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#do as many quests as you can and defeat the four bosses you monsters
comixandco · 2 years
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imagine if the credits for majora’s mask were tied to the actions you did in your last cycle
like instead of that everybody is happy celebrating the festival, if they were a specific set of cutscenes that each play depending on whether you did it before fighting majora or not
so like, if you didn’t defeat each temple boss you would see cutscenes from that region still in trouble like the deku with the monkey over the fire or the gorons all frozen, but if you did kill all the bosses in the last cycle you can see the regions happy like in the actual credits
and the same for important quests as well, grog could either be with his chicks or with grown cuccoos, pamela might be with her dad or she’d be on her own, you can only see anju and kafei’s wedding if you complete their quests then fight majora, if you don’t help romani defend the ranch she isn’t playing with her sister in the credits she’s just sat there
idk i just think it would be really neat if you finished the game and were suddenly hit by the realisation that that’s it, the cycles are over and your choices in that final go-through are how the characters will live the rest of their lives
and it would make you want to go back and play through again if you saw your favourite characters not having the happy ending they deserved
#majora’s mask#legend of zelda#loz#loz mm#this post sponsored by the final three days gang#do as many quests as you can and defeat the four bosses you monsters#there was a post i saw like last week about time cycles in video games and how you get complacent with violence and tragedy because it isn’#t permanent and it got me thinking bc it analysed time loops from a kill-heavy assassins style game whereas mm is much more of a help peopl#e game. and yet. you can’t do everything in one loop even after you’re able to skip through the temples to the boss room#and going through the game you know that. if you’re completing the great bay this cycle you don’t have time to go heal kotake or save the#monkey or unfreeze the goron’s on the mountain. and you can’t always remember/sacrifice those 3 hours to help romani#and you rationalise it as well they won’t matter when i play the song of time anyway. but wouldn’t it be a kick in the face if after you’ve#gotten into that mentality and you’ve collected all the masks but only once and you go defeat majora#and realise in the credits that romani was abducted by aliens. cremia has no money because her cows were stolen/milk was stolen by bandits.#the old lady won’t remember you saving her from the robbery on the first night and koume and kotake never met you. lulu won’t remember her#eggs being saved or the seahorses that you reunited them. you don’t have the top score on any of the carnival games.#link will remember because he lived through it but nobody in termina will remember his name aside from whoever you did help on your final#cycle. and idk i just think about that a lot
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blubbledia · 1 year
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I played - TLOZ: TOTK - 2023
There will be heavy spoilers cause I want to get all my thoughts out on this game and there is no other way of doing that. But a couple of general thoughts first.
What is Tears of the Kingdom? This is kind of a genuine question. It's a Zelda game, an open world collectathon, numerous fascinating physics systems. It's......uninteresting for the things I look for? Maybe I've just built up other Zelda's that I haven't played in a long time. Don't get me wrong, I played TOTK A LOT. IT RUINED MY SLEEP SCHEDULE FOR A WEEK BECAUSE I COULDN'T GET ENOUGH.
It has stunning vistas, interesting puzzles, and quirky characters galore. But there are many times when it does not do the interesting thing. I have to get into spoilers so I'll just say this. If you like BOTW, this is an astounding amount better. If you didn't, this....might hook you? But not necessarily.
***SPOILERS***
This game is packed with interesting touches and improvements. Did you know the lightroots are connected to the surface shrines? Or that the chasm geography is a mirror of the surface? i.e. mountains become pits, and lakes become impassible walls. You can drop things from inventory when opening a chest if you have too many things.
I think my biggest gripe is the main story. As simple as it is, it falters in small places. You gather four sages and are treated to a flashback each time that does...nothing different each time. The storyline attached to the modern day sages themselves is interesting, but the memories provided by the ancient ones provide nothing new. AND STILL, there were multiple times that I was smiling like an idiot for story beats. Using a stamina bar instead of health to get the master sword? Mineru and her construct as a sage? The entirety of the final fight? Even the opening hours leading up to obtaining the glider are good, if more linear. But there is also some amount of lacking. They could have given Ganon...something? If this is indeed the 'first' era of the Hero, Princess, and Demon King. Then they could have fleshed Ganondorf out just enough to justify his first thirst for power, and following corruption. But no. Admittedly I didn't expect this. The final true lack I felt, is a post-game. Arguably Gleeoks and the Chasm Bosses or Coliseums are End/Post-game. But what if after Ganon's defeat, they opened up some more side-quests and removed the monster respawn? Or at least give some other canon reason for monster respawning. Instead you are given a star, and a pat on the back saying, "Good job champ, but if you want to keep exploring, Ganon isn't actually dead."
The mechanics? Brilliant. Absolutely masterfully designed and architected. The tools they give you and the way they interact are endlessly fascinating to use, even if you never actually use them.
***END OF SPOILERS***
Ultimately BOTW and TOTK I think function as exploration games. The ability to just follow your whims. Are you interested in the combat systems? The Puzzles? Side Quests? Environments? You could focus on any one of those and have a full games worth of content for you. I personally enjoyed it so much because I enjoy all these elements and have a penchant for ticking boxes and ADHD. There's always something to do or draw my attention.
This game is everything I expected for better, and worse.
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Stories of Paris
Part Three
Part One Part Two Part Four AO3
Masterlist
...........................................
Dick stared at the photos on Bruce’s desk. He had been rummaging around desk in his office to find where Bruce had hidden his report. But he had gotten distracted by the photo’s had put on display. A bittersweet smile danced across his face at the sight of Martha and Thomas with a small Bruce. Warmth filled him viewing the one of him, Alfred and Bruce shortly after he arrived at the Manor. The third one. That one confused him though. It featured a young Bruce with a teenage girl dusted in flour smiling doing “ninja moves” in the kitchen.
For as long as Dick had known, Bruce had a permanent ban since forever of even entering the kitchen. He had obviously been baking IN THE KITCHEN without burning the place down. It frazzled his mind about that. Looking closer at the girl, Dick didn't recognise her at all.
Dick could place most of the Gotham socialites which Bruce knew and grew up with. He knew Oliver who Bruce had a friendly rivalry with from school. He was aware of the key people Bruce interacted with at W.E and in the JL.
This girl didn't fit into any of these categories. He couldn't place her at all. To have a photo of her, meant she was important.... and he knew her around his parents' death. So, who was she?
A polite cough brought Dick out of his thoughts to find Alfred staring at him with a raised eyebrow.
"I, I was looking for something Bruce left on his desk. Honest. No pranks either! Promise!" Dick rushed out, looking guiltily at Alfred.
"Is that the case indeed, Master Dick? I would suggest that instead then to wait until Master Bruce's home and he might be able to help you find it"
Dick knew that Alfred was subtly warning him to give up the search to avoid trouble. Dick needed a different tactic to distract Alfred to buy himself maybe a little more time to finish his quest maybe… hopefully…
"Alfred. Do you know who the girl in this picture is? I've not seen her before and it's odd!"
"Many things are odd in Master Bruces life, but I think you should ask Master Bruce that specific question Master Dick. It is the photo he chose to frame not I."
Alfred did pause at the photo and gently smile. It was clear to Dick that Alfred knew this mysterious person and was also fond of them. It was also clear that Alfred wasn't going to provide the answer.
"I suggest Master Dick we should leave the study for today and head back into the main Manor for some tea.”
Looks like his search was going to have to pause for the moment.
......
It was later that week when Dick finally found an opportunity to bring up the photo on his desk. Much to Dick's surprise Bruce lit up like a Christmas tree. He's whole demeanour softened and lost the harden edges and he, Bruce ‘I am darkness, I am the night’ himself, GUSHED.
"That picture is of Mari. She was my 'babysitter' so Alfred could get breaks.” Bruce rolled his eyes at the babysitter comment, but he did gain a soft smile. “She was amazing. Mari really helped me start to grieve shortly after my parents' death. The photo reminds me of her telling me stories of Paris while baking cookies. Where it all started."
"How come she never visits, and I've not met her?!" Dick pouted. Bruce talking so fondly of her, it was weird. The permanent cloud of gloom he usually shrouded himself in had gone.
"She's a busy woman running a company, finding time for visits is hard. We regularly talk on the phone though."
"Oh" Dick felt slightly dejected. This woman was clearly important to Bruce, but he never introduced her to him or vice versa in all the years he'd been living with Bruce. Also, the 'where it started' was oddly cryptic too.
"Next time she calls we can see if we can face time so you can meet her. I'd always wanted to introduce you in person. Have I ever told you about the time Mari and I got into a bet about who could decorate the most gargoyles on WE?"
"Nooo..." Dick replies cautiously.
“It’s how ‘Pinkie’ got his name and why you can still see bits of pink glitter on him. I’m still not sure what glue she used especially to be so effective...”
That evening Bruce told Dick these ridiculous tales of the mischief he and Mari got up too while Alfred wasn't there. It was hard to comprehend but for the first time in 5 years Dick saw a different lighter side to Bruce.
______________________________________________
Jason was curled up in 'his spot' in the library. It would catch the afternoon sun and create a warm blanket-esque feel. Like time pauses to allow him to escape reality. Today, instead of reading a classic, he was reading through a worn diary-like book he'd found while searching for a new Dickens to read.
The book was handwritten and almost childlike in style and language which intrigued the curious boy. It took a few pages to realise that this was likely to have been written by Bruce when he was younger. Maybe a similar age to Jason. The book read like a cross between a diary and writing a story. Some of the things a young Bruce was putting to paper were too weird to be true. A baby turning giant as wanted a lollipop?! A crocodile turning into a dragon?! Maybe Bruce wanted to be a writer when he grew up before he had decided on being a vigilante and CEO. The man was odd enough that it was a possibility. Jason did enjoy the heroes that were in the book. They seemed to learn on the job and didn't have an adult to boss them about and were powered by mini gods. So surreal.
Jason spent the afternoon devouring the stories of a young Bruce.
It was Sunday, and Alfred insisted on family dinner, Jason decided to teased Dick about if he got emotional, he would turn into more of a fashion disaster like an Akuma. Dick looked at the younger boy in confusion and Bruce paused.
"Where'd you hear that Jason?"
"In the book in the library B. You could have made a fortune with those stories. When'd'ya stop wanting to be a writer?"
"Book…" suddenly it clicked together in Bruce's head, and he smiled. "Those stories weren't mine. They were Mari's. She used to tell me all about what happened in Paris before she came to Gotham to study for a few years."
He softened, as he reminisced about the stories she told him. The adventures she described. He knew in hindsight she glossed over the horrors she'd experienced. She never hid them as such, just never went into the details. He now knew he saw it in her eyes, the misting over and faraway look reliving the pain, when she referred to the incidents.
Jason looked over to Dick for guidance. He'd never seen or heard Bruce act this way. It was weirding him out.
"Mari? As in Mari from *the photo*? Stories? You mean the kitchen antics you both got up to?" Dick asked, taking the lead from Jason. Even though Dick occasionally talked to her on the phone, he still couldn't really place her or understand that someone who was so physically distant had such an effect on Bruce. She seemed nice enough but the strength of Bruces attachment was odd.
"The photo?" Jason tilted his head in confusion. The Manor was filled with photos and knick-knacks. To know which one Dick was referring to specifically was a mystery. Jason was lost by Dick’s conversation direction.
"Yeah, Bruce has one of her on his desk. Like he has of us."
"Mari is family. Of course I'll have her photo on display. She was the one who taught me about found family. That I didn't need to be alone once after my parents, that I could choose my family. Why I *chose* you two. I had forgotten that I had written her stories down."
It was Dicks turned to looked at Bruce confusedly before glancing to Jason for clarification.
“I found an old book in the library which B had written. It’s about heroes and gods saving Paris from the original Mothman. B, well I guess, Mari, is an amazing storyteller. The whole story is so surreal. A new take on Alice in Wonderland sort of thing, Mothman created evil butterflies, Akuma, who took over a civilian and turned them into fashion disaster monsters which the heroes banding godlike powers had to defeat to save them!
The Akuma were forced into worse fashion than you voluntarily wear, Dick.”
Jason stuck his tongue out at his elder “brother” with his finally comment.
“Did I not tell you Mari’s stories that she told me when I was younger Dick?” Bruce butted in before the boys devolved into an argument about fashion. He really didn’t need to hear it when he got enough ribbing from Mari about some of the suits he’d worn to gala’s, he quite like not hearing more fashion “critique” at home.
“No Bruce!!! You’ve not told me about them!! I only found out about Mari by stumbling on her photo?! You claim she’s family, but you don’t seem willing to share her!” jabbed Dick. This woman was still a mystery to Dick (and now Jason) as to how she was so important to Bruce but was kept at arms-length from them.
With Dick’s reaction and Jason’s curiosity, Bruce after dinner took the book Jason had discovered and retold some of the stories of Paris Mari had told him. About the times she had taken him to ComicCon and had made them their cosplay outfits and maybe the small scene they had caused resulting in them being banned.
He also ended up having to promise the pair that next time she called they could get to talk to her. Jason was desperate to know more about Mari’s stories.
______________________________________________
Tim was rather animated at the dinner table this particular evening, Bruce noted. He was talking passionately about the meeting that had occurred in Bruce’s absence (thank you very much Riddler!!) which was highly unusual. Tim was trying to convince Bruce that they ‘needed’ to bring their European director to Gotham.
“She was *amazing* Bruce”, Tim stated with stars in his eyes, “I know it's all done by video conference and all. But her glare. It was such a bat worthy glare!! Every time the board members here tried to talk over me, she’d glare and call them out. It made them shut up. Every time they tried after that she’d raise an eyebrow they’d stop. It was just like Alfreds! And she listened to my ideas and then worked with me on how to adapt them to make it more profitable AS WELL as humanitarian. She didn’t treat me like a kid. Plus, all the statistics and reports show that Europe is W.E. best performing region. Please… please… pleeeaasseeeeeee Bruce can we get her to visit and like teach me her magic ways!”
“Tt - you’re begging behaviour Drake is a disgrace. It’s no wonder the board don’t take you seriously.”
Jason looked across to Dick and raised his eyebrow. Watching the Pretender and Demon Spawn verbal spar was the norm but seeing the Pretender beg at B was not what he expected when Dick had “insisted” that he visit for dinner for Alfred. Still, it was free entertainment alongside Alfred cooking.
“Her glares better than Batmans.” That seem to catch Bruce attention properly from the boy’s verbal jabs, “Who did you say was represent Europe at this meeting?”
“Ms DC? The European Director. Or that’s who she introduced herself as.”
The grin that Bruce gained was unnerving to those at the table which Alfred raised his eyebrow at. It was eerily like Damian’s when he is plotting their ‘downfalls’.
“I see that you met Ms Marinette then Master Timothy. It has been a while since she has visited. I would agree with your assessment Master Timothy for her to visit, but not for work, Master Bruce, I think I will get in contact to arrange for her to stay with us. She deserves a break from the chaos you cause her with W.E. As well as a proper introduction to your children you so regularly ask her opinions on, yet still seem to ignore her sound advice.”
Dick slammed his hands on the table. “WHAT!! You’re talking about MARI!! Bruce’s mysterious family?! The business you fob off me off originally was YOUR business!!! YOUR COMPANY!!! And Timmy got to meet her properly before ALL of us!! What the... Bruce!!!!!!!!”
Tim and Damian looked at each other in surprise at Dicks unexpected outburst.
“What mysterious family are you referring to Grayson? I am his family.... as well as you stray’s he has collected I suppose.” Damian gritted out.
“What Dickiebird is talking about Demon Spawn, is the reason we’re all here. Mari was his babysitter and introduced him to found family and like got him being semi human when he was younger. Bet he’s the train wreck of a person because she left.”
“Jason!” Bruce scolded, “Mari didn’t leave. She lived over here for years after finishing her studies. She took over the European office as a favour for me and to be closer to her husband. Apart from Alfred, she was my family after my parents died. You will not speak ill of her. She *is* family!”
Bruce looked over his chaotic children trying to decide if inviting Marinette over would be a wise idea after all. He hadn’t planned to let it get so far out of hand. He honestly thought he would introduce them much sooner than he had. But juggling being CEO (admittedly she had helped him so much with it), Batman (again she had assisted in training and sometimes as a sounding board), being a father to the rabble before him (who he regularly called to regale some amazing proud parent feat to her about or for parenting advice... which he may be a bit selective on actioning) he never found time to physically introduce her.
He spoke to her all the time that it sort have always slipped his mind that the boy’s may want to meet her properly. He knew Jason semi regularly was in contact with her after stealing her number from his phone when he first discovered her. It always slipped his mind Dick never did that. And given the workload that he might inadvertently ladened on her she probably didn’t have the time either. Especially if she took leave, it was to spend with her Parisian family. Maybe Alfred had a point.
“Alfred. I believe you are right. Mari is a gem that has dealt with a lot. Please contact her to arrange a trip over. I wish you all of Tikki’s blessings in trying to convince her to stay at the Manor rather than at a hotel. Oh, ensure that she uses our private jet, I do not want to inconvenience her at all. Also extend the invite to Kim. I know the pool isn’t up to his usual standards, but he’ll still have full access to the gym if he would like to attend.”
“Of course, Master Bruce.”
Next
Tags:
@neakco @jayjayspixiepop @prettylittlebutterflie @lady-bee-fechin @corporeal-terrestrial
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lala-ladybug · 3 years
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Healing Hands: Chapter 8
You brush your teeth. now BOOM orange juice. That’s life.
Jasonette Sword Art Online AU
Read here on AO3
Chapter 8: Adrien Elizabeth Agreste, we do not have "plenty of time"
Tag list: @iloontjeboontje​ First | Previous | Next
Marinette was tired. Sure, she didn’t have to be class president, worry about akumas, or study for the baccalauréat, but she was more tired than she’d ever been in Paris. She’d been running herself ragged with training day after day for weeks, waking up earlier and going to bed later than everyone else.
Even her Order was starting to worry about her.
“Hey Mari, let’s go shopping! I’ve heard there’s a really posh fabric district on level 8.” Chloe wheedled as Kagami poured them both a cup of morning tea. The blonde had a sharp look in her eye that meant it was more serious than just a shopping trip, but Marinette wouldn’t budge.
“Sorry Chlo, I want to level-grind so I can prep for tomorrow,” Marinette shrugged and grimaced at her friend. She hadn’t picked up a needle in months, chances were slim to none that she’d start now. And tomorrow was too important to skip training.
Adrien came in from the garden and traded glances with Chloe. He sat down next to Marinette and said softly, “You really don’t have to overwork yourself this much, you know.” He gestured to the four of them and Luka, who sat plucking at his lute. “We’re all here right alongside you, and we always will be.”
Marinette forced a smile. “I know,” she replied. And she did, really. But it was still so hard to let herself relax, even for a moment. She felt more burdened here than as Ladybug. At least back home all they had to do was wait for the next akuma attack. In here, every second not actively spent fighting in the dungeons or leveling up was another second lost in the real world. Another life lost, too.
The newspaper had daily progress updates and blurbs about quests, but every month it also put out a death toll. There were so many names. A good month only had a few dozen. Marinette always read them all, whispered their names to herself as a reminder to keep fighting.
“I should be heading out,” she gulped down her tea and rose from the table. Ignoring the worried faces of her friends, she packed a bag and shouldered a full quiver of arrows. She waved without turning to look behind her and left through the door to the stables.
The roan stallion, playfully named “Rouge” by Nino, had taken a liking to her, so that was the one she saddled up and mounted. They rode into town, where Marinette touched the teleportation obelisk and directed their destination to the thirteenth floor.
She shielded her eyes against the bright sun. The heat rolled off the clay buildings in shimmering waves, carrying with it the scent of spices from a nearby market. In the distance, she could see rolling hills of sand stretching on for miles. This floor was the highest that was open, but the dungeon wasn’t scheduled to be beaten until the next day.
Despite their best efforts to defeat each level by themselves, the Order quickly found that other guilds fought right alongside them. They were much more competent than the Parisians had given them credit for, for various reasons. The game cultivated a cutthroat culture where limited resources served as selfish motivations for players to do as they pleased. Some groups wanted to help, just like them. Others wouldn’t think twice about abandoning allies to save their own skins. Above all, no one wanted to be left behind, not after the fiasco of the first level. And of course, everyone wanted to go home.
When she wasn’t talking strategy with the other guilds, Marinette trained hard to increase her level. She was nearly at level 20, and wanted to be at her absolute best for the dungeon battle. She’d read in the paper that morning that there were scorpion monsters lurking out beyond the limits of the villages. They would be perfect practice.
She spurred Rouge onward down the stone road that wound through the dunes. They’d barely made it out of sight of the village before, sure enough, waist-high black scorpions started tailing them. Rouge tossed his head as he trotted along, sensing something was amiss.
Marinette nudged him into a gallop, which he gladly obliged to get as far away from the threat as possible. But a glance over her shoulder revealed that the monsters were doggedly following. Their pace sped up enough that she could hear the clacking from their many legs scraping over the stones of the road.
Twisting in the saddle, Marinette fired at their pursuers. Her archery skills were her favorite thing to practice. The ranged attacks and versatility were similar to her yo-yo, and moving targets only made it that much more of a challenge.
Her arrows hit their marks, and she didn’t have to turn her head to see the congratulatory loot windows popping up in front of her to confirm it.
More scorpions approached from the sides, which made it even easier to pick them off. Rouge seemed to be enjoying the exercise, never flagging as they bolted across the level. Fending off enemies left and right, dodging fast-paced obstacles, feeling the wind rushing in her hair....
It was the closest she had come to feeling like Ladybug since the game began.
She fell into a rhythm that allowed her mind to wander to Tikki. How was she holding up? Had she found another holder? She would probably need one.... The Order hadn’t talked about it, but they all knew that Hawkmoth likely wasn’t taking it easy on a city devastated by so many deaths and disappearances.
Marinette frowned and swallowed against the lump in her throat. All of the Miraculous holders were here and there was no one left to distribute new ones. She felt so stupidly careless to have left Paris completely undefended.
The next arrow that found its mark sank deeply enough to reward her with a level-up.
Eventually, they reached another village. They stopped for water and some lunch, then kept going onward. By the time the sun was setting, Marinette had reached level 20 and was well on her way to achieving level 21. She felt more ready now, the physical activity having calmed her nerves somewhat.
She and Rouge teleported back to the house just in time for Alix, Kim, and Max to serve dinner. Marinette raised a questioning eyebrow at Luka. She could’ve sworn they’d taken their turn to cook dinner just a few nights ago. Her friend just sighed and mouthed, “Lila.”
Ah, of course.
Lila did deign to come downstairs, allegedly from the girls’ bedroom where she had to take a nap because her vertigo was acting up. Which it only did when there was something she didn’t want to do.
Marinette was the first to serve herself. She piled some of the food from the kitchen onto her plate and took a seat next to Alya. Her best friend was chatting with Adrien and Max about the game plan for the boss fight tomorrow. Listening in to get the context for the conversation, Marinette took a bite of the potatoes.
It was bland.
Terribly, awfully bland.
She hid her face as politely as she could, then stood to retrieve spices from the cupboards in the kitchen. She applied them liberally to her own plate and then to the rest of the serving platters before anyone else could try them.
Upon rejoining her friends at the table, she heard Adrien and Kagami once again shut down Alya’s pleading to join them in the fight. Of their guild of classmates and friends, the Order comprised the only members they’d allowed to fight in the dungeons. Marinette knew her civilian friends were more than capable, hell she’d trusted many of them with a Miraculous at some point or another, but the chance of them getting hurt and dying in the game was too great to take risks.
“What if we just stayed with the support teams? I don’t want to get in anyone’s way, but if there’s something I can do to help I want to do it!” Alya protested.
Kagami shook her head sharply. “Absolutely not. Even the support teams have sustained damage in prior fights. You should leave it to us.”
Lila sat down smoothly on Alya’s other side. “What makes you five so much more competent? Everyone knows how clumsy Marinette is.” She waved a casual hand.
“Well, Kagami and I fence together, and....” Adrien started explaining but trailed off.
“Chloe has been bringing me and Luka to her self-defense classes back home,” Marinette blurted out. She internally cringed at the questioning looks Chloe and Luka gave her. “There’s so many akumas near us at home, we thought it might be a good idea.”
Oh Kwami, she hated lying to her friends. But she couldn’t put them in the line of fire. If something happened to one of them, she’d never be able to forgive herself.
Luckily, it seemed like they’d bought her half-truth.
“Really?” Lila raised her eyebrows.
Well, most of them had.
“I hope that’s really the reason and it’s not just because you guys are hoarding all the loot you get from beating the dungeons,” she sniffed, leaning forward slightly to look directly at Marinette.
Marinette’s stomach dropped. To even think that they could be so greedy and manipulative....
“Oh come on, there’s no way our friends would ever do something like that.” Alya gently put her arm around Marinette. “My bestie is our Everyday Ladybug, and I’m sure she’s going to do her best to help get us out of here.”
Nino and the others spoke up about their support for Marinette and her Order, but she tuned them out. As grateful as she was for her friend’s support, Marinette couldn’t help but feel even more overwhelmed. Being called their “Everyday Ladybug” only served as a reminder of how much they all depended on her.
She finished her meal and quietly thanked Alix and Max (Kim was busy arm-wrestling Adrien). While washing her dishes, she felt herself nodding off. Rouge still needed to be brushed after their long ride, so she shook herself awake and trudged to the stables to do that.
Luka and Chloe were waiting there for her, to her surprise. Luka was already working to brush Rouge’s coat, and Chloe wordlessly took Marinette by the shoulders and firmly guided her upstairs to their room.
“Hey, wh--” Marinette tried to ask before Chloe shooed her up to their loft beds.
Chloe followed her up and said, “You need to rest,” then began tucking her friend in.
Marinette made an effort to protest, but the quilted covers invited her to give in to her heavy eyelids. So she let her friend fuss over the sheets and straighten the duvet.
She hardly remembered whispering her thanks before falling asleep.
* * *
The next morning, Marinette woke from a dreamless sleep. She couldn’t remember the last time she’d slept so long, or so well. She yawned and stretched with a groan, blinking blearily at the large circular window in front of her.
The window spanned nearly the height of the two stories in the girls’ room. It cast shafts of swirling dust, gilded in the morning sun, across the beds on the floor below. She and Chloe had thought at first that they’d drawn the short end of the stick when Lila had insisted they be the ones to take the loft (the extra climbing would be awful on her knees, you know how it is), but in her grogginess Marinette took a moment to appreciate it.
From her vantage point, she could see clearly out into the front of their yard. The hills of their spread-out neighborhood sloped downward to reveal the mountains in the distance beyond the limits of the main town.
As she watched, small songbirds flitted between the apple trees lining the path. She could hear their soft chirping in the distance, as well at the hum of the beehive that had been growing in their eaves.
Today was an important day, she knew that much, but why...?
Oh no.
A glance at the clock embedded in her player menu revealed that she’d overslept. She was late.
She threw the blankets off and quickly dressed, hopping in place to tug on her boots. She slid down the ladder and rounded the corner of the landing on the stairs, terrified she’d missed her team leaving to fight the boss.
Adrien’s bubbling laughter followed by Luka’s soft chuckle told her otherwise. She breathed a sigh of relief and slowed her pace down the rest of the stairs. Thank Kwami.
In the kitchen, Adrien was holding a yellow hairbrush high above Chloe’s reach while she pouted and jumped to try to grab it. Kagami shook her head while Luka snuck up behind them and plucked the brush out of Adrien’s hand.
Chloe huffed at Adrien when Luka handed it back to her. She began brushing out her already-perfect hair, chastising him. “You know this is my travel brush. I’ll need it for after the boss fight! Kwami knows how utterly ridiculous it will look after that.”
Kagami noticed Marinette's arrival and sidled up to her, hands clasped behind her back. “Can’t imagine why she was ever Queen Bee,” she said drily. Marinette put a hand to her mouth to hide her smile. Kagami’s practical sense of humor had only grown the longer her friends had “corrupted” her, as Adrien liked to claim.
“Melody!” Luka smiled warmly, greeting her with a wave. Adrien and Chloe stopped their play fighting to look at her. They crossed the room in an instant, Adrien’s hands placed lightly on her shoulders and Chloe grasping her hands. “How are you feeling?” she asked.
“Better than I have in a while, thank you Chlo,” Marinette smiled at her friends.
Adrien glanced over her head to check the clock in the kitchen. “We still have plenty of time, why don’t you have some breakfast.”
“Adrien Elizabeth Agreste, we do not have ‘plenty of time,’” Marinette retorted. “I’ll take some food to go.”
Lila, sitting with Alya on the couches nearby, gave them a questioning glance. Alya quickly explained, “His middle name obviously isn’t actually Elizabeth, but it’s way funnier to pretend that it is,” before hopping up to give Marinette a quick hug.
“Be safe,” she whispered into her hair, holding her tightly for a few seconds. Marinette gave her a tight-lipped smile as they parted, then caught the apple that Kagami tossed her.
