Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Monday, August 22, 2011

Review: Path of the Seer by Gav Thorpe

Details:
Path of the Seer by Gav Thorpe
Black Library Publishing
401 pages

Description:
The ancient eldar are a mysterious race and each devotes their life to a chosen path that will guide their actions and decide their fate. Thirianna abandons her simple existence to embark upon the mysterious Path of the Seer. She will tread a dark and dangerous road that leads her to the otherrealm of the warp, where daemons are made flesh and nightmares are manifest. For only there can she realise her psychic abilities. After unleashing her powers in battle and communing with the spirits of her craft world, Thirianna turns her skills to discerning the future amidst the myriad strands of fate. Her visions reveal a great threat descending on Alaitoc, and both the living and the dead will march to war to defend it.
http://blacklibrary.com

Review:
I've been looking forward to this book since I finished Path of the Warrior earlier this year. Path of the Seer is a telling of some of the same story, but from a vastly different perspective. To be fair, most of what is covered in Path of the Seer isn't even mentioned in Path of the Warrior; the events take place in the background or periphery.

Where Path of the Seer (and Path of the Warrior for that matter) really shine is in really delving in to the psyche of the Eldar (functionally Space Elves). They are truly an alien race, in many ways grossly different from us, and Gav Thorpe really nails it down clearly for us. In many ways the Eldar see, feel, experience the universe in full color where humans really only see maybe in black and white. Kind of like dogs and their ability to smell, see and hear in ranges we can only dream of, The Eldar are psychically gifted and emotionally vibrant.

The protagonist is Thirianna, a young (how do the eldar really define that?) firebrand of a woman who was once on the Path of the Warrior, drifted to the Path of the Poet to be self-contemplative, and now travels The Path of the Seer. She's a hot-head, difficult and stubborn as well as extremely gifted. Not only do we see how the Eldar path works, how the Eldar go through the various stages of their exceptionally long lives...but we see how their personalities and life changes have a huge impact on their entire direction. Her mentor gives us as readers some nifty insight in to how short sighted the protagonist is (and it's easy to slip in to self-critique too as he shows circumstances from multiple views, showing us that our own views tend to be...limited). It's really brilliant work.

I think the only real drawback is that I really don't like the protagonist. I had a hard time relating and getting to feel for her. She seemed like a snotty child and I personally have difficulty warming to that. She certainly gets her comeuppance though and she learns many things the hard way. Some of the backtracking is a bit tedious for those who read the previous novel but it does give some wonderful insight, so it IS valuable. Thankfully the author "touches on it" instead of wallowing in it. It is NOT a retelling of the SAME story from another perspective: it is two stories that intersect at different times.


I can't wait for the next installment. Gav really knows Eldar!

Cover art by Neil Roberts is of course awesome. It's simple, plain and works perfectly. A fine representation. I want a print of it!

Rating:
Gav Thorpe shows us once again that he's truly the Loremaster of the Games Workshop IPs.

4 out of 5 Stars.

Friday, June 17, 2011

Green Lantern: Spoiler Free Review


Theatrical Release
105 Minutes
Release Date: June 17, 2011
Review by: Earl Davis

Description:
A test pilot is granted a mystical green ring that bestows him with otherworldly powers, as well as membership into an intergalactic squadron tasked with keeping peace within the universe.

Review:
Green Lantern holds a unique place in the comic spectrum. Possessing none of the mainstream exposure of Superman or Batman, the character’s name is none-the-less well known among the general population. Ask any man on the street and he probably won’t know the fully history of the Green Lantern Corps, but will without doubt recognize the ring. For those with geek inclinations, Green Lantern is something more. He’s not inherently strong or fast or brilliant. No alien planet spawned him. No rich parents left him a legacy. The Green Lantern’s power pours from the well-spring of imagination. He is bound only by the limits of his mind and will. He is the hero that writers and artists and creative types abound wish they could really be.

That level of “geek love” creates an inherent problem that few movies ever manage to overcome. Green Lantern stalls a little while climbing Expectation Mountain but eventually putters it’s way over the top.

Visually the movie is striking. Film makers have started following the Jon Favreau school of thought by mixing traditional affects with CGI. Because of the intergalactic and fantastical nature of the Green Lantern universe, this film goes heavier on the CGI, but does not suffer for it. Some of the powers effects and the overall design of the film’s Big Bad are breathtaking. The action sequences and imaginative uses of the ring elicited more than one “Wow” from the crowd at large.

The movie features a strong supporting cast with appearances by Peter Sarsgaard, Mark Strong, Blake Lively, and Angela Bassett. Tim Robbins even joins in the fun. On a side note, it is fascinating to me that there is character archetype, the staunch military/government official that is always filled with aging A List actors. Tommy Lee Jones, Andre Brauer, Jeff Bridges are just a few that come to mind. These supporting character add a little unique flavor to what is otherwise a standard popcorn flick. If there is one complaint in this area, it lies with Angele Bassett’s Amanda Waller character. She was underused in this film. Perhaps, she is a place holder to help tie later the later films together as Warner Bros. builds toward its Justice League movie. Marvel used a similar device with Agent Coulson.

The weakest part of the movie is its star, Ryan Reynolds. There are only a few parts in the film where Reynolds manages to disappear in the role of Hal Jordan. Most of the time, he comes across as the same smarmy guy audiences have seen in his other films. More than once, while leaving the theater, I heard viewers deliver various renditions of “It’s like Van Wilder in a costume”.

Type-casting is not the only issue with the film, however. Editing is also a major issue. At several points during action sequences, the principal character in explicably move or change blocking while off camera. I suspect that the intention was to surprise the audience when attacks or motion comes from unexpected angles. Unfortunately, this technique is handled poorly and created the feeling more akin to “How did he get over there?” This film is concrete evidence as to how important a quality editor is to a modern motion picture.

One final note about the film. WE GET IT. Ryan Reynolds works out and you need to give housewives and girlfriends reasons to watch, but I have seen entirely too much of him in his skivvies now.

Rating:

It’s a good popcorn flick that will warm some geek hearts and cause some grumbling with others. You may want to stay away from opening weekend crowds, but this is one that should be seen while it’s still in the theaters.

One piece of advice though, save your cash and see it in 2D. Color is very important to this film and 3D conversion loses far too many colors.

3 out of 5 stars

Tuesday, June 7, 2011

Review: The Purging of Kadillus


Details:
A Space Marines Battles Novel
Reviewed by Earl Davis

Description:
Faced with an ork invasion of Piscina IV, the 3rd Company of the Dark Angels believes the threat to be minimal. As enemy numbers continue to increase, their commander, Captain Belial, insists that his Company are strong enough to resist. But Scout-Sergeant Naaman knows just how dangerous this foe can be, and when a renewed greenskin offensive takes the Dark Angels by surprise, the orks swarm towards Kadillus Harbour. Little do the Dark Angels know of the technological power available to the xenos, and the true scale of the threat they face. Belial, Naaman and their fellow Astartes fight a desperate siege at Kadillus, knowing that they must hold out until Imperial reinforcements arrive or the planet will be lost.

Review:

Fiction should be immersive. Period. There are no exceptions to this rule. The sweetness of Turkish Delight, the smell of salt and sailor funk from the deck of the Bounty, the stillness in the air as young Wart slides the blade from the anvil have been experienced by millions of readers. Successful fiction authors do not tell stories. They open doors.

The Purging of Kadillus is a door. When I knocked, Gav Thorpe answered with fresh baked cookies and a smile.

I have two pages of notes that I took while reading this novel. I started this review fully prepared to rave about the brilliant characters. I wanted to detail the finely crafted imagery and map out the bits and beats that Thorpe uses like a shiny lure to pull the little fishy (me) along, but that would be doing him a disservice. In his tale of the Dark Angels and their defense of the besieged world of Kadillus, Thorpe transcends the common and sometimes clichéd language of the standard book review.

