I’ve had Monument Valley on my phone since November, and I probably should have done a review of it right after I finished it the first time. But I got busy with other stuff for a little while, and by the time I thought of it again, I felt it would be better to play the whole game again, and then write up a review. It’s not a very long game at all, not even with the additional purchase of Forgotten Shores, a collection of eight new puzzles. It is also not very expensive, so the time to cost ratio is pretty good. Upon finishing all the levels for the first time, I likened the game to one of those fun-sized candy bars. It’s good, really good, but it leaves you wanting more. This isn’t a bad thing, either, and I think it’s one of the nicer kinds of complaints one can have about any form of entertainment, wanting more of the same.
Monument Valley follows a princess, Ida, through a strange world with beautiful puzzles that look harder to solve than they actually are once you’ve got a good grasp of the game’s mechanics. I might compare them to Escher’s Relativity, except they’re not quite that complex even if they are just as visually appealing. It helps that the game uses a colorful palette to render these monument castles and their surroundings. The designs are simple, but every bit as pretty as games with much fancier graphics. The music is very soft and relaxing, which fits with the relaxed pace of the levels.
As I said, none of the puzzles are hard to solve, although they do get progressively more elaborate with higher levels. You start out only needing to rotate a walkway to help Ida move from one checkpoint to the next, but soon the game expands so that you’re rotating the entire level to make walkways rise and fall to meet each other in ways that are both clever and charming. This is not a game you play to challenge your speed or smarts. It’s instead a nice casual stroll that’s perfect for passing a few minutes on a train or in the bathroom. Continue reading
“Zoe,” you say, “I thought you were broke, so how did you get a new game?” Well, faithful reader who always asks the right questions, I discovered I had 4.99 still stashed in my Sony wallet, and being desperate for a new game, I went looking for something on sale cheap. LA Cops was only 3.49, so I got it, and here we are, another review for you loverly peoples.
My first impression of LA Cops is that it’s very similar in design to Hotline Miami, with some minor improvements in a few areas. It unfortunately also replicates a lot of the problems and design flaws I saw in Hotline Miami, but I’ll hold off on listing those just yet.
First, let’s talk about what it does have going for it. One, it’s got a diverse cast of cops to choose from, with no need to mess around with unlocking. It’s got a neat visual style to its cut scenes, something I can’t say I’ve seen in any game in recent or even distant memory. The voice acting in the cut scenes is pretty good, and the story is…it’s okay, for what little there is to it. The music is very good, something my husband noticed after only a few minutes into the game and commented on. A couple of the songs don’t sound like the era they’re aiming for, and they’re more like an extended Pearl Jam solo. But eh, I like Pearl Jam, so this worked for me. Continue reading
As I mentioned a few posts back, it’s been quite a while since I’ve had any reviews on my books to bring to your attention. As luck would have it, Eric Townsend of Frodo’s Blog of Randomness reviewed my super villain comedy Waiting for a Miracle, and it’s a great review, earning 4 out of 5 smiling Frodos.
You can check out the review here: http://frodosblog.com/2016/01/18/no-control-365-challenge-day-18-book-491/
Waiting for a Miracle was one of the first books I’d ever written, and only the second I’d published. Like so much of my work, it was based on a simple question that somehow blossomed into something bigger. In this case, the question was, “What would a villain do if his hero went missing?” I’ve gone back and reread it a few times over the years, and I’m still proud of how it turned out even through it was written on a lark.
I want to thank Eric for reading my stuff, and for taking the time to give such a detailed review. I really appreciate it. =^)
Paper Towns got pushed up higher in my TBR pile for the simple reason that I got the movie on Blu-Ray and wanted to read the book first. (So that way I can complain bitterly about any changes I don’t like. It’s a tradition for me, like relatives drinking and fighting during the holidays.) This makes my third book by John Green, and something I like is how each story is unique. There’s familiar elements, certainly, like the trademark sarcasm and humor displayed by all the characters, but each book is something new and unexpected.