They opted to leave the horses, in case some other players tried to steal them while they were busy with the boss fight. The five friends walked to the teleport kiosk in town.
Marinette felt tense and nervous, but couldn’t help relaxing in the presence of her carefree friends. They all joked and made horrible puns (thank you Adrien) the whole way to the thirteenth floor.
Surprisingly, they didn’t run into any other guilds along the winding, cobbled roads of the thirteenth floor. They must have already been gathered at the dungeon since they were approaching the designated meeting time. Marinette hoped they would wait.
The entrance was an ornately carved archway framing a spiral staircase. The steps led into the depths below the shifting dunes. There were lit sconces every so often, affixed to cavities in the curved walls. The steps were made of glass, but the overlapping flights of stairs didn’t clue them in to how deep the passage went.
A hot draft blew up and scattered the sand at their feet. With a glance to her team, Marinette led the way down.
Their boots had little grip on the glass steps, and they had to grip both walls to try to avoid falling. Adrien cracked one too many jokes about it being a “slippery situation” and earned himself a hearty slap on the back that sent him reaching the next landing a little sooner than he would’ve hoped.
Marinette only paid half-attention to their antics, devoting most of her brain power to going over the plan. Pamphlets in NPC shops said that this boss had ranged area attacks, which wouldn’t mean much until they saw what exactly it could do. She hoped that the extra upgrades she’d given to their armor would protect them from whatever projectiles that could possibly entail.
While her small squad would lead the assault, archers would back them up and hopefully be able to counteract the boss’s ranged attacks. Healers were on deck, of course, and there were plenty of defensive lines with shielding capabilities.
More and more guilds were joining the front lines as the people started to band together. Meetings were no longer the exclusive events they once were, and the plans of when and where to attack were placed in the paper. That meant they’d have some wild cards. Marinette frowned as she considered where they would fit in.
She sighed. Again, they probably wouldn’t know until they were in the thick of the fighting. A glance upward revealed that they could no longer see the daylight warping through the glass steps above them. It couldn’t be that much farther, though it was odd that the air around them was getting hotter, not colder, the farther they went.
Adrien cocked his head and he gestured for the others to quiet down. The five of them had retained some of the attributes lent to them by years of consistent miraculous use, and his hearing was better than most of theirs. They proceeded carefully.
Marinette began to hear it too, a low murmur that sounded like....
Players, dozens of them, were waiting for them at the foot of the stairs. She let out a breath she didn’t know she’d been holding.
They were scattered about the long, tall antechamber with golden walls that glimmered in the soft torchlight. Arches, like the one at the entrance far up above, supported the ceiling. Three-meter tall pillars displayed vases and other beautiful decor. There was an open doorway at the opposite end of the room, but they couldn’t see anything beyond it but darkness.
The gentle pressure of a hand at her back told her Adrien was standing by her side. She made eye contact with one of the other familiar guild leaders and made her way over to him and his team.
“Hey Danny, are we the last to arrive?” She greeted her American friend. He ran a hand through his cropped dark hair and his icy blue eyes met hers. “Hey Mari. Nah, we’re still waiting on Crimson Dragon.”
His raven-haired friend Sam shook her head. “They’re always late,” she muttered.
Next to her, their other friend (Tucker, if she recalled correctly) shrugged. “But you gotta admit, they always deliver!”
Marinette had to agree with him there. Thanks to the programming in the system, everyone in the game spoke and understood the same language. That meant that the Miracle Workers had wound up working with both Ghostbusters, Danny’s guild, and Crimson Dragon on several occasions even though they both spoke English as their native tongue. She had to admit she was impressed with how well they did. Unorthodox as they were....
“‘Sup party animals!?” A loud voice echoed down the stairwell. The whole room of players turned to look at the small figure sliding to a halt, boots squeaking against the floor. He tossed the hood of a bright red cloak back and threw up finger guns. “Miss me?”
Next to Marinette, Chloe scoffed in a way that said she most definitely did not. Jake was... quite the eccentric character. The rest of his guild, two very embarrassed-looking girls and a tall boy, descended the stairs as well to join their leader.
“About damn time!” Someone spoke up from the back. Jake’s head whipped around and his eyes flashed. Beside her, Danny winced at his hotheadedness. Before anything worse could happen, Marinette gave Luka a meaningful look.
He gave a sharp, loud whistle that drew everyone’s attention to them.
“Listen up people! We all know the plan. Is everyone ready?” Marinette raised her voice to reach the whole chamber. The atmosphere shifted to a laser focus, and she saw grim nods as people drew their weapons and potions.
A glance to Adrien confirmed that it was time. “Let’s go.”
She and her Order led everyone through the great doorway, and into the unknown.
The boss’s room was an enormous, golden circle lined with torches that flickered to life as soon as she stepped onto the glass floor. She could barely see the far wall of the round chamber. Levels of glass flooring circled up to the dome high above their heads, carved into the walls. A few alcoves dotted the walls, but other than that there was hardly any cover to be found, which was concerning.
A whispering noise thrummed through the chamber, made louder by the acoustics of the massive room. Marinette held up a hand to halt the movement of everyone behind her. She listened intently for the sound to happen again.
It didn’t take long, and it was getting louder now. She jerked her head to Adrien and Kagami, who started silently directing groups to assume their stations. While they moved, Marinette cast her eyes around the chamber. Where was the boss?
A loud hissing sound seemed to come from the floor, and then--
Shattered glass erupted from the floor at the center of the chamber. A colossal golden snake with red eyes reared up and bared its fangs at them. This had to be it. Marinette yelled, “Scatter!” and they all ran for it.
It struck right where she had been standing only moments before. Her boots slipped on the glass as she scrambled to gain purchase and hoist herself up onto the nearest alcove. She managed to do it just in time, the boss snapping at her heels.
She raised her shield and distantly heard Kagami shout for the archers to take aim and fire. A volley of arrows fell on the great beast, and Marinette twisted sideways and crouched to take cover under her shield. Loud hissing meant at least some of them had found their target, and to their credit only a few missed and bounced off of her shield.
“Hey, you big ugly worm! I bet you’re all hot air with nothing to show, huh?” Adrien was bravely doing what he did best. Distracting the villain so that Marinette could come up with a plan. She risked a peek from over her shield to watch the snake whip around to face Adrien, who stood a few levels up on the opposite side of the chamber.
It leaned backwards only to shoot forward a few feet, opening its mouth wide. Screams echoed from the people it faced. Oh Kwami, what was that?
Marinette bolted to her feet and raced up the sloping pathway, trying to get a better angle. She stopped and her eyes widened once she could finally see what was happening.
A cone of air coming from the maw of that thing shimmered with heat. She looked in horror to see that Adrien was shielding himself and the civilians around him as best he could, but those he couldn’t reach shouted in pain as their armor began to melt off. The glass around them started to sag and they screamed louder as the floor bent beneath them.
A blur of motion jumped onto the head of the snake from high above. That was Chloe’s signature move, and sure enough it was her. She landed hard enough to knock the boss’s head down to the ground, its body collapsing probably from sheer surprise.
Or maybe it needed a cooldown time? Shit, this wasn’t good. They knew nothing. They were underprepared and overwhelmed.
Mariniette coughed as sand fell from the faraway ceiling at the impact the beast had made when it fell. Below her, Chloe was hacking away at the monster’s face with her flail. It gave no warning before snatching its head back to knock her off her feet and coiling its tail around her. Marinette cried out wordlessly as her friend was trapped in a matter of moments.
She was still squirming when the monster bared its fangs and let loose another breath of boiling air directly onto her.
Marinette could only watch as Chloe's golden armor heated to a bright red and began to melt, her friend still squirming to get out. A desperate cry fell from the blonde’s lips as the hot metal touched her skin, and still the snake kept going.
She flashed a look to their party’s health bars and saw Chloe’s dropping fast. Too fast. Marinette grabbed a specialized arrow and drew back her bow. When she let it loose, the arrow exploded into goopy foam. She’d aimed perfectly, and the snake’s closed mouth was soon covered in the quickly hardening substance.
She pushed off from the wall and jumped. There was a moment when she was suspended in the air where time seemed to slow down. She saw the snake loosen its hold on Chloe and writhe in confusion. She heard the deafening cries from the wounded, and her name on Adrien’s lips. From the corner of her eye, a glint of metal flashed and she felt a split-second of coldness.
Then the moment was over, and she was tumbling onto the snake’s sinewy form and hoisting Chloe up. She half-carried her as she bounded away from the monster. She could see it shaking its head in her peripheral vision. But that wasn’t important right now.
Luka was waiting for her in the antechamber, out of the boss’s reach. He and several other healers already had potions at the ready. Marinette didn’t wait to see how many it would take to save her friend. She ignored Luka’s shouts and ran back into the monster’s room.
* * *
Well, Jason had finally convinced his stupid brothers to fight on the front lines. But the fact that they expected him to fight with them? Laughable.
When they made it to the dungeon, he had left them in the dust, or sand as it were. He was scouting up onto the higher levels of the paths that led up to the top of the dome when it happened.
Some girl was caught in the hold of the boss, a snake with apparently really fucking bad breath. He tensed as it blew a torrent of hot air right on her, but before anyone could move an arrow flew out and hit the beast smack in the mouth, releasing some foaming substance as it did.
Movement on his level caught his eye a few feet away. Jason stilled and observed as best he could without moving.
Some creep was wielding a metallic blowgun, aiming it dead ahead at the--
No, not at the boss. At the person who’d just fired the arrow, the person who had just jumped into the air and left themselves wide open.
He didn’t even think, he just tackled the sneaky bastard. In the commotion, they dropped the dart they’d been about to fire and it sank into their own leg.
As Jason watched, it didn’t take long for green tendrils to start appearing under the person’s skin. They clawed at their leg, but the movements grew weaker by the second.
And then they stilled.
Jason’s eyes widened as he watched them dissolve into pixels. As he watched his own name in the upper corner of his vision turn orange, indicating a player-kill.
Well shit. Dick was going to be pissed.
* * *
Marinette felt calm. Her hands had been shaking when she’d handed Chloe off to Luka, but now she felt nothing but a cool, calculating rage. As she stalked back into the chamber, she saw the boss struggling under another wave of arrows fired from all around the chamber.
A glance upward and a once-over of the pathways spiraling up the walls of the chamber confirmed all she needed to formulate a plan.
Marinette drew her knives and flicked her wrists. This monster was going to regret that. She broke into a sprint and slashed around the body of the snake. It was fast for its size, and it tried to keep up. But she was faster.
Arrows rained down around them, sticking out of chinks in the beast’s scales like some twisted sea urchin. The boss worked furiously to try to unstick its jaw, but as cracks appeared in the substance holding its mouth closed Marinette distracted it with a particularly deep slash.
It wasn’t ready, not yet.
“Get back to the antechamber!” She yelled to the other players. Most of them ran, but some-- Danny, Jake, her Order-- hesitated.
“Go!” She egged on the monster to move towards her, away from the door, giving everyone a chance to escape. “I have a plan.”
They reluctantly followed the others as they left her alone in the dungeon. Adrien paused, asking her, “My lady, I help with--”
“Go.” She growled, glaring at him as best she could while battling the serpent. He gritted his teeth and retreated with the others, but stayed within view of the battle.
Good. Now she could put her plan into action.
Marinette sheathed her knives and pulled out her bow, then dashed to the sloping walkway. The snake pursued, seemingly going after an easy target running scared.
When she’d nearly reached the carved alcove, she fired an arrow with a cord attached to it. The cord was a special elastic design that could retract but couldn’t be pulled to be any longer. It landed high above her and anchored itself into the wall with a distant click. Then came the tricky part.
Marinette turned toward the giant snake and ran at it. Its red eyes burned with rage and the cracks deepened in the hardened foam still leashing its mouth. Still holding onto the other end of that cord, she gave it a sharp tug that sent her flying through the air, far above where the monster had expected her to be.
The leap carried her to the opposite side of the circular walls. She neatly landed on the walkway about two stories up from the ground. The snake gave a muffled hiss of fury and set out on the bottommost level, steadily approaching her as it wound around the cavern.
Marinette let the cord go and started running.
She kept an eye on the monster, firing a regular arrow at it every now and then to keep it angry. That didn’t seem to be a problem. What would be a problem is if she timed everything wrong, or if the snake caught up to her, or if the ceiling wouldn’t--
No. There wasn’t time for doubt. She had faith in herself, and she could almost hear Tikki’s little voice cheering her on. She thought of Chloe and pressed on even harder.
The beast got close enough that she could smell the reek of it before she fired another corded arrow and launched herself across the chamber again. She gained even more height, and continued the climb to the top.
This only made the boss angrier, but she could tell that it sensed victory. There was nowhere left to go once she reached the top. Nowhere but down, that is.
A third corded arrow brought her to the uppermost levels, and then it was only a short run before she reached the edge of the dome. She was panting for breath and her legs were aching with the effort of so much running, but she wasn’t done yet.
One steadying breath in. Two.
The serpent had nearly reached her. Marinette could see it rounding the final curve that would bring it to her level. She drew her bow back and aimed it at its mouth, counting it out in her head.
She held until the beast was nearly upon her, then fired. The arrow was tipped in lead, and easily broke through the already-breaking foam. Immediately after, she fired an arrow directly above her. It hit the apex of the structure holding back all the sand above them.
The beast looked up at the mass of sand falling on it and opened its mouth to fire a hot stream of air.
Marinette didn’t stick around to see how it would play out. She fired one final corded arrow to the side where she could see an alcove in the wall. And there she stayed, facing the wall and shielding her face from the sand pouring into the chamber behind her.
Finally, the avalanche slowed and then stopped. Only then did she risk stepping away from the wall and peering down to see if her plan had worked.
The snake was laying on the floor of the chamber below her. Its form was contorted and broken, speared by great spikes of glass that it had created itself. As she watched, it faded into glowing dust, and a screen popped up in front of her displaying her cut of the loot.
She sighed with relief. Then raced back down as fast as she dared on the dusty glass, anxiety twisting in her gut. She had to see if Chloe was okay.
If something happened to her....
Her thoughts turned to the worst as she neared the bottom of the chamber, no matter how she tried to stay positive. Her hands were shaking when she finally made it to the glass floor and, carefully avoiding the glass spikes, picked her way over to the arch leading into the antechamber.
Adrien was waiting there for her. He embraced her and said, “Don’t scare me like that again,” then let her go to see Chloe.
Tears were brimming in her eyes as she saw her friend, still lying prone on the floor with her head on Luka’s lap. She looked up when Marinette came into her view and sat up with a wince.
“Well,” she said. “I made it.”
Marinette burst into sobs at that and collapsed by her friend’s side, hugging her tightly. She heard Luka softly telling her that Chloe had been at 1 HP, but all the healers put everything they could into bringing her health back up.
It only made her cry harder.
And as she held her friend close, she thought to herself how she would do anything to keep this from happening again. How she couldn’t stand to see her friends get hurt anymore. How she had handled the boss on her own.
There was no Maman and Papa, no Tikki, no Order that could help her. She was alone in this fight, and that was how it had to be.
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tigressaofkanjis · 3 years
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Dumb Things To Do In Immortals Fenyx Rising (That I Have Already Done And Somehow Succeeded At!)
Attack one of the four main mythical monsters located in each of the four lands of the Golden Isle with little to no weapon upgrades and a beginner health bar.
Me being a dumbass went looking for one of them, Ozomene the Harpy, and it went pretty much as you would expect. But did I back down? Two hours later, 30 minute boss battle (each try) camping on the cliffs above the battlefield waiting for her weakest moment to strike (because she could one hit kill me) and second stage staying to the side under the battlefield, I defeated her with a measly dumb axe and terrible health.
Camping in a Wraith Zone (waiting for it to disperse on its own)
Don't do this, those Wraiths of the Fallen Heroes are almost as difficult as the Wraiths in the real fight...and a terrible time waster. Speaking of which...
Taking on a Wraith Lair with little to no weapon upgrades and a small health bar.
Achilles can suck my dick but like Ozomene, patience and a lot of dodging will get you far. One could argue why I didn't upgrade first then returned but I'm notorious for this, don't pity me.
Heading straight into boss battles without getting a concept of the dodge technique (which is very helpful mind you).
I'm...not going to explain this one. It speaks for itself.
Legendary monster hunting...with no experience with the game.
Also speaks for itself.
Tartaros Vault shopping spree when the powers and upgrades required to complete each Vault have not been unlocked.
It was fun...
Taking on purple (powerful) enemies when at a low level.
Pays good, takes a lot of manpower and determination. And death.
Bear hunting.
If you see the bear(s) in one area but reach said area and lose track of them...you should run away. You aren't going to have a good time.
The Icarus run (testing your wings up high with little stamina).
Made funny when deliberate and trying to skydive straight into a body of water but missing.
A.I. testing.
Sometimes you get stupid enemies...every other time you do not and you pay heavily for it.
Become Typhon's entertainment.
Every time you die, it'll give you a game over screen and Typhon is laughing his ass off in the background faintly. Finding 1,000 ways to die makes the show that is your dumb life perhaps funnier than the real life show (1000 Ways to Die™) of the same name. It's a good way to see how far the game lets you go and something to do if you really want to see what you're capable of...also out of boredom. Typhon has zero qualms about this and certainly agrees.
Killing your mounts.
Can you actually kill your mounts? No, but you can eject from them off anything you can summon them on and it's either really funny because you realize now your pet pegasus can't fly or you're just a psychopath (then again who isn't?).
Be an asshole to the gods.
In a way, you can but there's not much consequences to this (though I'm very curious what would happen if you actually could choose to aid them or Typhon instead or at least choose your relationship with each god Mass Effect style) because it's more along the lines of avoiding their quests and fucking around in the game ala Breath of the Wild then actually doing what you're supposed to do. Basically when their Vault is opened to you, you could help them get their essences back...or you could leave their cries for help to let them rot in the Vaults just so you can fuck around doing other things and enjoy the scenery because why not?
Exploring King's Peak and Typhon's Mountain...when you're not supposed to.
Did you know you can defog both King's Peak and the Gates of Tartaros early in the game? You can! Bbbuuttt....it won't be a cakewalk and the game will do everything in its power to stop you. If you have too many stamina mushrooms, why not put those bad boys to work and test your climbing skills at King's Peak? Sure, it'll deplete you of all your stamina back ups but hey, you just beat the game's harshest environment and you can get that pesky Bird's Eye View trophy very early!
Troll Typhon by ignoring him.
You may ask, how do you ignore the big bad when he throws things at you left and right throughout the game? Well simple, you just don't engage them. It defeats the purpose of the game and many things won't be able to be obtained but who needs them? This is the most pacifist route you'll ever get in this game (even though there are enemies you are required to beat to move on in the story) but at least Typhon will see he means nothing to you, just a speck of dirt in your road to a victory not as well deserved as normal.
And that is a wrap for some of the stupid shit you can do in Immortals Fenyx Rising. There's more but it would take a while to list everything.
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self-loving-vampire · 3 years
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Ultima V: Warriors of Destiny (1988)
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Summary
Ultima 5 is what you could call Ultima 4′s edgier but “cooler” sibling. The gameplay has gained in complexity, dialogue has been greatly expanded, and the ground-breaking system of virtues and morality from the previous game has been twisted by the tyrannical Lord Blackthorn following the disappearance of Lord British.
Ultima 5 also introduces more of a day/night cycle to the proceedings with the introduction of NPC schedules, enabling a level of world simulation that was very new at the time of release. It goes on to make good use of this system by casting the player in the role of an outlaw fighting against the new government, meeting with members of the resistance in the shadows, and going around the martial law that has been imposed.
Freedom
Just like in Ultima 4, you are dropped into an open world right from the beginning, and your tools to explore the world have been expanded. 
The inclusion of more complex systems also enhance the feeling of being able to interact with the world with less barriers, as there is now furniture you can use, barrels you can search, etc.
Like with Ultima 4, there is only one way to win and a list of absolutely required steps that must be taken to reach that victory, but the order in which these steps can be taken is rather flexible, allowing players to create more of a personal narrative as they follow clues they picked up on wherever their instincts or whims took them first.
It is worth noting that there are actually some optional quests dungeons this time around, which is always nice.
Character Creation/Customization
While it is very nice that you can import your character from Ultima 4 into this game, I would say that this aspect of the game has taken a step back in a sense even as it has made progress in other ways.
The eight classes of the previous games have been reduced to four: The standard Fighter/Mage/Rogue Bard trio plus the Avatar class the main character belongs to, which is an all-rounder. As before, there is not really any customization beyond equipment either.
However, the positive of this is that equipment has been greatly expanded from the previous game. While in Ultima 4 you were limited to merely choosing your character’s weapon and armor set from a very short list, Ultima 5 not only enlarges the list but also allows for equipping multiple armor parts (such as a helm or amulet) while also providing a secondary hand slot.
What this means is that two-handed weapons now also give you a trade-off between their big damage and the option to use a shield in your other hand, or even dual-wield.
This greater variety of equipment allows a greater degree of specialization for your party members, though by modern standards this still isn’t much. The supremacy of ranged weapons also continues here, as magic axes are undoubtedly what you should be equipping everyone with later in the game, and now that class does not restrict equipment every single one of your party members will end up in plate with a magic axe.
Story/Setting
This is, in my opinions, one of the most interesting things about the game. Ultima 5 takes all of the virtues from the former game and turns a corrupted form of them into the law.
The game is pretty explicit about this too. Early in the game, in the town closest to the shack you start in, you can find a man in the stocks together with his son. The man is being punished for failing to donate enough of his income to charity as the Law of Sacrifice demands, while his son (who is barely breathing at this point) is being tortured for not reporting his father to the authorities.
Throughout your travels, you meet many kinds of people. From victims, to resistance fighters, to supporters of the regime and everything in between. Throughout your interactions with these groups you will have to discern who can be trusted (generally easier than it should be since the bad guys tend to be meaner or even cartoonishly evil at times) and learn how to fight Lord Blackthorn and the Shadowlords who corrupted him.
The Shadowlords are, incidentally, the part of the story that I don’t quite enjoy. Fantasy is full of one-dimensional ancient evils and dark overlords. By making the events of the game the result of an unambiguously malevolent supernatural force rather than human failings of the type that are not uncommon in real life, the game makes those events feel more distant and less complex.
This very series already has had plenty of “Defeat this one evil force and everything will be fine” plots. They are generally devoid of the moral complexity that the series is now aiming to explore and I want to know what this game would have looked like without the Shadowlords.
Fortunately, however, this effect is not too pronounced. Blackthorn remains a misguided man with good intentions. He admires you a lot, actually, and seeks avatarhood himself. He has such a positive view of the virtues that he sought to enforce them by law.
(Then again, his actual plans for the shrines make this apparent idolization feel dishonest, or at least inconsistent.)
And there is a real type of authoritarianism that functions a lot like this. Even on this site there are many who would be in favor of things like surveillance, police brutality, and harsher punishments. Even on this site there’s a whole lot of people who seek to punish others over stupid things like shipping the wrong fictional characters.
The people I grew up with even went as far as yearning for a dictator who would unleash death squads to execute all the “bad” people. This is a wish that I still see in many people, even those who grew up outside of the circumstances of my country of birth.
This is not an error that humans need supernatural corruption to fall into.
Other than that, I find the dark twist on the existing setting from the previous game to make for a spicier world to explore. 
This is also the section where I should point out that Ultima 5 introduces a rather large and dangerous “Underworld” map that is easy to get lost in. While it is mostly barren, you do have to visit various parts of it as part of the main quest, and I just find the concept of a massive dark world beneath the earth to be a super interesting one (I mean, I have even run D&D campaigns based primarily in the Underdark).
I kinda wish there was more to it other than some items and a companion to collect. Something like a town would have been interesting.
Immersion
This is one area where the jump from Ultima 4 to Ultima 5 was massive thanks to the day/night cycles, NPC schedules, expanded dialogue, and even the addition of words of power to the magic system.
But the best thing I can say about it is really that it calls on you to actually roleplay and engage in the world as if you were actually there, at least to a degree, and it does so through a combination of atmosphere and gameplay.
You will not only want to be careful with your words when talking to certain people to avoid being reported to the regime, but you can also learn the resistance password and use it to get help and information from other members.
While these systems are all still pretty rough here, they still come together well enough to make this a lot more immersive than the average JRPG.
One thing that does feel really off is that the guards are not only superhumanly tough but you also lose karma for attacking them. They also behave strangely in that even though you are a wanted outlaw they don’t actually hunt you on sight, only trying to arrest or kill you if you refuse to pay tribute (as if they didn’t recognize you or your companions at all). This despite wanted posters.
So there’s definitely some rough aspects to the crime system in this game.
Gameplay
Massive improvements have been made in this area, and I don’t just mean the above-mentioned expansion of items and the addition of NPC schedules.
For one, enemies now drop things other than gold, such as food and armor pieces. The magic system has also been improved so that you can now mix multiples of a spell at once instead of having to do it manually every single time.
Additionally, spells are now cast using a consistent language of magic composed of several words of power, which you can chain together to produce effects.
But I would say that the single most significant improvement in the gameplay is the simple fact that most NPCs now have significantly more keywords that they react to in dialogue, including many that do not come up through normal conversation with them. The system is still not perfect, but you can have more of a conversation with characters now and switch from topic to topic relatively easily.
In terms of combat, you can attack diagonally now (only monsters could do that in Ultima 4) and random overworld encounters are much easier to avoid now, cutting down on what eventually starts to feel kind of like padding in the previous game (but see below).
Despite the fact that the material rewards from combat have been increased and items are much cheaper now, Ultima 5 is actually significantly more difficult than Ultima 4. Not only do you have less health, enemies also seem to do more damage.
Dragons and daemons in particular are a nightmare, as they can summon more daemons (who can posses party members) and are extremely durable. A single dragon is a very tough challenge for an unprepared mid-level party, and even after giving most characters magic axes they still prove tough to take down while also being extremely damaging. Trying to fight multiple ones at once without blowing powerful spells or glass swords is costly at best and foolish at worst. Dragons are best thought of as boss-level enemies probably.
I am pleased to report that the dungeon crawling is better in many significant ways. Not only are the graphics more pleasant and immersive but also fully cleared rooms no longer respawn endlessly the moment you step out of them (in fact, they may not respawn at all).
It is not all positive however. The descend and ascend spells seem to be nearly useless this time around and the spell to instantly exit a dungeon is gone entirely. This can make getting out of the underworld such a pain at times that you might even prefer to literally kill yourself in-game and lose some XP instead of doing that. Fortunately you can now dig up and bury moon stones, so you can create moongates down there to quickly escape that way.
There is one problem in terms of balance though. While obtaining gear is significantly less of a problem now due to many enemies dropping tons of torches, gems, and keys, your experience will lag far behind your itemization and your quest progress. This means that to actually reach the 8th level and unlock all of the ultimate spells you will need to either explore all the dungeons thoroughly while focusing XP on one character, or otherwise just grind a lot.
Enemies just don’t give enough XP for a smooth progression otherwise. This would have been solved entirely by making significant main quest events (such as finding the artifacts of Lord British or destroying the Shadowlords) grant experience, but no such luck.
This makes for a strange endgame where you’ll have so much money that you run out of worthwhile things to spend it on while at the same time still feeling forced to grind out enemies, even if you imported your Ultima 4 character for an XP boost.
You do want to have access to these 8th-level spells too, as the final dungeon can be brutal without them or items that replicate their effects.
Adding to the experience issue is the fact that you can’t level up at will in this game. You have to camp and hope that an apparition of Lord British will appear and level you up (if you have enough experience). He does not always show up, and as far as I can tell he does not appear at all if you sleep on a bed or camp inside a dungeon. It has to be out in the wild in the overworld (and possibly also in the underworld).
I wish leveling up was just not tied to him at all.
Aesthetics
As is often the case for this series, the game looks and sounds really good for its age. The jump from Ultima 4 is particularly notable, as the level of detail is on a whole other level, particularly within the dungeons.
As with the previous game, the aesthetic core of the Ultima series (after the first trilogy) lies in the virtues. While there is still a karma system involved, it is much simpler than having to maximize eight different virtues. The karma system determines how much XP you lose on death and how much shops charge you, encouraging players to behave (or at least atone for their misbehavior).
But the biggest impact on the feel of the game is the above-mentioned corruption and tyranny affecting the land. Some of my favorite moments were early on, when I was just starting to get involved with the resistance and investigating what was happening around the overworld.
That said, I think that if the guards did actually recognize you on sight and hounded you more aggressively after spotting you the atmosphere could be even better (assuming they were balanced a bit better).
I think some of the music some versions of the game have is quite good too.
Accessibility
This game manages to up the complexity from Ultima 4 while not being any harder to play. Chances are that if you’re importing your Ultima 4 character you will need only a little bit of adaptation to do fine in Ultima 5.
As before, you will need to take many notes throughout the game. More so than in Ultima 4 due to the greater size and density of content. However, if you played Ultima 4 and took notes for it, this is somewhat alleviated. The mantras for the shrines remain the same, and the world’s geography should be mostly familiar (though there have been changes there as well).