Imagine a grown, thirty-year old man lying in bed reading. It’s dark because the daylight has long since faded and only a small lamp illuminates the room. A comforter is pulled over his head concealing him from the approaching Ork invasion force. He doesn’t dare move because movement means death and a death without tactical advantage serves neither the Lion nor the Emperor.

That’s how I found myself experiencing the purging of Kadillus and the best praise I can think of is to simply say: Thank you Gav Thorpe.

Rating:
Everyone who enjoys science fiction or war stories should be reading this novel. Kudos goes out to the Black Library for green lighting it. It deserves far greater exposure than it has received thus far.

4 out of 5 stars

Monday, June 6, 2011

Review: Hunt for Voldorius by Andy Hoare

Details:
Hunt for Voldorius
A Space Marines Battle Novel
Black Library Publishing
Reviewed by Earl Davis

Description:
Captain Kor'sarro Khan of the White Scars is petitioned by his Chapter Master to hunt down and destroy the daemon prince Voldorius, a warleader of the renegade Alpha Legion, thus ending his reign of terror across the stars. Hunting the beast doggedly for over a decade, Kor'sarro finally brings Voldorius to battle on Quintus, a world that has totally given itself over to the Alpha Legion. Together with their Raven Guard allies, the White Scars must fight an entire planet if they are to slay the daemon prince.

Review:
Reviewing genre fiction where there is a vocal and deeply entrenched fan base is something akin to walking through a minefield with snow shoes on. From one direction or another, the blast is coming and it’s probably going to be messy. Fortunately, genre fiction and more specifically franchise tie-ins have improved over the last two decades making the path a great deal less treacherous.

Unfortunately, there is still a mine or two left to be stepped on.

Novels in the Space Marines Battles series are snapshots in space time. They focus on a specific campaign involving specific companies within the Warhammer 40k universe. Think “Saving Private Ryan”, only instead of Tom Hanks the reader gets Kor’sarro Khan, leader of the White Scars. The strength inherent in this type of war tale lies in its intimacy. It offers a chance for the author to shine a spotlight on the grim reality of war. Readers are side by side with the combatants, tasting the dirt and blood in the air, despairing as a brother soldier flails in pain from a brutal wound and fighting with grim determination until the last gunshot fades to echo. It’s the closest we mere mortals can ever really get to marching forward under the shining light of the Emperor.

However, instead of a spotlight, Andy Hoare offers the reader a flashlight that seems to cut out at the most inopportune times.

In a character driven narrative, like Hunt for Voldorius, some weakness in plot is forgivable barring that the strength and dynamic of its main characters can pick up the slack. Kor’sarro Khan and his fellow White Scars fail in that regard. They are so one dimensional that “transparent” might be the best single word to describe them. Also, they are absent from a great portion of the novel in any real capacity. Kor’sarro himself feels more like a bookend than the protagonist of a war story. In fact, only one character feels like she has any depth at all. Malya L’nor , former leader of the Quintus resistance, is far and away the shining star of Hoare’s work. Presented with unspeakable choices and forced to make unthinkable sacrifices, Malya is the perfect example of the quality of work that Hoare is capable of producing. It is a shame that quality didn’t carry over to any other part of Hunt for Voldorius.

The failed characterizations as profound as they are though, pale in comparison to the real failing of this work; passive repetition and confounding technical choices. Entire sections of this “action” novel are written in a passive voice that ejects the reader from any sense of immersion in this fantasy world. No one in this story did anything but everyone “had done” something over and over and over again. I am at a loss to understand how those passages made it past an editor. This passive voice coupled with the author’s penchant for overly complex sentences in the middle of what should be a fast paced, assault sequence makes this a very frustrating read. Far too often, Hoare reaches for the lightning but pulls back only a handful of lightning bugs.

Rating:
Warhammer 40k completionists will buy this. Some may even cheer as specific tie-in aspects that they love appear, for example the appearance of the Raven Guard chapter. Everyone else should save their cash. There are far better novels in this series that will scratch the same itch.

2 out of 5 stars

Saturday, April 9, 2011

Review: Blood Reaver by Aaron Dembski-Bowden


Details:
Blood Reaver by Aaron Dembski-Bowden
A Night Lords Novel
416 pages

Description:
Driven on by their hatred of the False Emperor, the Night Lords stalk the shadows of the galaxy, eternally seeking revenge for the death of their primarch. Their dark quest leads them to a fractious alliance with the Red Corsairs, united only by a common enemy. Together with this piratical band of renegades, they bring their ways of destruction to the fortress-monastery of the Marines Errant.

Review:
To be fair I have been anticipating Blood Reaver for a long time. I read Soul Hunter and loved it. Best book of 2010. I had some reservations on whether ADB could top his previous novel in the series. They were totally unfounded.


Blood Reaver as a sequel or part of an ongoing series of novels, short stories, audio dramas works beautifully. Mr. Dembski-Bowden does a fantastic job with characterization. You can't help but dig the characters. They all have a distinct voice. I think it is fair to say that these stand up nicely as stand alone stories too. The author does a fine job in keeping the plot largely contained and anything referring to previous plots/ stories is nicely explained without violating the show vs. tell "rule". Really nicely done.


The plot is pretty tight. Everything comes together nicely. Almost too nicely. There were instances where I felt that the author loved his characters too much: they were just too good. They fight better, plan better, do all the right things. For the most part I was wrong. The characters DO get in trouble. ADB does an excellent job in giving the reader surprises without resorting the the lame swtcheroo, or last minute twist. Important characters do die.


The characters we all know and love are all there. Talos is of course stellar. Cyrion, Xarl, Uzas, Mercutian, Septimus, Octavia. The old crew, still present. New faces arrive on scene and become crucial. You can't help but feel for them. All of the characters get some attention, but most especially Uzas, which was surprising, and most excellent. The Exalted has an excellent part in this, and the expansion on him is most welcome. I was very happy with how he was fleshed out. Ruven as well. Some wonderful scenes with him. Overall, Aaron Dembski-Bowden makes wonderful characters we all admire/ hate, laugh/cry with. These aren't two-dimensional cardboard cut-out characters that are easily created and tossed away. These are lovingly crafted, detailed characters that the author puts through the wringer.


There are some juicy secrets illuminated in this novel. A little more of the curtain around the Eighth Legion pulled back. It's all good stuff. ADB is a horrible tease. You can't help but feel that Talos is fighting a losing battle: trying to restore the legion to former glories in some way. It is SO interesting to see how the night Lords aren't a Chaos Legion per se. They certainly are no Word Bearers, but you can see how so many of the Legion's finest have fallen from the original path as renegades, traitors. So many have been twisted in to something monsterous (as if being a post-human superman killing machine wasn't monsterous enough). So many are compromised by chaos in one way or another.Uzas is just an obvious example, but all of them are in some way compromised. You can't help but love Septimus and Octavia. Both now faced with this corruption daily, living with it...surviving in spite of it. Haven't I mentioned that the characters are awesome? Yeah, they really are.


I was discussing with a friend of mine about how Aaron Dembski-Bowden has a very unique writing style. In some ways it almost feels anachronistic. he writes so succinctly, direct, in your face. His descriptions feel very personal, real and in many cases fit today's language and nuance. Something young adults and adults in 2011 would easily recognize and understand, but in relationship to the "Grim Dark Future" are almost out of place. Almost. I can't explain why, but it works. Maybe it's just his style, and we forgive it because he writes everything else so beautifully. I don't know. I think if someone else tried it it wouldn't necessarily work, or work near as well. It's THE ADB STYLE, and like the Dan'verse, it is unique to the author. I think it is brilliant. It totally works. I think it is part of what makes ADB the rockstar he is today.


