Posted on August 24, 2009 by Flames
Of Evil and Darkness follows a film crew to a mysterious island, where they are trying to find out more about the island and the mysterious murders that took place there long ago. The story starts off with humor, as even by issue two the story helps even a casual reader get adjusted to each character and their individual quirks. Upon arriving at the island, the crew is filled with a sense of nervousness from the stories about the island, and as the story progresses each character starts to become afraid. Soon they find that the stories about the island are very real, as they experience the events that took place many years ago, as a nightmare is resurrected on the island and it begins to hunt the crew down and murder them.
The film crew have unique personalities to them. From Henrick, the medium who travels with the cast and seems to foreshadow the evil events that are about to happen by his strange predictions, to the light-hearted nature of Jimmy as he tries to use humor to deal with the horror and anxiety around him.
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Posted on August 22, 2009 by Flames
Rocky Joe Shields dives in to District 9 for Flames Rising.
Based on the short film Alive in Joburg, District 9 is more than just a mere science fiction summer action movie. Director Neill Blomkamp has created an exciting new world; the basis for this world is an alien-landing. Called “prawns,” the aliens landed 20 years ago over the South African city of Johannesburg. In District 9, we learn what has transpired over the next 20 years through interviews filmed in a documentary style. The people of Johannesburg have had enough, and want the aliens out of their city.
The movie begins with geeky bureaucrat Wikus van der Merwe, played wonderfully by newcomer Sharlto Copley, who has been assigned the task of getting the aliens to leave for District 10. Unfortunately, when Wikus comes into contact with an alien cylinder and sprays himself with the fluid inside, his DNA mutates, then turns him into one of the alien prawns.
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Posted on August 21, 2009 by spikexan
It’s a world where jetpack-toting heroes combat Fly-By-Nights (a combination of toad, bat, and gorilla). It’s a world where a 200-foot tall tidal wave decimated the North American East Coast. It’s a pulp setting full of Communists, Klansmen, Norse myth, and much more. It’s a world that comes from the twisted mind of Kenneth Hite, and it’s worth staking out. The Day After Ragnarok (DAR from here on out) is a new savage setting for Savage Worlds that takes place in a world where the line between World War II and Norse myth blur, permitting Jörmungander, the Midgard Serpent, entrance to our reality.
DAR’s layout proves Spartan. Cleanliness lends to divinity though in that the finished product looks smart. Instead of the usual two-column format, DAR primarily favors a single column. Neatly placed sidebars work to make an exception to this.
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Posted on August 20, 2009 by spikexan
Witchfinder, an adventure for Cthulhu Live 3rd Edition, is designed for a large group to explore some Nazi evil-doings. Stay with me as this is my first true LARP review, so my format may be a little different. This adventure is written for roughly thirty players; however, the writers do make concessions for larger or smaller groups. The PDF comes in several formats. For the purposes of this review, I worked from the grayscale option.
Witchfinder’s layout is really cool, even when toned down. Each page looks burnt and aged around the edges. For the pages of props (Morse Code transcripts), this style will look nice for players. The character sheet handouts also have this border, but are also inset with key information required for the game. The characters’ histories can be folded back or cut off after the information is gleaned. Also, icons for the various (there are quite a few) factions in the game highlight each character insert.
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Posted on August 17, 2009 by Kenneth Hite
The high concept of James Morrow’s novel Shambling Towards Hiroshima is, quite frankly, almost worth the price of admission by itself. Unbeknownst to most Americans, the Navy had a backup plan in case the Army’s A-Bomb didn’t work out in WWII — genetically engineer giant, fire-breathing lizards to devastate Japan. (But we were building the A-Bomb to devastate Germany, I hear you cry. Never you mind about that.) But unlike our secretive A-Bomb policy, we decided to demonstrate our monsters to the Japanese to give them a chance to surrender first. But (and here’s where it gets really good) we couldn’t devastate anywhere real for a mere demonstration, so the Navy hired the world’s greatest monster-actor, Syms Thorley, to get into a rubber monster suit and stomp around on a model of “Shirazuka” for the cameras. The plan was to show the film to the Japanese and horrify them into surrender.