You will also still need to consult the manuals and map frequently, at least early on.
The difficulty has also increased dramatically. You will likely end the game with about 200-ish HP rather than 800 and every enemy is much more deadly. Both the early game and the final dungeon will challenge the improvident.
For these reasons, the game is not that easy for newcomers to pick up but I would not call it obscure or complex.
Conclusion
I would say that the positives definitely outweigh the negatives on this one. The story and setting are interesting even if I don’t agree with all of the decisions made in crafting it, and the rest of the game is usually tolerable at worst. Nothing nearly as annoying as Ultima 4′s Reaper and Balron sleep spam (in fact, a plot-relevant item you can find renders Reapers pretty much helpless).
My primary complaint about the game is that the balance is poor. You will end the game loaded with all the items you could ever want while struggling to reach level 8 with even a single character even after doing nearly everything you need to do before the final dungeon.
I know there is a remake of this game made using Dungeon Siege, which I have not played. I think this is a good thing and I’d hope that it fixes some of these issues, but even apart from that I wish there were games that set out to achieve the core concept of this game.
What I am talking about is an open world RPG in which you play an outlaw who must hide from the state and meet other rebels in the darkness, but with complex and mechanically-competent systems to enable all the interesting possibilities this should enable.
I do not assign numerical ratings to games with these reviews, but I can definitely say that I liked Ultima 5 better than Ultima 4. I think it is worth trying even today despite the late game grind.
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somuchfuckingsalt · 4 years
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Percy Earned his leadership
Okay, the thing is I get almost personally offended when the fandom tries to write off Percy’s leadership because that boy earned the right to be CHB’s leader.
First off, the way that RR wrote the first five books was in a way where when you combine them together, you can track one cohesive story the same way you’d do with a single story.
TLT is Act 1. It establishes the setting, the characters, and the story. While there aren’t a lot of leadership moments for Percy, because it’s the first act Percy has a lot of moments where you can see his various skills that will lead him to becoming a good leader coming through. This includes his ability to think on his feet (how he dealt with the love ride), manipulate (Crusty), and make the necessary calls needed for the good of the world (sacrificing Sally to return to the surface and stop the war).
There isn’t a lot that happens in this book that happens that changes Percy’s internally and turns him into more of a leader. Aside from the decision to leave his mom behind, every moment of ‘leadership’ that he has are small, baby step versions of leadership. This book is mainly just getting Percy accustomed to being in the situations where a leader is needed while not necessarily pushing him into a leadership position (while Percy was technically the leader of the quest he relied heavily on Grover, Annabeth, and Chiron since he was so new to the world).
SoM is Act 2. Since we know who Percy is and we don’t need to be coaxed into loving him like the first book, this book is the one where Percy probably receives the most help. This is also the ‘training montage’ portion of the story and likely the reason that the Sea of Monsters was chosen as the setting.
There are a few moments in the book where Percy takes the necessary steps to become a leader but most notably are.
Making the decision to send Clarisse on ahead.
Stepping up and confronting Luke on behalf of all four of them.
The beginning of the book where the campers poorly treat him and Tyson is also important for two reasons. The first being that Percy sticking by Tyson despite the poor treatment shows what a good person he is, even though we know he’s resentful of the situation and Tyson. The second is that part of the reason Percy is so resentful is because the last time he was at camp he was Hot Shit. Everyone thought he was the bees knees because he had completed a quest and prevented a war. By having Percy be ostracized for his association with a “monster” Rick not only prevented Percy from developing an ego but it also teaches him something all leaders need to know - which is that public opinion is extremely fickle. 
This is also the book where we first hear that Percy is an ‘unreliable weapon’. Kronos specifically does not want Percy to be the prophecy child because he knows that Percy is difficult to predict, manipulate, and control. The gods themselves would be way less scared about how powerful Percy is if he was easier to control. By Percy being difficult to manipulate, that means he’s not going to wind up pulling all the people he’s leading in the wrong direction because someone else is pulling his strings. 
TTC is Act 3 and the mid-story low-point. This is the book where Percy fucks up the most.
He lets his jealousy of Thalia cloud his judgement, which directly leads to Annabeth getting captured.
He again lets his jealousy and pride cloud his judgement which causes the campers to lose to the Hunters.
A tiny moment but he’s so upset over Annabeth possibly becoming a hunter that he nearly kills an Ares camper with a javelin.
He’s so pissed at Mr. D he almost lets his anger prevent them from getting help, which would have led to all of them dying.
All of Percy’s fuck ups teach him that he needs to not let his emotions cloud his judgement and clearly see in BotL and TLO that Percy has learned his lesson. Even when his parents are in danger or he has his own personal drama with Annabeth and Rachel, he’s able to focus on the task at hand.
(The one time that Percy lets his emotions take control is when he takes off in the Labyrinth alone because he thinks Nico is nearby and he’s extremely worried about Nico because he cares a lot about him despite what Rick and his ghost writers say).
They also serve as a humbling experience to keep his ego in check, because at the beginning of the book we’re told that Percy had become accustomed to campers looking to him and up to him after having completed two dangerous quests. His issue with Thalia is that he feels she gets all the attention because Zeus is her father (whether that’s a justified feeling or not). This shows us that not only does Percy have some sort of expectation of leadership but also that as someone who spent his whole life either in the corner or in bad light, he has enjoyed being in the spotlight even if only a little bit, and now he’s missing it. 
This is also the book where Percy accepts the prophecy and basically puts himself in a leadership position for the sake of protecting Nico. However, for me, this isn’t the most meaningful leadership moment.
Percy’s big leadership moment in this book for me is when he takes the sky from Artemis and this is the big moment for many reasons.
For one, it shows that he has learned from his past mistakes of wanting to be the one to turn to. He acknowledges he’s not going to defeat Atlas and takes himself out of the fight so Artemis can fight instead. This is a great juxtaposition to the beginning of the story when he wanted to be on the front lines during capture the flag and have Thalia instead guard the flag (even though Thalia was right about the river).
For two, it shows his ability to make sacrifices because he knows very well that he can die.
And for three, it is his idea, his decision, and he has to convince Artemis it’s also a good idea.
BotL is Act IV, the rising action. The stakes are higher, the situation is more dangerous than ever, and our protagonist is digging himself out from under his mistakes of the previous act.
This is the book that while Percy has learned most of what he needs to in order to become a leader and has even chosen a leadership role, he’s not the one in charge. Annabeth is.
This book is literally Percy being Annabeth’s second-in-command because before you can lead, you need to learn how to follow. This is important to happen here because in the previous three books Percy either didn’t want to be a leader and/or he was fucking it up and had a lot to learn.
This is the book that shows us two things: 1) Percy's ability to sacrifice his personal wants and desires for the greater good and 2) why he is the best option to lead.
He does #1 first at Mt. St. Helens when he sends Annabeth away, because in the situation she’s the one that needs to get back for the greater good. Then the second time was when he sacrificed a peaceful eternity with Calypso for the greater good (not Annabeth, which the fandom, Rick, and his ghost writers seem to have forgotten).
Everyone is going to hate me for what I’m about to say next but bear with me. The BotL is showing us why Annabeth, the daughter of war and battle strategy, is not going to be the leader of their army in the series climax. To be clear, Annabeth is not a bad leader, in fact she is a good one, my point for the next bit here is why she’s not the best option. Throughout the book we see Annabeth repeatedly making the same mistakes that Percy made in the previous book; she lets her emotions get the better of her and cloud her judgement. 
The Sphynx moment is her letting her pride overtake her better judgement and she puts everyone at risk by refusing to answer the questions over an insult to her intelligence.
Absolutely everything with Rachel is an issue. From the first moment Annabeth sees Rachel and Percy together she is jealous and she treats Rachel terribly. First off, this is poor behaviour in general (and it should have been addressed in series and apologized for) but as a leader it’s poor for a few reasons.
Firstly, that as a leader she needs to know how to put her emotions aside in order to work with everyone, regardless of her personal feelings towards them. By not being able to be at least polite to Rachel, she risked Rachel saying fuck this, I’m out (probably the only reason Rachel didn’t is because she’s chill and she knew it was a world ending problem they were dealing with).
Secondly, it shows a certain amount of immaturity. The thing with jealousy is that although it’s not a reasonable emotion, how you handle it shows how mature you are. The fact that when Annabeth becomes petty and vindictive when she’s jealous shows a lot of emotional immaturity. 
Thirdly, she doesn’t fucking learn anything as we see her behaving the same way towards Rachel in TLO, made worse by the fact that she’s also attacking Percy. This isn’t entirely her fault because these actions don’t have any consequences that make her want to change her behaviour. Leaders need to be able to learn and adapt and check their own behaviour.
(honestly, the fact that Annabeth ended the series without at least trying to get over her pride and abandonment issues makes me feel like her character arc is incomplete).
TLO is Act V and the grand finale. It’s the book where Percy is 100% the Boss. It is the culmination of everything that he’s learned and shows off all the things he has that makes him a good leader.
Leaders need to know when to make sacrifices, evident by when he leaves Beckendorf and when he takes a million-to-one chance by dipping in the Styx in order to gain a chance at winning this war.
He’s cunning and manipulative, shown when he bribes the river gods into playing for his team.
He’s incredibly good at battle strategy, shown when he manages to make a plan that allows 70ish campers/hunters to defend the entire island of Manhattan from hundreds, if not thousands of soldiers from Kronos’s army.
He’s well spoken, shown when he’s able to get the campers pumped before the first battle.
He cares about the people that he’s leading. In the previous book he didn’t know Castor’s name before he died and he felt bad about that, so in this book every time he mentions a demigod it’s by name.
He’s clever, shown when he’s able to figure out literally on the fly how to kill the pig and that the hero that dies in the prophecy is Luke. He also figures out that Typhon won’t be defeated without Poseidon and knows what to say in order to get Poseidon to abandon the ocean battle and help the rest of the gods.
(Lowkey-highkey Percy is the reason that Typhon was defeated at all, because without him Poseidon would have never joined the fight and the gods would have failed, which would have meant that regardless of Kronos dying they would have been fucked)
He’s able to focus on the task at hand despite his emotional problems. This includes the times that his parents are put in the line of fire, both when they’re asleep and awake and when the Annabeth/Rachel drama is making him all kinds of angry and upset. In all those situations he’s able to carry on and largely ignore them in order to focus on the war.
To me, his deference to Chiron before the war officially begins is Percy a) being so used to following Chiron in everything and respecting the centaur as a leader and b) not entirely confident in himself and needing that confirmation that he’s in charge. While it’s never stated in the books that Percy enjoys being a leader, we never really see Percy lamenting that he wishes someone else was in charge even when he was neck deep in danger and death and stress.
No one ever questions the fact that Percy’s in charge. There isn’t ever a power struggle. Even with Thalia and Annabeth - both of whom have their own merits to make them leaders and the ambition/pride to make them chafe under the leadership of someone else. Everyone easily accepts and looks to Percy to be their leader.
I’m sorry if this comes off as rant-y and I’m likely going to piss a bunch of people off with my opinion on Annabeth’s faults, but Percy literally went through so much shit and learned and changed in order to be a good leader that it honestly makes me angry when people write him off for the sake of uplifting someone else. 
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ranger-report · 4 years
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Review: SPELUNKY 2 (2020)
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Few things in the Year of the Apocalypse have brought us joy; once upon a time back in February, there was something about a Sonic the Hedgehog movie that people actually liked, and then we went full-on deep into madness. From there it was disappointment after disappointment; even an unstoppable giant with hype, The Last of Us: Part II fell apart under fan scrutiny despite huge critical success.
But then, there was light: Fall Guys, a true underdog of a game, released and swept the internet and gaming as a whole with excitement. Joyous, colorful, wild, aggravating, Fall Guys single-handed brought catharsis to a series of unfortunate events, followed by a masterpiece of deception, Among Us. Also capturing colorful characters in the most unlikely of situations, Among Us is the game of Secret Hitler that nobody knew they wanted, ruining friendships along the way -- a game I plan to do a write-up on soon. And yet, we still have another gem to consider now, one which is seven years in the making, and against all odds is just as good -- if not better -- than it’s predecessor: Spelunky 2.
Once upon a time, a developer named Derek Yu released a pixellated exploration game that was a love letter to Pitfall and Indiana Jones. Dubbed Spelunky, it followed the trials and tribulations of the Spelunky Guy as he dove headfirst into a series of ever-changing caverns as he explored mines, jungles, icy caves, and Egyptian ruins to discover the City of Gold. It was released free online, and was well-received enough for Yu to work on an upgraded version, Spelunky HD. Gone were the retro pixels, replaced with detailed cartoon art and vibrant atmosphere. Telling the same story with the same levels, only now realized in higher quality and deeper secrets, Spelunky HD helped create the roguelike genre, in which players start at the beginning of a game with nothing, slowly make their way through the game amassing items and weapons to assist them, but death takes them all the way back to the beginning pockets empty. Then, the game randomly generates a new series of levels for the player to try again, ensuring no two runs are ever the same. For some this is frustrating, for others an endearing challenge. Many have spent hours diving deep into the game, searching over and over for its most hidden secrets, discovering hidden paths and endings only achieved through insanely difficult methods. With that game cemented as a bona fide masterpiece, it seemed daunting to even consider a follow up, but Yu and development team Mossmouth have done it once more with Spelunky 2, a game that feels tighter, plays looser, and somehow holds even more secrets than the first game, partially due in part to the sequel having actual lore to follow and a story that literally is out of this world. Here the protagonist is Ana Spelunky, daughter of Guy Spelunky (the titular Spelunky Guy....the game is full of dad jokes like these), as she followers her adventurous father and mother to the moon as they have disappeared there. Turns out the Olmec guardian defeated in the first game also has a presence on Earth’s satellite, and the Spelunkys have vanished in their quest to research this. So Ana, full of spunk and vigor and dog Monty in tow, steps into the spotlight on a completely new adventure, along with completely new friends.
Where the first game gave players options to discover and unlock new characters during the course of the game, Spelunky 2 treats these side characters as actual companions. A base camp at the start shows life and livelihood where everyone beds down and preps for the next expedition, where shortcuts to different stages can be traversed (once properly unlocked) and dialogue can be had. There’s a simple joy just to stand around and see everyone you’ve unlocked hanging out, walking around, as more and more beds occupy the camp. It’s a very subtle way of showing player progress that is both incredibly rewarding and relieving. And for the most part, it’s the same essence of gameplay. Explore levels filled with creatures out to kill you, while collecting gold and rescuing animals. Gold can buy resources from the shops located in the levels, animals give you a kiss for extra health, but only if they make it to the end alive. Meanwhile, the areas are loaded with traps, bombs, hidden monsters, jars filled with any number of surprises, and bonus areas that can be unlocked with the proper use of a rope or a bomb. But tarry too long and the ghost that haunts this world will reveal itself, slowly stalking you until either you reach the end of the level or there’s nowhere else to run.
Differences with the new game come in gentle shocks: for starters, where the first game had a linear progression this one has multiple pathways that can be taken to get to the end. And minibosses! Journeying through the opening caves, divided into four sections, leads to a confrontation against a giant caveman named Quillback in World 1-4, which leads to a pair of doors, one on either side of the level. First time playing through might lead to discovering one of the doors due to the way they’re split apart, but casual exploration to the opposite side reveals the truth: a whole new world. One door leads to Volcana, the underground mining operation in a volcano, the other leads to the Jungle, which has received deadly upgrades from it’s previous life. Spelunky 2 is littered with these gentle shocks as I mentioned above: golden idols still set off traps when picked up, but the traps now vary from falling pillars to explosive lava to spiked walls. Beyond the Jungle and Volcana lies a boss fight with Olmec, making a surprise appearance early in the game. And from here the game moves ever onward, revealing new areas, new characters to unlock, new surprises. And the surprises are telegraphed even better than they were in the first game. For example: unlock a special box with a golden key in the Caves to gather the Eye of Udjat, which lets you see through the floor. But the Eye can also be used to start up the Drill in Volcana, the only way to power it. What happens when you use the drill? Gentle shocks, indeed. New ideas also include mounts to ride (once tamed, which can leave you vulnerable for a moment while you wait for the ride to settle), each one having a different attack or special ability, and brand new shops which can let you into their back rooms to loot...unless you have a skeleton key and you want to risk pissing them off by breaking and entering. But pissing off a shopkeeper usually results in guns blazing your direction, and the imminent threat of death.
Death is in abundance. The game knows it, you know it, the characters know it. With a premise around the idea that death is impermanent while inside the tunnels of the moon, it becomes eventual that the characters get in on the act. Turning the page in Ana’s journal on the game over screen reveals little thoughts of hers on this leg of the journey: from base facts such as when she first took damage, to giggly details like “I was vegan” (referring to the fact that she didn’t eat any turkeys or -- god help us -- cavemen for extra health), the game brims over with character aplenty. Even certain guardians refer to Ana as “Reborn” nodding to the endless cycle. And, in fact, it is endless: it keeps going and going and going until eventually there is the final level and the escape from the moon. But how long will it take to get there? What sacrifices must be made to make it that far? How many loops, deaths, rebirths? As always with Spelunky, there is gold both figurative and literal to be mined from the ruthless exploration. Secrets are deep and wide, surprises await around every corner (was that a LEPRECHAUN and did it drop a FOUR LEAF CLOVER??? And did that ghost just sPLIT into FOUr???), and all of it is rewarding.
It can be difficult to review a game that I haven’t finished. A lot of Spelunky players have never finished the game. There’s a certain finesse to it, watching speedrunners bounce through levels undaunted, gathering miracle items to assist them. Then there’s players like me, that bumble and stumble their way into lucky runs and slowly earn shortcuts to different worlds. It’s a gamble every single time, and sometimes I wonder why I do it, but the charm and the fun and the fist-pumping feeling of success against all odds is what makes this game so much fun. And to think that Mossmouth not only captured the feeling of the first game, the majesty of it, and renewed all of that magic with the second. Someone made a blood sacrifice to craft this game, that much is for sure. As of this writing, the Playstation 4 version has been out for a few weeks, and the PC version for only a few days. After playing both I can confirm that they are precise, concise, and play exactly the same, although I do feel I had slightly better control response times on the PC. That said, online co-op is not yet available for PC, as Mossmouth is going over that aspect with a fine toothed comb. Having playing online day one for the PS4, I can say that the hiccups experienced then will be best served through Mossmouth’s attention first. Online play has become much smoother since, but players deserve the best experience off the jump.
Spelunky 2 is mana from heaven in these trying times, and I’m gobbling as much of it as I can. And when a game like this is is this deep and wide, there’s a lot to gobble...and all of it is tasty.
Final Score: 9/10
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Final Fantasy Review
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Year: 1987 Original Platform: Famicom Also available on: Nintendo (NES), GameBoy Advance (Final Fantasy I & II: Dawn of Souls), PlayStation One (Final Fantasy Origins), PSP (Anniversary Edition) Version I played: PSP
Synopsis:
The world is in danger. Four monstrous fiends, each corresponding to an element of nature, have wreaked havoc on the world, causing each of the four elemental orbs (in later remakes, crystals) to turn dark. Four Heroes of Light, each holding their own orb, meet and band together to take on these fiends and restore nature to its proper balance.
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Gameplay: The original game introduced the Job System. The six jobs are Warrior, Thief, Monk, Black Mage, White Mage, and Red Mage. Each have their own stats. You are free to name each of your heroes. Later on the game, each job can be upgraded.
We are introduced to a classic setup of turn-based combat. Final Fantasy was notable for being the first video game RPG to show your characters on the right and the enemies on the left; all previous video game RPGs had a first-person view with the enemy directly in front of you.You choose your action between Fight, Magic, Drink, Item or Run. Then the enemy takes their turn.
It’s a simple system that at the time was already well-known. It was really the Job System that intrigued players. Black Mages perform destructive magic, White Mages heal and restore, Warriors are the powerhouses, Monks deal damage without weapons, and Thieves can run from battles successfully (they cannot steal, as later games would introduce that). The game can be quite difficult on the original Famicom and NES. It was made at a time when technology was limited, so developers had to make the game harder so that people spent more time playing it. There’s a gaming term that I’ll be using in many of these Final Fantasy reviews called “grinding”. Grinding is when you end up having to run around and fight monsters for the sake of leveling up your characters. There is a lot of that in this game, as well as the early Final Fantasy games in general. Unlike games today, the direction isn’t fully laid out. You are thrown into the world and wander about from town to town to figure out where to go next. Instead of games like today where other non-playable characters (NPCs for short) tell you what to do in cutscenes and whatever, you actually have to approach the NPCs and find out the information. The overall effect is more open-world. You walk across fields and oceans and deserts. There are caves and other secret places to find more items. From a modern gamer’s perspective, the exploring can be quite bare and – for lack of better word – boring. The remakes, like the PSP version that I played, brightened it up with updated graphics. They also added a couple extra dungeons. I actually spent time in those extra dungeons believing they were part of the story, appalled by how difficult they were, when I later found out they were extras put in for the PSP version. That has happened a lot to me with remakes of old RPGs (Chrono Trigger for the DS, another example). A little more obvious sign would have helped to make me realize that I didn’t need to finish those extra dungeons. The pace is definitely slower than the other Final Fantasy games. Most of your time is spent grinding. Grinding can sometimes be a wary word when talking about video game RPGs. If an RPG is too boring or tedious, grinding is the last thing you want to hear. But even when an RPG is fun, grinding means that you need to spend time battling enemies, and that means hopefully you don’t have a huge backlog of other video games. It's probably why I never got around to finishing the original NES version on an emulator. Once and a while I'd be pumped up about going through with it but then as I played I just. . .got distracted by other video games that I wanted to finish.
You definitely need time and patience. The most aggravating thing about the original version (Famicom/NES) is that if your character is set to attack an enemy but another one of your characters defeats it first, that character attacks nothing but air when it's their turn. It was a very annoying issue that they fixed in all subsequent remakes. When comparing the original to any other version, the original always is the best way to experience the game. It can also be the hardest and most time-consuming. You would need to pay attention to this game entirely and not be distracted by anything else.
The PSP version is watered down. I found it infinitely easier than the NES version. I actually played them side-by-side to figure out at what point the difficulty branched off. Right away when you venture to save Princess Sara, I realized that the PSP version gives more XP per battle than the NES version. Hence, you have to grind more in the original version.
Graphics:
Everybody loves some 8-bits, but let’s be honest here – there’s a whole lot of black empty space going on when you battle.
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But hey, that was due to the limitations at the time. Battles may seem more boring to you due to the lack of detail to catch your eye.
The later remakes added a floor or ground where appropriate. The PSP remake did a good job of giving a facelift to the original, as shown below. It has this cute, rounded feel to the characters.
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(My favorite battle background was in the final battle.)
The opening FMV sequence is ripped straight from the Playstation One remake. That didn’t age well. It’s awkward as hell. Want to see how awkward it looks? It looks mad awkward. Don’t say I didn’t warn you. Just look it up. I don’t want to sully this post by posting a screenshot. In my opinion, they should have created a brand new opening FMV sequence for the PSP version.
Story: The first several minutes of the game acts as a prologue. The Four Heroes of Light save a princess - Sara - from the clutches of Garland, and then the King of Coneria allows a bridge to be built for them to enter the world and save it. It’s not until that bridge is built that the game truly starts and the title screen actually displays – much like a late opening title in a movie. In retrospect, saving a princess probably seemed like the most common trope in video games throughout the '80's. Gamers would have been used to it by then. That short prologue acts like a trope-breaker. The average gamer would have probably expected the game to be like Mario or Zelda. Oh yeah, save the princess from some evil fiend, okay, got it. They would have then maybe been perked with interest when they "defeated" Garland so quickly, and then when the King of Coneria lets them pass into the world and the title screen opens up with the theme song, they maybe were like, "Ooooh. NOW it starts." Final Fantasy then plunged them into a wide open world.
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The bulk of the story is mostly comprised of self-contained incidents. You run into someone who needs help with a thing so you do that thing and then you’re on your merry way again. You know what would be a great adaptation of this game? A Netflix series. It’s very episodic. First you deal with these pirates led by Bikke, then get a ship to sail across the land and go on a sort of delivery quest for a crown, a crystal eye, an herb, a magic key, until the main story picks up with defeating the Four Fiends and bringing light to the darkened orbs. There's no real huge spoiler other than the time travel paradox at the end, which had me wracking my head a bit. It's quite admirable that a game this early in video game console history produced a higher concept plot involving time travel. Music:
Composer Nobuo Uematsu created a legendary score that immediately became on par with the Mario and Zelda theme songs.  The Prelude/Crystal theme – the harp-like scale that we are all familiar with – was actually composed last. Uematsu had complete the score when Sakaguchi approached him at the last minute realizing they needed music for the game’s introduction. None of them had any idea that the theme would become a staple for Final Fantasy.
Due to the technical limitations at the time, you can imagine that the soundtrack is limited, but even so it was still quite expansive for its time. There are several individual tunes for dungeons, for sailing your ship and for flying your airship. The map theme will have you humming it without realizing it.
Uematsu drew his inspiration from two sources – classic rock and living in Shikoku, an island off Japan. The melodic world map theme in Final Fantasy (and the rest of the series) derives from the picturesque memories he has of the island. The town theme is reminiscent of the sleepy villages – as he was never a city person. Meanwhile, the battle theme has undertones of rock music.
There’s only one battle theme, even when fighting bosses and the final boss, but the amazing thing is that it never gets old.
Final Fantasy games are known for their great battle songs. The opening bassline always gets you in the groove to fight. You’re fighting but want to sing at the same time. Maybe that’s the brilliance of Uematsu; because of the fact that you need to grind many times in these old Final Fantasy games, he created a tune that you wouldn’t get tired of because it’s not so serious or mundane.
Not to crap on other great developers, but other video game RPGs at the time of Final Fantasy didn’t quite have memorable battle music. Just look up the battle theme to the first Dragon Quest game (released before Final Fantasy). You can imagine how that simple tune could get old really quick. I could be pulling this out of my ass, but after Final Fantasy, it seemed that battle music in video game RPGs suddenly got better. If you listen to the Dragon Quest IV battle theme, there is a portion that sounds similar to the battle theme of Final Fantasy.
The PSP version adds more tracks, specifically to the boss battles, and I like how they incorporate the original battle motif thrown into the new battle songs. The original battle theme has a guitar and drums added, which is the style that Final Fantasy battle music was known for by then.
There is one last thing to note about the score that I found very interesting for its day and age. You see, in a movie score, you have themes and motifs, just like a video game score. But in a movie score, other tracks reference those themes and motifs. For example, you have The Raider’s March in the Indiana Jones films; that’s the theme for the character Indiana Jones. Then in the movie, whenever Indy does something badass, you hear his theme blare in that instance. Obviously the entire theme doesn’t play, but it is incorporated in snippets throughout.
Uematsu actually does this with the Town Theme. He incorporates it at the ending music in the epilogue. It took me a while to try to understand why. Then it hit me. The epilogue mentions the heroes becoming legends as people talk about them. Legends are told and spread in towns.
It’s a very small detail. It’s such a small detail that it could be nothing but if it is what I think it is, then it’s cool that he was already in the mindset of passing on themes and motifs throughout the game, treating it like a movie.
Notable Theme:
I already posted the main themes in the introduction, but here’s the original battle theme:
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Verdict:
A strong debut to the Final Fantasy series. To a modern gamer though, you may be spoiled by the fast-paced, eye-catching video games of today. When console games first hit the market, developers had to create games that took longer than the average arcade game to finish, or else kids would get bored with their games in minutes and gee, wouldn’t that be a waste since they paid way more than a quarter? Thus, that’s another reason why old games are harder. Given the technical limitations at the time, developers couldn’t expand much on the game, so there’s a lot of leveling up and grinding because what else could you do? You know? Ultimately, playing a video game back then was all about honing your skill with that game.
Ideally, you could play through every Final Fantasy game in order of their release, and that would give you a greater sense of the evolution of the gameplay and the series as a whole. However, most people reading this (and me) are probably more modern gamers – and as such, our perspective is biased on what feels “exciting” and “remarkable”. The first Final Fantasy game could feel boring and tedious to you now, but if you put it in the context of when it was made, this was entertainment for hours on end. This is basically like watching one of those silent adventure films starring Douglas Fairbanks. Yeah, you’ve been spoiled with more amazing stuff like The Matrix and Star Wars, but golly – this stuff blew people’s minds back in the day.
Direct Sequel? No. However, there have been multiple remakes, which I have already listed above.
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metalgearkong · 5 years
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MediEvil 2019 - Review (PS4)
10/28/19
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Developed by Other Ocean Emeryville / Sony Computer Entertainment, released October 2019
It has risen again! The original MediEvil from 1998 is one of my favorite games of all time, and one of the games I have completed the most. Like other games from the PS1 era, I discovered MediEvil on a demo disc and replayed it constantly. I loved the Nightmare Before Christmas aesthetics and music, and liked that it stared a cowardly bumbling skeleton. The late 90′s was a time of experimentation for 3D action/adventure games, and while some people hold Ocarina of Time or Super Mario 64 as their favorites of the genre, MediEvil has always been my personal favorite. MediEvil II released two years later, but lost a lot of its appeal for me because it took place in Victorian London instead of the graveyards and spooky locations of the original. MediEvil: Resurrection was made in 2005 for the PSP, but was more of a re-imagining of the original game, and not a true remake.