We get some fun glimpses in to the Red Corsiars, Marines Errant, their characters, and their vibe. Now I want to see more about the Red Corsairs and the Tyrant of Badab, Huron Blackheart. Fantastic character. I hate him.


Cover art by Jon Sullivan is of course excellent. Jon never fails to satisfy.


Rating:
Aaron Dembski-Bowden has proved again that he is a powerhouse of a writer. A damn fine tale of betrayal, regret and vengeance.
Ave Dominus Nox.

4.5 out of 5 Stars.

Tuesday, February 22, 2011

Review: Fall of Damnos by Nick Kyme



Details:
Fall of Damnos, Nick Kyme
A Space Marine Battles Novel
416 pages
Advance Review Copy

Description:
When Damnos is hit by cataclysmic earthquakes, an ancient force is awakened. Deep beneath the earth, the necrons rise from their slumber to decimate the human populace. All appears lost until salvation comes from the heavens – the Ultramarines brave an orbital bombardment to deploy their forces on Damnos, led by two legendary warriors – Captain Cato Sicarius and Chief Librarian Tigurius.
They are the planet's last, great hope against the remorseless alien foes, but tensions within their ranks threaten to derail victory. As battle rages on Damnos, and the Ultramarines seek to defeat their soulless enemies, Tigurius receives a terrible vision – a vision telling of the death of a hero... http://blacklibrary.com

Review:
So we have Space Marines, Ultramarines no less versus Necrons. Second Company, Captain Sicarius and the poster boys of Games Workshop and Space Undead: two of the single most dreaded subjects of most 40k readers. If you're around online, on 40k forums you hear the constant bleating of how Space Marines are boring and how Ultramarines are the most boring of the boring. "Vanilla Marines" they call them. At the initial sight of this novel I can just foresee the "groan" of Space Marine haters the world over.

Add to this Necrons; space undead. Not exactly easy to get folks interested in. Neither of them really: Ultramarines OR Necrons.
Ultramarines and Space Undead, those characters can't be deep, compelling or sympathetic. Right?

Wrong. 
Nick Kyme proves everyone dead wrong.

I have to really hand it to Mr. Kyme. He's taken what could be a disaster of subject matter, the ultimate in boring subjects and breathes life in to in a way I would have never guessed.

First off, as some of the best authors of 40k fiction have already expressed, Space Marines are not boring. They can have depth to them. Hypno-indoctrinated superhumans they may be, but they still have all the failing of mere mortals: anger, jealousy and hunbris. The striving for glory is something that really shines within the Ultramarines and it is quickly shown to be a chink in the armour of the Second Company.

As Nick Kyme shows us, straight away we are thrust in to a world where the "perfectness" of the Ultramarines is tested. First off, there is trouble within the chapter and nowhere else is it as clear as within the Second Company. Internal squabbles and strife threaten to undermine the entire deployment. At the heart of this are several of Sicarius' Veteran Sergeants. We get to see the struggle through their eyes and we get a varied perspective on the internal politics of the Chapter as well as the fight against the Necrons. We see personality flaws clearly, mistakes made, hubris shown and dearly paid for. The Ultramarines Second Company certainly pays dearly in this campaign.

On the other side of the battle lines there are the Necrons. I've never seen such characterization of something so...dead before. Prior to this Necrons have been illustrated as typically undead, unfeeling and largely uninteresting antagonists. They awake and snuff out all life. They are no better than the Tyranids. A faceless enemy out to wipe out everything else. Blegh.

When I started reading the first paragraphs of Mr. Kyme telling the Necron side of the tale I was taken aback. My suspension of disbelief was shocked. I got a taste of what it must be like to be as ancient as the stars, hungering, needing, the pain of being lost, craving flesh and utter hatred of the living. It was awe inspiring. So many things I had never considered were laid bare. in-depth explaiantion through prose on how the various sects and divisions within the Necrontyr actually WORK. Warhammer 40k fans who play Necrons are going to geek out so hard on this their head is going to spin. Without a doubt this is *THE* definitive book for Necron fans. Absolutely required reading.

I've read all of Graham McNeill's Ultramarines novels telling the tales of Uriel Ventris and his 4th Company, and they are good. Mr. McNeill weaves a great yarn and has proven Ultramarines can be fun to read about. Now Nick Kyme is ascending to tell of the Glorious 2nd Company and it appears Mr. McNeill has a Challenge to the Throne of Macragge!

To be fair, The stories of McNeill's 4th Company and Kyme's 2nd Company are completely distinct. They stand nicely on their own as excellent examples of how Space Marines are interesting subjects, and how the "perfect" can be so flawed...human. The Ultramarines in Fall of Damnos are actually very different from Nick Kymes's previous work on the Salamanders Chapter, which is a testament to his versatility as a writer (I know I expected a bit of similarity, redundancy, re-hashing of the same-ol, same-ol. I was happily surprised in Mr. Kyme's ability to keep his work distinct...unique.)

The characters in Fall of Damnos are very rich. Even the venerable brothers encased in Dreadnought sarcophagi are compelling characters. Sicarius is played fairly close to the vest. I would have liked to see more in to his psyche. We get a view in to him and his command squad and I would like to see more of them, but maybe that is saved for later tales. Kyme started something very cool in Battle for Macragge, and it is played out nicely in this novel. (I'd say more but I don't want to spoil the plot/ key subplots)

Internally there is a planetary map, and a nice Order of Battle sheet which is quite useful in keeping track of who is who.

The cover art by Jon Sullivan is perfect (probably my favorite of his in this series). It clearly gives the appropriate feeling of creepy wrongness of the vile Necrons.


Rating:
This is a damn fine read! nick Kyme shows he can weave a tale and make Ultramarines, Necrons even Dreanoughts compelling as characters. HUZZAH!
Any shortcomings in the plot were negligible. I only wanted MORE of it. Nick Kyme has a firm grasp of what it means to tell a tale in the grim darkness of the 41st Millennium: characters die, and nobody is safe. Even the mighty are flawed and the smallest of characters can shine as brightly as a superhuman.


4.5 out of 5 Stars.

Thursday, February 17, 2011

Review: Marvel versus Capcom 3 by Capcom



Details:
Name: Marvel Vs. Capcom 3
Publisher: Capcom
Developer: Capcom
Release Date: February 15, 2011
Type: Fighting
Version: Special Edition
Reviewed by Earl Davis

Description:
After a decade of waiting, iconic Marvel and Capcom characters join forces again in Marvel vs. Capcom 3: Fate of Two Worlds, a re-envisioned team fighting game for a new generation of gamers. Fill the shoes of legendary characters from both the Marvel and Capcom universes as you engage in 3-on-3 battles within living comic book art style environments powered by Capcom's MT Framework, an advanced version of the graphics engine used for Resident Evil 5.


Review:
The last time a new Marvel vs. Capcom title was released, the world was a different place. The iPod was just a twinkle in Steve Jobs’ eye, Y2K was a looming threat on the horizon and arcades were still operating in malls across America. It’s a dollars to donuts wager to suggest that most people probably can’t even remember the last time they saw an arcade. At the time, it was a destination game; a source of pride for loyal players eager to drop endless streams of quarters and expletives.

Fast forward more than a decade, America has changed. In 2000, nothing actually happened and we realized that our fears were ridiculous. In 2001, we grew up and learned that the things we should fear the most are the ones we’ll never see coming. The years flew by as advances in technology made everything smaller, faster and more powerful. Arcades became a thing of the past and the console wars challenged publishers to up their game. Capcom took up the challenge and released Marvel vs. Capcom 3 into this brave new world of home based and high-speed multiplayer gaming.

At its root, Marvel vs. Capcom remains unchanged. It is a “2D” fighter, featuring three man teams selected from a roster of characters taken from various Marvel and Capcom titles such as the X-MEN, Avengers, Street Fighter and Resident Evil. Anyone who has ever dreamed of smacking Chun-Li around with She-Hulk can now have their cross-over fight club fantasies realized in high definition.

