Purple Phoenix Games (2266 KP) rated Witness in Tabletop Games
Jun 12, 2019
Witness is a cooperative game of memory and deduction set in the world of the 1940’s comic “Blake and Mortimer.” You and your compatriots are working together to solve mysteries! But there’s a catch – you each only know certain information, and are limited in how you are allowed to disclose it to each other. If you could just say it outright, there’d be no fun! Each player gets a character book filled with cases and information. Everyone reads their information for the chosen case, and then, like in Telephone, and in a certain order, players whisper their information to the player next to them. Play continues until everyone has heard (through the grapevine, of course) all 4 players’ information. After all information has been relayed, players get a chance to write down any notes from what they remember – but only after everything has been said! Players then open the Questions booklet to their specific case and answer three questions about their specific puzzle. Players receive points for correct answers, and as a team, are attempting to achieve the highest score possible!
I think that Witness is such a neat game. It’s a fun mechanic – you’re trying to remember all of your information to accurately pass it on, only to hear more information to add to what you already need to remember, to then pass it on again! It definitely makes for some funny misheard information! Another aspect of Witness that I like is that it goes beyond a regular game of Telephone in the fact that there’s an end goal – you’re trying to piece together all of the information as you hear it second- or even third-hand to correctly answer some questions. There’s more pressure to communicate accurately because you and your team are striving for a compilation of perfect information to help you score the most endgame points. Witness ups the stakes more than your average game of Telephone, and that’s what makes it interesting and engaging for me.
The major downside of Witness is that it is a game for EXACTLY 4 players. You can’t play with 3. You can’t play with 5. It absolutely 100% must be played with 4 players. And sometimes that’s just not possible. We all know those game nights where maybe only 2 or 3 people are available. Or maybe those times when you invite a large number of people over and they all come. In either scenario, Witness is out, and that is a bummer because it is such a neat game. Since the information is divided between 4 books, there’s unfortunately no way to adapt it for other player counts. So you can either play Witness or you can’t – there’s no ‘maybe.’
Overall, I enjoy playing Witness. I think it’s a unique approach to a simple game. Unfortunately, I believe this game is out of print, but if you can get your hands on a copy, or you see it on a friend’s shelf, give it a play! Whispering to your neighbor and solving little logic puzzles never seemed so fun! Purple Phoenix Games gives Witness a mysterious 11 / 18.
https://purplephoenixgames.wordpress.com/2019/04/02/witness-review/
Matthew Krueger (10051 KP) rated Eternal Darkness: Sanity's Requiem in Video Games
Oct 28, 2019 (Updated Oct 28, 2019)
The narrative of the game's story switches between two phases. The main phase focuses on a series of chapters in which players take control of a new character each time. The other phase acts as an intermission. The game boasts twelve playable characters, split between four distinct locations, and from different periods of time.
The story features multiple paths that can be taken. This choice not only determines which of the game's three other antagonists are aligned to the plot, but it also has subtle effects on the gameplay in chapters and intermission periods. Some changes include slight differences in puzzles and items, but most changes revolve around enemy placement, which will determine how the player engages them. This can even have an effect on the relative difficulty of the game in certain situations. Red tinted enemies, for example, are tougher than their counterparts.
The other distinctive gameplay aspect comes from "Sanity Effects", the game's standout concept that Nintendo patented. Upon beginning the game's second chapter, players must keep watch on a Sanity meter – a green bar which decreases when the player is spotted by an enemy. As the bar becomes low, subtle changes to the environment and random unusual events begin to occur, which reflect the character's slackening grip on reality.
While minor effects include a skewed camera angle, heads of statues following the character, and unsettling noises, stronger effects include bleeding on walls and ceilings, entering a room that is unrealistic before finding that the character never left the previous room, the character suddenly dying, and fourth wall breaking effect such as "To Be Continued" promotions for a "sequel", and simulated errors and anomalies of the TV or GameCube. While the latter does not affect gameplay, they can be misconstrued by the player as being actual technical malfunctions.
Lets talk about the plot/story....
The story of Eternal Darkness takes place over four principal locations which the game skips back and forth between. They include an underground temple complex called the Forbidden City, in Persia; a Khmer temple in Angkor Thom, Cambodia; Oublié Cathedral in Amiens, France (not to be confused with Amiens Cathedral); and the Roivas Family Estate in Rhode Island, which also leads to an ancient underground city named Ehn'gha beneath the mansion. Each time a location is visited, it is done so in a different time period. Spanning from 26 BC to 2000 AD. Almost half of which take place in the 20th century. Each different era and character offers a different periodic and personal perspective on the location.