I had heard about MediEvil being remade yet again a couple years ago, but tried to have tempered expectations, and not buy into what could amount to be rumors. I imagined it would be akin to a big screen version of MediEvil: Resurrection, or at least the developers would butcher the original game. Last year was when I saw the trailer for this MediEvil remake, and I felt more confident in it. While most people were anticipating big triple-A or franchise games for 2019, my sights and hopes were dead set on this. Finally, after all this time of waiting, MediEvil 2019 has released exclusively for the PS4, and I couldn’t be happier with the final product. Other Ocean Emeryville has created a deeply loyal and extremely faithful remake of the original game I cherish so much, but I feel like only true fans will be able to truly appreciate it for the accomplishment it is.
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Before I talk about the game proper, I have to elaborate on the unexpected odyssey it took to actually get the game going. Not only do I have to make a three hour round trip to the nearest Gamestop to get a copy, the game had to immediately download a day one patch: version 1.01. This update was a massive 16GB, and with my super slow mountainous wi-fi speed, my PS4 predicted it would take at least 50 hours. There was no option to begin the game without this update. I was floored. It put me in a state of blue-balled depression and denial. So I took my TV, PS4, and all the necessary cords, and physically hooked in my PS4 to my work’s ethernet cable in a public building, hoping no one would disturb it. The estimated time dropped to a meager four hours, and it made me feel a lot better. Ironically, my PS4 only realized I didn’t have enough storage space to download the update, and somewhere along the line it quit. Thankfully, it let me play after giving up.
Expectations mean a lot, and leading up to this MediEvil releasing, I intentionally did not do a lot of research on the game in order to discover it in person as I was playing. I didn’t realize this was a fully committed remake of the original. MediEvil: Resurrection disappointed me because it changed a bunch about the game and left out a lot of my favorite levels. 2019′s MediEvil recreates every inch of the original game with modern graphics. I was so thrilled I can’t even describe how cool it was to see one of my favorite games of all time with a new coat of skin, especially because I never thought THIS game would be chosen to be remade. Not only that, but the game uses the same exact audio for most of the dialog; each and every gargoyle head and character Dan meets plays the same audio as I’ve had engraved in my skull for over twenty years, only with new character models and more elaborate animations.
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The developers even used the same music for each level, only re-recorded it with only small differences or flourishes. Even insignificant things like textures on a doorway or on the ground were recreated in 3D to look just like they did. I would have been perfectly okay with the developers simply using modern graphics and textures to remake certain pieces of architecture or focal points in this game, but no, every corner of Gallowmere represented the original locations, and I constantly had to pick my jaw off the floor (no offense Dan). Cinematics also play out exactly the same, with the same camera angles and movements. Part of me thinks about how maybe Other Ocean Emeryville could have taken these short cinematics sprinkled throughout the game and elaborated slightly on lore, but that would veer dangerously close to a “re-imagining” territory, and I’m just thankful everything is kept so faithful in the end.
The banished necromancer Zarok has raised an army of the dead to conquer the realm of Gallowmere. Unwittingly, Zarok also brought back to life Sir Daniel Fortesque, King Peregrine's captain of the militia, who perished embarrassingly years prior in an earlier battle against Zarok and his armies. After Fortesque’s death, fables, songs, and legends told of his false bravery and battlefield accomplishments, but now he has the opportunity to live up to his own mythical status as the hero of Gallowmere. I’ve always loved this story, wherein the bad guy accidentally raises the very hero who would thwart him. I’ve always loved Dan because he’s so unlike most knights and heroes. He has to live up to his own reputation, and prove those wrong who know what truly happened. We play as Dan and travel from the hum drum graveyards of Gallowmere all the way through more exotic levels such as a pumpkin gorge filled with demonic pumpkins, crystal caverns filled with Minotaur-like monsters, an enchanted forest containing a demonic prison, and much more.
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The first advantage to the modernization of this game was being able to see the Hilltop Mausoleum (the 2nd level) from The Cemetery (the 1st level). It would make sense if you had an expansive cemetery, and the very next level, adjacent to that level, had a massive building on top of a hill, and you could see it from far away. As a PS1 game I’d never expect to see something like that, but with this remake, they had the care to include things such as this, which only helps the world feel that much more real and connected. The controls and mechanics are nearly the same as the original as well, only made slightly more convenient. Dan can still equip a one-handed weapon and a shield, and switch between weapons in a menu. He can block attacks, but only as long as the shield’s HP holds out, until you need to find a new one. Dan has all the same moves as the original, but the more free-form camera makes the game a bit more convenient to play by making platforming and seeing things easier.
As you slay enemies in each level, you fill a chalice, and bringing back a full chalice to the end of each respective level grants you a visit to the Hall of Heores before the next level begins; this world’s version of Valhalla, where the most accomplished heroes of history drink, feast, and arm wrestle for eternity. A side goal of this game is to collect the chalice from every level so Dan can also become a member of this ethereal warrior’s afterlife (twenty in all). This is something I struggled with as a kid, but in the past many years I’ve always gone out of my way to make sure Sir Fortesque gets into the Hall of Heroes where he rightfully deserves to be. Sometimes items can be found in a level which are to be used in entirely different levels, something the game only hints at. Case in point are the Ant Caves, which is a maze-like level hidden within a level that is completely optional to complete (but not if you want all twenty chalices). 
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Some of the original game’s drawbacks could be regarded as similar drawbacks for this remake. Criticisms like haphazard combat and imprecise platforming are somewhat the same case here, but I would argue that’s half the point playing as a gangling hero who hasn’t yet earned his stripes. I honestly can’t take an unbiased position on some of the game’s more objective problems, not only because I’m such a fanatic and have played the original so many times, but also because it’s impossible for me to have a fresh perspective on the game. I can’t tell you how hard the puzzles are or how tough the game is simply because I’ve played the original so many times, I’ve gotten used to any perceived problems and solved all the puzzles so long ago. Reviews for this game seem to be lukewarm, and it’s an opinion I can’t share because I’m so impressed by how faithful one of my all time obscure favorites has been recreated.
In fact the very few changes the developers did make I could count on one hand. Mostly these changes have been made to a few of the game’s boss fights. Most of the bosses have always been very easy, especially compared to today’s obsession where bosses are meant to be extremely punishing. I can honestly say the changes are for the better and improve on these boss fights. For example the fight with the captain of the ghost ship has been improved, allowing you to manual aim a canon before firing it at him, rather than running back and forth between two fixed canons, hoping one of your shots hit the captain as he paces back and forth. Another addition are the “Lost Souls” which are hidden collectibles, one in each level that can be found by Sir Dan. This basically makes you replay every level to find the Lost Souls, as they only appear once you’re already near the end of the game. I can’t say I was motivated to find them, at least not right now, since it appears to be a shallow fetch-quest.
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Besides getting the game booted in the first place, I did a have a few technical problems while playing the game. These are probably because the version 1.01 patch never actually downloaded and installed, and I may have been experiencing what the developers were trying to fix. One example was a door not opening once I had defeated all the enemies in the room, effectively trapping me there forever, forcing me to restart the level. The problems were mainly things such as this, and I bet I’m the only person in the world who had to complete the game from beginning to end raw without the day one patch. Otherwise the game ran great, and looks good as Hell.
I’m so glad Other Ocean Emeryville didn’t try to subvert expectations or put a clever twist on certain things, leaving it as is. MediEvil 2019 constantly impressed me, and I don’t think I’ve felt this much fan service and satisfaction since the Shadow Moses chapter of Metal Gear Solid 4 from 2008. The music, dialog, weapons, level design, aesthetics, enemies and controls have been painstakingly remade, giving this cult classic an impressive new look. Its the restrictive nature of the developer’s design philosophy I appreciate the most; this is simply a game for the fans, and very obviously by the fans. MediEvil was my most anticipated game of 2019 and I am deeply satisfied and surprised about how well it turned out. Annoying day one patch download aside, I had an incredible time experiencing this remake. While some gameplay flaws might still exist, and those who don’t already love the original may not see it in the same level of reverence, this was a big payoff for me and I’m sure other dedicated fans feel the same. Thank you Other Ocean Emeryville, this has been a wonderful gift.
9/10
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doshmanziari · 5 years
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2019 Mega Drive Explorations [1]
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It takes me a long time to do some things and I’ve finally gathered up a bunch of Sega Mega Drive / Genesis titles that I’ve been meaning to play, hopefully through their entirety, or replay and take as many screenshots as I can. These aren’t going to look like most other screenshots you’ll see online, though; I’ve been using an NTSC filter because I believe it’s the visual format in which these games look best. So, let’s take a stroll through the material so far.
Super Hydlide (1989)
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This is one of the best “old style” action-RPGs I’ve played. I’ve gone in with barely any prior knowledge, and I think that’s how to best experience it. Spoiling yourself on the extent and workings of its mechanical systems would, I think, turn it into nothing more than leveling up and finding the next place to go. The range of overworld which you’re initially able to explore is fairly restricted, and, as the action-RPG designation suggests, there are no randomized battles. Because of details like your need of food and sleep, or the encumbrance limit, though, it’s a deep relief to return to a town after some exploration in a way that reminds one why this trope of wilderness vs. domesticity caught on. You might just find yourself exhaling when your enter an inn. In another game, your character’s attack would likely be assigned a hitbox straight ahead of the sprite, but Super Hydlide locally assigns it to your right arm/hand, and it’s a welcome quirk in a game with super basic combat. There is no in-game map (or, if there is, I haven’t found it yet), and so -- as with Simon’s Quest -- I’ve been drawing my own on a sheet of gridded paper.
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Above: the same screen at different times of day.
I hope that this blog’s emphases and its audience make the claim that I think Super Hydlide looks amazing at least appreciable. Everything has just enough detail to render the object, being, or space as categorically legible while retaining ambiguities, and there’s a variety where you might not expect it, like the grass around the building above, that gives each screen a kind of visual grain that an ornate and time-worn carpet might have. Complementing this is a soundtrack that seems unaware of the console’s audio capabilities in a way that another contemporary Mega Drive release, like Sword of Vermilion, certainly was not. That’s fine, though; the sound’s smallness, with those lite approximations of exclamatory synth brasses and the percussion’s dusty, dinky punches, enhances the cute visual aesthetics: people, monsters, and buildings you could hold in a pair of cupped hands. Especially remarkable is the overworld theme, “Chaos Separator” -- almost three minutes long, a duration that was basically unheard of at the time.
Atomic Runner Chelnov (1992)
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Chelnov has me torn between wanting to share either as many screenshots of it as I can or as little. It’s so stunning to behold that exposing anyone who hasn’t played it to its sights seems like a disservice. It’s in extreme contrast to the game’s original arcade version, too, which may as well be a different game. Every stage is a stream of layered ornaments, and continuing to play to see more of this is motivation alone. At first I thought the graphic theme was one of a general “exoticism”, with ziggurats settled above lava giving way to stepped Mayan pyramids, but then the penultimate stage threw architecture designed by Antoni Gaudí my way, making me wonder if the theme is more broadly “eclectic” -- choosing certain settings and motifs for their dazzling power alone. This is one of those run ‘n’ gunners where your character will keep running unless you stop them -- but you soon have to start running again anyway, since the screen keeps moving right and only stops for bosses. It took me playing through half of the game to figure out how to turn around. Please, if you want to give Chelnov a look: consult a controls FAQ.
El Viento (1991)
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If you’re looking for level design that’s a mixture of the mundane and the out-of-control, El Viento might be for you. One moment you’re walking through an open sewer channel, exploding the occasional fish; the next, you’re navigating a bundle of platforms that feel way too closely packed together for your character’s sprite size as you attempt to outrun a never-ending flood of rats that move at speeds never before recorded. One moment you’re going through an apartment’s door into an empty interior; the next, a tank bursts through the opposite wall and just starts hammering you with missiles and bullets, giving you only five feet of space to work with. It’s the second in a trilogy of games, which includes Earnest Evans, a game perhaps most notable for all of its footage making it appear that the players are incompetent on purpose, but which in fact plays more or less the same no matter how good you are. Grave sacrifices were made so that the titular character could be a composite sprite. El Viento’s level design hews closely to Earnest Evans’, with the important difference that its protagonist, Annet Myer, is controllable.
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Even with its problems, El Viento is charming. It’s nice to play a videogame with a female protagonist who’s not creeped on by the artist(s) (perhaps we can, in part, thank technical limitations for this). The palettes and style of pixel art bear an uncanny resemblance to Master of Darkness, released for the Game Gear and Master System, and give each stage a distinct, almost dirty granularity. For me, El Viento gets especially interesting around the fourth stage, a ship’s engine room (or... factory?) that’s preceded by a short segment that has you crossing water on top of a cartoon-eyed dolphin. The level design transitions to looking like a network from Metroid Fusion -- a knotty maze with small destructible points that cause chain reactions, oddly small platforms, moments where you’re not sure what’s interactive and what’s not, and low ceilings underlined by spike-beds that necessitate you make use of a crouch-dash mechanic that feels like it shouldn’t work the way it does. It’s a hardly perfect yet precious occurrence of extinct, or endangered, level design, and the developers apparently had a confidence in letting it, as it were, speak for itself, because there’s not a single enemy to defeat throughout.
Jewel Master (1991)
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Wanting to hear Motoaki Takenouchi’s incredible score, one of the Mega Drive’s best, in its intended context was almost totally my incentive to play Jewel Master. It’s a fine, somewhat haphazardly designed action game; not bad, not memorable, but for the music. You acquire different rings, some optional, as you go from stage to stage, and can assign them to a total of four active slots on an equipment menu. Different combinations will lead to different effects -- or you might want to leave a ring on one hand on its own. It’s a neat idea in the abstract. In practice, you’ll often be better off sticking to one set-up per stage until a boss demands a switch. The level design is pretty uninspired, and it increasingly makes artificial attempts at challenging the player by burying you under swarms of suddenly-appearing monsters. When this happens, you just have to hope that you can make it out alive. There’s not a whole lot to look at, either: the stages’ environmental peculiarities and palettes are minimal to an extreme, although I do love that the protagonist’s sprite seems to take a cue from Rastan’s by only moving his legs when he walks.
Gynoug (1991)
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My experience with, and interest in, shumps, is next to nonexistent, so I don’t have a ton to say about Gynoug. Why’d I bother? Well, because of the weird and grotesque enemy and boss sprites, which combine the mechanical, exoskeletal, and visceral. The first miniboss is like a floating snapping turtle... except without legs, and a head that’s a toothed skull. Later, in stage two, you’re confronted by the bow and head of a ship that reveals itself to be the hat atop a colossal, wrinkled face. Maybe it was expecting too much to hope that the settings would match the bestiary’s inventiveness, but only stage three and four wowed me. If it’s not a game I’m going to be returning to any time soon, it was worth going through once.
That’s all for now. Other titles I’ve been exploring and will write about at some point include Alisia Dragoon, Cadash, Chakan: The Forever Man, Elemental Master, Light Crusader, Mazin Saga: Mutant Fighter, Mystic Defender, Shining Force 2, Splatterhouse 2 and 3, Two Crude Dudes, and Ys III.
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kaneowldust · 5 years
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Report 14: Uninteresting Fathoms Below
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Real talk I don’t remember anything from the last time I went to Celestia. Well almost nothing. Really the only things that ever stuck with me were that it took almost four hours to download (with all the crafting some monster updates plus the Astral Spells), there were underwater levels, and these really annoying robot things that I for some reason remember them having spherical heads. But that is just about it. Unlike the first five worlds, Celestia never stuck in my memory and there was a LOT I could recall from even Grizzleheim and Wisteria more than seven years ago. I don’t know. You’d think exploring what is essentially the game’s version of Atlantis would be an interesting world to explore.
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I think one of the problems is that it cribs a LOT from Dragonspyre; a dead and abandoned world overrun by wilder creatures and ghosts, connections to being doomed by a Titan, and mostly speculation about the kind of world it used to be. The biggest difference, of course, is that it IS being explored by the Marleybonians who inadvertently have opened the door to evil. Because of course that is something that would happen. Guess they didn’t really learn from Krokotopia, huh?
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Admittedly I kinda did this a bit backwards. See, before the big update two dungeons became available in short succession of each other: Briskbreeze Tower and the Spiral Geographic Society Archives. You were supposed to be sent to Balthazar who was testing out new equipment to receive signals. You get a mysterious coded message and need to get the Mazzaroth Stone to translate it. Basically it is an SOS from an expedition party in Celestia and that they were under attack from someone named ‘Mor’. From there you are sent to the Marleybone Royal Museum to get the key to the door. Or course it is stuck at the top of the archive tower and you must fight your way through four party enemies until you face an insectoid sorcerer who breaks the key upon defeat. Balthazar says he can fix the key and that is when you waited for the new world update. This isn’t anything new. They usually would send out minor dungeons to give players something to do and possibly get some good gear in preparation of the new world. I still hate tower dungeons.
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Of course in this particular world they give you three new Schools of magic to toy with called the Astral spells: Sun, Moon, and Star magic. Sun magic boosts individual spells. Star magic is an all-around boost that generally last for about 4 turns. Moon lets you transform into various creatures that have their own special moves and playstyles. So as you can see you can really mix things up and add a bit more individuality to your own playstyle which is pretty cool. My only real issue is that the Celestian Codex trainers are scattered through the world and some are in dungeons as opposed to the main seven (with the exception of Balance) that are generally all in one spot. It’s honestly a real pain if you want to train unless there is a much more streamlined training system I am not aware of yet. Then again I have seen many spells from helpers I’ve never seen before. Oh and I did finally get Snow Angel and Mammoth. Mammoth was surprisingly a LOT easier than getting the snow angel though I have gotten much more use out of Snow Angel then Mammoth of recent. Funny how they both have times to Grizzleheim.
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I think one of the things that hurts this world is there really isn’t any story per see. Sure you have the overall background mission of find Thurston Plunkett who sent you the SOS signal initially, but otherwise each area is more “hey figure out this mystery for us” or “go and fix the problem we initially caused because we keep walking up dead civilizations that were dead for a reason”. I suppose I should give them SOME slack as they are technically explorers and scientists and not fighters but really guys. Come to think of it, I don’t remember ever having to go against a canine enemy yet. Pretty amusing as you fight Marleybonians quite early on in Pirate101. Granted to my knowledge none of them are magic users (or the voodoo class in Pirate101). I would like to see SOME dog enemies at some point just to make things fair. I mean, Mooshu had a pretty varied assortment of enemies. Back to base, there just wasn’t anything to get me invested in this world especially when compared to outside Malistaire arc worlds like Grizzleheim and Wisteria. Granted, from this point onwards all the worlds will be very new to me though I have heard there had been changes to some of the worlds since their initial launch. That’ll be fun.
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On topic of the environment itself, it is a least a LOT more varied than Marleybone though I couldn’t tell you exactly what area is what. Half the place is underwater while the rest is vacant hallways that kind of an alien water look to them. Granted the Celestians do look like modified versions of those common bug eyed big head little green men, though I suppose that was the point. From what I had gathered from the Tomes quest and various other side quests where you have to read something in a dungeon as part of the main quest, the Celestians were a very enlightened race that came under attack because they would not give away the secrets to Astral magic to Morganthe. Morganthe attacks with an army of insectoid wizards and human soldiers and neither side was budging. In a last ditch effort they called upon the Storm Titan for help and the Titan did help them…by dragging the entirely of the civilization under the sea and drawoning everyone. This is kinda what I meant by it copies a LOT from Dragonspyre though granted the Celestian doom was not brought about by their own hubris as the Dragonspyre empire was. Then again it also reinforces what the Titans are real pricks and should never be trusted. But we also had you dealing with the offspring who are more of a chaotic neutral then anything else. As long as it benefits them in some form they’ll help you.
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It is kinda funny the crab enemies call it the Crustacean Empire and claim they built it themselves when they’re just using the ruins of Celestia. Rather both cute and condescending when Plunkett says it’s not much but at least they’re trying. You also deal with Sharks, Angler Fish, and palette swapped Dragonspyre ghosts. Also the Sharks and Fish people are being used by Morganthe to keep the crabs distracted for…some reason. No really, I don’t know what her plan was. You needed the three pieces to activate the Trial of Spheres to get to the innermost secrets (BTW I hate that dungeon though it is not as patience dragging as the Waterworks). You only really see her just once and that is before the last boss of the Crustacean Empire segment where you fight a shark of all things. But this might also be a preview.
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I don’t know at this point because it has been seven years and if I keep saying that I should just wear green and dye my hair blonde because Bartleby almighty. Huh, how come there hasn’t been a Time school yet now that I think about it. Weird.
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Anyway got some mysterious Krokotopian ruins to explore and maybe get the heart of a helephant…or FINALLY beat that cursed Buckingham Palace segment… *sigh* Take to the sky my friends!
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pixelgrotto · 5 years
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A look at D&D’s Curse of Strahd
From about October 2018 to August 2019, I led a group of four friends through Curse of Strahd, the latest campaign book featuring a dive into the realm of Dungeon & Dragon’s most famous vampire, Strahd von Zarovich. It went well, and it was an interesting experience for me as a Dungeon Master, since this was my first time using one of Wizards of the Coast’s official modules. In the past I’ve always come up with my own homebrew adventures, and I still homebrewed a good chunk of Curse of Strahd, remixing characters and formulating story twists on the fly once I learned the ebb and flow of my group.
One of the things I love most about D&D, however, is that such behavior is encouraged, and pretty much all of the major 5th Edition releases outright tell DMs that they shouldn’t hesitate to make a campaign “their own” by only following the book when necessary. Thus, the version of Curse of Strahd that my players ran through was an experience specifically tailored to them - one where a motley crew known as the “Well-Doners” (like a well done steak...or a stake to the heart of a vampire!) were sucked into Strahd’s strange valley of Barovia and forced to ally together for the sake of survival...aided by a few key comrades, including a funny gnome mage who’d lost his magical mojo, the reincarnation of Strahd’s lost love, a grumpy monster hunter and a massive ranger and his dwarf wife. If I ever run Curse of Strahd again for another group, it’s very likely that many of these key comrades - as well as the general crux of the adventure - will turn out completely different.
To all enterprising DMs who might wish to run Curse of Strahd for their own groups, it’s worth first noting that this is very much a Ravenloft campaign. Ravenloft is the setting that sprouted from the 1983 module of the same name, originally devised by Tracy and Laura Hickman and then expanded upon during the heyday of D&D 2nd Edition. In a nutshell, it’s D&D’s horror setting, and the horror is very much steeped in the gothic tradition, with a heavy dollop of foes inspired by the Universal Monster Movies of the 1920s to 50s, sprinkles of Eastern European creepiness and a dash or two of dark romance to complete the mix. I quite like this combination because it reminds me of the melancholy yet deeply beautiful world of Mordavia in Quest for Glory IV: Shadows of Darkness, one of the formative experiences of my youth and a game that has a great soundtrack for the backdrop of any Ravenloft campaign. (Interestingly, Quest for Glory creators Lori and Corey Cole were D&D players before they went on to design computer games, which means that the gothic realm of Mordavia surely is a clear descendant of Ravenloft.)
But horror of any variety isn’t necessarily everyone’s cup of tea, and certain parts of Curse of Strahd - if run straight from the book - can veer quite sinister, because Barovia is ultimately a crappy place presided over by a crappy undead warlord. The introductory adventure of the module, dubbed “Death House,” actually deals with ghostly children who’ve died of starvation in a haunted manor due to the cultist ways of their mad parents. It’s entirely possible to make these kids untrustworthy antagonists in order to emphasize that the Ravenloft setting simply does not mess around, but since I was running this campaign for a group of four new players whose prior experience with D&D ran the gamut from limited to absolutely zero, I decided to make them into a spooky but still likable duo who could “possess” the players’ characters and offer sassy running commentary on the monsters infiltrating the manor. Like Casper but with a tad more snark, in other words - and the endearing nature of the children made the moment where my players had to lay their corpses to rest and confront their sad origins all the more compelling.
This act of balance - between ensuring that players recognize this as a dark adventure but also making sure that just enough light and humor alleviates the depression - is one that I tried to perform during every session of our game, and I’d encourage future Curse of Strahd DMs to do the same. I’d also encourage enterprising Dungeon Masters to perform a similar balancing act on the monsters and scenarios that permeate the adventure - specifically on the ones in the Death House opener as well as Strahd himself.
Death House, more specifically, is described in the book as a means to help the party quickly progress from levels 1 to 3, but played as is, it’s quite possible for players to get absolutely curb-stomped by everything within the manor - particularly a “final boss” that they’re technically not supposed to engage with, at least in a fair manner. Veteran RPG fans might relish the challenge, which is more reminiscent of Call of Cthulhu than D&D, but newbies might not like having to re-roll a character because their first one got wrecked by a Shambling Mound after only a few hours of play. So, retool Death House to suit the needs of your party - in my case, I limited the encounters somewhat to prevent a steady drip of HP and also gave my players a few tips on how to beat tricky baddies via those aforementioned ghost kids.
The opposite strategy goes for Strahd von Zarovich himself, who might be the big bad of Barovia but is surprisingly squishy when confronted by a hardy group of level 8 or 9 players, especially if they’ve found all the fancy sunlight-shooting artifacts of the adventure that can limit his powers. I can’t count the number of posts I’ve seen on the D&D Reddit or a Curse of Strahd Facebook group I’m in where frustrated DMs have written something like “Strahd was killed by my players within two rounds, where did I go wrong” - and in order to circumvent this from happening in the last session of a shared storytelling experience that had nearly spanned a year, I took a heavy pair of tweezers to Strahd’s stats and gave him three forms, each with their own HP. The first was his regular vampiric self, the second was him riding on his Misty Steed-summoned horse Bucephalus, and the third was basically Strahd going into berserker mode with black angel wings bursting from his back. (I stole the concept art of Satan from Castlevania: Lords of Shadow 2 for that. Worked perfectly!)
Speaking of Castlevania, I drew inspiration from the recent Netflix series - which I’ve written about here and here - when it came to developing Strahd’s actual personality, because even though the book updated his original Bela Lugosi-esque appearance into something more regal and fantasy-inspired, his essence is still something of a two dimensional bad guy, and the fact that one of his eternal missions in undeath is to make the reincarnation of his original lover fall for him is a problematic pill to swallow in 2019, even if it is meant as an ode to Dracula’s obsession with Mina Harker in Bram Stoker’s original novel. And so I decided to make my version of Strahd similar to the depressed, weary-of-life Dracula in Netflix Castlevania, turning him into a vampire of complexities - a guy who’s been immortal for so long that he almost wants the players to kill him, a man who believes he’s entitled to the love of a woman yet somewhere deep down realizes the inherent selfishness of that belief, and a lord who’s grown bored with his kingdom yet can’t quite relinquish the power he’s held over it for centuries. My Strahd, in other words, was still a bad dude, but at least a somewhat deeper bad dude that the cardboard cutout as presented in the book, and one of my players even described him as “a little like Kylo Ren,” which I took as a compliment.
Before I wrap this up, I’d like to return to the concept of the balancing act with regards to the structure and scope of Curse of Strahd, which is a true sandbox adventure. Players are not required to visit half of the locations outlined in the book, and the replayability factor is high, because the various artifacts that you need to defeat Strahd, as well as the specific non-player characters likely to assist you along the way, are dependent on a tarot card reading that occurs near the start of the adventure. The locations that I found the most important for my players were the towns of Barovia and Vallaki, the Wizard of Wines Winery, Yester Hill, Van Richten’s Tower, the Ruins of Berez, and Castle Ravenloft itself. Other groups online swear by Krezk, a third town that my players never bothered to visit (though I would have urged them to go there if we’d had any clerics or paladins in the party, since Krezk is a town with a giant church), and the Amber Temple, the lair where Strahd obtained his undead powers (a place I feel is best suited for players of neutral or evil-leaning alignments). Your mileage may vary, but if you’re going to DM this module, one of the best bits of advice I can give would be to see which locations your players are naturally inquisitive about, and then focus on those. Exploring every nook and cranny of Barovia can quickly turn into a slog otherwise.
With all this in mind, I think it’s time for the so-called “Well-Doners” to leave the world of gothic horror behind for a bit. They’ve somehow managed to find their way back to their home plane and the city of Waterdeep, and only one of the party was infected with a seemingly fatal curse after their stay in Ravenloft. What further quests await, I wonder, and what new campaign book will I hack apart to suit my players’ tastes? That’s for me to know, for them to find out, and for another long blog post examination...sometime in 2020, hopefully!
All photographs taken by me.
