• Children of Zodiarcs

    This game stands out from other tactical RPGs in two main respects.

    The first is that most of a character’s available actions are determined by a personal customizable card pool (Draw Cards and Guard are always available). Characters unlock new cards as they level and you can mix and match which cards you want to include. Which is good since, as with most card-based games, each deck should be kept as small as possible to increase the chances you’ll have the most useful abilities available at any given time.

    The second is that every action gets modified by a die roll. Every time you take an action you get to roll any bonus dice associated with the card along with any dice you have equipped; unlike other games, rather than getting money or weapons/armor as battle spoils you get new dice. Effects from this roll can range from increased effectiveness, to bonus effects, to free healing or card draw, to getting an additional action. So, unless you’ve been debuffed with bad dice, the die roll will never make an ability worse.

    This is a somewhat novel approach that, at least at first, feels fresh without being overly random. The issue is that after awhile (the start of Chapter 2 for me) battles end up feeling pretty same-y since you’re effectively always using the same abilities and hoping for the same bonus effects on die rolls. Compounding this issue is that the characters are pretty one-note so far and the storyline’s just a string of sequential ‘go steal item X’ directives. Maybe it gets more interesting in later chapters, but I’m uncertain at this point whether or not I want to keep playing to find out.


  • desktop dungeons & UnderRail

    Desktop Dungeons can loosely be considered a combination of Darkest Dungeon and RuneStone Keeper. Like the former you play as an administrator overseeing an upgradable village supported by an infinite number of generic adventurers, and like the latter the main gameplay consists of taking a single adventurer through randomly generated puzzle-like hack&slash-focused dungeons.

    The problem I ended up having with it is basically the same problem I had with RS Keeper; puzzle-like gameplay + randomization adds up to annoyance more often than not. Add on to that the point of hack&slash gameplay being to turn off your brain and you get a game that’s somewhat self-contradictory to play.

    In comparison, Underrail is a conventional turn-based RPG in the vein of Fallout that’s quite thematically consistent in its goal of being an old-school resource-management hassle. To be honest I didn’t get very far into it at all, quickly dropping it when I realized enemies respawned but health had to be restored in town. The thought of going back and forth to kill the same group of molerats while fiddling with inventory/ammo management simply didn’t appeal to me at all.


  • The Broken Crown & The Uncrowned King

    Prologue aside, The Broken Crown takes place ~16 years after the author‘s third House War book. As it was written over a decade earlier, jumping from that novel to this one results in a few continuity-related oddities where Jewel’s past is concerned.

    Which ends up not much of an issue at all since very little of the story is told from her point of view. Instead it’s set in the southern lands, focusing on a rotating cast of characters each with different goals. Aside from that lack of protagonist what makes this book stand out is a persistent aura of dread; both the first and last third are thick with the suspicion that everything is about to go wrong for the characters who have managed to find some semblance of happiness. And it does, yet when the implied events finally occur they somehow end up feeling… mundane?

    The Uncrowned King on the other hand is set in the Empire and has Jewel as one of the main point of view characters. It’s much closer in structure and mood to those early House War entries than Broken Crown, which makes the backstory differences a bit more jarring (it also makes it easier to read for extended periods). The only real complaint I have is how it ends up treating Kiriel. Her heritage, power, and struggle against that heritage are everything that makes her interesting, everything that sets her apart from the other characters. Why would you go and throw all that away to deus ex machina her into a (mostly) powerless human?


  • House War #1-3

    Michelle Sagara‘s House War series starts off both reminiscent of and extremely different than her Elantra series.

    The first book (The Hidden City), though it certainly doesn’t shy away from dark/explicit topics or events, in general tells the uplifting story of someone building something for themselves after having lost almost everything. You can see hints of Elantra‘s Kaylin and Severn in the two protagonists and a bit of similarity in the layout of the cities, but for the most part the world and characters created here stand on their own. What really sets it apart from that series though is that it never gets bogged down in metaphysics or abstracts.

    City of Night follows it in much the same way The Empire Strikes Back followed its prequel… which is to say that it tears down much of what Hidden City built up. This is a very dark book centered on both despair and necessary sacrifice. While it ends on what could be considered an optimistic note, the actual path traveled to get there is littered with loss.