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Posted on August 13, 2009 by Flames
Can violence solve every problem in the world when applied correctly? Is a quick hand and a quicker trigger finger going to save the world when it really counts? And what about the morality of the common action hero…they look cool as they smoke cigars and fire their guns John Wu style, but are their methods the solution or the problem?
The Prophet is a crime noir comic from Dangerkatt Creative Studios. Set in Mexico, the main character is an underworld assassin by the name of the Prophet. After a series of disturbing dreams, where a black devil keeps offering him deals that would make him the most powerful man on the planet, he has decided he will quit after one last job. Well, a couple of last jobs, it seems. If he can score the Frontera Shipment, which is the largest shipment of drugs across the border into the US, then he believes he and the team he recruits will be able to retire.
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Posted on August 12, 2009 by Monica Valentinelli
As the sixth book in the Otherworld series, Demon Mistress offers a blend of new characters and plot twists that are built the foundation of what Galenorn has written throughout her books. Demon Mistress is told from the point-of-view of Menolly, a half-vampire/half-fae woman who is part of the D’Artigo sisters. Who are the D’Artigo sisters?
Menolly, Camille, and Delilah are the D’Artigo Sisters—half-human, half-Faerie operatives for the Otherworld Intelligence Agency. Their latest assignment is to root out the secret society responsible for unleashing chaos magic against the city—and to stop a demon from devouring Delilah’s soul. –SOURCE: Amazon.com Description of Demon Mistress
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Posted on August 11, 2009 by Bertrand
Be it in the real world or the fiction realm there aren’t that many themes that manage to give me the creeps: it’s not that I am a particularly brave (nor picky) individual, it’s more that I am rather rational and find it difficult to empathize with other people’s irrational feelings: say Carpenter, for example, if immensely enjoyable, isn’t going to give me cold sweats. Of course, there are exceptions like social, psychedelic or metaphysical horror, especially subjects that fiddle with the notion of paradox.
I grabbed Primer in the room of my friend during an afternoon of boredom. After reading the phrase “Donnie Darko for Grown Ups” on the DVD cover, I slipped it in the DVD player. Donnie Darko has always been a mystery for me, as my opinion has conflicted with the opinion of most of my friends.
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Posted on August 7, 2009 by spikexan
White Wolf appears to be currently composed of scientists rather than writers. There is simply too much experimentation going on with these guys. They have released pre-generated characters for players who need that sort of thing. With Block by Bloody Block, they release pre-generated parts of a city. This isn’t a [insert city here] by Night book. No, these are the sections of any city, ready to be dropped into whatever city fancies your gaming group. The question becomes if the scientists are congratulating themselves over champagne or staring dumbfounded with charcoal-blackened faces and lab-coats.
The layout of this supplement remains true to the Hunter: the Vigil line (this game is intended for players of that game or the basic World of Darkness corebook).
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Posted on August 5, 2009 by spikexan
The first time I reviewed one of White Wolf’s ready-made character collections (Slaughterhouse V), I wrote a bit about experimentation and the benefits of pre-made characters.
Now that I’m reviewing my second character collection–this time a group of Hunters–I’ll blur right past that noise. This collection shows that none of the White Wolf lines gets special treatment as the Hunter the Vigil supplement receives its own supplementary material. In this twenty-six page (no ads) PDF, a five-person group of relative strangers band together after a notas- dead-as-they-thought party girl ends up fusing their lives together.
The layout to the PDF is amazing. Sometimes I feel the borders in games are a little hit and miss; however, the borders to this character collection fit perfectly.