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sebeth · 5 years
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Fantastic Four # 4 - 6
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Warning, Spoilers Ahead…
 Brief Summary: The return of Namor, the debut of Doctor Doom, and the first Namor-Doom team-up.
Debuts:
·         Doctor Doom
·         Baxter Building
·         Yancy Street Gang
Favorite Cover: #4 – I love the image of Namor escaping into the ocean with Susan.
Points of Interest:
·         Ben’s very indecisive on Johnny’s leaving the team. He starts with “He’s nothin’ but a spoiled brat of a teenager! What do we need him for?” to “When I find ‘im, I’ll team him to run off on us that way!” So do you want Johnny gone or not?
·         Sue once again causes panic in a public setting by using her powers for ordinary tasks. Why do you need to be invisible to drink soda in a café?
·         The amount of time Johnny has been away from the team isn’t specified. If it’s only been a few hours, the team is panicking over nothing. Johnny wouldn’t be the first teen to storm off for a few hours, cool down, and then return home. If it has been over a day, Johnny owes Sue a huge apology.
·         Reed yanks a passing motorcyclist off his bike to see if he’s seen Johnny.  Reed tells the man “But if you don’t know where Johnny Storm is, I’ve no more time to waste with you!”Reed’s rather rude.  I mean, Reed was the one who yanked the poor man off of his motorcycle – possibly damaging the bike in the process.
·         Reed thinks “I’ve got to keep trying!  Sooner or later I’ll find some teen-ager who’s seen him!” Yep, that’s Reed’s solution to the missing Johnny problem – question every teenager in New York City on Johnny’s whereabouts.  I was expecting more from the world’s smartest man – maybe a device that would sense Johnny’s elevated temperature or energy output but nope, instead he’s going to interrogate all of New York’s thousands upon thousands of teenagers.
·         It’s revealed that Johnny is at Swanson’s Garage working on cars and hanging with his pals. The same Swanson’s Garage we saw Johnny at during the first issue of the Fantastic Four.  I can understand Reed not being aware of the garage – he becomes so absorbed in his experiments he forgets the outside world – but are you telling me that Sue didn’t check out the place?  Sue wouldn’t be fooled by the “tell her I’m not here” game – one invisible drop-in later and Johnny’s busted.
·         Johnny uses his powers to weld the engine.  He also shows off by flaming on – while near cans of gasoline!  Johnny explains: “Notice how I can control my flame!  By not moving, it doesn’t go near the gasoline!” Way to scare the crap out of your friends!  
·         Ben enters the garage by breaking through the wall.  The team is racking up the collateral damage for a simple search mission – Swanson’s garage wall, the man’s motorcycle, and who knows if Sue paid for that soda!
·         Ben warns Johnny: “And now I’ll teach you what happens to deserters!  And your flame doesn’t scare me!  I know you can’t move while you’re burning, because there’s gasoline all over here!  One spark and your pals are done for!”
·         Reading Ben’s early appearances are rather jarring compared to his later personality. I understand Ben’s anger, frustration and bitterness.  I’m also sure his transformation caused a severe case of post-traumatic stress disorder but casually dismissing the safety of innocent bystanders?  Not the Ben we know and love.  
·         Johnny, acting as the mature one, immediately flames off and attempts to defuse the situation.  Ben proceeds to throw a car through the other wall of the garage.  Ben takes a swing at Johnny: “You’ve always laughed at me because I was ugly!  Well? Why aren’t you laughing now? Don’t worry, sonny boy…I’m not gonna spoil your pretty features!  I’ll just rough you up a little…teach you who’s boss, once and for all!”
·         Ben turns back to human mid-rant.  Johnny takes the opportunity to flame on and retreat.  Ben’s calls after Johnny: “Go on, Torch!  Fly off!  What do I care!  Ha Ha! I’m human again!  Fly away, you flaming freak!!”
·         A flying Johnny thinks to himself: “The poor fool!  He should know by now his change is only temporary!” Sure enough, Ben changes back into the Thing seconds later.
·         Johnny’s often portrayed as the immature one but he was the exact opposite in this scene – he stayed calm, attempted to defuse the situation, prevented innocent bystanders from being harmed, and retreated at the first opportunity instead of being dragged into a senseless fight.
·         The scene nicely shows that Ben’s rage is caused by the transformation – as soon as Ben regained his human form, he lost all interest in the fight.  “The flaming freak” comment was interesting – did Ben feel that he was removed from that category since he regained his human form. Would Ben consider Sue a freak? Does Ben call Johnny a freak because he resents Johnny’s attractiveness?
·         Johnny decides to retreat to the Bowery and hang with the derelicts.  Johnny finds a comic from the 1940’s about the Sub-Mariner.  A derelict tells Johnny that they have “a stumble-bum right here who’s supposed to be as strong as that Joker was supposed to be!”
·         The derelicts harass the stumble-bum until a brawl breaks out and the bodies hit the floor! “Wham!  Pow!  Bam!”
·         The derelicts gear up for round two but Johnny intervenes: “Hold on!  Let him alone!  Can’t you see, he’s ill?  He’s got amnesia!  A loss of memory!  He doesn’t even know who he is!!”  Johnny decides to shave off the amnesiac man’s beard and cut his hair with his flame abilities.  Johnny proclaims: “Wait!! His face! No – it – can’t be!  It is!  It is!! He – He’s the Sub-Mariner!”
·         Johnny has clearly been working hard on controlling his powers as evidenced by this scene and the previous scene at the garage.  He seems to have done this without any prompting by Reed or Sue.  It makes sense as Johnny’s powers are clearly the most destructive of the Four.  
·         I highly recommend this issue for Johnny fans – he has many shining moments and it’s a nice, subtle look at his character.  
·         Reed’s continues his quest of randomly harassing random citizens on Johnny’s whereabouts – the latest being a helicopter crew (while in the sky) and travelers in the subway.   This amuses me way more than it should – maybe Reed really needed social time?
·         An invisible Sue enters the Bowery: “I can’t believe that Johnny would ever come here!” Sue proceeds to walk right past Johnny and Namor!  Seriously, is Ben the only observant member of this team? I guess Johnny gets points too for recognizing Namor
·         Johnny flies Namor to the ocean and drops him in!  Thankfully the bum is Namor and not some homeless man that Johnny terrorized for no reason.  
·         Namor returns to Atlantis to find that “It’s destroyed!!  It’s all destroyed!!  That glow in the water – it’s radioactivity!  Now I know what happened!  The humans did it, unthinkingly with their cursed atomic tests!”
·         Sadly, this issue is from 1962 but the “human unthinkingly destroy” plot is still relevant today – for example, the bleaching of the coral reefs and the tons of plastic found in the ocean.  
·         Namor returns to New York City with vengeance on his mind: “I am the mightiest living mortal on earth!!  And now, mankind shall feel that might…as it is turned against you all!”
·         Namor’s been able to make that claim – unchallenged in the Marvel Universe – since World War II.  He had to be really annoyed when the Thing, the Hulk, and Thor all debuted within months of each other.  Namor being Namor, I’m sure was still telling everyone that he was “the mightiest mortal living on earth!”
·         Namor uses a monster-controlling horn to summon Giganto from the depths of the ocean. Ben defeats Giganto by hauling a bomb into the monster’s abdomen. Poor Giganto!
·         Sue adds another name to the list of men infatuated with her. Namor declares: “Well! Here is a prize worth catching! You’re the loveliest human I’ve ever seen!  If you will be my bride, I might show mercy to the rest of your pitiful race!”
·         Namor’s not one to beat around the bush!  We now know Namor’s true weakness – it’s not lack of water, it’s beautiful women.  We can’t even justify that he’s attracted to Sue’s personality – Namor glanced at Sue and was all “Whoa, mamma!”
·         We now begin the longest running triangle in all of comics – Namor, Sue, and Reed.  I don’t count Superman-Lois-Clark as that triangle only involves two individuals.
·         Namor’s the epitome of mercurial mood swings so he changes from “Now I’ll have the girl, and my revenge!”  to annoyance that Sue isn’t properly impressed by his manly manliness.
·         Issue 5 opens with Doctor Doom playing with chess pieces modeled after the Fantastic Four. First Doom and later the Puppet Master – do all of the FF’s enemies act out their upcoming fights with action figures?
·         Doom’s lair contains a stuffed vulture and reference books labeled “Demons” and “Science and Sorcery” on the table. The books nicely foreshadow Doom’s later affinity with magic.
·         Johnny’s reading the “Hulk” comic back at the Fantastic Four headquarters. Marvel was really pushing the debut of the Hulk title – the previous issue had multiple “who is the Hulk” statements at the bottom of the pages.
·         “Fantastic Four!! Heed my words!  This is Doctor Doom!”
·         Sue: “Who?” I wish Sue had been able to say that to Doom’s face.  I don’t think his ego could handle it.
·         Reed: “That voice!  I recognize it!  But I thought he was dead!”  Reed has quite the talent for voice recognition since Doom is speaking through a metal mask from a helicopter.
·         I’m loving campy, over-the-top Doctor Doom.  Can you imagine if this was your first exposure to Doom in modern years?  You’d seriously question how Doom became the top villain in the Marvel Universe!  The crossover I want to see:  First-appearance Doctor Doom versus Batman from the 1966 tv series!
·         Flashback time: Reed and Victor Von Doom were college roommates.  Doom, a brilliant science student, was fascinated with sorcery and black magic: “One night, the evil genius went too far, as he brought forth powers which even he could not control!”  Cue explosion, facial disfigurement, and school expulsion.
·         The extent of Doom’s scarring/disfigurement caused much debate throughout the years – was it a small scar that Doom’s ego couldn’t tolerate or was it massive disfigurement?  The panel shows Doom’s entire head wrapped mummy-style so I’m going with the massive disfigurement option.
·         Reed tells the group that Victor left the school and when he was last heard of “he was prowling the wastelands of Tibet, still seeking the forbidden secrets of black magic and sorcery”.
·         Doom demands the Four send Sue to him as a hostage.  Sue:  Girl Hostage happens a lot in the early comics.  Sue insists it’s the only way and Reed agrees.  Seriously?  The net only covers the exterior of the building – Ben and Johnny have the strength to tunnel underneath the building and exit elsewhere.  Shouldn’t that be an option instead of handing Sue over to some ranting psycho?  Reed’s definitely not earning “the world’s smartest man” title during the early adventures of the Four.  Doom opens a section of the net so Sue can enter his helicopter.
·         Doom demands the rest of the team “board my plane, and you must swear you will not attack me!”  The team agrees.  What?! Seriously, Reed, this is why you can’t hang with Captain America and Cyclops when it comes to strategic planning.
·         Doom sends the male members of the Four back in time: “: “Gone to bring me the gems which, unknown to them, will make Doctor Doom the ruler of the earth!”
·         The boys disguise themselves as pirates.  Ben tells Reed to “Take it easy, Bub!” Ben was using “Bub” decades before Wolverine!
·         Ben’s having a blast playing the role of pirate: “Ahoy, matey!  Let’s see if we can date one of these pretty barmaids!  Heh Heh!”  It’s nice to see Ben enjoying himself as he’s been miserable throughout the series.
·         Johnny’s also having fun: “This is keen!  I feel like Errol Flynn!”  
·         Reed’s a fuddy-duddy: “Knock it off!”
·         Ben has a moment where he refuses to return to the present: “Why can’t I stay?  The future holds nothing for me!  In the Twentieth Century I’m nothing but a monster…a freak!  But here I’m somebody!  I’m a leader of men!  I’m a captain!  I’m the guy who started the legend of Blackbeard!  The kids will read about me in school some day!  I ain’t never giving this up…never!” Ben, you’ve been in the past for 30 minutes, calm down!
·         The trio returns to the present only for Doom to escape.
·         A total campy, ridiculous and fun issue.  Despite the goofiness, a few of Doom’s defining characteristics – the intelligence, the sorcery, the Doom-bots, the ego, the grudge with Richards – were clearly established in this issue.
·         “Have the Fantastic Four at last met their match when Mighty Sub-Mariner and Evil Doctor Doom team up??  Don’t miss the Diabolical Duo join forces!”
·         Johnny blazes across the sky.  An onlooker gasps “The Torch!! A living legend!  And I thought I’d never see him with my own eyes!” The onlooker seems to be mixing Johnny up with the World War II era Human Torch (Jim Hammond).  Johnny hasn’t been the Torch for long. Definitely not enough time to be considered a “living legend”.  Would the general public even realize there was a difference between Johnny and Jim?   Issue 6 was published in the early 1960s.  The original Human Torch operated in the 1940s – the older citizens of the Marvel Universe would assume it was the original making a comeback after a long sabbatical.  After all, how many blonde men can set themselves on fire, fly, and call themselves the “Human Torch”?
·         The same citizens gawking at Johnny are pushed aside by an invisible Sue.  Sue turns visible to apologize and enter the Baxter Building.  We’ve seen Sue use her powers multiple times to scare or push through people.  She’s either a big fan of the “jump-scare” or using her powers to let out her frustrations by shoving people. Seriously, it would be easier – and more polite – to stay visible and skirt around people as opposed to moving around unseen and shoving people out of the way.
·         Sue notes that “The Torch has been scouting for signs of Doctor Doom.”  Isn’t Sue better suited for the task?  She is the “Invisible Girl”!  Johnny’s a human-sized ball of fire – Doom will see him coming from a mile away!
·         We receive our first detailed glimpse of the Baxter Building.  The Fantastic Four’s headquarters are located on the 34th to the 37th stories of the building.  The members of the Four take the express elevator to the 34th floor.  The elevator operates via a signal that is sent from the belt buckle of the members’ uniforms.  The 34th floor clearly belongs to Reed – it consists of labs and computers. The 35th floor are living quarters, the recreation room, and the gymnasium.  The 36th floor are conference rooms.  The 37th floor holds the team’s vehicles.
·         Reed catches up on the team’s mail.  He discovers a letter sent from a child at Harmon General Hospital.  The hospital is located across the street so Reed stretches across to have a long chat with the child.  A sweet moment for Reed who is too often characterized as obsessed with science and oblivious to social mores.
·         Johnny and Ben continue reading the mail.  We receive the first mention of the Yancy Street Gang: “…and if the Thing will meet us on the corner of Ashby and Main Street, we’ll knock that chip off his shoulder and make him like it!  Signed, the Yancy Street Gang!”
·         Ben is not amused: “I’ve heard from those mealy-mouthed braggarts before!  They get their kicks out of tryin’ to rile me!” Ben decides to answer the challenge: “This block is titanium steel – six inches thick and the strongest metal known to man!  I’ll just roll it by hand into a from acceptable for mailing – I wouldn’t want the Yancy Gang to think I wasn’t neat – Here!  Send this to them!  And on the day they manage to unroll it, I’ll personally congratulate ‘em!” Clearly, adamantium wasn’t known to the Marvel Universe at this point.
·         The Fantastic Four – secret identities or publicly known?  The writers in the Fantastic Four and Strange Tales titles go back and forth on this point in the early issues. A few issues ago, the identities were stated to be a “secret”?  If so, how does the Yancy Gang recognize Ben?  He looks significantly different post-transformation!  If the identities are still a secret at this point and the Yancy Gang still realize the Thing is Ben Grimm…well, Batman will have to forfeit the “World’s Greatest Detective” title!
·         Ben’s itching to fight someone worthy of him, “a foe like Doctor Doom…or a Submariner!”
·         Sue defends her crush: “Submariner is hostile because he’s hurt and bitter!”
·         Yeah, Namor has man-pain!  The fact that he looks damn good in a speedo has nothing to do with Sue’s defense of him!
·         We switch to the ocean where the “hurt and bitter” Namor instructs porpoises in swimming maneuvers.
·         Doctor Doom travels to Namor’s location, proposes an alliance, and brags up his credentials: “ I am strong – strong enough to join the powers of science to those of darkness!  Show me the puny mortal who does not tremble at the name of Doctor Doom!”
·         Let’s recap Sue’s reaction upon hearing the name of Doctor Doom: “Who?”
·         Doom notes “It would appear that you’ve taken a holiday from your campaign against the surface world!  Men no longer speak your name in fear!”
·         Well, playing with dolphins doesn’t exactly reinforce an angry and vengeance-driven persona.
·         Doctor Doom notes a framed photo of Susan Storm.
·         Namor warns “Take care!  That female is no concern of yours!”
·         How did Namor get the photo?  Did Sue give it to him?  Did he take the picture while he held her hostage a few issues ago?  Clip it out of a newspaper?
·         Doom taunts Namor into assisting him: “What happened to your thirst for revenge? Have you forgot the glistening towers of your once great civilization?  The culture and comfort enjoyed by your happy subjects…imagine your great and proud people struggling for thousands of years, defeating all the terrors of the deep to build a civilization, superb and beautiful…yes, beautiful and glowing with life until that last terrifying moment when that monster of a bomb lodged in the midst of that beauty…gone! All that glorious history gone in one brief instant! Replaced by an ugly crater in the ocean floor…littered with fused masonry and bitter memories that cry out…revenge! Revenge! Revenge upon the surface world which did this in its ignorance! Revenge upon humanity’s defenders! Death to the Fantastic Four!”
·         Namor agrees: “I cannot harm the girl! But I will aid you in defeating the others!”
·         Dr. Doom is a large ham.
·         Namor is easily manipulated.
·         I want to see a “What If?” where Namor’s all “Nah, I’m gonna keep playing with the dolphins”.
·         Wouldn’t it be easier for Namor to simply ask Reed for assistance in locating the lost Atlanteans instead of trusting some random dude in armor?
·         Namor leaves to pursue his part of the plan and plays “chicken” with an airplane along the way: “No time to dodge! It’s going to hit us head on!” “Bah! That’s enough horseplay!  I mustn’t forget the mission!”
·         Back to the Baxter Building where Johnny snoops around Sue’s possessions. Why is Johnny snooping in Sue’s room? Typical younger sibling nosiness? Johnny’s around 16-17 years old at this time.  Sue raised Johnny – I’ve always felt that she was 10 – 12 years older than him.  The dual mother-sister role makes it even odder that Johnny is nosing around her room.
·         Johnny finds a photo of Namor and isn’t happy about it: “So! You’ve gone soft on Submariner – our arch-enemy!” The Four have only fought Namor once. I don’t think that’s enough to qualify him as an “arch-enemy”. Of course, the other options are: a short man who lives underground, aliens who were outsmarted by “B” horror movies, a maybe-maybe not hypnotist, and an egotistical man in armor whose master plan was throwing a net over a skyscraper.  I can see why Johnny chose Namor for the arch-enemy role.
·         Sue is not amused: “Give me that photo, you insolent brat!” When did this photo exchange between Namor and Sue take place?  Were they taking pictures of each other during issue #4?
·         Namor arrives at the Baxter Building and all hell breaks loose as Ben and Johnny brawl with the Sub-Mariner.
·         Namor advises Sue to get out of the way: “He’s too angry to listen to reason! You’d best stay out of the way! I do not fear the Torch!”  Yeah, Namor has had plenty of experience battling Human Torches.
·         It’s curious that Johnny is so angry over Sue’s crush on Namor. Does he dislike Namor so much or is he afraid it would cause the breakup of the Four which is his home, family, and a large part of his identity?
·         Namor states he’s come in peace and doesn’t mention the devices he’s rigged to the Baxter Building.
·         Crack! The Baxter Building is launched into space for the first but not the only time!
·         Namor rages: “The double-crossing dog is in a rocket plane above pulling this building into space!” And yet Namor will continue to ally with Doom after this betrayal.
·         Namor’s not in much danger – he can simply jump out and fly away.  Johnny would normally be able to escape but he “exhausted his flame” during his fight with Namor.  Johnny didn’t have much stamina in the early issues. The Four’s planes were damaged in the launching of the building.
·         Reed insists “our only hope of ever getting down is to seize control of that plane!”
·         Does Doom ever recall his earliest attacks on the four and face-palm?  They were so ridiculous and over-the-top!
·         Reed stretches after Doom’s plane: “Somehow, conditions in space tend to weaken my powers!” Was this ever mentioned again? The Four spend a lot of time in space.
·         Namor decides enough is enough: “That jackal Doctor Doom still has Prince Namor to reckon with!” Namor dives into a water storage, amps up to full strength, launches himself to Doom’s ship, evicts Doom from the ship, assumes control of the ship, and returns the Baxter Building to earth.  Doom hitches a ride to earth on a meteor.
·         Ben: “How do you thank an enemy? Submariner’s above us in that confounded ship.  And if I could reach him I still don’t know if I’d shake his hand or try to smash him!”
·         Sue: “Oh, he isn’t our enemy! I just know it! He’s so full of pain and bitterness that it blinds his better instincts! Submariner needs time…time to heal!” Sue, dear, I think the boys are over your continued defense of Namor.
·         Namor: “So shall I return to the sea! Perhaps someday when I am no longer haunted by bitter memories of my lost people, I may return…but, until then, this is where I belong! In the sea which is my home!”
·         So ends the first super-villain team-up in the Marvel Universe and the beginning of one of Marvel’s longest running love-hate relationships.
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officialdjuk · 5 years
Conversation
What if T.O.M Reviews Castlevania II: Simon's Quest?
T.O.M: This game sucks.
T.O.M: Castlevania 1 and 3 are great classic Nintendo games, but for Castlevania 2: Simon's Quest, the game designers obviously were not thinking straight. At first, it seems like a pretty decent game, a little different from the first in the series but, that's okay. Zelda 2 was different from the first, Mario 2 was different, but they were all good.
T.O.M: The first thing that's strikingly different is the fact that you have to go through towns, talk to people and buy stuff. I never really minded that, it makes it a little more like an adventure story and it's kinda like Zelda, so that's okay. But the first problem comes in when it changes from day to night.
- gameplay of Castlevania II starts -
T.O.M: Why does this need to happen so often? Like, every five minutes? Why does it take so long? Nobody feels like sitting through this every time. How would you like it if you were playin' a game and then every five minutes I came over, and paused it, then counted ten tedious seconds, and then let you continue play the game?
T.O.M: Now, I mean, why did they think that that would be a good idea and interrupt the gameplay, did they think it would be more realistic? I mean, in real life I don't have to stop in my tracks when the sun sets and a fuckin' box doesn't pop up in the air. I mean, this is one of the most annoying features in any game ever. What's the point? Yeah, the, I mean, the monsters are stronger at night and the stores are closed, but why's that necessary and why does the game have to stop? It's fuckin' retarded.
T.O.M: And why do you have to die when you fall in the water? That's the stupidest thing I've ever seen. This guy can go all over fightin' hordes of evil monsters, but he can't even fuckin' swim?
T.O.M: Sometimes I don't feel like goin' down the stairs just to get down to ground level, I mean, there's no reason I should have to do that when I can just take a shortcut and jump down. But, oops! I shouldn't do that, there might be water down there.
T.O.M: Another thing that's really annoying about this game is the fact that you have to buy weapons and items. I mean, still, that's not uncommon, you know like I said: that's the same thing you have to do in many great games, like Zelda, but, lemme explain.
T.O.M: Here you have to collect hearts, which count as money. I mean, that's kinda odd, because usually hearts count as life or energy, y' know, so that's kinda strange. But, y' know that's not the point. The point is that the items you need to buy are too fuckin' expensive, and the hearts don't add up enough. It takes too long to get enough of them to buy something, and it gets boring wandering around killing the same monsters over and over again just so you can buy a Flame Whip or somethin'.
T.O.M: Speaking of Flame Whip, that's pretty weird itself, isn't it? I mean, they were really being creative with that one, the flame whip.
T.O.M: Anyway, about the hearts: It takes too long to buy stuff, and, to add onto the problem, when you die, you lose all your hearts and you have to start all over again. I mean, doing this doesn't add to any of the games' difficulty or challenge, it just makes us have to do more of the same monotonous stuff over again, and it's not fun, it's boring.
T.O.M: Oh, look, I finally got enough hearts to go and buy a plant that I need to cross the swamp, now let me get to the store.
T.O.M: Oh shit, it's fuckin' night time, now the stores are all closed and I have to wait for it to turn day again. Oh well, I might as well kill some zombies in the meantime and stock up on some more hearts.
T.O.M: OH SHIT! Now I gotta start all over again.
T.O.M: One of the worst things in the game are the Pitfalls, which are areas where there's, like, stones or blocks that look like you could walk on them, but instead you just fall through. It's impossible to tell where these spots are the first time walkin' through, so you just have to keep throwin' Holy Water all over to see where they are. It's retarded. Why should I have to do that? Again, it doesn't add up to any of the fun, y' know, challenge of the game. It's just unfair and it's annoying.
T.O.M: In the dungeons, there's no bosses at the end, which is a big disappointment. Every Nintendo gamester knows that at the end of a level or a dungeon labyrinth, whatever, there's always supposed to be a big guy who ya fight. But here, they just got lazy and only put a few bosses in the game and left some of the dungeons just empty like this one. So, most of the dungeons you go through (the mansions, to be exact), there's nothing at the end except for a crystal orb that you can't touch.
T.O.M: In the rest of the Castlevania games, the tradition goes like this: You fight a boss, you defeat him, then an orb comes down and you touch it, there you go, on to the next level. But in Castlevania 2, how would you ever figure out that you're supposed to throw an Oak Stake at that orb? I mean, when you first get the Oak Stake you assume it's a weapon, and you throw it, only to find that it does absolutely nothing, and that you waste it by throwing it, so you have to get it all over again.
T.O.M: There are parts in the game that are definitely not self-explanatory and are too hard to figure out. Take this dead end for example: Would you guess that you're supposed to pass through this wall? How? You have to kneel down by it for like ten seconds. Now, still, that's not enough to make it so cryptic and hidden that we can't figure it out, oh please, give us more for our buck and make it harder so we can wander around the whole game and exhaust every possibility before we find out. Okay. Guess what? You need to have a Red Crystal selected, and be kneeling down, and wait a little while before this magic tornado comes and takes you to the next part of the game.
T.O.M: Most of the townspeople have things to say which aren't important at all, so why do you have to read 'em? Here, in the dungeons, there's books that you may find which actually give you clues about things in the game that you may need to know about. But, when I find these books, half the time it's by accident, so I may hit the button and cancel it out which means I don't even get to read it and I don't have a second chance.
T.O.M: Why can't I do that when it changes from day to night? That would actually be helpful. So, what the game designers figured is this: it isn't absolutely necessary for me to read about how to find Dracula's castle or what I'm supposed to do with an Oak Stake, but what I do need to read, again and again constantly, is: "The morning sun has vanquished the horrible night". How about "vanquished this horrible GAME"?
T.O.M: The only sure way to get through this awful game is to enter a code, but even that is way more tedious than it should be. While most of the Castlevania games have symbols you enter for a code, this one just has a whole bunch of numbers. I mean, like, one of those little parts would be enough for a password. But why four? Like why so many?
T.O.M: In general, I hate games that have passwords like this, because sometimes they have uppercase and lowercase letters. Like the l's, you know, look like I's, the 0's look like O's, the 8's look like 5's so, why does there have to be so many digits? Y'know, like why can't it just be numbers or somethin'? Like, y' know, just numbers and not letters? I mean, it takes me, like, five minutes to enter this code when it should only take, like, five seconds. It's friggin' stupid.
T.O.M: Okay, so, say we enter the code, and we go to Dracula's castle. You'll be pretty disappointed how anticlimactic this game is. It isn't even worth putting in a code, let alone playing the whole game all the way through, which, if you did, I feel bad for you.
T.O.M: I mean, first of all: there's no enemies in Dracula's castle, you just walk all the way through and the only obstacles are just, like, goin' up and down steps, which won't hurt you and they aren't challenging, either. It's just tedious. I mean, what the hell's the point of going through the castle if there's no way to fight? Did the game designers just, like, run out of time or somethin'?
T.O.M: So then, you get up to Dracula, and guess what? He doesn't look anything like Dracula, he looks like a grim reaper and he throws sickles. I mean, did the people who made this game even know what Dracula is? He's a fuckin' vampire.
T.O.M: Alright, on top of everything, Dracula's way too easy. Check this out. This is a trick I discovered myself and so could you, without the help of any strategy guide. When Dracula first appears, he stands there for a while, and he gives you plenty of time to land lots of free hits. Not only does he stand there for a long time, but everything that hits him will stun him and give you even more time.
T.O.M: Naturally, you'll probably be using the flames, because it's one of the most effective weapons in the game. But, using it against Dracula, it makes it simply impossible for him to even do anything. He has no chance. The second you start throwin' that shit at him, you've already won. I mean, why is it that easy? Did they even test this shitty game out before they released it?
T.O.M: What a piece of shit. I mean, I feel horrible that I had to play this game in order to make this video, but I did it to demonstrate its dreadfulness and I forced myself to play it just so that you don't have to. So, you should thank me for telling you to stay away from this horrible steaming pile of goat shit. I mean, I know it's useless complaining about a game that was made back in the late '80s, or early '90s or whatever, but it just blows my mind how fuckin' horrible it is. I mean, it's consistently annoying.
