Posted on January 26, 2010 by Steven Dawes
Let me ask you a question or three; you ever watch a movie and think “Hey, isn’t this movie ripping off such and such movie?” You ever watch a film and ask yourself “Is this movie going anywhere?” And after watching a flick, do you walk away thinking “What was the freaking point of this movie?” Well my fellow legion of Da’ flames… I have the displeasure of telling you that I asked all three questions during the course of this picture, in some cases multiple times.
The poor excuse of a story goes something a little like this; god almighty above has washed his hands of the human race and he’s hiring a cleaning service to mop up the globe, namely his angels. His entire “legion” is gonna come down and lay a god sized smack down on all us mud monkeys. However, we’ve still got one angel on humanity’s shoulder that’s ready, willing and able to stand up for all of us schmucks.
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Posted on January 25, 2010 by Jason Thorson
In an era when comic books have the same relationship with zombies as ESPN has with football, it’s difficult to find something fresh about the living dead, no pun intended. However, Grim Crew’s Dead Future Issue 1 is an anthology comprised of three zombie apocalypse stories all of which offer an element of originality in this otherwise predictable comic book niche.
The first story, Real Monsters, written by Martin Brandt II and Illustrated by Paul Petyo is a tale of day-to-day urban survival in a world overrun by zombies. This segment has all the trappings of the archetypal zombie paradigm as well as a few unique wrinkles. One of these is that the living can go about their business among the living dead provided they don’t upset the zombies’ routines and that these excursions take place during the day time.
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Posted on January 21, 2010 by teampreston
Picked up the book last evening, finished reading and turned out the light at exactly 3:33am. Coincidence?
My review? Go out and buy the book, absorb it in one sitting.
That’s it?
I have to admit that is this is a difficult book to read and review as I am forced to set aside any fanboy glee for what is my personal favorite Legion (1ksons) and the Horus Heresy novel I’ve been waiting for since the beginning. Deep breath. I’m a pro. Objectivity. GO!
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Posted on January 18, 2010 by spikexan
Lots of guys have little black books, but mine is a mite bit different than most. The little black book on my shelf is full of monsters rather than phone numbers. It was intimidating because the majority of my friends prefer to play something superhuman than simply human. The idea of playing children is a tough sell to them when there are monster hunters, space pirates, and even anthropomorphic mice to choose from; nevertheless, the world of Little Fears has always intrigued me. In fact, the author’s own comments about playing children (play something you actually know) rings true to me. Well, the little book about children fighting the forces of Closetland has grown all up and I’m here to tell you about it.
When I look at the new edition (the Nightmare Edition) of Little Fears, I see some true growth. The artwork has improved, the material has expanded, and the direction seems a bit clearer.
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Posted on January 15, 2010 by alanajoli
This review is long overdue. Matt sent me Grants Pass, an awesome post-apocalyptic anthology edited by Jennifer Brozek and Amanda Pillar (more on why it’s awesome below) this past summer. It may have even been late spring. And after reading the introductions on my computer screen (which, on initial read, made chills creep up and down my spine), the anthology languished on my computer. I could not get myself sitting down in front of the screen long enough to read the carefully crafted short stories, couldn’t explore their interconnectedness while looking at them on a monitor. I printed out the whole pdf onto paper — but the formatting was a little odd, and not only was the collection heavy, the font was so large on the print out that it actually made it difficult to read. The three ring binder I put it in traveled from room to room in my house — but it didn’t open. The book languished… until I decided to try out an e-Reader. In less than a week, I’ve accomplished what it took me months to do: finished reading the whole anthology, cover to cover (as it were).
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Posted on January 14, 2010 by teampreston
Crosscurrent is set some 41.5 years after the events of A New Hope…and some five thousand years before that. Crosscurrent is told through a series of flashes from the past and the “present”. It’s very much about threads of fate, plots and events of the past coming to fruition in the future.
Now most of the time this way of storytelling can be jarring. I’ve put books down and left them on the shelf because of this. Usually it’s hard to keep the flow of interest going on two simultaneous stories.
The author does a masterful job in tying the two together as well as keeping both halves of the story exciting. He makes it really work. I do love being surprised!
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Posted on January 13, 2010 by Megan
The concept of a group of people investigating contemporary strangeness and paranormal events is not a new one, but this book provides a coherent and well-considered approach to what is going on that makes it worth investigating.