    The third then decides to strike a mood balanced between the two previous entries. Again we have a tale focused on building a new life from the ashes of an old one, but one interspersed with quite a bit of frustration and some trauma (although it’s mostly side characters facing the trauma here rather than the central group). Ultimately I think it wraps things up too well. Too conveniently. While I’m glad to not have a repeat of Elantra‘s re-occurring etiquette and social class subplots, having everyone fit in so well strains credibility.

    It will be interesting to see both how this will get to where it needs to get to match its prophesized events and how well it ends up integrating with the author’s earlier Sun Sword series.


  • Solasta: Crown of the Magister

    Much like Icewind Dale, Solasta is a low-level D&D campaign focused primarily on combat.

    While the implementation of the 5e ruleset is remarkably good, particularly in regards to movement and reaction abilities, the game suffers from a lack of party diversity; you can only have 4 party members, there’s no multiclassing, and the Barbarian, Bard, Druid, Monk, and Warlock classes aren’t available.

    There’s also something of a lack of equipment variety, party due to this being a low-level campaign (meaning relatively little money with +1 enchantments being the norm) and partly because a lot of stuff is locked behind Faction relationship levels. So you kind of need to use crafting to get the most out of whatever party composition you go for.

    I ended up playing through with a party consisting of sword/shield Paladin (never do this), a 2H-Spellblade (decent-ish), a Marksman (okay), and a Shock Arcanist (pretty good).

    As it turns out, having a Paladin use a shield is a terrible idea for the simple reason that nearly all of their spells need a free hand to cast (2H weapons are fine since you can temporarily hold them with one hand). The Spellblade meanwhile suffers from a severe lack of defensive and melee-touch spells, but ends up remarkably mobile for a Fighter. Ranger is useful mainly for the Goodberry and Hunter’s Mark spells (the Marksman specialization didn’t add much)… although running a Greenmage might be a better idea in the end… and I have no complaints regarding Wizard’s Shock Arcanist variation.

    Putting aside mechanics we now come to the game’s primary flaw: Its storyline. The plot is… generic at best, while the character interactions and dialog in general are atrocious. Fortunately, unlike in Iron Danger, you don’t actually have to pay attention to any of that and can easily skip through it all.

    So is the game worth picking up? If you like turn-based D&D combat and are willing to sort through a bunch of Mods to enhance variety, then by all means. If you want roleplaying choices and engaging developments however it would be best to avoid it.


  • Stone Cold Magic & Born in Fire

    The first book in Jayne Faith’s Ella Grey series starts off pretty good, almost like a combination of Greywalker and Kate Daniels. Sadly, it spontaneously combusts about halfway through when the protagonist starts to think of herself as an infiltration expert despite having little magic power and no related skills. Wasn’t a huge fan of her self-destructive obsessions with both her missing brother and the random girl she just met either.

    K.F. Breene’s Born in Fire, by contrast, starts out terrible. So terrible I seriously considered dropping it a mere 3 pages in. But I’ve forced myself through worse and pressed on to be rewarded by… a few surprisingly amusing interactions and an uncommon approach to depicting vampires. So despite the near-constant stream of cringe pouring out the protagonist I didn’t end up hating it. Well, at least not until the final chapter which gets real weird in a number of ways.

    Needless to say, I highly doubt I’ll be following either of these series any further.


  • Over the Woodward Wall & CAST IN CONFLICT

    I’m unsure why Over the Woodward Wall, written under the alias A. Deborah Baker, is not a part of Seanan McGuire‘s Wayward Children series. In all ways that matter it’s pretty much identical to those books… so why did she invent a new alias just for this? To trick people who hated that series into thinking it would be more like Middlegame instead?

    Whatever the reason, I’d suggest avoiding it unless you love Wayward Children and/or enjoy paying $12 for less than 200 pages of story.

    Michelle Sagara‘s 16th Elantra novel goes in an unexpected direction from where Cast in Wisdom left off. I had thought it would focus on the protagonist learning to read her marks, but it instead centers on semi-completing Bellusdeo’s character arc and reducing the number of directionless Cohort members laying about. Though to be fair it also introduces a new character who looks like they’ll help quite a bit in the ‘deciphering marks’ department.

