Category Archives: Criticism

A Mortal Song – Book Review

My book review of A Mortal Song will contain some spoilers – you have been warned. This young adult fantasy-fairy tale novel by Megan Crewe was, in short, good.

The book cover of A Mortal Song. Image from the internet.

I loved the Japanese setting, partly because I had been there. I have seen Mount Fuji – I have actually climbed it! I have been to Tokyo. I know what the inside of a high school looks like and I have certainly stopped at many of the numerous shrines that litter Japan’s landscape. Yes, they really are found everywhere.

I enjoyed the coming of age story as Sora discovers the truth about her family and heritage. The book took an interesting look at the idea of children swapped at birth. It explored the related emotions of learning your parents will tell lies, even though they still love you.

A Mortal Song has all the classic elements of a youth novel. The leads are children – well, I suppose at 17 they are more like young adults – who must save the world (or the mountain) including the adults. There is self-discovery, first loves, a bit of betrayal and monster fighting. I love that the ending does not hinge on the girl with the most powerful weapons. Words are just as strong as emotions and can overcome even the scariest of demons.

Our lead heroine, Sora, is believable. Her turmoil of emotions draw the reader through her joys, fears, and uncertainties. The relations she builds with the other characters are strong and realistic. The motivations are clear. The threat of Mt. Fuji’s anger is felt by the rest of the world. This creates a solid connection between the fantasy of the story and the world in which the story is set. The stakes are real for the characters.

From the book cover of A Mortal Song. Image from the internet.

Despite the Japanese influence in the setting, character names and religion, the books is not overwhelmed with Japanese words. It is very accessible. In fact, I would have enjoyed a little more reference to Japan’s culture and language, but recognize this may not be approachable for many readers. The notes and pieces that were included felt well-researched and authentic.

A Mortal Song is filled with solid writing, a fast-paced plot and characters the reader can relate to. The journey of Sora teaches us that being human is a good thing. In fact, even humans can help the kami and prevent mountains from erupting. The ending is bitter-sweet in the way that growing up is.

For a star rating, A Mortal Song gets 5 out of 5. Great writing and solid story.

Gates of Thread and Stone – Book Review

Book Review: Gates of Thread and Stone

The Gates of Thread and Stone book; not the copy I read as mine was an ebook. The image comes from the internet.

Author: Lori M. Lee

I am not entirely certain how I feel this book. It was not what I expected when I started it. Of course that brings up the question of what did I expect?

Well, I thought there would be more of a discovery of magic. I thought there would be greater discussion of the relationship between the main lead, Kai and her adopted brother Reev. I certainly expected the book to stay within the city. In that way, I thought there would be more exploration of the city.

Even now I am struggling to find the words to describe the book. Was the writing to indistinct? Is this a reflection of an underdeveloped world? Or, did I fail to engage as a reader? Was I not paying sufficient attention?

Written in the first person we follow Kai’s journey of self-discovery as she learns about her biological parents (at least her father) while trying to rescue her adopted brother. There was a number of elements that made this story feel familiar. The relationship between Kai and Reev reminded me strongly of Kaylin and Severn in the Chronicles of Elantra. I think it was the adoption of the female lead by the very protective, brother-figure with undertones or suggestions of something else that made that connection for me.

The relationship between Avan and Kai was reminiscent of another young adult story I read where both characters turned out to be magical-humans. This seemed stronger later when with the introduction of G-10, who also seemed highly attracted to Kai. And this brings me to the first element of disappointment. The manner in which the three males and really only characters to receive significant development, all appear to fall for the charms of our main female lead. It was a little cliched. While this might not be so terrible depending on how the story plays out. This was book one in the series, and I can certainly foresee the setup of love triangles. But I could be doing the author an injustice. Perhaps, this story will bare more in common with a College of Magics and the leading couple will accept the overwhelming changes brought by the final acts of the book and not enter more expected romantic entanglements.

I think the second thing I would like to comment on is the overused idea that characters are stronger when they can fight, physically an opponent. The fact that Kai’s greatest achievement is killing another individual is ultimately boring. It makes the pacing of the story rather bland as the story becomes a laundry list of places to go and people to meet. It is very linear. Go to set-piece A, learn X, which causes you to access set-piece B. I suppose because this took us out of the city without really spending as much time exploring the city.

Yes, I am sure some people would argue that a great deal of time was spent in different districts of the city. True, but it did not develop, not really. The setting was a strange creation and very confusing. It needed more attention, more exploration to be anything other than the unstructured mess in the background.

Gates of Thread and Stone book cover; image from the internet.