It begins with a short Introduction that provides the obligatory “what is role-playing?” explanation and describes the core premise of the game: that the characters are members of a society dedicated to hunting out the truth. It also states that the following four chapters can be read by players and game masters alike, while the rest is best left to the game master alone. As with any game in which there are secrets to unearth, it’s best not to know those secrets in advance if you are one of the people trying to unearth them… but it does presuppose that only one member of your group wishes to game master at least for this system.
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Posted on January 12, 2010 by spikexan
Certain time periods are overused in RPGs. This game, which comes to us from Flying Mouse Games (thanks for the reviewer’s copy), actually works the opposite angle. We may see many takes on Queen Victoria’s reign; however, Queen Elizabeth’s tenure is a little bit more open to exploration.
The default setting for this RPG allows players to take on the roles of adventurers under the leadership of Queen Elizabeth and John Dee. That is the core to this book, its heart. This 234 page PDF offers a wealth beyond that singular idea.
In my Eclipse Phase review, I phrased the series of two-page overviews that were designed to give readers some quick insight into the game. OHMAS would have benefited from doing something similar.
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Posted on January 11, 2010 by teampreston
Dark Apostle is the third in the Word Bearers series and the culmination of a massive plot. Of course when you consider that the Word Bearers and other Traitor Legions are over 10,000 years old and their schemes stretch over millennia it’s hard to grasp the scope of such a “plot”. Wheels within wheels and the Word Bearers are plotters in the extreme.
The story of Dark Apostle Marduk continues and his goal of using the ancient Necron technology to essentially propel himself higher up the food chain and bring as much chaos to the Imperium as possible is fought with peril from within and without.
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Posted on January 8, 2010 by Megan
If you are already a fan of the Supernatural TV show and want to play out the kind of adventures that happen to its protagonists, this book will come as a real treat. If you don’t know the show, or are just looking for a game in which present-day heroes deal with supernatural menaces, this probably is not the game for you.
Written throughout in a casual style (almost as if written by Dean Winchester) and laid out in full colour with lots of (uncaptioned, alas, and rather dark) shots from the show as well as evocative collections of items that might rest on a hunter’s desk, the work begins with an Introduction by Sara Gamble, one of the show’s writers. Clearly, she’d quite like to join in, and it ought to get you into the right mood for this game from the outset.
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Posted on January 7, 2010 by teampreston
It’s a familiar tale: enemy warriors fighting a desperate battle only to be snatched up and put through a grueling series of tests and implantations to become Astartes. Eventually they learn to be a team and work together (or die) as scouts, neophytes, etc. If you’ve read the Space Wolves Omnibus (specifically Space Wolf) by William King then you know the story. Honestly, if you’re a Space marine fan of any sort you likely are familiar with the story already. That’s all there is to know, right?
Wrong!
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Posted on January 6, 2010 by Jason Thorson
Author Jason Becker and artist Jon Rea have collaborated to create Killing Pickman, a modern noire tale wrapped around serial child murder and Satanism. And honestly, it warms my heart, but please keep that between you and me.
Issue 1 starts with Detective Bill Zsu canvassing the neighborhood in which multiple children have disappeared. When he knocks on Dick Pickman’s door the hairs stand up on the back of his neck. After calling for back up a showdown ensues the results of which are six new holes in Pickman, the discovery of satanic hobbies undertaken by the aforementioned Mr. Pickman, and a tunnel in which more child victims are discovered alive. Pickman goes to the hospital and Detective Zsu goes a little crazy working the psychopath beat. Little does he know that he’s only scratched the surface of the depravity he’s just uncovered.
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Posted on January 5, 2010 by teampreston
A few months back Gav wrote a post in his blog regarding cutting out “faffy” words. A lot of writers use a lot of excess language to get a point across where Gav tends to cut to the meat of the story and carves his way through the pages at a fevered clip.
The Shadow King is another great example of this. To be honest I was hesitant about whether Thorpe could pull that off. I mean…over 500 pages. That seems pretty wordy to me. So I sat down and set about consuming and digesting this thick tome (larger than anything he’s written to date I believe page-wise. Don’t quote me but I *think* that is accurate.)
As per usual Gav gets right to it. The stage is set and things start going to hell…fast. This is the second book of The Sundering, following Malekith.