    So it’s… more of the same I suppose? Which, at least as far as I’m concerned, is a good thing.


  • CLASSROOM of the ELITE #4-5

    I made two mistakes when deciding to read this series. The first was forgetting about all the people who said the Anime version made significant changes to the source material, while the second was accidentally buying the 5th book before the 4th.

    That fourth book picks up shortly after the students leave the deserted island, includes the two brief Ayanokoji/Sakura and Ayanokoji/Kushida interactions shown in the last episode of the Anime, and features a test where the various classes are split into cross-class groups and have to decide whether to work together or betray one another. In terms of event setup and development the Anime is pretty similar… the difference instead is entirely contained to the protagonist; neither his personality nor goals match up.

    The Anime protagonist and the LN protagonist are effectively two different people (as divergent as Akagi and Ainz), which completely changes how otherwise similar event developments come across. To put it bluntly: The LN protagonist is utter trash. And since the best part of the Anime was the protagonist….

    The 5th book, which I never would have bought had I already read the 4th, is slightly better thanks to Ayanokoji acting a bit more like his Anime counterpart. Unfortunately, the event development is completely centered on a school sports festival. A standard, no twists, generic school life series sports festival (populated by characters with garbage personalities). It’s incredibly aggravating.

    So yeah, I can’t really recommend these books to anyone. If you want to check them out anyway though, I’d suggest starting with the 1st book in the series even if you’ve already seen the Anime. The protagonist is so different they may as well be alternative versions of one another.


  • Blood Heir & So I’m a Spider, So What? #12

    I actually read Ilona AndrewsBlood Heir way back at the end of May and just never found a good time to bring it up (since I like to have at least two books to talk about before making a post).

    It’s… okay I guess? It picks up from where the Kate Daniels series left off following a pretty large timeskip with Julie as the new protagonist. Events are what you’d come to expect from the franchise, walking back some of the more ludicrous developments of Magic Triumphs, but the romantic developments can’t help feeling like yet another replay of the Curran/Kate relationship.

    The 12th Kumodesuga novel meanwhile answers the question brought to mind by the 11th. Why did that novel focus almost entirely on Julius? Because this one covers the events surrounding his death in greater detail… not that greater detail was needed. Nor was it necessary to devote 2 chapters or so to the two least interesting people in his party.

    Meaning that overall this 12th entry is highly disappointing. Not quite so much as the 11th, but it’s definitely the second worst book in the series I’ve read so far and probably best off skipped entirely (along with its predecessor) on any re-reads.


  • That Time I Got Reincarnated as a SLIME #6-11

    Despite there being an Anime adaptation of this franchise currently airing, it seemed like a good idea to check out the light novel version while waiting for that to finish. Both because I was impatient and because the Anime is based on the manga version (the web novel, light novel, and manga versions each have their own quirks).

    Transferring over from the end of the Anime‘s 36th episode into the 6th and 7th novels, event-wise at least, is a fairly smooth experience. The main things of note are a difference in translation sensibilities (‘magic-born’ instead of ‘majin’ for instance), a much greater focus on RPG-like elements, and some minor character differences (e.g. Raphael being male, Rimuru’s personality trending more toward smarmy than carefree).

    The 8th & 9th books on the other hand stand out both for being a heavily food-centric two-parter and for introducing the series’ worst concept so far: Tempest’s Labyrinth. Just unimaginably stupid; this isn’t Danmachi. And, worst of all, Book 10 devotes its first hundred pages or so to more completely extraneous Labyrinth bullshit. I sincerely hope that the Anime completely cuts out everything related (if it ever gets that far).

    As for the 11th novel, there’s thankfully not really much to complain about here aside from the stage having being set for potential harem shenanigans later.

    Ultimately when all is said and done, while the LN version isn’t objectively bad, it’s notably worse than the Anime version to the point that I would strongly suggest sticking to that unless you really like the franchise or don’t mind reading something that ends up intermittently annoying.