T.O.M: Why? Why is it so bad? If all these problems were changed then we'd have a great trilogy of classic Castlevania games, but, history is history, and we might as well try to count Castlevania 3 as, you know, the second in the series, and leave this awful piece of horse shit alone, as it stands today as one of the biggest fuck-ups of all time.
T.O.M: We rate Castlevania II: Simon's Quest, well. all i say is this: This game sucks. Thanks for listening
Only Toonami, on [adult swim]
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thisisatestsff-blog · 5 years
Text
Newsletter #99 September — November, 2012
RECENTLY RECEIVED AND FORTHCOMING SCIENCE FICTION
Already Received
Doctor Who Magazine #447
 (The Doctor must face every Dalek ever; Steven Moffat interview; more) $8.99
Doctor Who Magazine #448
 (William Russell on being Doctor Who's first action hero; interview with Neil Gaiman; more) $8.99
Doctor Who Magazine #449
 (First look at the 2013 series; casting director Andy Pryor talks about his work; more) $8.99
Fantasy & Science Fiction July / August 2012
 (New fiction, reviews, more) $7.50
Locus #617 June 2012
 (Interviews with William F. Nolan and Genevieve Valentine; Nebula Awards; forthcoming books; industry news, reviews, more) $6.95
Locus #618 July 2012
(Young adult fiction special issue; interviews with Holly Black, Tamora Pierce, and Rae Carson; Locus Awards; Ray Bradbury tributes; industry news, reviews, more) $6.95
Locus #619 August 2012
 (Interviews with Jack Vance and Ann and Jeff VanderMeer; award news; industry news, reviews, more) $6.95
Abraham, Daniel
Shadow and Betrayal: A Shadow in Summer / A Betrayal in Winter
 (Long Price #1 / #2: Omnibus reprint; 2 fantasy novels) $17.99
Adams, John J. (ed)
Other Worlds Than These
 (PBO; Anthology; reprints 31 stories of parallel worlds) $16.99
Asaro, Catherine
Aurora in Four Voices
(Collection; 2 novellas and 3 short stories (1 original to this volume), all sf, plus an essay on how she uses math to craft her alien worlds) $30.00
Baker, L-J
Promises, Promises
(After making a series of improbable predictions about Princess Beryl's future, Sandy, a mediocre witch, is commanded to make them all come true within a year - or face the executioner. Luckily, her dyke friends are willing and able to join her on her quest) $15.00
Bedford, K.A.
Paradox Resolution
(Spider Webb #2: PBO; Spider Webb fixes time machines for a living, and hates it. The time machine biz has changed. But one machine - an illegal, radically overclocked hotrod built by Spider's boss - has been stolen, and Spider is the only one who might be able to find it) $14.95
Beukes, Lauren
Zoo City
(Clarke Award winner. Zinzi has a Sloth on her back, a dirty online 419 scam habit - and a talent for finding lost things. But when her latest client turns up dead and the cops confiscate her last paycheck, she's forced to take her least favorite kind of job: missing persons) $15.00
Bradbury, Ray
Fahrenheit 451
(Reissue; Guy Montag is a fireman, his job to burn that most illegal of commodities, the printed book, along with the houses in which they are hidden. He never questions this destruction, until he meets a young neighbor who introduces him to a past where people didn't live in fear, and to a present where one sees the world through the ideas in books instead of the mindless chatter of television. When she suddenly disappears, Montag starts hiding books in his home; when this is discovered, he must run for his life) $11.99
Broderick, Damien
Science Fiction: The 101 Best Novels 1985-2010
(PBO; Nonfiction; discusses each novel and its author(s) in the context of popular literature, as well as providing a plot synopsis and mini review) $14.99
Carey, Mike/Gross, Peter
On to Genesis
(Unwritten #5: PBO; Full color graphic novel. Not for kids. Reprints issues 25-30 of the comic. Tom Taylor's just a daring heist away from the journals that will reveal the truth: was he born of flesh and blood, or written into existence by sheer storytelling magic?) $14.99
Carroll, Jonathan
The Woman Who Married a Cloud
 (Collection; 37 fantasy stories, some original to this volume) $45.00
Chen, Haiyan/Li, Fang (ed)  
Eight Dragons on the Roof and Other Tales
 (Kids; Anthology; 34traditional dragon stories from China) $12.95
Conley, Darby
Survival of the Filthiest
 (Get Fuzzy: PBO; Black & white daily strips, color Sunday strips) $12.99
Cox, Greg
The Dark Knight Rises
 (PBO; Novelization of the film) $7.99
Cronin, Justin
The Passage
(Passage #1: A security breach at a secret facility unleashes the monstrous product of a military experiment. As civilization breaks down to predators and prey, FBI agent Brad Wolgast flees with 6-year-old Amy, a refugee from the project, whose odyssey will lead her towards the time and place where she must finish what should never have begun) $7.99
Dick, Philip K.
Now Wait for Last Year
(Reissue; Earth is trapped in the crossfire of an unwinnable war between two alien civilizations. Its leader is perpetually on the verge of death. And a new drug that haphazardly sends its users traveling through time has just entered circulation. Caught up in all of it, Dr. Eric Sweetscent has questions. Is Earth on the right side of the war? Is he supposed to heal Earth's leader or keep him sick? And can he change the harrowing future that the drug has shown him?) $13.95
Dick, Philip K.
The Simulacra
(Reissue; On a ravaged Earth, fate and circumstances bring together a disparate group, including a fascist with dreams of a coup, a composer who plays his instrument with his mind, a First Lady who calls all the shots, and the world's last practicing therapist. And they all must contend with an underclass that is beginning to ask a few too many questions, aided by a man called Loony Luke and his very persuasive pet alien) $13.95
Dick, Philip K.
Ubik
(Reissue; Glen Runciter and his teams of anti-psychics protect corporate clients who want privacy and security from psychic spies. When he and his top team are ambushed by a rival, he is gravely injured and placed in a dreamlike state of suspended animation. Soon, the surviving members of the team begin experiencing strange phenomena, such as Runciter's face appearing on coins and the world seeming to move backward in time. As consumables deteriorate and technology gets ever more primitive, the group needs to find out what is causing the shifts, and what a mysterious product called Ubik has to do with it all) $13.95
Duncan, Dave
Wildcatter
(PBO; An independent starship heads to Cacafuego, intent on beating the larger corporations to the exoplanet's resources. Will a yellow warning flag planted in orbit stop them? Or, if their prospectors venture to the surface anyway, will they survive?) $9.95
Egan, Greg
The Clockwork Rocket
(Orthogonal #1: Threatened by strange meteors, a planet sends a spaceship crew on a journey to discover the science their planet urgently needs and bring it back in time to avert disaster. The trip will last many generations for those on board, but will return after just a few planetary years) $14.99
Fies, Brian
Whatever Happened to the World of Tomorrow?
(Full color graphic novel. Depicts an optimistic and ambitious era fueled by industry, engines, electricity, rockets, middle-class popular culture, and the atom bomb, from the 1939 World's Fair to the last Apollo space mission in 1975) $14.95
Gaiman/Bealer et al (ed)  
Neil Gaiman and Philosophy
 (PBO; Nonfiction; essays on Gaiman's writing) $19.95
Grant, Maxwell
Prince of Evil / Messenger of Death / Room 1313
 (Shadow #60: Pulp reprints) $14.95
Grant, Maxwell
The Triple Trail / Murder Genius
 (Shadow #61: Pulp reprints) $14.95
Grant, Maxwell
Cyro / The Man Who Died Twice
 (Shadow #62: Pulp reprints) $14.95
Grant, Maxwell
The Devil's Paymaster / The Wasp Returns
 (Shadow #63: Pulp reprints) $14.95
Hand, Elizabeth
Glimmering
(PBO; Revised from the 1997 edition. Jack struggles to keep his life afloat and his loved ones safe while battling AIDS. A former lover gifts him with a mysterious elixir rumored to cure AIDS. But soon, the side effects become apparent, and Jack gets mixed up with a bizarre entourage of rock stars, Japanese scientists, corporate executives, AIDS victims, and religious terrorists, all competing to control mankind's fate in the 21st century) $14.95
Hearn, Lafcadio
Kwaidan: Weird Tales from Japan
(Reissue; Collection; 29 traditional tales of ghosts and monsters, collected and translated by Hearn during his 14-year stay in Japan) $15.95
Hodgson, William Hope
Horrors from Haunted Seas
 (Collection; 17 stories of nautical mystery and horror, originally published between 1905 and 1923) $16.95
Holt, Tom
The Better Mousetrap
(Insurance is indeed the force that binds the universe together. Frank Carpenter, one of the foremost magical practitioners of our age, felt himself irresistibly drawn to it - until he met Jane, with her annoying habit of falling out of trees and getting killed. Repeatedly. Soon they find themselves face to face with the greatest enigma of our times: When is a door not a door?) $15.95
Hopkinson, Nalo
Report from Planet Midnight
(PBO; Collection; transcript of a speech tackling sexism and racism in publishing, plus 2 short stories, an interview, and a bibliography) $12.00
Kane/O'Regan (ed)
The Mammoth Book of Body Horror
 (Anthology; reprints 25 stories) $13.95
King, Stephen
11/22/63
(On November 22, 1963, three shots rang out in Dallas, President Kennedy died, and the world changed. What if you could change it back? Al reveals that the storeroom of his diner is a portal to 1958, and enlists his friend Jack on a mission to try to prevent the Kennedy assassination) $19.99
Koch, G.J. (Gini)
Alexander Outland: Space Pirate
(PBO; Alexander and his crew - which includes an engineer of dubious sanity, a deposed planetary governor, and an annoyingly unflappable sexbot - get in trouble with the military, the Mob, mad bombers, and would-be conquerors) $14.99
Lundoff, Catherine
Silver Moon
(Becca Thornton, middle-aged and recently out of the closet, discovers that menopause has turned her into a werewolf. And a number of other women in Wolf's Point have had the same experience. As the newest member of the pack, Becca figures her nights will be spent protecting the town and running through the woods howling at the moon. But there are werewolf hunters in town, and they've got Becca in their sights) $15.00
Maas, Sarah J.
Throne of Glass
(YA; Celaena the assassin must defeat 23 other criminals in a competition at the castle in order to be released from prison. But something evil dwells in the castle. When her competitors start dying, her fight for freedom becomes a fight for survival) $17.99
Mandelo, Brit (ed)
Beyond Binary: Genderqueer and Sexually Fluid Speculative Fiction
 (Anthology; reprints 17 stories that question the ways in which gender and sexuality have been rigidly defined) $20.00
Marmell, Ari
The Abomination Vault
(Darksiders: PBO; Based on the videogame. Ages before the events of Darksiders and Darksiders II, Death and War are tasked with stopping a group of renegades intent on locating the Abomination Vault) $15.00
Martin, George R.R. et al
A Feast of Ice and Fire: The Official Companion Cookbook
(Song of Ice and Fire: Nonfiction; the authors of a popular food blog based on Martin's epic fantasy provide over 100 recipes, plus a guide to dining and entertaining in Seven Kingdoms style) $35.00
Matthews, Hugh
Song of the Serpent
 (Pathfinder Tales: PBO; Novel based on the game) $9.99
McMann, Lisa
The Unwanteds
(Kids; In a society that purges 13-year-olds who are creative, identical twins Aaron and Alex are separated, one to attend University while the other, supposedly Eliminated, finds himself in a wondrous place where youths hone their creativity and learn magic) $6.99
Merciel, Liane
Nightglass
 (Pathfinder Tales: PBO; Novel based on the game) $9.99
Moorcock, Michael et al
Elric: The Balance Lost Volume 2
 (PBO; Full color graphic novel; reprints issues 5-8 of the comic book) $14.99
Payton, T. Aaron
The Constantine Affliction
(London, 1864: A malady that kills some and transforms others into the opposite sex has spread upheaval throughout society. When Pimm, an investigator, and Skye, a journalist, stumble onto a plot that links a criminal overlord with the Queen's new consort, they find the forces of both high and low society arrayed against them) $26.99
Pinkwater, Daniel
Irving and Muktuk: Two Bad Bears
(Bad Bears #1: Kids; Full color picture book; Officer Bunny is the law in Yellowtooth. But can he protect the town's Blueberry Muffin Festival from muffin-loving polar bears Irving and Muktuk?) $6.99
Pinkwater, Daniel
Bad Bears in the Big City
(Bad Bears #2: Kids; Full color picture book; Irving and Muktuk have a new home at the lovely Bayonne, NJ, zoo. But with a muffin factory right next door, can mischief be far behind?) $6.95
Pratt, Tim
City of the Fallen Sky
 (Pathfinder Tales: PBO; Novel based on the game) $9.99
Quinn, Seabury
The Devil's Bride
(Jules de Grandin: Reissue; French occult detective Jules de Grandin tackles a case involving black magic, murder and mutilation, rape and torture, and genocidal race war. Plus bonus story 'House of Golden Masks', pitting de Grandin against white slavers) $14.95
Rankin, Robert
The Mechanical Messiah and Other Marvels of the Modern Age
(1897: The British Empire encompasses Mars, and an uneasy peace exists between the peoples of Venus, Jupiter, and Earth. In Whitechapel, a monster is once more committing hideous acts of murder, and it may take nothing less than the Mechanical Messiah Himself to save London, the Empire, and all of the solar system from impending apocalypse) $14.95
Riordan, Rick
The Lost Hero
(Heroes of Olympus #1: Kids; Percy and his friends have rebuilt their beloved Camp Half-Blood, where a new group of demigods must prepare for a chilling prophecy of their own. But to survive the quest they've inherited, they'll need some help) $9.99
Roberts, Adam
By Light Alone
(In a world where people have been genetically engineered so that they can photosynthesize sunlight with their hair, the poor grow their hair, while the rich affect baldness and flaunt their wealth by eating. The young daughter of an affluent family is kidnapped, but the ransom demands are refused. A year later a young woman arrives at the family home claiming to be their daughter. She has changed so much, she has lived on light, can anyone be sure that she has come home?) $14.95
Robeson, Kenneth
Murder on Wheels / The Three Gold Crowns / Death to the Avenger
 (Avenger #7: Pulp reprints) $14.95
Robeson, Kenneth
The Pirate's Ghost / The Green Eagle (Bama cover)
 (Doc Savage #50: Pulp reprints) $14.95
Robeson, Kenneth
The Derrick Devil / The Spotted Men
 (Doc Savage #58: Pulp reprints) $14.95
Robeson, Kenneth
Pirate Isle / The Speaking Stone
 (Doc Savage #59: Pulp reprints) $14.95
Robeson, Kenneth
He Could Stop the World / The Laugh of Death
 (Doc Savage #60: Pulp reprints) $14.95
Salvatore, R.A.
Charon's Claw
(Forgotten Realms: Neverwinter #3: Drizzt draws his sword once more to aid his friends, assisting the elf Dahlia as she enacts revenge, and helping an old foe break the bonds that have held him hostage for over a century $27.95
Scott, M/Barnett, L
Point of Hopes
(Astreiant #1: Reissue; In the great city of Astreaint, magic is real, stars guide lives, and Nicolas Rathe and his colleagues are attempting to establish a police force. Rathe and Eslingen work together to halt an astrological and alchemical conspiracy against the queen, and rescue scores of kidnapped children) $18.00
Scott, Melissa
Point of Knives
(Astreiant #1.5: Novella. Rathe and Eslingen work together to solve the murders of father-and-son pirates. When pirate treasure proves a threat to the throne, they must make uncomfortable choices) $13.00
Shepard, Lucius
The Dragon Griaule
 (Collection; 6 tales, 1 original to this volume) $45.00
Smith, Jeff
The Drift
(RASL #1: PBO; Black & white graphic novel. Not for kids. A dimension-jumping art thief races through space and time searching for his next big score - and trying to escape his past) $13.00
Smith, Jeff
The Fire of St. George
(RASL #2: PBO; Black & white graphic novel. Not for kids. A dimension-jumping art thief races through space and time searching for his next big score - and trying to escape his past) $15.00
Smith, Jeff
Romance at the Speed of Light
(RASL #3: PBO; Black & white graphic novel. Not for kids. A dimension-jumping art thief races through space and time searching for his next big score - and trying to escape his past) $15.00
Stauber, Katy
Spin the Sky
(PBO; After years away at war, Cesar Vaquero returns to Ithaca, an orbital colony that boasts the only cattle in space, to find his wife and son don't recognize him. Penelope swore off men after her husband disappeared, and has been busy running the ranch, raising her son, and fending off suitors. But something about the war-weary man stirs forgotten feelings in her, even as sabotage, rustlers, and a space stampede threaten to tear Ithaca apart) $14.99
Swift, E.J.
Osiris
(Osiris Project #1: Osiris has been cut off from the land since the Great Storm 50 years ago. Adelaide is a jaded socialite. Vikram is a third-generation refugee, who sees his people dying of cold and starvation. As a brutal winter brings the city closer to riot and revolution, these two will try to bridge the gap dividing the city) $26.99
Szathmari, Sandor
Voyage to Kazohinia
(A dystopian classic in Hungary, available in the U.S. for the first time. A shipwrecked surgeon finds himself among the Hins, who live a technologically advanced existence without emotions, desires, arts, money or politics. Unhappy amid the bleak perfection, he asks to be admitted to the closed settlement of the Behins, beings with souls and atavistic human traits) $16.95
Tan, Charles (ed)
Lauriat: A Filipino-Chinese Speculative Fiction Anthology
 (14 original stories) $18.00
Tobin, Paul (ed)
White Cloud Worlds
 (Full color art book showcasing the work of 27 established and emerging sf and fantasy artists from Aotearoa New Zealand) $29.99
Walton, Evangeline
The Mabinogion Tetralogy: Prince of Annwn / The Children of Llyr / The Song of Rhiannon / The Island of the Mighty (alternate title: The Virgin and the Swine)
 (Omnibus reprint; 4 classic fantasies based on Welsh mythology) $24.95
Watson/Whates (ed)
The Mammoth Book of SF Wars
 (Anthology; 24 stories (3 original to this volume) of war in the future) $13.95
Whitehead, Colson
Zone One
(After a pandemic devastates the planet, a team of civilian volunteers is tasked with clearing out feral zombies from lower Manhattan. Mark is occupied with the mundane mission of zombie mop-up, the rigors of Post-Apocalyptic Stress Disorder, and the impossible tasks of coming to terms with a fallen world. Then things start to go wrong) $15.00
Williams, Mazarkis
The Emperor's Knife
(Tower & Knife #1: When the Cerani Empire is devastated by a strange plague, long-planned conspiracies boil over into violence, and an invincible evil intelligence known as the Pattern Master appears from the deep desert. Only three people stand in his way: a lost prince, a world-weary assassin, and a young girl from the steppes who saw a path in a pattern once, among the waving grasses - a path that just might save them all) $14.99
Williams, Tad
A Stark and Wormy Knight
 (Collection; 11 stories, novellas, and scripts) $40.00
Wilson, N.D.
The Dragon's Tooth
(Ashtown Burials #1: Kids; Cyrus and Antigone Smith join an ancient order of explorers who search for lost cities and powerful artifacts, and act as jallers to unkillable criminals who have terrorized the world for millennia) $7.99
Wingrove, David
Son of Heaven
(Chung Kuo Prequel #1: Dorset, 2085: Chinese airships are in the skies, and Jake finds himself forcibly incorporated into a global city of some 34 billion souls, where a resurgent China is seeking to abolish the past and bring about world peace through rigidly enforced order. But a civil war looms, and Jake will find himself at the heart of the struggle) $12.95
Wrede, Patricia C.
Shadow Magic
(Lyra #1: Reissue; Her kingdom's ancient enemies have kidnapped 20-year-old Princess Alethia, carrying her off through the forest. These are magic woods, home to fabled creatures whose existence she has always doubted. To find her way home, Alethia will have to learn to trust the old tales, which hold the only hope of saving her kingdom; Signed copies) $14.99
Wrede, Patricia C.
Daughter of Witches
(Lyra #2: Reissue; After her parents were executed for practicing magic, Ranira became indentured servant to a brutal innkeeper. While attempting to protect her from her master's cruelty, three guests reveal magical powers. Now she must unleash her own magical powers to save her new friends from certain death; Signed copies) $14.99
Wrede, Patricia C.
The Harp of Imach Thyssel
(Lyra #3: Reissue; Emereck, a minstrel, and Flindaran, a nobleman masquerading as a tramp, have found an abandoned castle, and in it, one of Lyra's most sought-after treasures. Emereck must learn to harness its strength to create and destroy, with the fate of the kingdom hanging in the balance; Signed copies) $22.99
Wrede, Patricia C.
Caught in Crystal
(Lyra #4: Reissue; When a sorceress asks for a room at Kayl's country inn, Kayl is sure the woman has come to take her back to the life she renounced. To save her family and her world, Kayl will have to unlock a side of herself she buried long ago; Signed copies) $24.99
Wrede, Patricia C.
The Raven Ring
(Lyra #5: Reissue; Learning that her mother has died far from home, of wounds sustained in an attack, Eleret sets out to reclaim her mother's belongings - especially a ring etched with a raven. She doesn't know what's special about the ring, but someone was willing to kill for it. To make it home in one piece, she will have to unlock the mysteries of the ring; Signed copies) $23.99
Zeltserman, Dave
Monster: A Novel of Frankenstein
(19th-century Germany: When his beloved is murdered, a young man is accused of the crime. Broken on the wheel and left for dead, he awakens on a lab table, transformed into an abomination. He finds his tormentor, Victor Frankenstein, in league with the Marquis de Sade, creating something much more sinister) $23.95
Expected Early September
Aguirre, Ann
Endgame
(Sirantha Jax #6: PBO; The planet La'heng is occupied by foreign conquerors, but Jax means to liberate it as part of a grass-roots resistance movement) $7.99
Aiken, G.A.
How to Drive a Dragon Crazy
(Dragon Kin #6: PBO; Izzy is trying to fulfill a ridiculous quest for a pushy god; sexy dragon warlord Eibhear the Blue is determined to come along to protect her) $7.99
Allston, Aaron
Conviction
(Star Wars: Fate of the Jedi #7: Abeloth is on the run, but has not given up its plans to destroy the galaxy, even as the Jedi and the Sith abandon all pretense of cooperation and make plans to rout each other) $7.99
Almasi, G.T.
Blades of Winter
(Shadowstorm #1: Rather than risk another war, the four superpowers - the U.S., the Soviet Union, Greater Germany, and the Nationalist Republic of China - have poured their resources into creating superspies known as Levels. Alix is one of the best U.S. Levels. But when a decision explodes - literally - in her face, she uncovers a conspiracy that could upset the balance of power) $9.99
Anderson, K/Peart N
Clockwork Angels
(Companion novel to the newest Rush album; a young man travels across a steampunk world of lost cities, pirates, anarchists, carnivals, and a Watchmaker who imposes precision on daily life) $24.95
Anderson, Kevin J.
Death Warmed Over
(Dan Shamble #1: PBO; A resurrected mummy is suing the museum that put him on display. Two witches, victims of a curse gone wrong, are seeking restitution from a publisher for not using 'spell check' on magical tomes. It's all in a day's work for zombie P.I. Dan Chambeaux. And he's got to figure out a very personal question: Who killed him?) $15.00
Anthony, Piers
Well-Tempered Clavicle
(Xanth #35: Picka Bones and his sister Joy'nt are off in search of adventure with three creatures newly arrived from Mundania - and not the sort of creatures you might expect!) $7.99
Archer, Alex
The Matador Crown
(Rogue Angel #38: PBO; Invited to the Museum of Cadiz to assess some coins, Annja soon finds herself embroiled in a murder investigation that leads her to an illegal - and deadly - collection of Visigoth votive crowns) $6.99
Axler, James
Crimson Waters
(Deathlands #106: PBO; Stranded in a gutted redoubt in the West Indies, Ryan and his friends must escape before they are wiped out by pirates) $6.99
Baggott, Julianna
Pure
(Pressia barely remembers the Detonations, when the world turned to ash, dust, and damaged bodies. Having reached the age when everyone is required to turn themselves over to the militia - to be trained as a soldier, or used as a live target - she is on the run. Those who escaped the apocalypse unmarked are inside the Dome. Partridge - whose father is an important man in the Dome, and whose mother never made it inside their shelter - feels isolated. When he learns that his mother might still be alive, he risks his life to leave the Dome to find her. And when Pressia meets Partridge, their worlds shatter all over again) $9.99
Ballantine, Philippa
Wrayth
(Book of the Order #3: PBO; Sorcha is still unable to move or speak; even her partner Merrick cannot reach her through their shared bond. But when Sorcha is abducted by men seeking her lover Raed, only Merrick can find and rescue her) $7.99
Base, Graeme
Little Elephants
( Kids; Full color picture book; a boy living on a farm in Texas gets a big surprise when he discovers tiny flying elephants under his bed) $16.95
Battersby, Lee
The Corpse-Rat King
(Battlefield looter Marius is mistaken for a dead monarch by one of the dead soldiers, and transported to the Kingdom of the Dead. The dead need a King to remind God where they are. To recover his life, Marius must return to the surface and find them a King. Which he fully intends to do - just as soon as he stops running) $7.99
Bell, Alex
Lex Trent versus the Gods
(Lex Trent #1: Lex Trent's world is inhabited by magicians, crones, and a menagerie of gods and goddesses. And while Lex is seemingly dedicated to his legal studies, he leads a double life as a notorious cat burglar who has been evading capture for years. But Lex's luck is about to run out, because the Goddess of Fortune has selected him to be her player in the highly dangerous Games) $11.95
Beyer, Kristen
The Eternal Tide
(Star Trek Voyager: PBO; The fleet continues its exploration of the Delta Quadrant, investigating the current status of sectors formerly controlled by the Borg) $7.99
Blaylock, James P.
Zeuglodon
(Pursued by kidnappers, three junior members of the Guild of St. George must descend into the depths of the hollow earth to return the Sleeper to his ancestral home. But awakening him might mean the end of the dream, the closing of the passage, and three intrepid explorers marooned in a savage land) $35.00
Bond, Gwenda
Blackwood
(YA; 114 modern-day people have disappeared from Roanoke Island. Miranda, from the island's most infamous family, and Phillips, who hears the voices of the dead, must dodge everyone from federal agents to long-dead alchemists as they work to uncover the secrets of the new Lost Colony) $9.99
Bornikova, Phillipa
This Case Is Gonna Kill Me
(Linnet comes from an affluent human family. When she begins her career at a vampire law firm, she discovers that, in a workplace where some humans will eventually achieve immense power and centuries of extra lifespan, office politics can be vicious beyond belief) $14.99
Brockmann, Suzanne
Born to Darkness
(Determined to end the scourge of a designer drug that can make anyone a superpowered Greater-Than, but exacts a lethal toll, operative Michelle Mackenzie is knocked for a loop when she meets the new test subject: former Navy SEAL Shane Laughlin, her latest one-night stand) $7.99
Brook, Meljean
Riveted
(Iron Seas #3: PBO; Five years ago, Annika unwitting endangered the secret of her Iceclandic community. Now she serves on an airship - and her home is again threatened when David comes aboard, looking to expose her secrets. Disaster leaves them stranded on a glacier, pursued by a madman - with heat rising between them) $16.00
Buehlman, Christopher
Those Across the River
(When Frank Nichols returns to his Georgia hometown to write a history of his family's plantation, he soon learns there is a presence there that demands sacrifice - and has been waiting for Frank's homecoming) $15.00
Buettner, Robert
Undercurrents
(Orphan's Legacy #2: Sent to bring down the local politicos of a politically quarantined giant habitat, Lt. Jazen Parker finds himself inclined to abandon the place to its ways - until he uncovers a plot to throw a 500-hundred-planet alliance into anarchy) $7.99
Carroll, Lee
Black Swan Rising
(Garet James #1: New York City shopkeeper John Dee offers jeweler Garet James a generous sum of money to open a vintage silver box. The symbol of the swan on the box matches a ring Garet's mother gave her, and when she opens the box, otherworldly things start happening) $7.99
Carson, Rae
The Girl of Fire and Thorns
(Elisa #1: YA; Andre Norton Award finalist. Once a century, one person is chosen for greatness. Elisa is the chosen one. She could be everything to those who need her most - if the prophecy is fulfilled, if she finds the power deep within herself, if she doesn't die young. Most of the chosen do) $9.99
Cassidy, Dakota
Accidentally Dead
(Accidentally Paranormal #2: After a patient bites her, dental assistant Nina Blackman ends up with a set of fangs, a taste for blood - and an irresistible attraction to the patient) $7.99
Charlton, Blake
Spellbound
(Nicodemus #2: The demon behind his curse has hatched a plot to force Nicodemus to change language and ultimately use it to destroy all human life. Nico faces challenges from all sides as he struggles to thwart the demon's plan) $7.99
Christopher, Adam
Seven Wonders
(PBO; Tony lives in a city under siege by hooded supervillain The Cowl. When Tony develops superpowers and acts to take down The Cowl, he finds that the local superheroes aren't as grateful as he thought they'd be) $12.99
Ciruelo
The Book of the Dragon
 (Reissue; Full color. Reveals the secrets of the dragons, illuminating a culture filled with poetry, magic, and art) $17.95
Cook, Glen
A Path to Coldness of Heart
(Dread Empire #8: King Bragi Ragnorson is the captive of Lord Shih-kaa and the Empress Mist at the heart of the Dread Empire. Bragi's queen and what remains of his army seek to find and free their king, hampered by the loss or desertion of their best warriors. Dane, Duke of Greyfells, seeks to seize the rule of Kavelin. And in the ancient castle Fangdred, the sorcerer Varthlokkur waits, using his arts to spy on the world at large, and observing the puppet strings that control kings and empires alike) $15.99
Correia, Larry
Legion
(Monster Hunter #4: When hunters from around the world gather in Las Vegas for a conference, a creature left over from a WWII weapons experiment wakes up and goes on a rampage across the desert. A wager between rival companies turns into a race to see who can bag the creature first. But there's more to this case than meets the eye: the crew from MHI will have to stop an ancient god from turning Sin City into hell on earth; Signed copies; signing at Uncle Hugo’s Tuesday, September 18, 5-6 pm) $25.00
Crane, Carolyn
Head Rush
(Justine Jones #3: As Midcity cowers under martial law, sleepwalking cannibals, and a mysterious rash of paranormal copycat violence, Justine's search for answers leads her into the most dangerous mind game yet) $16.00
Curran, Kim
Shift
(YA; 16-year-old Scott learns he's a Shifter, with the power to undo any decision he's ever made. Pretty cool, until his world starts to unravel around him, and he realizes that using his power has terrible consequences) $9.99
Daniells, Rowena Cory
Sanctuary
(Outcast #3: With winter storms brewing and raiders drawn by rumors of wealth, tension grows on the overcrowded ships of the mystics. And although Imoshen sent the Sagora Scholars a request for sanctuary, they haven't replied) $8.99
De Grave, Kathleen
The Hour of Lead
(Kansas, 2039: An earthquake that has slowed down time forces two people to confront their pasts in order to repair their broken lives in the present) $14.95
Dick, Philip K.
