-1997).
He became notorious for killing anyone who opposed his views or actions. And Annprincess’ mother was repeatedly jailed for her opposition to him.
Also, his role in the torture and murder of President Samuel Doe in 1990 is well documented on video, a part for which there is a regular talk of him being indicted for war crimes.
One of ten children to Prince Yormie’s multiple wives, Annprincess grew up with a dysfunctional view of relationships.
Even those closest to her, leading to her songwriting in which many of her lyrics deal with failed interactions between people.
Forever feeling she has been the underdog in life, Annprincess’ resilience sees her balancing two jobs alongside her music career, not to mention being a successful football player and coach.
Along with her mother, she has overcome every obstacle life has thrown at her and adapted to an alien culture and language.
Also, she used the negative experiences of her story to become an inspirational example to others to never give up in the pursuit of your dreams.
‘Wild Things’ contains a relatable storyline, pleasing vocals, and vibey instrumentation flavored with electro-pop and tropical-dance elements.
Also, the likable tune showcases Annprincess’ effortless gift for writing R&B-infused pop tunes.
Annprincess fled her home country of Liberia at the age of seven as a refugee. Shortly afterward, she and her mother found sanctuary in Norway, the place she now calls home.
At the time, Liberia had internal conflict and attempted coups were an everyday occurrence.
Also, Annprincess’ father, Prince Yormie Johnson, was one of the prominent figures in the first Liberian Civil War (1989-1997).
He became notorious for killing anyone who opposed his views or actions. And Annprincess’ mother was repeatedly jailed for her opposition to him.
Also, his role in the torture and murder of President Samuel Doe in 1990 is well documented on video, a part for which there is a regular talk of him being indicted for war crimes.
One of ten children to Prince Yormie’s multiple wives, Annprincess grew up with a dysfunctional view of relationships.
Even those closest to her, leading to her songwriting in which many of her lyrics deal with failed interactions between people.
Forever feeling she has been the underdog in life, Annprincess’ resilience sees her balancing two jobs alongside her music career, not to mention being a successful football player and coach.
Along with her mother, she has overcome every obstacle life has thrown at her and adapted to an alien culture and language.
Also, she used the negative experiences of her story to become an inspirational example to others to never give up in the pursuit of your dreams.
Unfaithful Music and Disappearing Ink
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'Fantastic' Nick Hornby 'Beautifully written' Sunday Times 'Truly remarkable' Rolling Stone...






