Posted on January 19, 2006 by Flames
Paxton and Josh are two buddies from the US backpacking their way through Europe. On their journey they have picked up an Icelander named Oli, and together the trio have made it their mission to smoke as much pot and chase as much tail as possible. This incentive has lead them to a Slovakian hostel where something much more terrifying and gruesome awaits them than beautiful women. Unfortunately for the boys, in this city, foreigners are kidnapped and, for the right price, tormented and tortured by their buyers.
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Posted on January 19, 2006 by Flames
Bloodrayne the movie is an offshoot of the original console game. Upon seeing some of the trailers and hearing of the actors that were cast in this movie, it was a decision of mine and several friends to spend the $6.50 to see an afternoon showing of this movie. This was the worst $6.50 I spent this entire year.
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Posted on January 12, 2006 by Flames
Available on Amazon.com Released in September 2005 to a North American audience, Final Fantasy VII: Advent Children has been heralded as the stunning animé sequel to the Final Fantasy VII video game. I have not played Final Fantasy VII, but I have played other games within the Final Fantasy series. Watching this animé was like […]
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Posted on January 3, 2006 by Monica Valentinelli
What makes Anansi Boys interesting to read, is that this book transcends the issue of race or origin through Gaiman’s descriptions of more animalistic qualities of Anansi’s world and symbols that give us a color to focus on other than white or black or red. Symbols like Anansi’s green fedora help us dream the tale in Technicolor. By simplifying “race” (giving us only fleeting character descriptions) the prose emerges light and lilting. Class is well-defined but it’s laughable, comedic. You forget that the continent of Africa and her many gods are outside of your comprehension—you feel a part of the raw, natural order spring to life inside of you.
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Posted on November 30, 2005 by Flames
Mad Max – what a trilogy. Dustbowl landscapes, battered old sedans, Australian accents and stubble. It had them all. Plenty of RPG’s have attempted to capture the post-apocalyptic genre in all its glory and few have fully succeeded. Introducing the latest contender: octaNe. Will it roar off into the healthy radioactive glow of sunset on wheels of fire, or will it get a razor-edged boomerang in the forehead?
By the way, the capital N is all part of the product identity. I thought it was going to stand for Nitro or something similar, but according to the introduction it just looks cool. Go figure. It kinda makes me want to pronounce the word oc-tay-NEH. Given the content of the game though, the odd grammar is well in-theme.
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Posted on November 19, 2005 by Monica Valentinelli
Let me introduce you to Angel, the Starry-eyed Serial Killer. She was cursed by the queen, and grew old without grace. In her old age, she was pushed down the stairs. May our dearly departed Angel rest in peace. I was immediately drawn to Gloom for two reasons. The first is artwork, produced in the etching style of Edward Gorey by Scott Reeves, that sets the mood of the game. The second, is the unique game design concept created by Keith Baker. The result? One of the best card games I’ve ever played.
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Posted on November 12, 2005 by Monica Valentinelli
Nox Arcana delves headfirst into the darkness with its musical tribute to the Cthulhu mythos. Creating a haunting festival of sounds to this is a challenging feat—every day that passes Cthulhu transforms into more of an icon than a mere concept of Lovecraft’s imagination. Nox Arcana delivers its tribute in a jarring way; this is not a CD that should be idly played in the background, this is a performance that demands your attention.
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Posted on November 11, 2005 by Monica Valentinelli
Useful supplements are hard to come by nowadays; not only does the information in it have to be worth the price you pay, but the information needs to be useful in a way that you’d want to incorporate it into your gaming. Cold, Hard World is an expansion for the roleplaying game Dead Inside—offering more nuts and bolts to the original game than fluff. The supplement is a seventy-four page expansion of the first three chapters of the corebook.
Similar to Dead Inside, the pdf is written with definitive voice changes throughout. Dead Inside draws you in at key moments by addressing the reader; other times you’ll hear the voice of an instructor showing you how to play the game.
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Posted on November 11, 2005 by Flames
The basic premise of Saw II is the same as Saw. I know, you’re shocked. Put people in a messed up situation, see if they can survive, and possibly…learn their lesson. Also, like its predecessor, the movie really only revolves around one of these messed up situations. That is, eight seemingly innocent people wake up to find themselves players in one of Jigsaw’s games. They’re all trapped in a room where deadly gas is being vented in. If they cannot find the various antidotes hidden throughout their surroundings they will die. Donnie Wahlberg is Eric Matthews, a washed up old cop, whose son, Daniel, is one of the players in Jigsaw’s latest game. It’s a game of survival, who will win?
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Posted on November 5, 2005 by Flames
I’ve read a few reviews of this book that make statements like “Kiernan has finally found her voice,” or “this set of stories flow together so much better than [insert title of short story collection here].” I’m not completely sure that I agree. Granted, the lines that bind some of these stories together, or with her other novels like Threshold or Low Red Moon are a lot more sturdy, but to say that these stories are where Caitlin finally found her author’s voice just strikes me as a little misinformed. Caitlin’s had her voice for several years now, and while it may not be a shout, it is most certainly distinct and it carries.