My problem rests on the uncertainty of where this story takes place. There are a number of teasing references which lead me to suppose the Gates of Thread and Stone is supposed to take place in a post-apocalyptic future. Except, their recent past is not our present. It takes place in some world rich in magic and technology common to steampunk fantasy. It includes a random assortment of our ancient gods who hold power and manipulate the setting. It left me unsettled as I could not reconcile the regular allusions to our world with the magic and steampunk-like elements of the book’s world. Is this supposed to be some futuristic version of our reality? Am I really missing a better understanding of the book because I am not conversant in world religions?

I think a greater development of the world in which the Gates of Thread and Stone take place would have grounded the story. The city should have been treated like a character and developed and explored in more detail. Instead, what I have pieced together, leaves me with a sour taste.

So, while in many ways I think it was interesting, with mostly competent writing, I would give the Gates of Thread and Stone a 3 out of 5. I do not this book, but I cannot hate either. It was okay. But perhaps other readers have found more in its pages to recommend it more highly.

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A Tale of Two Mods

It’s the middle of the summer and outside of complaining about the weather, I have little to share. Unless people would be interested in my vacation to Algonquin. Here it is:

It was buggy.

So instead, I’m going to share my thoughts on how I’ve been spending my free time over the last several months. This site has certainly documented much of my video game enthusiasm – perhaps even documenting too much enthusiasm in the process. However, one thing I really enjoy about this little hobby – and experiencing it on the personal computer no less – is the breadth of experiences you can enjoy. While console gaming which requires the use of a television and a dedicated machine is more popular, the ever present computer has a long history of wildly different opportunities. You can have varied products like exacting flight simulators find success alongside two dimensional whimsical farming games about falling in love with your sheep. Or you can play Dota and give up on just about anything else.

Another oft-spoken perk of the computer is the open access. This applies to both developers (as visual novels are finding their first success there and will likely spread onward) and those that would love to know what developers do. PC games have a lovely history of modification which has led to the creation of wholly new genres of games in the process. Even games that weren’t designed to be modded by their playing community can be wholly changed with enough ingenuity and dogged persistence.

Xcom (the reboot) is a lovely example. It was initially developed by Firaxis for both console and PC use. Many would complain that its design was hamstrung by this split focus. I would, certainly, because anyone trying to navigate some of those pre-fabricated maps with a mouse will instantly see how poorly optimised it was for none joystick manipulation. Its code was pretty locked but somehow a small, dedicated team was capable of releasing the Long War modification that drastically turned a lot of the reboot’s systems on its head.

Accessed from http://media.moddb.com/images/articles/1/146/145811/400px-Enderal_Logo_DE_01.jpg

Enderal: The Shards of Order belongs to SureAI and its associated artists and whatnot. The rest belongs to Bethesda I think? Not sure how mods work with regards to copyright.

Then, of course, there are the massive overhauls on games that are designed to be tweaked and changed by the gaming community. Bethesda may release questionable quality games in the first-person/role-playing domain but their support of fan made changes is to be lauded. It was the one thing I could never understand as Bethesda’s reputation was built and they received commercial success: the joy and enthusiasm for console gamers to have Bethesda port their work to their systems even if they owned a personal computer. For sure I can understand the (misguided) desire to experience what others were enjoying but for me Bethesda’s worlds have always been wonderful little sandboxes awaiting you and your own tools to come and make of them what you will. Some of my best hours have been in heavily modded Bethesda worlds and it’s the sole reason I keep close attention on their newest releases even if they go ahead and shove a dialogue wheel and voiced protagonist in my Fallout franchise.

Thus, I was really excited for the announcement of two fairly long awaited community mods and the time to poke around in them. Over the last six months I have put quite a few hours into Skyrim’s Enderal and Xcom 2’s Long War 2. What makes these two mods special, outside of being complete reworks of two games I love, is that they’re both sequels to community beloved releases that I never played. Enderal is the follow-up to the Oblivion overhaul Nehrim: At Fate’s Edge by SureAI. Derek played it and the mod itself was so well received that several enthusiast publications had it nominated for best role-playing game in the year of its release. I never got to try it since I was busy doing… something. And I rather regretted never getting around to it.