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Posted on July 31, 2009 by spikexan
Super Genius Games unveils a little G. I. Joe spirit with Strike Force 7. This brief supplement (71 pages) introduces the game’s namesake as an international anti-terrorist organization. They combat terrorists both real (Al-Quida) and imagined (Skorpion). While it may seem like an odd choice for a Flames Rising review, you’ll find my speculation stretching beyond the confines of the book. First, let’s take a look at the material itself.
The layout of Strike Force 7 fits its genre as each interior page’s design mimics a dossier. Each exterior top or bottom corner has a cropped photo of three Strike Force 7 agents. I felt like this image could have been reserved for the chapter introductions as it becomes a little tiresome.
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Posted on July 30, 2009 by Megan
The Introduction dives straight in to the basic premise, that ancient and insane deities exist and are still trying to invade Earth and that someone has to stop them, whatever the cost to life and sanity. It then moves on to the burning question: there’s already a Call of Cthulhu RPG dealing with just that, so why a new game? The answer lies in the Gumshoe ruleset, developed by Pelgrane Press for the purpose of running games based around investigation and discovery, and built so that any adventure depending on certain clues being found will have those clues found! It’s designed for people – Keepers and players alike – who want to concentrate on figuring out what the clues mean, rather than having to wonder if they actually have all the clues. This game also aims to enable two styles of play – the Purist style of intellectual analysis which enjoys watching the horror unfold knowing that it will end in madness; and the Pulp style which allows for a more physical approach, value the actual struggle against evil… and pays a bit more regard to character survival. The best games mix a bit of both – certainly Lovecraft’s writing did! – but as parts of the rules favour one or the other style, they are marked so players can choose the bias they prefer, if any.
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Posted on July 28, 2009 by Monica Valentinelli
In fantasy, there are books that have high adventure and engaging characters; there are others that focus on the journey of one character through his (or her) trials and tribulations. The Magicians written by Lev Grossman, author of Codex, is a little bit of both.
When I received The Magicians, the first thing I noticed was the back cover. Why? Well, there were no less than six recommendations by authors including George R.R. Martin and Kelly Link. Normally I’m a bit skeptical about books (or movies) that are so highly praised, because immediately my expectations as a reader are a bit elevated. “Wow,” I had thought to myself. “This book better be that good.”
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Posted on July 27, 2009 by Jason Thorson
Life-hating Goth girl Lara Baxter just turned 16. Her birthday party mojo never materializes after her more popular sister, Helen, steals her thunder. Shunned by her secret crush and neglected by her own mother, Lara retreats to the sanctuary of her altar to Ann Rice where she casts a spell on Helen. The next day Helen wakes up bleeding profusely from her nose and dies a short time later.
Just as the family begins to mourn, Helen comes back from the morgue delirious and with an insatiable thirst for blood. Older brother Raymond, a cross between Re-Animator’s Dr. Herbert West and Milwaukee’s own Jeff Dahmer, performs some tests on Helen’s blood in his bedroom/laboratory and determines that she’s a vampire.
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Posted on July 23, 2009 by spikexan
Malcolm Craig is a lunatic who loves his games. That single fact establishes him as one of my favorite game designers. I had the pleasure of meeting the kinetic Craig at my first GenCon where I picked up the then-fresh a|state. A few years down the road Craig brings us a new game he calls “something of a follow-up” to Cold City. He may not put much faith in urban dwellings (cities in all his games are filthy, vile things), but his ability to weave a story isn’t to be ignored. Just to prove this, Hot War was recently nominated for two Ennie Awards (Best Writing and Best Setting). Let’s take a look at the respectably large (204 pages) game.
Paul Bourne’s illustration, photography, and graphic design makes the full version of the book shine. Aged pages not only depict the rules, but some of the halted stages in London’s demised during the game’s time period (the early 1960s). Familiar British sites like Big Ben and Parliament take on a new look as they are rendered into decimated versions by the artist’s expert hands.
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Posted on July 21, 2009 by Kenneth Hite
Every so often, you will see Catherine “C.L.” Moore’s hero Northwest Smith referred to as the model for Han Solo. This would only be strictly true in a world in which Josef von Sternberg directed Star Wars.