The chapters found in the game are not discovered in chronological order. Instead, to make the narrative more dramatic, each chapter jumps around the timeline of the plot. However, despite the overall story skipping back and forth through time, the chapters do follow chronological order within their respective locations. This is because each setting also has its own contained story.
This game is so good, its epic, im surprised that not of people know about this game and heard about this game.
I highly reccordmend playing this game.
Lastly shout out to @LeftSideCut for getting the hints/clues for this review.
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Purple Phoenix Games (2266 KP) rated Scoville in Tabletop Games
Jan 14, 2020
“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.
Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.
While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)
While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!
Daniel Boyd (1066 KP) rated Sniper Elite 4 in Video Games
Oct 10, 2017 (Updated Oct 10, 2017)
This is definitely the best game in the series in terms of it's gameplay systems. The control given to the player is clear and specific and if you miss a shot, you have no one to blame but yourself. The infamous X-ray cam makes a glorious return and it is even more detailed and brutal than in previous entries. No matter how many times you make a pair of Nazi testicles go pop from across a beautiful Italian town, it never gets old.
The other great thing about this game is it's various settings. There is an array of different maps that you work your way through during the game's campaign and each is unique and well thought out enough to give you a challenge, but also make you feel like a total bad-ass when you land a near impossible shot, in equal measure.
Although the landscapes are nice to run around in and function well in terms of matching with the game's gameplay style, the quality of the graphics itself isn't going to astonish anyone. We are around halfway through the PS4's life-cycle and this looks at best, like a late generation PS3 game. Again though, it doesn't really matter here, no one is buying Sniper Elite 4 for it's graphical quality.
Overall, there is a ton of fun to be had here. Don't think too much about the story and just enjoy systematically working your way through each various map, popping Nazi skulls as you go.
Goddess in the Stacks (553 KP) rated When Katie Met Cassidy in Books
Jun 20, 2018
The book touches on gender issues - Cassidy is a woman, and seems happy to be so, but abhors feminine clothing and instead dresses solely in men's suits. (The scene with her fabulously gay tailor was an absolute delight!) She flashes back a little onto her childhood when she wasn't allowed to wear the clothing she felt best in. She also has a few conversations with Katie about gender roles. Katie is much more traditionally feminine, wearing dresses and heels and long hair.
I'm a little torn on whether I dislike the use of the trope "straight woman turned gay after breakup" or like the point that Katie isn't sure she likes women, but she knows she likes Cassidy. Cassidy's gender is secondary to her personality. And it's not like Katie decided to go hit on women after her fiance cheated on her; she got practically dragged to the lesbian bar by Cassidy, who saw how much she was hurting and decided to help her.
I enjoyed seeing that Cassidy has casual sex partners, many of them former sex partners, who are still good friends with her. Granted, she has lots of one-night stands who are upset with her since she's quite the player, but there are several women who she's been involved with before the book opens, who are close friends of hers and care about her future. I wish we saw more relationships like this in heterosexual romantic fiction instead of only in GLBT fiction! These kinds of relationships do exist in heterosexual groups, but it seems like romantic fiction is always divided between "heterosexual monogamy" and "everything else." I did read an exception in Next Year, For Sure, but I greatly disliked the ending.
I really loved this book. It was sweet, and light-hearted, and a pleasant breath of fresh air from a lot of what I've been reading recently!
You can find all my reviews at http://goddessinthestacks.wordpress.com
JT (287 KP) rated Fractured (2019) in Movies
Mar 10, 2020
Ray Monroe (Sam Worthington) and his wife Joanne (Lily Rabe) are driving back from Thanksgiving with Joanne’s parents, by all accounts it didn’t go well as the pair bicker over cold turkey and the dirty looks Ray receives from Joanne’s mother. Oblivious to their low key argument is daughter Peri (Lucy Capri), sat in the back seat. When the trio makes a pit stop at a local gas station Peri is injured in a fall and Ray takes her to the local hospital to get help. What results is a Hitchkoiam style thriller with several clever twists and turns that will leave you constantly second-guessing yourself.
Worthington is a hit and miss actor, but here actually stands up on his own two feet and delivers a solid performance as a desperate father and husband pushed to the edge
Ray has a troubled past. At the gas station, he purchases miniature bottles of alcohol rather than the batteries needed for Peri’s music player. He’s dealing with a number of issues that invlude trying to save his rocky marraige and escape a past that keeps coming back to haunt him. Worthington is a hit and miss actor, but here actually stands up on his own two feet and delivers a solid performance as a desperate father and husband pushed to the edge.
As the drama and tension unfolds we start to wonder whether or not Ray has actually lost it? We are swayed one way to the next, settling on a likely outcome but then changing our minds mid way through. Is the hospital hiding something? To go into any more detail would give it away but it’s safe to say that in my humble opion this is one the best thrillers I have seen for some time.
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