Archive | Reviews

CthulhuTech Core Book Review

Posted on December 20, 2010 by

Enter a world rich and strange – even the cover art suggests this even before you read a word! But it’s stranger – and scarier – that you might imagine. The opening piece of fiction sets the scene: a heady mix of warfare, implacable enemies, fighting machines… and yet at the core human beings, maybe a bit different but still real people who care, who love, who hate… and have nightmares afterwards.

Then Chapter 1 bids us Welcome. Welcome to a near-future alternate world in which giant mecha, magic, technology and unspeakable horror are melded together mixing That Which Should Not Be with hopes, harbored by all who go to war, that better times are just around the corner. It begins by explaining unfamiliar terms, both those of role-playing and those specifically for this setting. Now obscure references in the opening fiction become clear – not, alas, the sidebar text, small black text on a strident and messy dark pink background is not conducive to clarity: rather a shock in a work where excellent design is otherwise evident. Many of the references are familiar if you happen to read Lovecraft – Cthulhu himself, and many of the cults and dark gods that lurk around – and others if you care for anime and mecha in general.

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Sirenia Digest 58-59 Review

Posted on December 16, 2010 by

Sirenia Digest is a monthly subscription PDF-zine released by author Caitlín R. Kiernan. The stories are solidly weird fiction, with healthy infusions of erotica and Lovecraftian horror. (The adult-only warning on the website stems from both the themes of the works and their illustrations.)

I’ve been a subscriber for two months, now. My first readings were hurried, so I took advantage of the holiday downtime over Thanksgiving break to do a second reading of two recent Sirenia Digest issues (#58 and #59), to give each story my full, undivided attention. This time, I read them alone in a silent, darkened room in the wee hours of the night, with a giant picture window behind me, and silhouettes of writhing tree branches splayed across the floor.

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Amortals Novel Review

Posted on December 15, 2010 by

What would you do if you found out you had been killed? Further, what if the new you had to track down the old you’s killer?

This is the odd dilemma facing Ronan Dooley, Secret Service Agent and Amortal. The Amortals Project is a program that keeps people alive long past their normal lifespan, and is a sort of insurance policy against anything lethal happening to the rich and powerful. Ronan has been granted Amortal status because of his usefulness in protecting other Amortals – including the President of the United States. So when Dooley ends up murdered, his first assignment – once his new body is up and running – is to track down the ones responsible; they may pose a threat to other Amortals, and besides, killing Dooley in such a high profile manner – broadcasting his death scene – gives the Project a black eye and unwanted bad publicity.

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Signs of the Moon RPG Review

Posted on December 13, 2010 by

Signs of the Moon takes a look at one of the few aspects (pun intended) I love about the Werewolf (both of them) lines. The Auspices appeal to me because it always seemed realistic, as realistic as a game about shapeshifters can be. People are pulled by the moon in ways we barely understand. Just as sure as a hot August day can statistically cause a homicide rate to rise, the moon too plays a role in our little dramas. Why not write a book about it? This is a hefty 227 pages of new gifts, rules, filler and more.

The artwork to the book keeps to the feel of the line. It’s a visceral, tribal style that is so much stronger than what the original line offered. My personal fave is on page 207. I usually shy away from talking about layout in a White Wolf book because, well, they set the standard for high quality.

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Zombie Week: Walking Dead Episode 5 Review

Posted on December 11, 2010 by

After the other reviews, I don’t really have much to say concerning this episode of AMC’s, The Walking Dead. In fact, I don’t know how much more I can say, which brings me at a place that I never thought I could really be. A place where zombies, walkers, shamblers, runners, etc, etc have sufficiently taken their toll on my psyche.

I know, I know-you’re thinking, “Surely Eric, you jest.”

I can assure you that I don’t, and to prove my point, well, OK, not so much to prove my point but more to keep these posts going, I will explain why. Also I may have signed a contract while drugged, you never know about such things, as they are (contracts and random druggings) arcane in nature.