Upon the Dull Earth
 (Collected Stories #3: Collection; 23 stories and novellas written in 1953 and 1954, plus extensive story notes) $40.00
Dick, Philip K.
Solar Lottery (alternate title: World of Chance)
(Reissue; In 2203 anyone can become the ruler of the solar system - it all comes down to the random turns of a giant wheel. But when a new Quizmaster takes over, the old one still keeps some rights, namely the right to hire assassins to attempt to kill the new leader. After the most recent change in leadership, employees of the former ruler scurry to find an assassin who can get past telepathic guards. But when one employee switches sides, troubling facts about the lottery system come to light, and it just might not be possible for anyone to win) $13.95
Dick, Philip K.
We Can Build You
(Reissue; When Louis Rosen's electronic organ company builds a pitch-perfect robotic replica of Abraham Lincoln, they are pulled into the orbit of a shady businessman, who is looking to use Lincoln for his own profit. Meanwhile, Rosen seeks Lincoln's advice as he woos a woman incapable of understanding human emotions - someone who may be even more robotic than Lincoln's replica) $13.95
Dick, Philip K.
The World Jones Made
(Reissue; Floyd Jones has always been able to see exactly one year into his future, a gift and curse that began one year before he was born. As a fortune-teller at a post-apocalyptic carnival, Jones is a powerful force, and may just be able to force society away from its paralyzing Relativism - if he can avoid the radioactively unstable government hitman on his tail) $13.95
Doctorow, C/Stross, C
The Rapture of the Nerds
(At the dusk of the 21st century, Earth has a population of roughly a billion hominids happily living in a preserve at the bottom of a gravity well. Those who weren't happy have emigrated to the densethinker clades that fog the inner solar system. The metaconsciousness of the solar system occasionally spams Earth's networks with plans for cataclysmically disruptive technologies. A sane species would ignore these get-evolved-quick schemes, but there's always someone who will bite. So there's Tech Jury Service: random humans charged with assessing dozens of new inventions and ruling on whether to let them loose. Young Huw, a technophobic, misanthropic Welshman, has been selected for the latest jury) $24.99
Doctorow, Cory
For the Win
(YA; In electronic sweatshops, countless 'gold farmers', trapped by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers willing to spend real money to skip straight to higher-level gameplay. A mysterious woman called Big Sister Nor will use her experience, knowledge of history, and connections to real-world organizers to build group of young people into a movement that can challenge the status quo) $10.99
Douglas, Ian
Bloodstar
(Star Corpsman #1: PBO; Navy Corpsman Elliot Carlyle and Bravo Company's Black Wizards are en route to the colony planet of Bloodworld, where the alien Qesh have made violent first contact) $7.99
Egan, Greg
The Eternal Flame
(Orthogonal #2: When a fuel shortage threatens the generation ship's voyage, Tamara the astronomer sees a risky solution in a meteor whose trajectory will bring it within range. Meanwhile, Carlo the biologist searches for a better way to control the ship's population explosion) $26.99
Elliott, Kate
Cold Fire
(Spiritwalker #2: Cat and Bee are caught in an intricate web of subterfuge and politics. Everyone seems to want something from them: the warlord who wants to conquer Europa, the Cold Mages who stand against him, and the dangerous Master of the Wild Hunt) $7.99
Flanagan, John
The Outcasts
(Brotherband #1: Kids; Skandians are known for their size and strength. Not Hal, Stig, and their friends. But that doesn't mean they don't have skills, or courage. And they'll need both to do battle at sea against the Wolves and the Sharks in the ultimate race) $8.99
Flavin, Teresa
The Blackhope Enigma
(Kids; Blackhope Tower is shrouded in intrigue, centering on a labyrinth and painting in the Mariner's Chamber. When 14-year-old Sunni visits the tower and sees her stepbrother Dean disappear, seemingly into the painting itself, she sets out to find him) $6.99
Flint, Eric (ed)
Ring of Fire III
 (Ring of Fire: Anthology; 20 original alternate history tales set in the world of  
1632
, by Flint, Lackey, and more) $7.99
Friedman, C.S.
Legacy of Kings
(Magister #3: With the Magisters hunting her for killing one of their own, Kamala's only hope of survival lies in the northern Protectorates. There spells are warped by a curse, originally intended to protect the lands of men from the souleaters. But the curse appears to be weakening - and the threat of the souleaters is once more falling across the land) $7.99
Froud, Brian & Wendy
Trolls
 (Art book; new and classic work by the Frouds, revealing the world of trolls) $35.00
Gaider, David
The Stolen Throne
 (Dragon Age: Prequel to video game  
Dragon Age: Origins
) $7.99
Gear, W.M. & Kathleen
The Broken Land
(First North Americans #19: Dangerous sorcerer Atotarho has set in motion a cataclysmic battle that threatens to destroy the Iroquoian world. To stop him, Jigonsaseh, Hiyawento, and Sky Messenger must find a way to unite five warring nations) $7.99
Gibson, William
Distrust That Particular Flavor
 (Collection; 25 essays and articles on technology, popular culture, writing, and more) $16.00
Gilman, Laura Anne
The Shattered Vine
(Vineart War #3: As conditions worsen throughout the Lands, Jerzy returns to the Berengia to delve into the magic that has been growing within him, knowing that his god-forbidden knowledge may be the only thing that can save the Lands Vin) $9.99
Golden, Christie
Jaina Proudmoore: Tides of War
(World of Warcraft: When a beloved peacekeeper is pressed to the limit by an inconceivable horror, will it change her forever? Break her? Or redefine her role on Azeroth?) $26.00
Goonan, Kathleen Ann
In War Times
(1941: After his brother is killed at Pearl Harbor, Sam promises that he will do anything he can to stop the war, and is selected to study code breaking, electronics, and physics. He is seduced by a mysterious female physicist, and given the plans for a device that will end the war, perhaps even end the human predilection for war. But the device does something less, and more, than that) $15.99
Gorey, Edward
A Halloween Treat
(In a previously unpublished vignette, kids and cats go trick-or-treating, gathering loot that might be tricks - or their very own monsters. Plus a collection of ghastly ghost illustrations) $13.00
Green, Simon R.
Ghost of a Dream
(Ghost Finders #3: PBO; Renovations at the long-abandoned Haybarn Theater have been thrown off schedule by some peculiar incidents. The team figures investigating a haunted theater will be a walk in the park - until they encounter the Phantom of the Haybarn, an ancient evil with the ability to alter reality) $7.99
Greenwood, Ed
Elminster Enraged
(Forgotten Realms: Sage of Shadowdale #2: Inhabiting the body of a fallen dark elf, Elminster begins to rally Cormyr's Wizards of War. Manshoon has plans as well: to conquer Cormyr and be the new Emperor, and hunt down the Sage's clones) $25.95
Grimes, Linda
In a Fix
(Ciel Halligan #1: Aura adaptor Ciel Halligan takes on her clients' appearances and slips into their lives to handle situations they don't want to deal with themselves. Her current job, snagging a marriage proposal for her client during an island vacation, is pretty enjoyable - until her resort bungalow is blown up and her client's date is snatched by modern-day Vikings) $14.99
Grinti, Mike & Rachel
Claws
(Kids; Emma's family lives in a trailer park that's home to down-and-out harpies, hags, trolls - and Jack, a one-eyed, smooth-talking cat. He becomes Emma's friend, and she discovers that she, too, has cat magic - claws. She's going to need them to rescue her sister from the powerful faeries who stole her) $16.99
Harris/Kelner (ed)
An Apple for the Creature
 (Anthology; urban fantasy stories of unnatural education, including a new Sookie Stackhouse story) $26.95
Hartley, A.J.
Darwen Arkwright and the Peregrine Pact
(Kids; When he's forced to move from his tiny English town to Atlanta, Georgia, Darwen knows things will be different - but he wasn't expecting to discover that the old mirror in his new closet leads to another world - or that there are creatures there who are after something that only human children possess) $8.99
Hatke, Ben
Legends of Zita the Spacegirl
(Zita #2: PBO; Kids; Full color graphic novel; Zita is determined to make it home to Earth, but her robot doppelganger is wreaking havoc, and Zita is being blamed) $12.99
Herbert, James
The Secret of Crickley Hall
(Would you live in a place where ghostly things keep happening? Where hushed whimpering is heard? Where the presence of evil is all around you? The Caleighs did, but they had their reasons. They should have known better) $9.99
Hinks, Darius
Orion: The Vaults of Winter
(Warhammer: The forest-king Orion awakens from his winter slumber to discover he has been cursed. As the corruption spreads to the woodland realm around him, he must rely upon his loyal subjects to help him unmask a traitor) $11.99
Holkins, J/Krahulik, M
Magical Kids in Danger
(Penny Arcade #8: Full color. Collects the 2007 strips of the popular webcomic starring geeky heroes Gabe and Tycho, plus creator commentary) $14.99
Hughes, Alex
Clean
(Mindspace #1: PBO; Adam used to work for the Telepath's Guild. Now he works for the cops. His ability to get inside the twisted minds of suspects makes him their best interrogator. A serial killer is stalking the city, and Adam needs to solve the case, because he's just had a vision of the future - and he's the next to die) $7.99
Hunter, Erin
The Empty City
(Survivors #1: Kids; The humans are gone, and a new animal is ready to rule the world. Which animals are brave enough to take control when disaster strikes? And what enemies will stand in their way?) $16.99
Jacka, Benedict
Taken
(Alex Verus #3: PBO; Mage apprentices have been vanishing without a trace, and someone on the Council might be involved. Alex has no evidence, no witnesses, and no suspects, but he sees that he doesn't know the half of it - and that he could be the next to disappear) $7.99
Johnson-Shelton, Nils
The Invisible Tower
(Otherworld Chronicles #1: Kids; A mysterious message appears in Artie Kingfisher's favorite video game, leading him to a game store where a centuries-old wizard named Merlin holds the key to his destiny) $6.99
Johnson, Mat
Pym
 (A failed academic acquires an old slave narrative manuscript confirming that Edgar Allan Poe's  
The Narrative of Arthur Gordon Pym
 is a true story. He sets out for Antarctica to discover the land of black people that Poe describes, but instead he and his fellow adventurers are enslaved by the white ice creatures from the novel. Now this black crew must try to escape slavery all over again) $15.00
Kadrey, Richard
Devil Said Bang
(Sandman Slim #4: While ruling the denizens of darkness does have perks, James Stark isn't exactly thrilled with the course of his career. He has to hold off a host of killers while working on his escape plan. Meanwhile, a serial killer ghost is running wild in LA, and Slim's angelic alter ego is hiding in the lost days of time with a cabal who can rewrite reality) $24.99
Kibuishi, Kazu
Prince of the Elves
(Amulet #5: Kids; Full color graphic novel. The Elf King has forged new amulets which will allow him to invade Cielis and destroy it; Emily and her friends make desperate preparations to defend Cielis) $12.99
Kittredge, Caitlin
Soul Trade
(Black London #5: PBO; Crow-mage Jack Winter and former detective Pete Caldecott face formidable new enemies as they continue their quest to save Black London from destruction) $7.99
Kostic, Conor
Edda
(Epic #3: YA; In the virtual world of Edda, Scanthax the ruler decides he wants to invade another virtual world. This move embroils the universes of Edda, Saga, and Epic in all-out war - with three teenagers determined to try to restore peace) $9.99
Krentz/Castle, Jayne
The Lost Night
(PBO; Psychic Rachel Bonner has found peace and quiet on Rainshadow Island - until Harry Sebastian arrives to investigate strange events in the Preserve. She can sense the heart of darkness within him - and the stirrings of desire within her) $7.99
Lackey, M/Edghill, R
A Host of Furious Fancies: Beyond World's End / Spirits White as Lightning
 (Bedlam's Bard #3 / #4: Omnibus reprint; 2 fantasy novels) $13.00
LaValle, Victor
The Devil in Silver
(On his first night in New Hyde Hospital's psych ward, Pepper is visited by a terrifying creature who nearly kills him before being hustled away by the hospital staff. It's no delusion; Pepper rallies three other inmates in a plot to fight back) $27.00
Laws, Robin D.
Blood of the City
 (Pathfinder Tales: PBO; Novel based on the game) $9.99
Lee, Sharon/Miller, Steve
Dragon Ship
 (Liaden: Theo Waitley #4: Theo has a trade route to run for Clan Korval while she convinces the ghost ship  
Bechimo
 - and herself - that she wants to commit herself to being the human side of their immensely powerful symbiosis. While her former lover battles a nano-virus that's eating him alive, Theo faces the unexpected challenge of rescuing hundreds of stranded pilots and crewmen from an explosive situation in near orbit around a suddenly hostile planet; Signed copies) $23.00
Lore, Pittacus
The Rise of Nine
(Lorien Legacies #3: YA; The stakes are higher than ever as John, Number Six, and Number Seven desperately try to find the rest of the Lorien Nine before it's too late) $17.99
Maltin, Leonard
Leonard Maltin's 2013 Movie Guide
(PBO; Revised and updated guide with thousands of capsule movie reviews, DVD and video listings, mail-order and online resources for buying and renting DVDs and videos, and more) $9.99
Mandanna, Sangu
The Lost Girl
(YA; Eva was cloned to replace Amarra if she ever died. So when Amarra dies in a car crash, Eva moves to India to replace her. But does she want to live out her years as a copy? Or risk everything to be Eva?) $17.99
Marr, Melissa
Carnival of Souls
(YA; Aya and Kaleb both face bleak futures, unless they can win a competition hosted by the Carnival of Souls, fighting to the death to join the ruling elite) $17.99
Martin/Lowder, J (ed)
Beyond the Wall: Exploring George R.R. Martin's A Song of Ice and Fire
 (Essays by authors and critics looking at Martin's epic fantasy) $14.95
McDonald, Ian
Be My Enemy
(Everness #2: YA; Everett has escaped with the Infundibulum from the clutches of Charlotte Villiers and the Order, but his father is missing, banished to one of the billions of parallel universes. Everett and the airship crew have taken a Heisenberg Jump to a random parallel plane, where Everett is making plans to rescue his family. But Charlotte Villiers is one step ahead of him) $16.95
McGuire, Seanan
Ashes of Honor
(October Daye #6: PBO; While searching for a powerful changeling with the potential to destroy all of Faerie, Tobey is drawn into a web of kidnappings, political intrigue, and attempted assassinations) $7.99
McKinney, Joe
Mutated
(PBO; Fleeing the cities and their flesh-eating zombies, Bob Richardson and his crew find sanctuary at an abandoned farm. But their stronghold may not be enough - the undead are banding together and working as a group) $7.99
McMahon, Gary
Beyond Here Lies Nothing
(Concrete Grove #3: Ben arrives in Concrete Grove to research a infamous paranormal incident from the early 1970s; when strange things begin happening, it's up to him to put the ghosts to rest) $8.99
O'Brien, Caragh M.
Prized
(Birthmarked #2: YA; 16-year-old midwife Gaia flees the Enclave with her baby sister, only to be captured by the people of Sylum, where women rule the men, and a kiss is a crime) $9.99
Oliver, Lauren
Liesl & Po
(Kids; Locked in the attic by her cruel stepmother, Liesl is surprised one evening when a ghost named Po appears. That same evening, an alchemist's apprentice named Will makes an innocent mistake that has tremendous consequences for Liesl and Po, and draws the three of them together on an extraordinary journey) $6.99
Packard, Edward
Through the Black Hole
(U-Ventures: Kids; You're in command of the most advanced spaceship in the galaxy on the wildest mission in history. Choose your own fate as you try to make it through a black hole) $5.99
Palma, Felix J.
The Map of the Sky
(H.G. Wells #2: Socialite Emma Harlow agrees to marry millionaire Montgomery Gilmore, but only if he accepts her challenge to reproduce the invasion featured in Wells'  
War of the Worlds
. Interconnected plots tell a tale of time travel and mystery, with appearances by a young Edgar Allan Poe as well as Captain Shackleton and Charles Winslow) $26.00
Passarella, John
Rite of Passage
(Supernatural: A series of accidents and strange occurrences in a New Jersey town attracts the attention of the Winchester brothers) $7.99
Paterson, K & J
The Flint Heart
(Kids; Freely abridged from Eden Phillpotts' 1910 fantasy. A Stone Age man demands a talisman to harden his heart, allowing him to take control of his tribe. The tribe's magic man creates the Flint Heart, but the cruelty of it destroys the tribe. Thousands of years later, the talisman reemerges. Can Charles and his sister Unity find a way to rescue humans, fairies, and animals alike from its dark influence?) $9.99
Paver, Michelle
Gods and Warriors
(Kids; Warriors have kidnapped his sister and tried to kill him; a stranger has given him a bronze dagger. Now young Hylas is on the run, trying to discover why he's being hunted, and to find his sister before the warriors find him) $16.99
Petrucha, Stefan
Dead Mann Running
(Hessius Mann #2: PBO; The living dead PI is drawn into a killer case when a severed arm leaves a mysterious briefcase at his office) $7.99
Phillips, Holly
At the Edge of Waking
 (Collection of short fantasy fiction) $15.95
Priest, Christopher
The Islanders
(The Dream Archipelago is a vast network of islands whose very locations seem to twist and shift. Some islands have been sculpted into musical instruments, some are home to lethal creatures, some are playgrounds for the rich. And a war being fought by two distant continents is playing out across the archipelago's waters) $14.95
Reay, Joanne
Romeo Spikes
(Homicide detective Alexis Bianco teams up with the mysterious Lola, who is more weapon than woman, to pursue the Tormenta, demonic predators who convince humans to kill themselves in order to siphon off their victims' unspent lifespans) $25.00
Redwine, C.J.
Defiance
(YA; While other girls train to be ladies, Rachel trains to survive in the wilderness and wield a sword. When her father fails to return from a courier mission, her father's apprentice Logan is assigned to protect her. Together they will escape the tyrant's city to hunt for Rachel's father) $17.99
Reus, Katie
Primal Possession
(Moon Shifter #2: PBO; When a hate group targets humans known to sympathize with paranormal beings, December McIntyre turns to lupine shifter Liam Armstrong for help) $7.99
Rosca, Madeleine
The Clockwork Sky Volume 1
(Graphic novel. 1895: In the London slums, young Sally Peppers and automaton police boy Sky uncover a dark secret that could overturn all of London) $10.99
Scarrow, Alex
Day of the Predator
(TimeRiders #2: YA; When Maddy mistakenly opens a time window, Liam is marooned 65 million years in the past. He must make contact with Maddy and Sal before he's hunted down by dinosaurs - or alters history) $9.99
Sedia, Ekaterina (ed)
Circus: Fantasy Under the Big Top
 (PBO; Anthology; stories of circuses traditional, bizarre, and futuristic) $15.95
Shatner, William
Shatner Rules
(A collection of guidelines and fun facts, illustrated with stories from Bill's life and career, showing how to become Shatneresque) $15.00
Silverberg, Robert (ed)
Tales from Super-Science Fiction
 (Anthology; reprints 14 stories from the 1950s magazine) $32.00
Singh, Nalini
Archangel's Storm
(Guild Hunter #5: PBO; Angelic spymaster Jason and Princess Mahiya are drawn to each other as they work together to solve the murder of Neha's consort) $7.99
Slonczewski, Joan
The Highest Frontier
(On an Earth altered by global warming, with an invasive alien species threatening the surviving ecosystems, Jennifer Ramos Kennedy, daughter of a rich and influential family, is headed for the college of the future, in orbit) $7.99
Smith, Cordwainer
When the People Fell
 (Collection of Instrumentality stories and miscellaneous short stories, providing a sweeping saga of the centuries to come) $7.99
Smith, Sherwood
Blood Spirits
(Kim Murray #2: With the man she loves set to marry a look-alike princess, Kim returns to California to heal her broken heart. But family politics send her to London, where she winds up in a duel with a Dobrenican nobleman, and learns that her great sacrifice, leaving Alex, was a disaster. She returns to Dobrenica, where she finds ghosts, magic, and murder awaiting her) $7.99
Stein, Jeanne C.
Haunted
(Anna Strong #8: PBO; Vampire and bounty hunter Anna Strong and her friend Culebra end up in Mexico, dealing with cartel infighting, a few old vendettas, and missing girls) $7.99
Stirling, S.M.
The Tears of the Sun
(Change #8: Rudi McKenzie - now Artos, the High King of Montival - must stand against the forces of the Church Universal and Triumphant, knowing he may lose his life in the final battle) $9.99
Stirling, S.M.
Lord of Mountains
(Change #9: To end the war, Artos must journey to the Lake at the Heart of the Mountains and take part in a coronation that will unite the realms into a single kingdom, granting him an army large enough to defeat his enemies once and for all) $27.95
Strahan, Jonathan (ed)
Under My Hat: Tales from the Cauldron
 (YA; Anthology; original stories celebrating the witch) $16.99
Swallow, James
Fear to Tread
(Warhammer 40,000: Horus Heresy #21: Horus sends the Blood Angels to the Signus system, where an army of Khornate daemons waits for them. The Warmaster's plan is to use the flaw in the Blood Angels' gene-seed to turn them to the worship of the Blood God) $9.99
Thomas, Shelley Moore
The Seven Tales of Trinket
(Kids; Guided by a tattered map, accompanied by Thomas the Pig Boy, and inspired by her heritage, 11-year-old Trinket searches for the stories she needs to become a bard like her father, who disappeared years ago) $16.99
Thorpe, Gav
Path of the Outcast
(Warhammer 40,000: Eldar #3: While Aradryan lives as a Ranger, Alaitoc is attacked by the Sons of Orar Space Marines, and must do what he can to help save the craftworld) $8.99
Tinker, Major (ed)
The Steampunk Gazette
(From the founder of the Victorian Steampunk Society, a lavishly illustrated history of steampunk, from its 1980s origins to today. Sections on fashion, gadgets, home decor, art, literature, media, and social events) $24.99
Trent, Tiffany
The Unnaturalists
(YA; When his Tinker family is captured to be refinery slaves, Syrus Reed finds that his fate may be bound up with that of Vespa Nyx - and with the Unnatural creatures she catalogues in her father's New London museum) $16.99
Varley, John
Slow Apocalypse
(Screenwriter Dave Marshall thought the scenario sounded implausible when he heard it from a government consultant on his last film: a scientist releases a virus that feeds on petroleum into an Iraqi oil field, but it spreads to infect the entire international fuel supply. Now it's become a terrifying reality) $25.95
Weber, David
A Beautiful Friendship
(Stephanie Harrington #1: YA; On the pioneer planet Sphinx, young Stephanie Harrington discovers an intelligent alien species, treecats, and forms the first telepathic bond with one. But a lot of powerful people are determined to make sure that Sphinx remains entirely in human hands - even if it means the extermination of another thinking species) $9.99
Wendig, Chuck
Mockingbird
(Miriam #2: PBO; Miriam is trying to live a normal life, keeping her ability - to see when and how someone is going to die - in check. Which feels like keeping a tornado trapped in a tiny bottle. And then comes one really bad day) $7.99
Williams, Tad
The Dirty Streets of Heaven
(Bobby Dollar #1: Bobby is a rough-and-tumble angel who's always done his part in the long cold war between Heaven and Hell. But now he's stepped into the middle of something that's got both sides nervous - an unprecedented number of missing souls) $25.95
Wooding, Chris
Havoc
(Malice #2: Kids; Having escaped from Malice, Seth isn't sure if he should try to destroy the evil comic book from his own world, or go back for an artifact that might help. Meanwhile, Kady is still trapped in Malice, trying to find a rebel group of kids who want to fight cruel overlord Tall Jake) $9.99
Zeltserman, Dave
A Killer's Essence
(When a serial killer terrorizes New York City, jaded detective Stan Green finds just a single witness, a neurologically disabled recluse who sees through the souls of others as demonic hallucinations) $15.00
Expected Mid-September
Andrews, Scott K.
School's Out Forever
(Afterblight Chronicles: 15-year-old Lee and his boarding school's Matron must try to protect their charges from cannibalistic gangs, religious fanatics, a bullying prefect, and the surviving might of the U.S. Army) $12.99
Bachmann, Stefan
The Peculiar
(Kids; Bartholomew is a changeling, child of a faery father and a human mother, who lives in the faery slums of Bath. When he witnesses the kidnapping of another changeling, he finds himself at the center of a web of intrigue) $16.99
Balaban, Bob
The Creature from the Seventh Grade: Boy or Beast
(Kids; Charlie has suddenly morphed into a giant mutant sea creature. Now his best friends are treating him like a science project, the cool kids are recruiting him for their clique, and, for some reason, his parents are acting like everything is perfectly normal) $15.99
Barnhill, Kelly
The Mostly True Story of Jack
(Kids; When Jack is sent to Hazelwood, Iowa, to live with his crazy aunt and uncle, he expects a summer of boredom. But the people of Hazelwood have been waiting for him for a long time. He makes friends. The town bully beats him up. And the richest man in town begins to plot Jack's imminent demise. It's up to Jack to figure out why - but to do that, he'll have to believe that magic is real, and has something to do with him) $6.99
Bray, Libba
The Diviners
(YA; 1920s: Evie is shipped off to NYC to live with her Uncle Will, curator of the Museum of American Folklore, Superstition and the Occult. They find themselves in the thick of an investigation of occult-based murders. And Evie has a secret - a mysterious power that could help catch the killer, if he doesn't catch her first) $19.99
Brower, S/Heller, S
Breathless Homicidal Slime Mutants: The Art of the Paperback
 (Reissue; A celebration of the art and design of the mass-market paperback, from the late 19th century to today) $7.98
Burroughs/Maxwell
Jane: The Woman Who Loved Tarzan
 (PBO; Authorized by the Burroughs estate. The Tarzan story told from Jane's viewpoint; $25.99 hc also available) $14.99
Carlson, Amanda
Full Blooded
(Jessica McClain #1: PBO; Jessica has become a werewolf. It wasn't supposed to happen: female werewolves don't exist. When a killer comes looking for her, her Pack finds themselves caught in the middle of a war. It's up to Jessica to find out why everyone wants her dead) $12.99
Chabon, Michael
Telegraph Avenue
(2004: Archy and Nat rule a kingdom of used vinyl located in the borderlands of Berkeley and Oakland. Their wives, Gwen and Aviva, are two semi-legendary midwives who have welcomed more than a thousand newly minted citizens into the community. When a former NFL quarterback announces plans to build his latest megastore on a nearby stretch of Telegraph Avenue, Nat and Archy fear it means certain doom for their vulnerable little enterprise. Meanwhile, Aviva and Gwen also find themselves caught up in a battle for their professional existence; Signed copies expected) $27.99
Cornwall, Emma
Incarnation
 (In a steampunk London, Lucy Weston confronts Bram Stoker to find out why he lied about her in his novel  
Dracula
. Then, with Stoker's reluctant help, she sets out to track down the fiend who turned her into a vampire) $15.00
Davis, Jim
Garfield Gets in a Pickle
 (Garfield #54: PBO; Full color comic strips) $14.00
Durst, Sarah Beth
Vessel
(YA; Liyana has trained her entire life to be the vessel of a goddess, but the goddess never comes. Abandoned by her tribe, Liyana expects to die in the desert, until a boy arrives. Korbyn is a trickster god inside his vessel, who tells Liyana that five other gods are missing. They set off in search of the other vessels, for the tribes cannot survive without the magic of their gods. The closer she grows to Korbyn, the less Liyana wants to disappear to make way for her goddess. But she must die for her tribe to live, unless a trickster god can help her to trick fate - or a human girl can muster some magic of her own) $16.99
Edward, John
Fallen Masters
 (A final confrontation between good and evil unfolds on both the Earthly plane and the Other Side) $25.99
Erikson, Steven
The Forge of Darkness
(Malazan: Kharkarnas #1: In Kurald Galain, the commoners want Vatha Urusander, their great hero, to take Mother Dark's hand in marriage, but her consort Lord Draconus is opposed. As the impending clash disrupts the realm of Darkness, an ancient power emerges from the long dead seas. Caught in the middle of it all are the First Sons of Darkness, Anomander, Andarist, and Silchas Ruin) $27.99
Griffin, Kate
Stray Souls
(Sharon Li has just discovered she's a shaman, and not a moment too soon. London's soul has gone missing. To solve the mystery and rescue the dying city, she'll need help from the support group she's just set up for people with magical issues) $14.99
Johnson, Kij
At the Mouth of the River of Bees
 (Collection; 16 works of sf and fantasy from an award-winning author; Signed copies expected) $16.00
Jones, Stephen (ed)
A Book of Horrors
 (Anthology; original stories of horror and dark fantasy from top writers) $15.99
Jordan, Hillary
When She Woke
(In the not too distant future, the line between church and state has been eradicated, and convicted felons are no longer imprisoned but chromed - their skin color genetically altered to match the class of their crimes - and then released back into the population to survive as best they can. Hannah is a Red; her crime is abortion) $14.95
Kenyon, S/Love, D
The Curse
(Belador #3: PBO; When Svart Trolls invade Atlanta, Evalle tries to stop the bloody troll-led gang wars; she unwittingly exposes a secret that endangers all she holds dear and complicates her tumultuous love life with Storm) $7.99
King, A.S.