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Posted on January 4, 2010 by Megan
Set in a New Orleans that never was, and certainly is not now, post-Katrina, this atmospheric work opens with a story that sums up the edgy infighting of vampiric unlife (provided you can read thin block capitals on a heavily-patterned background – better contrast would have improved my enjoyment of this bit!). The introduction following the story explains how New Orleans seems a city made for the gothic horror feel of Vampire: The Requiem, and explains how the material in the core rulebook perhaps represents common knowledge (and misinformation) about the city, while herein lies the real truth. Thus it is clear from the outset, that this book is intended mainly for Storytellers and not for general player consumption.
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Posted on December 28, 2009 by Megan
Who watched cartoons when they were growing up? Or still watches them, perhaps covertly, today? (You don’t need to answer that!) In the Foreword the point is made that not only are cartoons very entertaining for youngsters, they also provided a fertile inspiration for games on the playground… so why not for role-playing as well?
Channel 1: Introduction (to promote the TV show feeling, ‘chapters’ are called ‘channels’!) begins by attempting to define what sort of cartoons this game is intended to emulate – the 1980s action-adventure ones, which have been grouped together as ‘retro-toons.’ Now I’m a bit old to have been entranced by them (I graduated in 1980!), but certainly caught the odd episode and can see the appeal. Typified by boundless enthusiasm, violence that was brief and never seemed to draw blood (although robots came apart a lot) and no difficulty whatsoever in distinguishing between the Good Guys and the Bad ‘Uns, the sheer innocence and capacity for boundless fun is at the center of their appeal.
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Posted on December 21, 2009 by Jason Thorson
Writer/director/producer Christian Petersen’s Midnight Chronicles is an indie film based on the fantasy role playing game Midnight from Fantasy Flight Games. Evil rules in Midnight’s world of Aryth after Izrador, the dark god defeated the free races in a war 100 years prior. Men are now enslaved while Elves and Dwarves have disappeared into the forests and mountains. Hope resides in only the few brave enough to pursue it. As Mag Kiln travels to Blackweir to investigate the disappearance of a fellow priest, others also descend on the small town where a complex web of good versus evil develops that has implications on the future of the dark forces that rule the land.
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Posted on December 17, 2009 by spikexan
The television show Supernatural may not be a holy experience for me; however, I hold it in high regards. While critics may pan its “model factor,” I hold that it’s one of television’s brightest shows about darkness. Being one of my favorite shows, I was ecstatic when the corebook was released. While it took awhile for that to happen, Supernatural Adventures followed in a timely fashion. A book of adventures proves to be a tall order for me. I like running my games, not the games somebody else created. Also, I love the series and find myself inspired by it regularly. These two factors play a huge role in my review for this book.
Let’s start with Digger Hayes graphic design. I think Hayes approach to the Supernatural line is the only approach to it. Just about all the hunters we see from the show seem to be a disorganized, messy lot.
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Posted on December 16, 2009 by Flames
In his introduction to “Michael H. Hanson’s Sha’Daa: Tales of the Apocalypse” author Mike Resnick sates that is “not quite a round-robin novel by its many authors, but is somehow more than an anthology.”
That statement is an accurate one. This book has a total of ten separate stories, and ten additional short “interludes” between each story written by Michael H. Hanson. Hanson wrote one of the ten stories, as did editor Edward McKeown. The remaining eight stories are written by eight separate authors. Each story is connected, however, by one over-arching theme and one or more re-occurring characters.
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Posted on December 15, 2009 by Megan
Honed by years of experience with the D20 ruleset, Fantasy Craft opens with the clear premise: this is YOUR game, and the rules are but the toolset to enable you to run it how you like. That said, the Introduction continues with the usual information about what role-playing is, definitions of players, characters, the game master and the like… but throughout the point is continually stressed that you will be choosing the precise nature of the world in which your game will run, from a range of time periods to the relative levels of technology and magic.
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Posted on December 14, 2009 by Matt Staggs
For a long time, Joe Pitt has been on the receiving end of the whip-as stick, and you might be wondering if he gets to turn it around in this, the final book of the Joe Pitt Casebooks series. I can tell you definitively and without a doubt that everyone gets what’s coming to them. And I do mean everyone.
Let’s be honest. Joe Pitt isn’t exactly what you’d call a hero; hasn’t been for the last several books. The darkness has been closing around him for a long time. The thing about darkness, though, is that it’s not always bad. Oppressors can be fled. Justice can be served.
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