The game runs at a fast pace and I was able to complete the basic arcade mode in just under thirty minutes gathering several trophies (achievements for all you xbox folk) along the way. Let’s face it though, the value of any fighting lies not in the initial play through but in the subsequent replay value. MvC3 is an embarrassment of riches when it comes to replay. With a bevy of characters, each sporting a variety of moves and combinations, this game gives players plenty of replay value.

Gameplay:
With MvC3, the game play is old hat to anyone who has played any of the series’ previous entries or any other fighting game produced in modern era. Players select teams of three characters and duke it out using special moves, flashy combos attacks and “hyper” combos which are special finishers boasting ridiculous damage. Tag moves, character switching and even the over-sized, over-powered final boss remain constants in the core game play mechanic as well. However, there are a few notable that help keep this game from being just a rehash of MvC2.

The first notable change is on the character select screen. MvC2 boasted a total character count over fifty, depending on which version you played. Capcom decided to pare that number down to thirty-six and the game is better off for it. Each move set has a unique feel and even the character’s that feel like clones on the surface, for example Wolverine/X-23 or Magneto/Dr. Doom, shine as individuals after a little play time.
Control scheme is the focus of the second major change to the series. Capcom has merged the schemes from MvC2 with the traditional Street Fighter style controls to create something new. The four face buttons map to Light Attack, Medium Attack, Heavy Attack and Special Attack (not to be confused with Special Moves). The top trigger (bumper for xbox) buttons are the Assist buttons which swap out team members or call them in for tag-team attacks. It’s an extremely responsive system and friendly to both the casual button masher and the grizzled 2D veteran.

The final notable change is a small one but it is brilliant; the Advanced Guard. Many years ago, one arcade junkie rotated a joystick forward with a quarter degree turn, pressed a punch button and the first Hadoken was thrown. Thus, the first fireball spammer was born. Now, instead of getting constantly pinned to the opposite wall and forced to engage in fireball war, savvy players can press an easy button combination and block while moving forward. There are few greater pleasures in gaming than finally getting to go Hulk-smash on Ryu.

MvC3 isn’t all roses and nerd-gasms, though. A few problems exist and keep the game from perfection. The decision to continue the tradition of undersized, yet overpowered characters creates some frustrating game moments that will have some players screaming “bullsh!t” at their consoles. I’m talking to you Amaterasu and Viewtiful Joe. These characters cannot be hit by a large number of normal attacks and their hyper combos are begging to be nerfed in a future path. I’m as enamored as anyone at Amaterasu’s striking water colors. It shouldn’t cost me half a health bar every time I see them.

Also, Capcom decided to allow “Simple” controls as a selectable option for Ranked online matches. I was beaten at my first six ranked matches in a row. Everyone was pulling off the same moves only a fraction faster than I could. It wasn’t until I noticed that I could turn on “Simple” for a ranked match that I understood why. This means that players can invoke special moves and combos with a single button mash. There is no way for standard players to compete with that speed. It’s something that Capcom needs to address for there to be any validity to the Leaderboard rankings.

Visuals:
This game is beautiful. Period. There are no visual glitches and all of the frames come through with stunning vibrancy at 720p. The backgrounds and models are stunning. Every time a new stage or character is selected, I highly recommend setting the timer to infinite and taking a few minutes to soak up the details.

Audio (Voice):
Capcom went above and beyond with the voice acting. Select Deadpool , listen very carefully, and you’ll understand exactly what I mean. His one liners alone are worth a good portion of the admission price.

Audio (Music):
It’s a generic techno-mix that doesn’t overpower the game. Capcom keeps the music mixed low against the game sounds and voice acting, so it doesn’t detract from the other audio which is far superior.

Plot/ Story:
What? If you think it will have a coherent story, then you obviously haven’t played a fighting game before.

Achievements:
Most of these are easy to get and are based around winning matches with specific team members, like the Avengers or completing a specified move count, like 100 hyper combos. A few are online based, but nothing out of reach for most players.

Extras:
MvC3: Special Edition comes with a metal case, a mini comic book, three decals featuring MvC3 characters/moves, a one month subscription to Marvel Digital Comics Unlimited and two downloadable characters, Jill Valentine and Shuma-Gorath. The mini-comic and decals are laughable at best, unless you are eight years old. Unfortunately, MDCU is online 9.99 a month. With a price tag at 99.99 for the special edition, this means that consumers are paying an extra $30.00 for a sub-par comic, a few stickers and two DLC characters that can’t be used until mid-March.

Grading:
Overall, MvC3 is a solid game with amazing replay value that can be enjoyed by both the casual and hardcore gamer alike. A few balancing issues and one poor design choice keep this from being the perfect game. I highly recommend purchasing the standard version of this game, but don’t waste your money your money on the Special Edition.

SHORYUKEN!
4 out of 5 stars

Tuesday, December 14, 2010

Best of the Best 2010

This year I continued shifting this site more and more towards reviews and commentary and less and less about my illustration work. I did reviews for a number of sites and publishers but the lion's share of my reviews were for Black Library. This year I reviewed lots of books, some games, and ran some opinion pieces on publishing and art. The following are my picks for Best of the Best for 2010:

Best Sci-Fi Novel:

SOUL HUNTER by Aaron Dembski-Bowden.
Black Library, March 2010
Released in March and it still sits on top of the heap (with some close company*). SOUL HUNTER I feel made the single largest impact on my reading, perceptions and assumptions about how Warhammer 40k Stories are told, especially regarding Chaos Space Marines.
*Honourable Mentions: A Thousand Sons by Graham McNeill, Prospero Burns by Dan Abnett, Path of the Warrior by Gav Thorpe, Firedrake by Nick Kyme, The First Heretic by Aaron Dembski-Bowden, Crosscurrent, Paul S. Kemp (Del Rey/ Spectra).





Best Fantasy Novel: 


SWORD OF JUSTICE by Chris Wraight.
Black Library, July 2010
Chris Wraight again blew me away with his ability to characterize big named characters as well as keep "the little people" interesting. Wonderful plot, great twists, and a story anyone could get in to and enjoy. Turned Ludwig Schwartzhelm and Kurt Hellborg in to realistic, breathing fallible characters. Bravo!
Honourable Mentions: Grimblades by Nick Kyme, Prince of Wolves by Dave Gross (Paizo), The Crown of The Blood by Gav Thorpe (Angry Robot), The Shadow King by Gav Thorpe. Triumff by Dan Abnett (Angry Robot).




Best Cover Art:

Path of the Warrior by Gav Thorpe, art by Neil Roberts


Enforcer by Matthew Farrer, art by Marek Okon
The Erevis Cale Trilogy by Paul S. Kemp, art by Raymond Swanland
Aenarion by Gav Thorpe, art by Jon Sullivan

Sword of Justice by Chris Wraight, art by Cheoljoo Lee


Best Editor of 2010:
We usually don't get to see who the editor is for most novels, so unfortunately we have no real way of knowing who does what, recommends X or Y, how much guidance or help an editor gives an author, etc. The only real time we see this is in the anthologies and this year we've had several good ones.
Christian Dunn, Black Library is responsible for gathering the best talent and getting books edited and off to press. When editors aren't sorting out grammar, plot and pacing issues, they are herding cats trying to get those bloody authors to get their work in on time. Editors are the unsung heroes of any publisher.
Honourable Mentions: Nick Kyme, Lindsay Priestley.