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Posted on November 4, 2005 by Flames
Written by Pamela Collins, Aaron Dembski-Bowden, Jonathan McFarland and Morgan A. McLaughlin with artwork provided by Sam Araya, Durwin Talon, Avery Butterworth, Michael Gaydos, Travis Ingram and James Cole, World of Darkness: Antagonists is a sleek, thin hardcover that offers both players and Storytellers a good look at three “generic” types of foils – the walking dead, mortal hunters, and organized (or not so organized) religious threats – as well as a toolbox for the generation of home-cooked antagonists to fit the needs of any chronicle, limited entirely by the imagination of the ST. While World of Darkness: Antagonists is written in a voice that speaks very directly to the ST, the book is most certainly a boon for the player who wants to give their character a nice, solid history and “flesh out” some of their Merits… in the case that you’ve got an Ally out there who happens to be a freelance witch-hunter, that is… and therefore works out a place for itself on both ST and player bookshelves.
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Posted on November 1, 2005 by Flames
For those unaware, this is the “alternate” version of the Exorcist prequel, directed by Paul Schraeder. It marks the first time in history that two entirely different versions of a film have been commissioned by a studio, and that both have seen major release (though Dominion’s theatrical release was far more limited than that of The Beginning.) Naturally, watching the films inevitably breeds comparison between the two. So which is a better film? Which is a better prequel? Are the two mutually exclusive or do they go hand-in-hand? Let’s see, shall we?
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Posted on November 1, 2005 by Flames
When I was running my Mage: The Ascension games back in “the day,” I used to describe Reality as a living, breathing organism. It was as alive and as vital as each and every player character and NPC in the chronicle. Reality was, in many cases, the biggest and baddest NPC there was. The tapestry of the world around our characters, the worlds we create for our players, is incredibly important to every single aspect of our game; mood and feeling are painted in words that we use to describe the world around our players’ characters. Simply put, the stage is as every bit as important as the actors, and it should be treated as such.
The overwhelming majority of my tenure within the World of Darkness has been spent among werewolves. Players and Storytellers of Werewolf: The Apocalypse and its predecessor, Werewolf: The Forsaken are pretty much expecting of a world where the ground walked upon is sacred and every object is, in some manner or other, alive to some degree. Places and things are as alive and as aware as people in a lot of Werewolf games… but why should that device be limited to a single line? Why should the “Living Reality” be relegated only to the philosophy of witches and warlocks? It shouldn’t. I say this with confidence not just because I’ve always believed it personally as a Storyteller, but because of a book like World of Darkness: Mysterious Places.
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Posted on November 1, 2005 by Flames
Available at Amazon.com Fear is the oldest emotion possessed by humanity. Death and what might or might not lie beyond the mortal coil is, quite possibly, the origin of fear in and of itself. As mortals, death is inevitable. We don’t have the luxury of actually knowing what happens when we die, therefore we have […]
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Posted on October 30, 2005 by Flames
Looking for a creepy anime to watch this Halloween? Give “Kakurenbo” a try. “Kakurenbo”, or “Hide and Seek,” is short, visually stunning movie. And I mean short. It’s only 25 minutes long. Yeah, that is pretty short, but instead of a movie think of it as an episode of “Tales From the Crypt.” Short and sweet, well more like short and scary. And something you can definitely fit into your busy schedule.
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Posted on October 10, 2005 by Flames
Delta Green is a new take on H.P. Lovecraft’s Mythos, bringing the fight against darkness and horror to the 90’s and beyond. Delta Green is made up of government agents secretly working against a larger conspiracy of horror and madness. This anthology offers us eight tales from around the world of various agents and the missions that bring them into conflict with creatures of terror.
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Posted on September 25, 2005 by Flames
For those unfamiliar with the RPG world, players assume a character and play a game while “in character” reacting to other players, as well as to situations laid out before them by the GM of Game Master.
While the realm of RPG is best known because of Dungeons and Dragons — a game that is in its third incarnation, and spawned the very entertaining movie of the same name — it is far from the only offering in the field.
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Posted on September 6, 2005 by Flames
Haverghast Mansion sits beyond a path through the mist, where crickets herald your coming and cascading violins cry of deadly possibilities. “The 13th Hour”, a “haunting blend of horror movie music, dark orchestration, and chilling sound effects”, is more than just a group of sounds thrown together on a page. It’s a purposeful collection of music designed to tell a story from the first song title to the next. Songs like “Mansion in the Mist” conjure images of a Victorian mansion decayed through time and neglect, flow into the next by an expert set of unseen hands.
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Posted on September 4, 2005 by Flames
Dracula’s Revenge is an adventure-style board game, the first in the Gothica line of games from Human Head Studios. Set in Victorian England, Dracula’s Revenge takes you into the heart of the conflict between vampire hunter and hunter.
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Posted on August 29, 2005 by Flames
Thematically, the story is based on three pieces that merge into a whole. “That Yellow Bastard” comes to life with Nancy (Jessica Alba), and Hartigan, (Bruce Willis). Hartigan is on the brink of retirement; he struggles through his last hours as a police officer to rescue Nancy from the clutches of a high-powered official’s son, Roark Jr., played by Nick Stahl. This segment propels the film. Even if you know what happens, you want to witness their fates. That Yellow Bastard is the punctuation between Sin City and The Big Fat Kill.
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