Prowlers and Paragons is a tabletop game that attempts to make everyone think it’s a D&D retro clone but is actually a superhero game with an original, if not terribly innovative, system that is more than worthy of standing on its own merits. As a superhero game, it does a good job of providing a framework for highly-narrative adventures and, while it may not have the boon of a major comics publisher’s licensing deal it is, in my opinion, still as good as any of the alternatives, if not better in certain ways.
So I just got back from the theater and watching Ender’s Game. I should likely preface this by stating that my review is perhaps a little informed by the fact that I didn’t really enjoy the book all that much; it had some good ideas and concepts, but my memory grew less fond of it as I’d sort of mulled it over and thought about it again and felt like it just felt less consistent and well-written. The movie, however, was somewhat different than I had expected.
Welcome to the second week of my Dungeon Siege 2 review; we’ll pick up where I left off last week and begin to look more at the things that Dungeon Siege 2 did that were really interesting and saw a lot of echoes in later games as well as things that would be cool if more people actually took up.
I’m doing something a little unusual this week because I don’t really have time, but I’m going to go back and review a game that’s pretty old that I just finally discovered, and actually do a case study on it as much as write a review of it. Normally I’d make this a game design thing, but that’s not going to happen right now.
I went into Dishonored with high expectations, and found them matched. However, I discovered quickly that while I truly enjoyed the game, it ran into some pretty major issues before too long in. Quite frankly, when I made it through the first three levels, I was thinking “This game reminds me a lot of Deus Ex, in a good way.” and by the time I got to the last my thoughts had been shifted to “Well, some of these textures do look like they’re from 2000″. Continue reading
Tomb Raider is always one of those franchises I’ve avoided because of its perception; Lara Croft prior to recent developments had always been a video game sex symbol, but was handled in a way that I found somewhat offensive. She’d become an object of a brand rather than a living breathing character, and while she certainly wasn’t the worst example of how women are treated in video games, she wasn’t a character so much as an image. However, having heard good things about Lara’s new direction in character development, and the general gameplay of the series reboot, I picked it up and gave it a shot. Continue reading
War of the Roses is by no means a new game, but it’s one that I only finally got around to playing after getting it as a gift. It’s a multiplayer-only medieval combat game with a heavy focus on action and which takes place in the English civil war between the Lancastrian and Yorkist factions. It is, to a degree, historically accurate, though the fact that it’s an action-oriented video game means that it’s not exactly going to be winning any prizes for realism. Continue reading
Tobiah Q. Panshin’s The Game Master is an interesting book from front to back, one which is both wonderful and cringe-worthy at the same time. Of all things, perhaps its worst is its inconsistency; verging from academic-styled formal writing to wonderfully light informal prose, it does few things explicitly wrong but doesn’t seem to know where it is. Nonetheless, it’s something that I would recommend, with a caveat. Continue reading
Normally I try to keep my reviews pretty up-to-date, but recently I’ve been running with a hectic schedule and a release log that doesn’t give me the flexibility I’d like to do long reviews, so I’ve been going through and reading some of the games that have been recommended to me but which I never really gave enough attention or never really gave my thoughts about. This week it’s 44: A Game of Automatic Fear which has fallen under my microscope. Continue reading
Eclipse Phase is one of my favorite games, but I’m not beyond admitting that it has its faults, some of them pretty serious. For one thing, although there was a great range of morphs and the game really felt like it vibrantly embraced the question of not only transhumanism but the practicality of a diverse and exotic range of morphs, it didn’t really feel like the rules did. Transhuman, which could best be described as their player’s guide, does a great job of fixing a lot of those issues, and introduces a lot of new content. Continue reading