Best Author 2010:
Nick Kyme, Black Library.
While none of Mr. Kyme's novels hit the #1 spot in my categories, he was easily neck and neck in the #2 spot in every category applicable to him. An editor cum novelist Nick has been a powerhouse: cranking out quality after quality, top shelf books every time. His consistency is amazing. His previous works on the Dwarfs are stellar, and his current work on Grimblades, and both Salamanders novels (and an audiobook) are amazing.
Honourable Mentions: Aaron Dembski-Bowden, Dan Abnett, Gav Thorpe, Graham McNeill, Paul S. Kemp, Chris Wraight.









Summary:
I'd like to take a moment to thank all the above-listed folks as well as the MANY others who have written, edited, drawn and painted this year's novels (and respective covers). I read a LOT of really great material and you make people's lives more exciting. You bring stories to life. Thank you all! 

Best wishes for you in 2011!


Cheers!
Jeff Preston
Reviewer: The Emperyan.

Monday, December 6, 2010

Review: Salamander by Nick Kyme

Details:
Salamander by Nick Kyme
416 pages


Description:
Hailing from the volcanic world of Nocturne, Space Marines from the Salamanders Chapter are in search of an ancient artefact that leads to a world overrun by Chaos. They are the fire-born: implacable warriors with iron hard determination. But all is not what it seems as far more dangerous foe is revealed. As bitter rivalries break out amongst the Salamanders their endurance will be tested to the limit. Will the Salamanders survive long enough to discover the truth about this world and the revelations that will shake the very foundations of this Chapter forever?...http://blacklibrary.com

Review:
So I received Firedrake to review but hadn't read Salamander yet, so to get the full effect I picked up Salamander at Barnes and Noble...and finished the book in a night. Granted, it was a long night: I finished at 3:30 am.

Mr. Kyme starts it off with a bang: an action packed, emotional prologue that sets the stage nicely. The main characters are vivid, you can't help but get a very clear picture of them. Tsu'gan the noble-born hothead and Dak'ir, the low-born contemplative. Surrounding them are a number of very cool characters that are nicely fleshed out and make this a very characterful novel. The insight in to the Salamander Chapter is awe-inspiring. A progenitor chapter finally fleshed out in detail!

The plot is very well conceived. Very smart. There are some exceptional reveals and some additional mysteries presented. The reader is certainly kept on their toes. The author does a fine job of "splitting the party" and keeping several simultaneous threads going strong: his pacing is very good. I have to admit there are times I got a bit confused on the relationship between the antagonist and the protagonist were.

As I turned the pages, the author led me down a primrose path, setting the stage and tweaking my emotions. Of course like any good author he has plots within plots, and things going on behind the scenes we don't know of, so he's able to keep the tension going and surprises coming. Well done Mr. Kyme.

The finale is powerful. I really didn't see it coming. Maybe it blindsided me, maybe I allowed myself to be. Either way, the end is action packed and it left me anxious for more.

The Salamanders Chapter is very much a "Good Guy" chapter. They have a high regard for humanity and are very honorable in every way. I think they shine in their own way as much as any other progenitor chapter. The author REALLY gives them a very distinct vibe and I love it. I can see some others not digging it as much, preferring Mortificators, Exorcists, Blood Drinkers and other more...gritty, dirty chapters.

Mr. Kyme is also able to write at the down and dirty individual/ squad level, space combat/ strategic level as well as the top end Heroic/ Chapter Master level. This is exceptional as some authors don't seem to give the grit or grandeur the proper feel: Nick Kyme handles this deftly.

The cover art by Cheoljoo Lee is fitting, crisp and clear. Very much an iconic Salamander image. Well done Cheoljoo Lee!


Rating:
Nick Kyme is on a roll! He's steamrolling his way through the 40k 'verse and taking no prisoners!
This is an exceptional introduction to the Space Marines for anyone who hasn't read about them yet, or a stellar into to the Salamanders for anyone already familiar with Adeptus Astartes. Even for those unfamiliar with the Warhammer 40k setting, this is just some damn good sci-fi/ military fiction.

4.5 out of 5 Stars.

Sunday, December 5, 2010

Review: The Magicians by Lev Grossman



Details:

Viking Adult - a division of Penguin Group

Published: August 2009

ISBN: 978-0670020553

Reviewed by Earl Davis

Description:

Quentin Coldwater is brilliant but miserable. A senior in high school, he's still secretly preoccupied with a series of fantasy novels he read as a child, set in a magical land called Fillory. Imagine his surprise when he finds himself unexpectedly admitted to a very secret, very exclusive college of magic in upstate New York, where he receives a thorough and rigorous education in the craft of modern sorcery.

He also discovers all the other things people learn in college: friendship, love, sex, booze, and boredom. Something is missing, though. Magic doesn't bring Quentin the happiness and adventure he dreamed it would. After graduation he and his friends make a stunning discovery: Fillory is real. But the land of Quentin's fantasies turns out to be much darker and more dangerous than he could have imagined. His childhood dream becomes a nightmare with a shocking truth at its heart.

Review:

Every story has been told at least once. It’s the ultimate truth that all writers face. In the end, the prestige lays in how the storyteller can convince the audience to ignore that truth and accept the tale as something fresh.

The Magician doesn’t just fail. It stumbles around the stage imitating the images, themes and ideas already handled expertly in other novels. It borrows (and I use the term loosely) from J.K. Rowling, C.S. Lewis, E.L. Doctorow and J.D. Salinger so heavily that I’m forced to wonder if Lev Grossman has a fetish for authors who use initials in place of given names.

Make no mistake, writing is a craft and Lev Grossman is a craftsman. While reading, The Magicians, I couldn’t help but imagine him; brow furrowed, back hunched, wrists bent through endless hours over his keyboard. I can taste the stale caffeine and smell the man-funk that accumulates from sitting still for far too long in the same spot. Then at last, after months and months, triumphantly his finger strikes that final period and his creation is complete.

Unfortunately, his creation isn’t his own. This novel broke my heart. I wanted it to be great because Grossman deserves it. He’s earned it, but in the end The Magicians is nothing more than a well-polished amalgamation of other works. In a way, it reminds me of the art forgers who can copy beautiful oil paintings of the Great Masters, but they live in the utter frustration at never hearing the Muses’ call.

Rating:

I’d recommend this novel for any new writer as a case study. Everyone else should steer clear.

2 out of 5 stars

Monday, November 29, 2010

Review: Grimblades by Nick Kyme

Details:
Grimblades, An Empire Army Novel by Nick Kyme
416 pages
Advance Review Copy


Description:
When orcs and goblins invade the Empire, the Emperor Dieter IV does nothing. While the other elector counts bicker, Prince Wilhelm is left to defend the Reikland alone. The Grimblades are among his brave army that opposes the greenskins. Amidst desperate war across the Empire and a plot to kill the prince, the Grimblades must survive this orc invasion and be victorious...http://blacklibrary.com

Review:
Nick Kyme must have the coolest job in the world. He gets to write stories that are about the fantasy realms that make up the background for games of toy soldiers. How cool is that?!?


If you are in to the Warhammer Fantasy Battles tabletop miniatures game, or the Old World setting, then you probably know about The Empire, Karl Franz, Elector Counts, rough and tumble soldiers, political intrigue and Warrior Priests of Sigmar. It's a grim and gritty setting. There's dirt under the fingernails.


I play the tabletop game on occasion but for the most part I'm a fan of the lore behind the game as well as collector if toy soldiers. I used to have an Empire Army. Sold them off in favor of my Chaos and High Elf armies. The Empire had gotten boring.


So I received Grimblades and saw Mr. Kyme penned it. "Hrm, he's that guy who did the Dwarfs novels and Salamanders stuff. This may be worth digging in to." I wasn't able to read all night as I had to be up early for an appointment, but I read along the way, before the appointment as well as on the way back, and finished early the following evening. In-between I was surfing the Games Workshop website for prices on State Troops.