Yes, Northwest Smith is a wanted criminal and occasional smuggler; yes, Northwest Smith wears space leathers on his lean frame and a ray-gun on his hip; yes, Northwest Smith has a dangerous killing alien as a sidekick. But in the thirteen recorded Northwest Smith stories by C.L. Moore (all collected for the first time in this excellent Planet Stories omnibus), we only see the inside of one spaceship — and Smith is a passenger, not the pilot.
No, Smith may inhabit a solar system of Martian canals and Venusian swamps, but his adventures are less SF than a kind of lush, operatically colored noir.
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Posted on July 20, 2009 by spikexan
12 to Midnight presents its first horror anthology, a twelve author collection centered around their well-established Pinebox, Texas setting. Buried Tales of Pinebox, Texas contains an impressively wide scope of stories (and horrors) while still maintaining certain key threads and locales throughout. There are even repeated nods back to various 12 to Midnight adventures like Skinwalker.
It won’t take long for me to talk about the artwork for the anthology. Jeff Varnes cover depicts what must be an image from within the Big Thicket, one of those recurring locales in the book. It’s simplicity makes it work. Any temptation to depict a horror of some sort would have probably stalled. Also, the artwork evokes common and well-ingrained childhood fears of being alone in the woods. Inside, there are two pages of cartography by T.C. Largent.
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Posted on July 17, 2009 by Monica Valentinelli
Primarily set in the city of Madison, Wisconsin, Amazon Ink is an urban fantasy novel where the fabled race of Amazonian women exist. Part of Amazon Ink‘s appeal, for me, was the way Lori Devoti handled the legend of the Amazon warrior women in today’s society.
The main character is named Melanippe Saka, who lives with her mother, grandmother and daughter. Although her daughter hasn’t been acclimated into the Amazonian tribe with its curious-yet-permanent encampments, both her mother and priestess grandmother have different roles that conflict with Melanippe’s ousted status. From the first chapter, you can tell that Melanippe is something of a rebel, which adds quite a bit of conflict when a dead, college-aged girl shows up on her doorstep.
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Posted on July 14, 2009 by Megan
The basic premise of this book is to provide a setting for ordinary mortal investigation of the supernatural as presented in the World of Darkness line. As sworn police officers, characters are in an ideal position to investigate odd goings-on, and – let’s face it – a lot of the things that your average werewolf, vampire or even mage might get up to are likely to break a few laws along the way. It would also make a good resource for the Storyteller who wants his vampire, etc., players face up to the consequences of their actions in the real world, as well as in the refined atmosphere of their own kind’s society.
The ‘flavor’ opening sequence takes the form of a newspaper interview of a veteran crime reporter, telling a new recruit to his profession the low-down on how policing works in Midway, the fictional city in which the 13th Precinct is located. The city itself, by the way, is left loose enough that it is very easy to transfer the entire setting into another city – real or imaginary – of your choice, to fit the rest of your chronicle.
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Posted on July 13, 2009 by Monica Valentinelli
In what I would consider to be the creepiest selection of music to date, Nox Arcana offers a new thematic CD for Blackthorn Asylum. Inspired by the horrors of a gothic, abandoned asylum, the songs are about over-the-top personal horrors coupled with dark, scientific experimentation inspired by the occult.
Having listened to several of Nox Arcana’s CDs in the past, this collection of songs is a marked difference between their other music. First, there are more piano-based melodies in songs like Blackthorn Asylum and When Darkness Falls. You’ll still hear the wail of the soprano and a harpischord, like in the song Tapestry of Decay, as well as the deep resonating tolling bells that are often present in Nox Arcana’s music. Although there are stormy sound effects and chants present in some of the songs, the primary emphasis of this horror collection is on writing a particular song as opposed to writing a score. With each CD, Nox Arcana gets more and more sophisticated with the way they leverage theatrical scoring with memorable phrasing and melodies.
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