Paper Towns has the feel of a mystery, one Quentin Jacobsen has to unravel surrounding his next door neighbor, Margo Roth Spiegelman. Although these two initially started life as infantile and childhood friends, Margo went on to achieve a legendary high school reputation while Quentin became a nobody who can only watch his idol from afar and admire her for the crazy things she’s done over the years. But one night, Margo comes to him with a crazy plan, and Quentin goes along with it, never suspecting that Margo will very soon disappear again.
Which brings in the mystery, as Quentin and his friends try to piece together clues Margo left behind and find out if she has merely checked out of town or out of life entirely. The mystery itself is pretty good, and even when it gets slow or repetitive, it’s still a fun read. I like how Quentin begins to understand that his perception of his idol is nothing at all like the real person, and how this evolving view is what actually leads him to solving the mystery. Continue reading
I have EXTREMELY mixed feelings about Assault Android Cactus in that I want to like it based on most levels and its graphical and aural charms. My problem is mainly due to the control scheme, although I do have several other complaints as well. Assault Android Cactus is categorized as a twin stick shooter, and it’s about androids (surprise!) on a freight ship whose AI has gone nuts and started killing everyone. I’d worry about spoiling the plot, except the plot is unbearably stupid and goes like this: an evil emo android showed up and told the AI that the universe is a lie and everything sucks, and the AI agreed and set about killing everyone to “save everything.” Stupid? Oh absolutely. But for video game writing, one can almost pretend this is some deeply philosophical shit.
The game’s title is also the “main character,” but right from the start, the player can choose from several other androids, each with their own unique payload of weapons. Further, by beating bosses at the end of sections, the player can unlock even more androids, including making the evil emo Licorice playable. All of these choices give players a lot of options depending on what kind of rate of fire on their primary weapons they want, and on what kind of secondary weapon they can deploy. Those include options like a flamethrower, land mines, missiles, a force field, and a singularity. (Because an indoor black hole is always a good idea, amiright?)
For the most part, the non-boss levels are fun if a bit frantic due to these androids having extremely poor battery life. This is for me another problem, as I’ve got no love for games that put me on a timer and demand perfect speed. It’s particularly frustrating to pop the icon for a battery, only to die while trying to reach it. (Or worse, while circling around it because the damn thing has decided to go in an orbit around your character without connecting.) And there’s one level called Repeater that I honestly was ready to murder someone over because it rearranges the floor underneath my character whenever I moved. I could turn a perfect circle and rather than return to my starting point I’d end up in a confusingly dense range of hallways, which conveniently only melted for enemies to take pot shots at me before rematerializing again to block my shots. Confusing doesn’t even begin to cover it. Continue reading
This post was supposed to go up before January 1st, but didn’t on account of me not writing it yet. With mere days left to the end of the year, I caught a cold and ended up going to the living room to hide away from the chill in my room under a pile of blankets with a warm heater nearby and a steady supply of citrus drinks to try and burn out this snotty bug. Today, it seems like I can breathe without drugs, so I’m declaring a tentative victory and venturing into my cold, cold room to finally do this post. This is my dedication to you. Witness my love for alla y’all.
How to begin? Well if 2014 was one of my better years, 2015 was certainly one of the worst. Right at the start, my husband contracted a staph infection and had to be hospitalized. Before the doctors could identify the strain, it had already gummed up the stents in his heart, and he had to undergo open chest surgery. He was moved from one hospital to the next, and no one had any answers about how effective the treatments were or when he might finally come home. Even after we had an answer, the doctors kept changing their minds and pushing it back. Poor hubby looked like a pincushion, and he endured so many treatments that eventually the doctors ran out of viable locations to put in new catheters.
Some of you may recall this, but I have multiple sclerosis. I’m mostly fine unless I move around too much. Well for the first two and a half months of the year, I did more moving around than I had in all of 2014 and 2013 combined. It wasn’t just travel to and from the hospitals, either. I had to wash hubby’s things and cart them back and forth. I had to clean the house and care for the animals, all stuff I’d normally done with his help. And when hubby got home, he needed a lot of help with everything. So even if I was exhausted and in pain, I just kept pressing on. Continue reading