Needless to say, I DEVOURED it. The characters were set up from the word go. Good solid, characters with issues, who make bad decisions, deeply flawed characters we get to see succeed and fail, be heroes...and sometimes die for it. Nick Kyme did all the right things when he wrote this one! The plot is engaging and had me guessing who the good guys/ bad guys really were.


Previously Chris Wraight's Sword of Vengeance has been lauded as pretty much the best of the Empire-based stories. This one is creeping up on it! I think the only thing that keeps it from hitting the very top mark is that there are some instances where the soldiers of the Empire are just... too good. Times where the lone halberd-wielding soldier is gutting orc after orc.(an exaggeration on my part) That sort of thing. Small areas where the suspension of disbelief is marred slightly. Of course...this is an Empire Army Novel, so the perspective is a bit (and rightfully so) skewed.


I'm glad to have this section of ambiguous Empire History nailed down a bit.

Rating:
 Nick Kyme is fast outpacing his contemporaries as a weaver of exceptionally deep, rich stories we can all relate to. A wonderful read!

4.5 out of 5 Stars.

P.S. I am in the process of assembling and priming about 2000 points of Empire troops now (again). My core unit? The Grimblades: a 40 man strong unit of State Troops wielding halberds. Thanks Nick, Black Library and games Workshop for feeding the toy soldier addiction...again.

Tuesday, November 16, 2010

Review: The Strange Affair of Spring Heeled Jack (Burton and Swinbourne in)



Details:

The Strange Affair of Spring Heeled Jack (Burton and Swinbourne in) by Mark Hodder

PYR

Published: September 2010

ISBN: 978-1616142407

Reviewed by Earl Davis

Description:

London, 1861.

Sir Richard Francis Burton—explorer, linguist, scholar, and swordsman; his reputation tarnished; his career in tatters; his former partner missing and probably dead.

Algernon Charles Swinburne—unsuccessful poet and follower of de Sade; for whom pain is pleasure, and brandy is ruin!

They stand at a crossroads in their lives and are caught in the epicenter of an empire torn by conflicting forces: Engineers transform the landscape with bigger, faster, noisier, and dirtier technological wonders; Eugenicists develop specialist animals to provide unpaid labor; Libertines oppose repressive laws and demand a society based on beauty and creativity; while the Rakes push the boundaries of human behavior to the limits with magic, drugs, and anarchy. The two men are sucked into the perilous depths of this moral and ethical vacuum when Lord Palmerston commissions Burton to investigate assaults on young women committed by a weird apparition known as Spring Heeled Jack, and to find out why werewolves are terrorizing London's East End.

http://www.pyrsf.com/StrangeAffair.html


Review:

In 1864, Jules Verne published his first novel laying the groundwork for the subgenre affectionately referred to as “Steampunk” by its loyal disciples. Steampunk, once confined to basements, garages and science fiction conventions, can now be found in blockbuster films and network television. Like vampires, zombies and werewolves Steampunk is now main stream.

Fear not though! Mark Hodder’s debut novel harkens back to those glory days of yore. It is a love letter to every lady that ever slipped out of her modern life and into a bustle dress. It winks and nods at the gentleman who has traded his tracksuit for a stovepipe hat and cane sword.

Imagine a group of friends sitting around one evening chatting about nothing in particular, when someone pipes up and says, “I’m thinking about writing a Steam Punk novel”. With that simple statement the flood gates open; tropes and plot points, settings and character sweep the participants along the rapids. Then out of nowhere, a pre-teen daughter walks through the room and says “What about werewolves?” A novel is born.

In the hands of a lesser writer, juggling so many ideas at once could easily spell disaster. It’s not hard to imagine this novel becoming a shapeless, unreadable mess. Hoddor avoids the trap and maintains a steady hand guiding the reader along. At times, he is less a novelist and more like the conductor of a symphony ensuring that each section moves in time.

Not content to tell merely a science fiction tale, he wraps it in the shell of a grand adventure and mystery the likes of which Sherlock Holmes and Auguste Dupin would admire. Heavy handed exposition and lengthy description, often necessities in science fiction, are interspersed with swordplay, helicopter chases and enough intrigue to keep the beats moving forward at a brisk pace.

Oscar Wilde, Francis Galton, Charles Darwin, Laurence Oliphant, Edward Oxford, and many other notable figures from the Victorian era all move in and out of the narrative affecting the protagonists Sir Richard Burton and Algernon Swinburne, who are also famous Englishmen of the period. Burton is the classic adventure hero, an educated man and explorer, capable of violence when it is necessary. While he is a compelling hero, the character suffers from being one sided; focused solely on the needs of the mission at hand.

Burton’s partner in this adventure, Swinbourne, is a far more dynamic character and acts as a much needed support for the static Burton. Not merely content to be a “Watson”, Swinbourne’s enthusiasm and debauchery creates his own spotlight. In fact, it is Watson’s own masochism (he constantly allies himself with a know-it-all who chides and embarrasses him) that draws the greatest parallel to Swinbourne who is an acknowledged and proud follower of De Sade. Swinbourne’s delight and pleasure involving the infliction of pain add a unique flavor to scenes that would otherwise be throw-away material.

The Strange Affair of Spring Heeled Jack is well worth the cover price. It teases and titillates and like a good lover leaves you spent, satisfied and waiting anxiously for more. Hodder has created high expectations with this novel and I sincerely hope that his sophomore effort lives up to his potential.

Rating:

This is a novel for any adult reader. It stands as proof that there is quality and unique writing still going on out there in the ether. I whole heartedly recommend its purchase.

4 out of 5 stars

Monday, October 25, 2010

Review: Fable III by Microsoft/ Lionhead

Details:
Name: Fable III
Publisher: Microsoft
Developer: Lionhead
Release Date: October 25, 2010
Type: RPG
Version: Limited Collector's Edition


Description:
In Fable III, the latest installment of the critically acclaimed Xbox 360 exclusive franchise, fans new and returning will now embark on an epic adventure, where the race for the crown is only the beginning of your spectacular journey. Five decades have passed since the events of Fable II, and Albion has matured into an industrial revolution, but the fate of the kingdom is at peril.From Amazon.com


Review:
My copy arrived a few days early due to the oddities of shipping and weekend deliveries so I had the weekend to devote to the game. My wife kissed me and said she's see me in a few days.

My history with the game is that I got Fable the day it hit the streets and then spent the next 24 hours or so glued to the TV/ Xbox. I loved Fable. It was almost perfect to me. Later I got Fable II at the midnight release. I didn't warm to it immediately. It was fairly different from the Fable I knew. Albion had changed and the way the game worked changed too. I didn't care for it at first but after a few restarts I warmed up and I fell in love with Albion again.

Now it's time for the third installment and Peter Molyneux has promised some sweeping changes...and I recall my feelings about that the last time around. I pre-ordered the Limited Collector's Edition as it looked to be worth the price difference.

Upon opening the package the game case looks like a book, with a secret compartment. Nicely done. Faux leather enclosure with magnetic snaps. Inside, apart from the game itself is a deck of playing cards with the face cards tarted up with nice artwork from the game as well as a metal medallion with the guild seal on it. Very nice! Also included are some DLC items which are of fair usage. Not great, not bad. I did use the sword, though the "lodge" I visited once and never used again (was unable to put "family" there.). The clothes were ok.

I completed the main storyline and most of the side quests in about 30 hours. Most of the achievements left are for multi-player or making it through the game without getting knocked out (only knocked out twice so far) or collecting all the gnomes/ keys, weapons etc. A good full-length game with a lot of replay value!