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Zombie Week: Autumn Novel Review

Posted on December 10, 2010 by

“Survival horror” is everywhere, if you don’t believe me then just go to the horror section and take a look around. I guarantee you’ll see at least, if the bookstore happens to be Borders, 25-30 titles from small and large publishing companies alike that have something to do with survival horror.

Guaranteed.

And the majority of these titles will invariably have the words, dead; plague, zone, strain, Armageddon and/or zombie on the front cover or even interjected into the title of the book in some way, shape or form. Now for someone who really loves this sort of stuff, as I do, a fact which I make plainly and painfully clear every chance that is given to me, then this is something of a golden age for the “survival horror” fan.

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Zombie Week: The Cold Ones Review

Posted on December 9, 2010 by


The Cold Ones is a novella by award winning author Elizabeth Donald. In Cold Ones, we meet Sarah Harvey, small-town bookstore owner with a secret: she’s not really a bookstore owner. It’s her cover; she’s part of a secret organization doing who knows what in this small coastal town. At least one other shop owner is another member of her team; their jobs are to keep an eye on the town and cover the rest of the team. The story begins with a scream as someone is attacked in the street by what turns out to be a quick, ferocious, zombie-like man, and as if that wasn’t bad enough, it represents only the beginnings of the trouble ahead…

The Cold Ones is a well-crafted tale; I was instantly sucked in and stayed up too late reading it. Ms. Donald does a very good job making her characters believable while avoiding most cliches found in supernatural fiction these days. This team of covert operatives is skilled and fairly bad-assed, but they are also fallible – they screw up occasionally and sometimes make poor choices.

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Zombie Week: Zombie Tramp Comic Review

Posted on December 8, 2010 by

“Janey Belle is on her path for revenge, for those who are responsible for her death. with a little help from the Zombie Queen, who has a common enemy.“

There are a few artists that I like to lump into the same category as Dan Mendoza; Jason Martin, Bryan Baugh, Buz Hasson, Ken Heaser and Josh Howard. Each of these guys has a very cartoony style to their artwork that may have some people looking the other way, but I want you all to know that would be a mistake. In this book you are treated to outstanding visuals that consist of great character designs, awesome colors and some of the most GORE-geous death scenes that I found in more recent comics today.

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Zombie Week: Nox Arcana’s Zombie Influx Review

Posted on December 7, 2010 by

Zombies: the kids love ’em. Now you can have your very own zombie film soundtrack album thanks to the good folks at Nox Arcana; their Zombie Influx album is just the ticket to put a person in a brain-chomping mood.

All kidding aside, Nox Arcana has done some great work producing albums of evocative background music suitable for gaming and often inspirational for writing – whether fiction, gaming adventures or scenarios, or what have you. With Zombie Influx, Jeff Hartz of Buzz Works and Joseph Vargo of Nox Arcana explore new musical avenues of horror. There is a fairly solid level of cohesion at work on this album’s 19 tracks; however, many of the cuts do not necessarily evoke zombie sort of horror. Most evocative here of a mob of zombies wandering aimlessly in search of food are the tracks “Ground Zero” and “Flesh Eaters,” with a chorus of hoarse, moaning voices winding through the opening strains of both.

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Zombie Week: Walking Dead Episodes 3 and 4 Review

Posted on December 6, 2010 by

So, I know that when I last wrote about the series, it was after the second episode, of AMC’s The Walking Dead, which was “Guts” and that it’s taken me a while to get these reviews moving. I apologize but there was a holiday in there some where. or at least I’ll use that as my excuse as to why I didn’t post these before. If you don’t like it then leave me comments.

Let’s get into it shall we?

Tell it to the what?

Episode three, or “Tell it to the Frogs,” was something of a proving ground for the series. What, you scoff, you don’t believe, then I will tell you.