Everybody Sees the Ants
(YA; Andre Norton Award finalist. Lucky has a secret that helps him wade through his dysfunctional life. In his dreams, he escapes to the war-torn jungles of Laos, where he can be a hero. It's dangerous and wild - a place where his life just might be worth living. But how long can Lucky hide in his dreams before reality forces its way in?) $9.99
Knaak, Richard A.
Shade
(Legends of the Dragonrealm: Shade the spellcaster struggles to find an end to the curse he brought upon himself millennia ago) $16.00
Kristoff, Jay
Stormdancer
(Lotus War #1: After disaster befalls her mission to capture a griffin for the Shogun, Yukiko finds herself stranded in the wilderness with a crippled griffin. They will face intrigue, betrayal, and murder as they try to save their homeland) $24.99
Le Guin, Ursula K.
Finding My Elegy
 (Collection of some of her best early poetry plus a group of poems written over the last four years) $22.00
Leslie, Mark (ed)
Tesseracts 16: Parnassus Unbound
 (Anthology; short works of speculative fiction about art, music, literature, and culture) $15.95
Marillier, Juliet
Shadowfell
(YA; Possessing a powerful ability to communicate with the fairy-like Good Folk, 16-year-old Neryn sets out for Shadowfell, a home and training ground for a rebel group determined to overthrow the evil King Keldec) $16.99
McElligott/Tuxbury
Benjamin Franklinstein Meets the Fright Brothers
(Victor Godwin #2: Kids; When giant bat planes and mysterious attacks bring mayhem to Philadelphia, Victor knows only the Wright Brothers could pilot such creations - but the red-eyed brothers don't seem quite like themselves. Can Victor and his friends stop them from taking over the city?) $7.99
McOmber, Adam
The White Forest
(Jane has a gift that allows her to see the souls of manmade objects. When her friend Nathan becomes interested in a cult - led by a mystic who encourages his followers to explore dream manipulation - and then disappears, the famed Inspector Vidocq arrives in London to untangle events. But when a sinister truth emerges, Jane realizes she must use her talent to find Nathan before it's too late) $25.00
Shirley, John
Retribution
 (Resident Evil: PBO; Novelization of the film) $7.99
Starmer, Aaron
The Only Ones
(Kids; Martin arrives at the village of Xibalba. Like the other children who've journeyed there, he faces an awful truth. When families and friends all disappeared one afternoon, he and these other children were forgotten. Inspired by the prophesies of a mysterious boy who talks to animals, Martin believes he can reunite them with their loved ones - but believing and knowing are two different things) $7.99
Tanner, Lian
City of Lies
(Keepers #2: Kids; When his sister is stolen, Toadspit and his friend Goldie follow the child-stealers to a neighboring city. Along the way, Toadspit is captured. When Goldie discovers some secrets that the child-stealers will kill to protect, she'll need all her skills as a thief and a liar to survive and save her friends) $6.99
Tolkien, J.R.R.
The Art of
The Hobbit
 (The author's complete artwork for the book) $40.00
Weber, David
Midst Toil and Tribulation
(Safehold #6: A vicar of the Church of God Awaiting has engineered a rebellion against the Lord Protector of Siddermark, bringing civil war to the nation at harvest time) $27.99
Weeks, Brent
The Blinding Knife
(Lightbringer #2: Gavin had thought he had five years left, now he has less than one. Magic is running wild and threatens to destroy the Satrapies. The old gods are being reborn, and their army of color wights is unstoppable. The only salvation may be the brother whose freedom and life Gavin stole) $25.99
Ziegler, Rob
Seed
(After economic, political, and environmental collapse, the US is now controlled by Satori, a corporation that is also a living, intelligent city. Satori bioengineers the climate-resistant seed that feeds the nation, as well as the post-human genetic Designers, Advocates, and Laborers. When a Designer goes rogue, the government hopes to regain power by using her to break Satori's stranglehold on seed production) $15.99
Expected Early October
Anderson, Kevin J.
The Martian War
(PBO; What if the Martian invasion was not entirely the product of H.G.'s imagination? What if he witnessed something that spurred him to write  
The War of the Worlds
 as a warning?) $12.95
Anderson, Taylor
Firestorm
(Destroyermen #6: Even as the Allies and the Empire of New Britain Isles stand united against the Grik and the Japanese, the Holy Dominion - a warped, power-hungry mix of human cultures - threatens destruction with a devastating weapon neither Allies nor Empire can withstand) $7.99
Archer, Jill
Dark Light of Day
(Noon Onyx #1: PBO; Noon is capable of wielding the destructive power of demons. But because she's human, the demons consider her an abomination- and a threat to their rule over Earth) $7.99
Bein, Steve
Daughter of the Sword
(Fated Blades #1: Tokyo cop Mariko Oshiro investigates the attempted theft of an old samurai sword, forged by a swordsmith whose blades may have magical qualities. She is only the latest in a long line of warriors to confront this power, and it threatens to turn against her even as she learns to wield the sword) $16.00
Benford, Gregory et al
The Wonderful Future That Never Was
 (Between 1903 and 1969,  
Popular Mechanics
 magazine included hundreds of predictions about the future. This book recaps some of those ideas, illustrated with the original futurist art. Benford supplies modern perspective on why some of the predictions were made. Full color throughout) $17.95
Briggs, Patricia
Cry Wolf Vol. 1
 (Alpha & Omega GN #1: Full color graphic novel; adaptation of the novel) $24.95
Brown, Eric
Helix Wars
(For 200 years, peace has reigned on the Helix. But when shuttle pilot Jeff Ellis crash-lands on Phandra, he interrupts an invasion by the neighboring Sporelli - who scheme to exterminate Ellis before he can return to New Earth and inform the peacekeepers) $8.99
Buehlman, Christopher
Between Two Fires
(1348: After an orphan tells him that the Black Plague is only part of a greater cataclysm, Thomas, a disgraced knight, finds himself in a macabre battleground of angels and demons, sinners and saints, in a struggle for nothing less than the soul of man) $25.95
Burroughs/Griffin
Tarzan Centennial
 (Lavishly illustrated official history of the Tarzan phenomenon) $39.95
Caine, Rachel
Black Dawn
(Morganville Vampires #12: YA; Unless Claire and her friends figure out how to cure Amelie - who has been infected by the master draug's bite - and defeat the draug, Morganville will become little more than a ghost town) $9.99
Campbell, Jack
Tarnished Knight
(Lost Stars #1: Betrayed by the brutal Syndicate government, Artur Drakon and Gwen Iceni launch a battle for control of the Midway star system) $26.95
Carey, Jacqueline
Dark Currents
(Agent of Hel #1: Fathered by an incubus, Daisy lives in a Midwestern resort town that is home to eccentric locals, wealthy summer residents, assorted paranormals, and eldritch folk presided over by reclusive Norse goddess Hel. When a boy drowns and signs point to eldritch involvement, Daisy investigates with the help of a sexy werewolf cop) $26.95
Chan, Kylie
Earth to Hell
(Journey to Wudang #1: On Earth, Simon Wong, the Demon King's son, is no longer around to trouble Emma and Simone, but his associates have taken over Simon's underworld activities. The otherworldly stones are being targeted and are in danger of being completely destroyed. It seems that the Demon King is the only one Emma can turn to for help) $7.99
Chance, Karen
Fury's Kiss
(Midnight's Daughter #3: PBO; Dory and Louis-Cesare will have to face off with zombie vampires, fallen angels, and a mad scientist to get to the bottom of a deadly smuggling ring) $7.99
Clarke, Cassandra Rose
The Assassin's Curse
(YA; When Ananna runs away from her arranged marriage, her cutthroat parents hire Naji the assassin to murder her. When she inadvertently saves his life, she activates his curse: whenever her life is in danger, he must protect her. This development pleases neither of them - but to lift the curse, they will have to complete three impossible tasks) $9.99
Cobley, Michael
Seeds of Earth
(Humanity's Fire #1: The planet Darien hosts a thriving human settlement. But hidden on Darien's forest moon are secrets that go back to an apocalyptic battle between ancient races. Darien is about to become the focus of an intergalactic power struggle, and the true stakes are beyond human comprehension) $7.99
Connolly, Tina
Ironskin
(Jane, who wears an iron mask to contain the fey curse that scars her cheek, answers a carefully worded ad for a governess, certain that the child is fey-cursed, and that she can help. She finds herself fascinated by the girl's artist father: a parade of ugly women enter his studio, and come out as beautiful as the fey) $24.99
Crossan, Sarah
Breathe
 (YA; In a world where air is restricted, three teens find out exactly what they're willing to do for the freedom to breathe) $17.99
Cummings, Sean
Poltergeeks
(YA; To save her witch mother's life, 15-year-old Julie and her uber-geek friend Marcus must find out who is responsible for increasing levels of poltergeist activity all over their town) $9.99
Doctorow, Cory
Pirate Cinema
(YA; In dystopian near-future Britain, artists and activists are trying to fight a new bill that will criminalize harmless internet creativity, making felons of millions of British citizens. Parliament is in thrall to a few wealthy media conglomerates, but the powers-that-be haven't reckoned on the power of a gripping movie to change people's minds) $19.99
Drake, D/Lambshead, J
Into the Hinterlands
(Sent to clear the power-hungry Terrans from a star sector where they're encroaching, greenhorn commander Allen Allenson must also overcome the machinations of the alien Riders) $7.99
Drake, David
Night & Demons
 (PBO; Collection of horrific, weird, and fantastic tales) $13.00
Dunn, Christian (ed)
Shadows of Treachery
 (Warhammer 40,000: Horus Heresy #22: PBO; Anthology) $8.99
Dunn, Christian (ed)
Treacheries of the Space Marines
 (Warhammer 40,000: PBO; Anthology) $8.99
Emson, Thomas
Skarlet
(Vampire Trinity #1: When a new drug starts turning users into vampires, Iraqi War veteran Jake Lawton finds himself doing battle with immortals and their human cohorts. And beneath the London streets lurks a bigger evil, waiting to be resurrected to reign over a city of human slaves) $14.99
Evans, Chris
Ashes of a Black Frost
(Iron Elves #3: As the human-dominated Calahrian Empire struggles to maintain its hold on power in the face of armed rebellion, the Iron Elves' perilous quest to defeat the power-hungry elf witch, the Shadow Monarch, takes on greater urgency) $9.99
Evenson, B.K.
Catalyst
 (Dead Space: Novel based on the video game) $14.99
Feehan, Christine
Dark Predator
(Carpathian #19: When he leaves his life as master executioner behind, Zacarias wonders who he really is. The answer awaits him back home in Peru, where he will face old enemies and a bloody family legacy - and find his lifemate) $7.99
Fforde, Jasper
The Last Dragonslayer
(YA; 15-year-old Jennifer runs Kazam, an employment agency for magicians, but it's hard to stay in business when magic is drying up. Now visions are predicting the death of the world's last dragon at the hands of an unnamed Dragonslayer. If the visions are true, everything will change for Jennifer and Kazam - because something known as Big Magic is coming) $16.99
Fforde, Jasper
The Woman Who Died a Lot
(Thursday Next #7: After an assassination attempt, Thursday returns to Swindon to recuperate. But there are problems at home: Friday's career struggles in the Chronoguard; Tuesday's trouble perfecting the Anti-Smote shield in time to prevent an angry Deity from wiping Swindon off the face of the earth; and the issue of Thursday's third child Jenny, who exists only as a confusing and disturbing memory. With Goliath attempting to replace Thursday with synthetic Thursdays, and a call from Bookworld to hunt down Pagerunners who have jumped into the Realworld, Thursday's convalescence is going to be anything but restful) $26.95
Fisher, Catherine
Darkwater
(YA; Desperate to regain the power and wealth her family had lost, Sarah made a bargain with Azrael, Lord of Darkwater Hall, who gave her 100 years and the means to her objective - in exchange for her soul. A century later, will she be able to stop young Tom from making the same ruinous bargain?) $16.99
Flint, Eric
1635: Papal Stakes
(Ring of Fire: Trapped in a mire of papal assassins, power politics, murder, and mayhem, Pope Urban VII and uptimers Frank Stone and Ambassador Sharon Nichols and their downtimer spouses need help fast. Special rescue crews converge on Rome, and an uptime airplane is on its way to spirit the Pope to safety. When everything goes wrong, it's once again up to the rough and ready Grantville natives to set things right) $25.00
Gear, W.M. & Kathleen
A Searing Wind
(Contact: The Battle for America #3: After learning of de Soto's plans to target the Chicaza, Black Shell is determined to set the perfect trap to preserve his people's pride, traditions, and winter stockpiles of food and supplies) $9.99
Giallongo, Zack
Broxo
(Kids; Full color graphic novel. Can Broxo - the only survivor of a barbarian tribe - and Princess Zora defeat the man-eating walking dead that drag themselves out of a fetid lake?) $16.99
Gibson, William
Zero History
(Campbell Memorial Award finalist. A Department of Defense contract for combat wear turns out to be the gateway drug for arms dealers so shadowy that even global marketing magnate Hubertus Bigend, whose subtlety and power in the private sector would be hard to overstate, finds himself outmaneuvered and adrift in a seriously dangerous world) $9.99
Gilman, Charles
Professor Gargoyle
(Lovecraft Middle School #1: Kids; At his brand new, high-tech school, 11-year old Robert finds some anomalies: rats in the lockers; a student gone missing; a library corridor full of worm-eaten antique books; and a science professor who seems to be undergoing a strange transformation) $13.99
Gladstone, Max
Three Parts Dead
(A god has died, and it's up to Tara, a first-year associate at a necromantic firm, to bring Him back to life before His city falls apart) $24.99
Gropp, Richard E.
Bad Glass
(PBO; The military moves in to quash rumors of unexplained phenomena in Spokane and figure out what's going on. But after weeks of news leaking out of the quarantine, it becomes clear they have no idea. A young photographer sneaks into the city, hoping to make a name for himself documenting the unimaginable - if he doesn't go insane first) $15.00
Hamilton, Kiki
The Faerie Ring
(YA; 1871: Pickpocket Tiki steals a ring that could lead to all-out war. For the ring belongs to Queen Victoria, and binds the rulers of England and Faerie to peace. A group of faerie rebels hopes to break the treaty with dark magic - and Tiki's blood) $9.99
Harris, Charlaine
The Sookie Stackhouse Companion
(Southern Vampire: Agatha Award finalist. Tour Bon Temps, Louisiana, prowl around the werewolf and werepanther communities, visit Tara's dress shop, and belly up to the bar at Merlotte's in this guide to Sookie's family, friends, enemies, lovers, and adventures. Includes an original Sookie novella, recipes, and more) $18.00
Harrison, Kim
A Perfect Blood
(Rachel Morgan #10: Ritually murdered corpses are appearing across Cincinnati, terrifying amalgams of human and other. Pulled in by the FIB to help investigate, Rachel Morgan soon realizes that someone is determined to make demons. But it can't be done without Rachel's blood) $7.99
Hayes, Erica
Revelation
(Seven Signs #1: PBO; Dr. Morgan Sterling doesn't believe in angels, but Luniel is one of the fallen, bound to fight evil to earn redemption. Together they must stop a zombie plague ravaging Manhattan's slums) $7.99
Heinlein, Robert A.
Starman Jones
 (Reissue; Classic sf novel) $7.99
Hendee, Barb
Ghosts of Memories
(Vampire Memories #5: PBO; Not all vampires want to live by the Four Laws. Now Eleisha must confront the deadliest predator she has ever faced, or lose everything she has fought to protect) $7.99
Hidalgo, Pablo
Star Wars: The Essential Reader's Companion
(Looks at all published Star Wars fiction, providing a synopsis of each story, behind the scenes facts and anecdotes, and a chronological listing of titles placing each in context. Illustrated with over a hundred full-color paintings) $28.00
Holm, Chris F.
The Wrong Goodbye
(Collector #2: PBO; Because of his efforts to avert the Apocalypse, Sam has been given a second chance, provided he can stick to the straight and narrow. Which is all well and good, until the soul he's sent to collect goes missing) $7.99
Hunter, Faith
Death's Rival
(Jane Yellowrock #5: PBO; To uncover the identity of the vamp who is trying to steal Leo's territory, Jane will have to venture into the underbelly of New Orleans vamp society) $7.99
Jerome, Celia
Sand Witches in the Hamptons
(Willow Tate #5: PBO; As if Willow didn't have enough problems coping with Otherworld visitors, now she has a stalker, her doom-seer father has a secret, and Paumanok Harbor has Otherworld sand stealers) $7.99
Jones, Darynda
Death and the Girl Next Door
(PBO; YA; Why is Cameron, her high school's designated loner, standing outside Lorelei's house every night? What does tough, sexy newcomer Jared know about her parents, who disappeared years ago? And what will any of them do when Death comes knocking for real?) $9.99
Jones, Diana Wynne
Reflections
 (Collection of essays, speeches, and biographical pieces written and/or chosen by Jones) $24.99
Jones, Stephen (ed)
The Mammoth Book of Zombie Apocalypse! Fight Back
(Mosaic novel; interconnected eyewitness narratives - text messages, emails, blog entries, letters, diaries, and transcripts - telling of the fight against the New Zombie Order) $13.95
Joyce, William
The Sandman: The Story of Sanderson Mansnoozie
(Guardians of Childhood #2: Kids; Full color picture book. When the moon is less than full, who will keep the children safe at night? The Man in the Moon thinks sleepy sweet-dreamer Sandy is the perfect choice to help thwart Pitch, the Nightmare King) $17.99
Joyce, William
Toothiana: Queen of the Tooth Fairy Armies
(Guardians of Childhood Novel #3: Kids; Toothiana can spin herself into a multitude of selves, depending on nightly teeth-placed-under-pillows rates. And she is tiny, but very fierce - the villainous Pitch has no idea what he's up against) $14.99
Karpyshyn, Drew
Revan
 (Star Wars: Old Republic #3: Novel based on the online game) $7.99
Kessler, Liz
Emily Windsnap Boxed Set: The Tail of Emily Windsnap / Emily Windsnap and the Monster from the Deep / Emily Windsnap and the Castle in the Mist / Emily Windsnap and the Siren's Secret
 (Reissue; Kids; Four fantasy novels; the adventures of a teenage girl with a human mother and a merman father) $23.96
Ketter, Greg (ed)
Shelf Life: Fantastic Stories Celebrating Bookstores
 (Anthology; 16 sf, fantasy, and horror stories, each with a bookstore at its core) $15.95
Kiesbye, Stefan
Your House Is on Fire, Your Children All Gone
(Four young friends come of age in Hemmersmoor, a place shrouded with fear - and talk of revenants. Their innocent games soon bring them face-to-face with the village's darkest secrets) $15.00
L'Engle, Madeleine
A Wrinkle in Time graphic novel
 (Kids; Adaptation of the classic sf novel) $19.99
Lackey, Mercedes
Changes
(Valdemar: Collegium #3: Magpie pursues his quest for his parent's identity, while being trained as an undercover agent for Valdemar. Bardic Trainee Lena has to face her uncaring father, a famous Bard. And Healing Trainee Bear struggles with his parents, who are pressuring him to quit the Collegium because he lacks the magical Healing Gift) $7.99
Lackey, Mercedes
Redoubt
(Valdemar: Collegium #4: A mysterious new enemy has taken an interest in Herald trainee spy Mags, but why? The answers can only be found in the most unexpected corners of Mags' past. Assuming he can stay alive long enough to find them) $25.95
Lamberson, Gregory
Tortured Spirits
(Jake Helman #4: PBO; Jake's ongoing quest to save his best friend Edgar Hopkins takes him to New Orleans, Miami, and the jungles of Pavot Island, where undead slaves harvest narcotics for a ferocious dictator) $14.95
Launet, Francois
Unspeakable Vault (of Doom)
 (Collection of webcomics providing a humorous look at the Cthulhu mythos through the daily lives of the Great Old Ones) $19.95
Lazellari, Edward
Awakenings
(Cal MacDonnell and Seth Raincrest have nothing in common - except they both suffer from retrograde amnesia. It's as if they just appeared out of thin air thirteen years ago. Now their forgotten past has caught up with them) $7.99
Lin, Grace
Starry River of the Sky
(Kids; Rendi has run away from home and is now working at the inn in the remote Village of Clear Sky. The moon is missing there, but only Rendi seems to notice. He also notices the village's peculiar inhabitants and their problems. A mysterious lady arrives at the Inn with the gift of storytelling, and slowly transforms the villagers and Rendi himself. As the days pass, Rendi begins to realize that perhaps it is his own story that holds the answers to all his questions) $17.99
Lovecraft/Lockwood
The Lovecraft Anthology Volume 2
 (Full color graphic novel; adaptations of Lovecraft stories) $19.95
Lovegrove, James
Red Eye
(Redlaw #2: PBO; In the U.S. to investigate a series of vicious attacks on vampire immigrants, Redlaw uncovers a conspiracy that could give journalist Tina Checkley the career break she's been looking for. It could also spell death for Redlaw) $8.99
Ma, Roger
The Vampire Combat Manual
 (PBO; A humorous guide to fighting the bloodthirsty undead) $15.00
MacAlister/Harper/Sims
The Undead in My Bed
 (PBO; Anthology; 3 vampire romance novellas) $7.99
Maguire, Gregory
Out of Oz
(Wicked Years #4: The Emerald City plans to invade Munchkinland, Glinda is under house arrest, the Cowardly Lion is on the run from the law, and look who's knocking at the door: Dorothy. Amid the chaos, Elphaba's granddaughter Rain comes of age, and will now take up her broom in an Oz racked by war) $15.99
Mallory, H.P.
Something Witchy This Way Comes
(Jolie Wilkins #5: PBO; Jolie must protect her Underworld realm from the Lurkers, half-humans bent on conquering the undead. At least she has her boyfriend, warlock Rand Balfour, by her side. But why can't she forget dangerously alluring vampire Sinjin Sinclair?) $7.99
Mallory, Michael
The Science Fiction Universe and Beyond: Syfy Channel Book of Sci-Fi
 (A look at sf in films and television, from the Saturday matinee serials to modern times) $40.00
Mariconda, Barbara
The Voyage of Lucy P. Simmons
(Kids; An enchanted flute that warns of danger, a mist that unlocks a drawer of family secrets, a bookcase that expands to conceal her: since her parents drowned at sea, magic has been helping Lucy keep her house out of the hands of her greedy uncle) $16.99
Massey, Brandon (ed)
Voices from the Other Side
 (Anthology; 20 horror and suspense stories by African-American writers) $6.99
McCormack, Una
Brinksmanship
(Star Trek: Typhon Pact: PBO; The independent Venette Convention becomes the flashpoint for a tense military standoff between the United Federation of Planets and the Typhon Pact) $7.99
McDevitt, Jack
Firebird
(Alex Benedict #6: Nebula Award finalist. Decades ago, renowned physicist Chris Robin, known for his theories about alternate universes, vanished. Alex and Chase discover that Robin had several interstellar yachts flown far outside the planetary system, where they too vanished. Now they're planning to follow Robin's trail into the unknown) $7.99
McGhoul/Kilbane
The Brain Eater's Bible
 (A field manual and manifesto for the reanimated dead) $16.99
McIntosh, Will
Hitchers
(PBO; Contrary his grandfather's dying wish, Finn has resurrected the old man's newspaper comic, and it's more popular than ever. Then Finn realizes he has a hitcher within his skin: his grandfather, who isn't happy about the changes Finn has made) $14.99
McKillip, Patricia A.
Wonders of the Invisible World
 (PBO; Collection of short fantasy fiction) $14.95
Meloy, Colin
Wildwood
(Wildwood Chronicles #1: Kids; After her brother is abducted, Prue and her friend Curtis head into the Impassable Wilderness to find him. There they find warring creatures, peaceable mystics, and powerful figures with dark intentions, and their rescue mission turns into a struggle for the freedom of Wildwood) $8.99
Meloy, Colin
Under Wildwood
(Wildwood Chronicles #2: Kids; A growing threat draws Prue back into Wildwood, where she and Curtis face their greatest challenge yet. To save themselves and the lives of their friends, and bring unity to a divided country, they must go under Wildwood) $17.99
Meluch, R.M.
The Ninth Circle
(USS Merrimack #5: On the distant world of Zoe, an expedition finds DNA-based life - and alien invaders. And it seems that the Ninth Circle and the Palatine Empire have also found Zoe. Glenn Hamilton calls on the  
USS Merrimack
 for help) $7.99
Modesitt Jr., L.E.
Scholar
(Imager #4: Begins a new story arc set hundreds of years earlier. Quaeryt is a scholar, concealing the fact that he's an imager. To escape the intrigues of the capital city, he convinces his ruler to send him on a reconnaissance mission. On the journey, he must face pirates, storms, poisonings, and attempted murder, as well as discovering that he is not quite who he thought he was) $7.99
Morgan, Richard K.
The Cold Commands
(Land Fit for Heroes #2: Aging warrior Ringil Eskiath is growing more comfortable with his return to the hero's life. But the stakes against him are being raised - a major threat is gathering on the horizon, one that Ringil cannot defeat by himself) $16.00
Mosley, Walter
Merge / Disciple
(Crosstown to Oblivion #2: Two novellas: a lottery winner notices something in his apartment that seems ordinary but reveals itself to be from a very different world; a data entry clerk realizes he has become a pawn in a battle that threatens the prime life force on Earth) $24.99
Niven, L/Barnes, S
The Moon Maze Game
(Dream Park #4: 2085: The first lunar live-action role-playing game turns ugly when a dozen gamers are kidnapped. But the gamers are brilliant, unpredictable, resourceful, and addicted to problem-solving - they're going to play this new scenario to win) $7.99
Oliver, Lauren
The Spindlers
(Kids; One morning, 12-year-old Liza realizes that spindlers have stolen her younger brother's soul. Armed with little more than her wits, and with a huge talking rat for a guide, she sets out to rescue him) $16.99
Pivarcsi, Istvan
Just a Bite
(Nonfiction; a Transylvanian historian peels away the effects of pop culture to set the record straight about the history and evolution of vampire folklore) $16.95
Pratchett, T/Cabell, C
Terry Pratchett: The Spirit of Fantasy
(A detailed biography of the beloved writer, including his battle with Alzheimers, over forty years of irreverent artistic achievements, and a note about cats) $14.95
Pratchett, Terry
Dodger
(YA; In an alternate London ruled by a young queen Victoria, Dodger is an enterprising lad, smart and lucky. Everyone likes him, which is good, because his life is about to get seriously complicated. When he sees a girl leap from a carriage in an attempt to escape her captors, will he stand by and let her be caught again? Of course not. He's not about to let anything happen to the unknown girl - not even if her fate affects some of the most powerful people in England)
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