Gameplay:
Some of the controls are the same, so that is helpful. Gone is the need to pull the right trigger to absorb all the orbs/ XP. I occasionally pulled the right trigger for that express purpose all the way until the end out of habit. It's a nice feature. Now you don't have to worry so much about not getting all your XP. On the flipside is that you also no longer have Strength, Skill and Will divided up. You get XP in the form of "Guild Seals" which is kind of the unified "coin of the realm" for experience now. A single pool of XP. With that pool you spend points to open sections along a metaphysical "road to rule". On this road you have unlocks for everything: spells, skills, expression packs, et cetera. Gone are the days of using renown to unlock expressions (or books) all willy nilly. It's not a bad system at all. I like it because it really simplifies things. The only negative things is that it limits your options quite a bit as you only unlock the road the rule in stages, not all at once. This means you are very limited in how you play your character. No longer can you be the crude and rude bastard early on or the roguish thief (early on)...the unlocks for thievery/ stealing and being rude aren't until later in the game. (Not really a problem for me as I tend to play a goody goody at first anyhow).

As far as expressions go, you only ever have an A or B choice. Good or Bad. Nice or Rude and you have no say so over which comes up when you have several available. When you interact, it chooses a Nice or Rude pair for you and rotates through them. There is a neat sparkly effect around the good choice and flames around the evil choice. Good is ALWAYS the "A" choice for example. It's clear that someone at Lionhead loves the idea of unified mechanics.

You have your pet dog (which we always call "Dig Spot") who helps with being personable, finding buried treasure and helping dispatch downed enemies. You have no control over his expressions either. He just has a "Charisma" score that helps you be more personable. He growls a lot at everything and tends to get separated from you a LOT (collision), so his helpfulness is pretty limited. Much more limited than in Fable II. With the Collector's Edition you have the ability to have him as a Border Collie or a Bulldog (just a changed skin).

Many things are the same: silver keys are scattered all over the world (though the number of boxes they open seem fewer) and there are now a hand full of gold keys which open a few special doors. The Gargoyles are gone, replaced by Gnomes. Well...not entirely gone. They use a couple of the gargoyles as props, but they aren't the Scottish raving bastards they were in Fable II. This time you have Raving Gnomes (English). The Gnomes seem a bit easier to locate as they gain you Guild Seals and consequently tie directly to XP and completion of the main quest line (versus a secondary quest with secondary payoff). Adversaries have become much simpler: a couple types of bad guy and a boss type for each, outlaws/ mercenaries (humans), Hobbes, Balverines, Hollow Men, etc. I understand the desire to simplify things, but visually it means fewer skins/ characters/ antagonist types and a limited look. Instead of fighting waves of a wide variety of critters, you have few racial types, and a few subtypes (skins) and that is it. It makes the combat a bit boring. On the flipside of this, there are some pretty heinous waves of baddies where you get bum-rushed by a horde and are completely surrounded very quickly.

Adding the the swarm effect is that there are no status bars on the Heads UP Display (HUD). You can't see how beaten up the bad guys are and your own health is shown in the same way many other games are showing it, a red halo effect on the screen when you're taking damage. This adds to the stress of the fights which helps distract you from the limited palate of adversaries.

You have only 6 or so spells available, though these can all be combined with each other for fun effects. For the first half of the game I used Fireball + Force Push so I could do damage and keep from getting swarmed. Later I switched to Fireball + Shock for damage dealing bad-assery. You advance in melee, ranged and spell skills by type (melee, ranged, spell) rather than per spell, which is awfully nice. When you amp up your spell ability, ALL your spells go up in power. Same with ranged skills, and melee, it is shared between all weapons.

Summon Creature, Slow Time, and Health Potion are it as far as potions go. There are no Resurrection Phials. You get knocked out, you come back with a bit of a blast to knock everyone back and a scar.

Digging and Diving for treasure...the same.

There's no access to a list of your inventory. No rotary wheels or dig-down menus. Instead, everything is handled through a Matrix-like "Construct" called The Sanctuary. Takes a bit of getting used to, it's a bit slow at first, but like the menus, you get used to it. I think a lot of folks will prefer this to dig-down menus.

Flourishes are more varied and looks awesome. A flourish that results in a kill, gives a kind of "finishing move" or "Fatality" where the character does some pretty nifty stuff like kicking a Hobbe in the face, then jumping on it's chest and driving the sword through it's head. Yeah, brutal, and AWESOME! (Same as Dragon Age when a Critical Hit results in a kill).

There seems to be a bit of collision issues going on occasionally, but I think this is due to tightening up of models and improving the visuals of the game. It's a trade off.


Visuals:
Again they have created a beautiful glimpse of Albion. Great detail has gone in to this and it shows. From the models to scenics to posters, it all looks great. The water alone is breathtaking.

Audio (Voice):
They went all out on voice actors this time. I won't spoil it, you can dig that up yourself. It's cool to hear the voice of Theresa and recognize it as well as hear the butler or Walter and recognize who the voice actor is. That said, I don't know if it necessarily helps the game or not. As long as the voice acting is believable I don't care who plays the part. I worry that money spent on voice talent could have been better spent on coding/ testing.

Audio (Music):
This is something Fable has always scored a critical hit on and this is no exception. Fantastic musical score. Even some nice reused bits to fit a retro theme.


Plot/ Story:
Again, another good one. This is a beautifully crafted direct sequel to Fable II. The Next Generation...literally. It is clear that a new installment is planned: there are some nicely clear holes in the plot. Stuff that you would think should be addressed...totally not. Bastards you want to put in a cage...several. Ohhh, we're not done with Albion by any stretch of the imagination. Nicely played Lionhead!

Achievements:
One thing they did which was excellent was with any achievement that requires you to do something X number of times, it gives a little pop-up that shows how many you have done so far. "Flower Child" Collected 18 of 30 Unique Flowers in Aurora. That is awfully nice.



Grading:
While it is certainly different from Fable II (and very different from Fable) in how the system/ mechanics work out, it's entirely all Albion. The flavor remains the same and I do love it. I do feel that in many cases options, "breadth" has been seriously constrained. It several points it feels railroaded. (Note: It almost always IS a railroad, but usually effort is shown to give the illusion of freedom of choice.) On a few quests you have to go with a compatriot and really, you are just taking the guided tour of the game with little room for deviation (though it unlocks areas that you can go back through later. On one hand it rewards (as Fable always has) wandering off the beaten path by placement of lots of goodies away from the "sparkly path". On the other, often you are limited in being able to go any other way. Missions are neatly divided in to specific types: Fetch missions, Deliver missions, Escort missions, etc. and it's not transparent at all. It seems that immersion was the plan for part of the game (the HUD, simpler XP, etc.) that immersion is lost when you have to do really gamey stuff to progress (shake hands with everyone, dance with everyone to gain friends and get relationship quests of the above types.


Don't get me wrong. I enjoyed the hell out of it. I also realize that the game is evolving and I tend to be a bit slow to accept that evolution. Like Fable II it'll take me a bit to warm up to this a bit more.

Coming from the perspective of a fan of the series and seeing the changes and comparing to previous editions I would grade this with 3 stars. I think for folks who have nothing to compare it to (haven't played Fable or Fable II) they will enjoy it more and would likely give it a 4 of 5.

I'll split the difference and give it a 3.5 of 5.