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Family Bones Vol. 2 Review

Posted on December 2, 2010 by

“This is the final volume of “Family Bones”, a true crime graphic novel about the elderly serial murderers from Missouri. In their 70?s, Ray and Faye Copeland were sentenced to death for the murder of many farm workers that lived with them. The tale told through the eyes of their unwitting nephew comes to a gruesome conclusion. And through it all somehow this city boy finds young romance with a neighbor’s daughter. Written by the actual great nephew of Ray and Faye Copeland, “Family Bones” is a gritty, fish-out-of-water American gothic that will send shivers down your spine.”

I enjoyed the artwork in this volume a bit more than I did in Vol. 1. Not saying that there is better talent on board here, just that I liked the more realistic look that this group of artists brought to the project. Even as the story progresses here, and we see more of the true nature of the cast, it seems to get grittier and darker.

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The Crown of the Blood Review

Posted on December 1, 2010 by

Ullsaard has conquered the known world. All have fallen before his armies.

Now it is time to take the long journey home, back to the revered heart of the great Empire he had helped create for his distant masters. But when he returns to the capital, life there is so very different from what he had believed. Could it be that everything he has fought for, has conquered and killed for, has been a lie?

I’ve long been a reader of Gav’s work and consider the novels he has written for Black Library Publishing to be among the best works they have put out to date. I was excited to see that Gav had stepped out of the Games Workshop intellectual property to create something all his own. The folks at Angry Robot were nice enough to send me a copy of The Crown of the Blood several weeks ago and I happily stuck in.

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Invite Only (Vampire) RPG Review

Posted on November 29, 2010 by

White Wolf Publishing seems to have covered everything possible for Vampire the Requiem; it helps they had a previous edition of the RPG – Vampire the Masquerade – to hash out what players though was useful and what they didn’t want. Along comes a small tidbit like Invite Only, and I for one am left wondering “Why didn’t anyone think of this sooner?”

Written by David A. Hill Jr. and Chuck Wendig, Invite Only is a guide to parties — more specifically, parties hosted or attended by the Kindred. Besides giving the less combat-oriented Kindred something interesting to do, parties are also the focus of a lot of deals and surprises in the V:tR world. A Kindred who pays attention could learn a lot at a party – if she survives long enough to make use of this knowledge.

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Skullkickers 2 Comic Review

Posted on November 24, 2010 by

“No one knows where these two warriors came from. The only thing that’s clear is that they’re two of most ornery, trouble-making $%@# that have ever lived. SKULLKICKERS is a fantasy action-comedy: Two mercenaries are entangled in a high-class assassination plot and nothing—werewolves, skeletons or black magic—will stop them from getting paid. If you love tabletop fantasy RPGs or movies like Army of Darkness, SKULLKICKERS is waiting for you!“

Have you ever read a comic book and then tried to replay it all in your head, but all you seem to recall is a cartoon? Except you didn’t just watch a cartoon. No, instead you read a comic book. This book does that to me. The artwork is playful and laid out so well that I really recall it as a cartoon. Sure you’re not going to get super detailed action here, but who cares?

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Secrets of the Alchemist RPG Review

Posted on November 23, 2010 by

The alchemist has been knocking around the fringes of fantasy games for ages, generally – if codified at all – as an NPC that your characters can go to for a range of useful items to take on their adventures, with alchemy itself as a sideline skill practiced in your ‘Craft’ spot. Now Paizo’s Advanced Player’s Guide has brought him out of the workshop to become a playable character in his own right, with skills useful down the dungeon or out on the road, and this product seeks to expand on this and make him an even more attractive option.

The alchemist PC has several notable skills, which are mentioned in the Introduction – he can throw bombs, make and use extracts, brew potions and use poison. However, to hone such a character, he needs appropriate feats and here a grand total of 30 are presented for the budding alchemist to choose from.

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The Kerberos Club RPG Review

Posted on November 18, 2010 by

Benjamin Baugh’s Savaged edition of The Kerberos Club is one of the more imaginative settings I’ve seen for the engine in awhile. The setting couples super heroes with Victorian England. It’s really a game for fans of Alan Moore’s The League of Extraordinary Gentlemen (the comic of course, not the movie). Beginning in 1860, superhumans begin cropping up (or flying about in this case). The public is understandably weary of such, so factions quickly form. The superhumans come in all flavors. There are mystically created heroes, Mystery Men of Science, and more. The 300-page corebook, while meaty, still requires both the Savage Worlds corebook and Savage Worlds Superpowers Companion to play.