Tuesday, October 12, 2010

Review: Medal of Honor by Electronic Arts (Single Player Campaign)

Details:
Name: Medal of Honor
Publisher: Electronic Arts
Developer: Danger Close
Release Date: October 12, 2010
Type: First Person Shooter


Description:
Operating directly under the National Command Authority, a relatively unknown entity of handpicked warriors are called on when the mission must not fail. They are the Tier 1 Operators.
Over 2 million Soldiers, Sailors, Airmen and Marines wear the uniform. Of those, approximately 50 thousand fall under the direct control of the Special Operations Command. The Tier 1 Operator functions on a plane of existence above and beyond even the most highly trained Special Operations Forces. Their exact numbers, while classified, hover in the low hundreds. They are living, breathing, precision instruments of war. They are experts in the application of violence. The new Medal of Honor is inspired by and has been developed with Tier 1 Operators from this elite community. Players will step into the boots of these warriors and apply their unique skill sets to a new enemy in the most unforgiving and hostile battlefield conditions of present day Afghanistan.
There is a new enemy. There is a new war. There is a new warrior. He is Tier 1. http://www.ea.com/games/medal-of-honor


Review:
First off, it's short. 5-6 hours from start to finish. Not good in my book. That said, the quality of the story is pretty darn good. There are some challenging and interesting moments in gameplay and plot. The game touches upon some sensitive issues like friendly fire and treatment of combatants, rules of engagement, etc. Some of which I agreed with, some not. From a political standpoint it is very much an all HOOAH, pro-war, hawkish game focusing on the roles of the elite forces of the US. Navy SEALs, Army Rangers with USAF CAS guys, and Special Forces: the creme of the Special Ops community. Attention is given to identification of combatants, and in some cases it is deftly handled, at least initially. I think if it were to be more accurate, there would be more non-combatants mixed in, running, hiding, making the combats more difficult because you have to shoot the ones shooting at you instead of just killing everything in the area once combatants are identified as hostile. That's neither here nor there. One of the main themes of the game is "suits at Langley" and "Generals" making decisions from afar with little input from the guys on the ground, and the problems it causes. Fair enough.


As far as the gameplay goes it is pretty darn good. The characters are interesting. The plot is solid. There are moments where you know you're really screwed and there's no way of knowing whether you'll survive or not. That character may be doomed to die. Maybe those guys running away will have an impact later. There are some railroaded moments you cannot avoid. That's normal really, but usually they are pretty transparent. In one case a guy lights a signal. I replayed that scene a dozen times and filled him full of holes and no matter what, he always gets that damn signal off. Bummer. I did enjoy some of the hair raising moments where you really had no idea where the chapter was going or the scene would end. Heads up people...characters do die.

The game runs pretty smooth but I hit a couple snags. In one case a main NPC got stuck on an object (collision issue) and I couldn't dislodge him, and by doing so, I couldn't progress as the character is needed to get through a gateway (a door needs to be opened and he opens it). I restarted the level and it was fine. Still...it happens. The game is new and glitches will happen. There is also a scene where the NPCs often get in your way and obscure your line of fire causing friendly fire if you're not careful. This happens in a very small area and there's really little room to move, so it's a bit frustrating. The enemy AI is pretty good. The scenery is top shelf. The characters models are good if a bit limited (a few times you have identical guys shooting at you.) I had no issues of collision for the main character. No problems there.

Controller setup is almost identical to Call of Duty so the learning curve is nil.

Mapping: where some games have you running back and forth on the same map this one does a nice job of making any repetition seamless.  A fine mix of stealthy missions, marking targets, creeping. as well as running and shooting missions. It all blends nicely.

There is a variety of interesting scenes and toys to play with. You get to be an Apache gunner, door gunner on a Chinook, AC-130 gunner in addition to the usual SEAL, SF guy, Ranger, Sniper/ Rifleman, CQB guy. You get to drive around four-wheelers which is fun.

The UI is pretty basic and unobtrusive, giving a far better immersive feel than Call of Duty: Modern Warfare 2 (more or less the current standard). Overall the feel was much more...real than the gamey Modern Warfare 2 which I greatly appreciated.

Grading:
Overall, my experience was a good one and I enjoyed the game. I'm looking forward to some multi-player this evening.
I expect any gameplay weirdness (a few collision issues, etc) will be sorted in an update shortly. This is easily Electronic Arts rival to Activision's Call of Duty series. My hope is that it remains the more realistic version of a modern warfare game where Call of Duty continues the trend of becoming more arcade-like.
EA's Medal of Honor creates a far more realistic and immersive play than Activision's Call of Duty series.

Monday, October 11, 2010

Review:The Fall of Reach by Eric Nylund

Details:
Del Rey Books
Published: October 2001
ISBN: 9780345451323

*Note: This was originally published in 2001, but as Halo: Reach is now out, this is a good time to cover this!

Description:
As the bloody Human-Covenant War rages on Halo, the fate of humankind may rest with one warrior, the lone SPARTAN survivor of another legendary battle . . . the desperate, take-no-prisoners struggle that led humanity to Halo--the fall of the planet Reach. Now, brought to life for the first time, here is the full story of that glorious, doomed conflict.
While the brutal Covenant juggernaut sweeps inexorably through space, intent on wiping out humankind, only one stronghold remains--the planet Reach. Practically on Earth's doorstep, it is the last military fortress to defy the onslaught. But the personnel here have another, higher priority: to prevent the Covenant from discovering the location of Earth.
Outnumbered and outgunned, the soldiers seem to have little chance against the Covenant, but Reach holds a closely guarded secret. It is the training ground for the very first "super soldiers." Code-named SPARTANs, these highly advanced warriors, specially bioengineered and technologically augmented, are the best in the universe--quiet, professional, and deadly.
Now, as the ferocious Covenant attack begins, a handful of SPARTANs stand ready to wage ultimate war. They will kill, they will be destroyed, but they will never surrender. And at least one of them--the SPARTAN known as Master Chief--will live to fight another day on a mysterious and ancient, artificial world called Halo. . . .
http://store.tor.com/book/9780345451323

Review:
I've never read any of the tie in novels for HALO until this one. With the release of Halo: Reach I asked a buddy and was recommended this novel. I picked it up and I was very impressed by the quality of the story, the detail of the narrative and the overall skill of the writer.

I'm a former infantryman and I have to admit, Eric Nylund tells a very good story. The action scenes, including naval combat were stellar.

My initial fears about the Halo series were that if the story included Master Chief, John 117 then he'd be a Mary Sue. He's perfect. We know he survives the video games...so we know how the story goes already. He's the ultra badass: seven foot, 400 pounds of killy death. So how do you challenge him? How do you hurt him?

This is where a novel trumps a video game almost every time. We get an internal monologue we don't hear in the game. Nice! Also, if he can't really hurt, kill, maim John 117...how does the author make the character sympathetic? Without spoiling anything, Mr. Nylund does a fine job of making that happen.

The plot is good. It's great to dig in to the backstory of the SPARTAN II program. I would have liked to have a bit more characterization for some of the secondary characters, but I realize there is only so much a writer can do with limited word count and the target demographic is more interested (largely) in seeing Master Chief kick ass.

There is plenty of action to satisfy the folks interested in seeing SPARTANs in action, and enough characterization and plot to satisfy those looking for a bit more depth. I really enjoyed Mr. Nylund's no-frills, direct style of writing. maybe it was just how he wrote the characters, but it seemed very lean writing. Tight. Like a lot of the excess frilly description was left out and all that was left was the meat. I like that. Don't get me wrong, it's very descriptive. There are some authors that kind of go overboard in painting the canvas of a story and it ends up being very pretty, but the story, the drive is kind of lost. This is a very lean and direct story with just the right balance of description to set the scene and action/ dialogue to keep the story moving forward at a quick pace. You almost get the feel of trying to keep up with SPARTANs on a run. Very nicely done Mr. Nylund!

One final note: I really enjoyed that the characters seemed to be very human. The plans were made, then broken and everyone needed to adapt in order to survive. People die. This novel is pretty much a blood bath. The whole thing reeks of the UNSC and humanity as a whole getting the crap beat out of them. Winning seems impossible and survival is the only hope. It gives the reader a bit of tension which makes the story really pop. Even with Mary Sue characters like John 117 and Cortana, Keys and Halsey they all take a beating in one way or another and only by the barest margin survive the fall of Reach.



Rating:
For Fans of the Halo series this is a must read novel, especially now that Halo:Reach is out. Even if you're not that in to Halo, it's a damn fine action novel with good characterization and solid plot. I'm on the look out for more Eric Nylund novels!

4 out of 5 Stars.