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The Disappearance Novel Review

Posted on November 17, 2010 by

Having read some of Bentley Little’s work before (MY FATHER’S SON), I was really interested in picking up THE DISAPPEARANCE to see what twists and turns were in store for me.

The story takes place in our modern-day world, and infuses our worst fears into what should be a very fun weekend. A group of college students from UCLA travel to the world-renowned Burning Man festival, and experience a bizarre turn of events: they wake up from a drug-induced state to find that Gary’s girlfriend Joan has disappeared. Worse, when they contact the police, they don’t believe that she has ever existed because her digital identity has been wiped cleaned.

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The Walking Dead “Guts” Episode Review

Posted on November 15, 2010 by

So, by a show of hands- who would have thought that there would ever come a time, in the history of television, when the total evisceration and down right general defilement of a shambling corpse would make for great, if not EPIC, television?

I know what you’re thinking and no, obviously not me, because if it were me then the first sentence of this little diatribe would be a little misleading. Was it you? I couldn’t see your hands if it was, so I’ll take that as a no as well. But that’s exactly the way it was last Sunday when I watched the second episode of AMC’s The Walking Dead. It was a painful and intimate event, one that even I, one of the biggest fans of the so called “Survival Horror,” genre couldn’t watch without thinking, “Holy crap on a crap cracker, that was intense.”

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Dresden Files RPG Review

Posted on November 12, 2010 by

The Dresden Files RPG (DFRPG) by Evil Hat Productions is their adaptation of the FATE 3.0 system to the world created by Jim Butcher in his novels. While not required reading to play the game, a brief overview of the novels will be helpful, as no such summary is included in the game, with that in mind, there are mild spoilers throughout. The novels are chiefly concerned with the cases taken by a private investigator who is also a wizard. He solves various crimes in the city of Chicago that have an occult connection. The writers of the RPG have done an excellent job of using an established intellectual property as a baseline setting and not allowing the characters from the novel to overwhelm the game, a situation that has hurt other settings in the past.

The book itself is a large volume at just over 400 pages. The cover is a full wrap around image depicting Harry Dresden, Karrin Murphy and Michael Carpenter doing battle against a host of supernatural foes. The interior of the book consists of full color pages that are printed to appear as if a coil bound notebook. This appearance is due to the fact that the game is framed in such a way that it appears to be a manuscript of the game written by one of the characters from the series of novels. This stylistic choice is furthered by the inclusion of marginalia written by the “author,” a werewolf named Will, Harry Dresden and Bob, a spirit assistant to Dresden.

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Red Hood’s Revenge Review

Posted on November 11, 2010 by

Jim Hines has a way of twisting fairy tales to let him get at bigger issues that lurk behind those stories. One of the biggest ideas he decided to take on is the traditional tale of Sleeping Beauty. One of the early versions of the tale says the the princess was not woken with a kiss, but either with intercourse or the pain of childbirth. If you follow Jim’s online writing at all, you know he’s worked very closely with rape survivors, and that talking about rape is important to him. It’s no surprise that he handles the issue with sophistication and a delicacy, which becomes even more relevant in Red Hood’s Revenge , a story that takes Talia back to her homeland to face her demons. The Lady of the Red Hood, also known as Roudette, is the most deadly assassin in the world, and she’s come after Talia. Her motives are unclear, especially when circumstances lead her to team up with the princess trio, but her hatred for fairies is obvious. When Talia wants to take out Zestan, a fairy the heroes suspect of being a deev — a very powerful evil fairy — Roudette gives every appearance of going along willingly, and only a shift in narrative technique allows readers to see that she’s up to something. (In the previous books, Jim stuck to a more limited third-person narrator; in Red Hood’s Revenge, the narration is broader, allowing peeks into several of the character’s perspectives.)

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