Enderal: Shards of Order is quite obviously a direct sequel as it makes several references to what I assume happens in Nehrim. My first impression of the mod was largely impressed with how incredibly easy it was to install. Not only did it come with its own executable but it had its own mod launcher which I immediately used to apply some of my favourite quality of life mods. Course, this turned into a typical Bethesda modding experience very quickly: spend two days trying to get it to work then not touch it for a week due to life, work and just needing a break from getting all the fiddly bits to cooperate. However, if you’re just hoping to hop into Enderal without any third party (fourth party?) additions, then what SureAI releases is a god send. The executable also packages up your old Skyrim folder so that, when you’re finished with Enderal, you can uninstall it and enjoy all your other mods you have for the main game.

And if Enderal is anywhere close to Nehrim, I can see how the other game got so much praise. There’s a great attention to detail and clearly a lot of work put into the mod. It’s a pretty near revision of the entire scope of Skyrim. The map, characters, races, magic, levelling system, crafting systems, narrative, menus, armour and combat are all pretty much new. If you’ve plunked five hundred or so hours in the original game, it’s really refreshing to jump into something entirely new. You’re basically getting a new game without having to buy one!

And there’s a lot that Enderal does that’s really good. The story is the biggest improvement and definitely why you’d download the massive conversion. Bethesda’s stories are… workable at best. But Enderal is heavily informed by its narrative. It’s a reminder of the old top-down role-playing games of the late nineties and early two thousands like Baldur’s Gate. In it, you play a character touched by… fate I guess and this gives you access to magic and memories that aren’t your own. Thus, you level through unlocking abilities corresponding to different archetypes. Course, these are your stock warrior, thief and mage but you’re free to pick and choose to discover cute combinations of abilities. Me being me, I was leaning heavily on the mage tree but was starting to make a stealthy mage build that leaned on turning invisible and killing things before they found me. If an enemy didn’t die to my initial backstab, I fell back on otherworldly summons and ghostly bows while keeping away from any retaliation.

As such, I don’t really know how well the warrior and most the thief reworks function but it was certainly a different experience than playing a mage in Skyrim where I could summon demons to do most the fighting for me while I stood back and tossed the odd fireball or stabbing for a short paralysis enchantment with my craft dagger. Enderal definitely had a different vision for its world and how magic and all the underlying systems wove into it. Your progression isn’t tied to your levels and fantastical elements were, on the whole, largely subdued. You aren’t crafting demon armour and becoming godly powerful after about eight hours into the game.

Accessed from https://staticdelivery.nexusmods.com/mods/110/images/78683-0-1473655637.jpg

The art is just beautiful in the game.

Course, a large part of that is changing how the player levels their character. Enderal relies on classic methods of character progression. You earn experience through the completion of quests and after a certain threshold is reached, you’ll receive your next level which grants new perks and an increase to your health, stamina or magic. Skyrim, on the other hand, levels your skills through use. Which leads to the obvious abuse of people doing mindless actions over and over again to pump their abilities as quickly as possible instead of staggering it throughout the entire journey.

And this bleeds into my issues with Enderal. Don’t get me wrong, I love it and think its marvellous. But it’s just not Skyrim. And there’s just something about being in a world created from Skyrim assets with a camera mode suited for Skyrim gameplay and exploration but being stuck in a different kind of game’s mechanical system.

I will readily agree that Bethesda’s games have significant design issues. But part of those arise from its design philosophy. I don’t feel that Bethesda is striving to make good role-playing games. Which is good because they typically don’t. Instead, they create these weird simulation/rpg hybrid experiences. The fun of Oblivion and Skyrim isn’t going through a high fantasy story of good and evil that concludes with the slaying of a god (though that’s ostensibly what Bethesda creates). No, the enjoyment comes from the hunting of an elk across a blistering cold field, felling and skinning it then returning to the nearby village to sell the furs to afford a warm room at the end of the night. It’s learning of some forgotten ruin by a tavern patron and poking through spider filled tunnels for long lost treasures that you immediately sell to afford a modest house in the trade district.

It’s all about the stories you make within the game world with Bethesda’s “crafted” experiences serving simply as window dressing or framing to contextualize the personal journey you take. Which is why I’m so adamant about modding my Bethesda experience to get exactly what I want from the game.

And the whole time I’m playing through Enderal, with its carefully crafted quests and interwoven story, I keep thinking “This isn’t what I want.” At least, it’s not what I want in the format that I’m being presented. There’s this weird disconnect where the systems are at odd with the core presentation. I kept searching Enderal for side villages and little personal stories to craft for myself. But they don’t exist. Sure, there are hidden collectables that reward going off the beaten path but I was more apt to stumble into mobs of enemies well beyond my current capabilities (necessitating that I toss my poor spirit pooch at them as a I sprint madly past) or I came across areas strictly sealed off because I hadn’t progressed through the game far enough to unlock them.

I kept having the fantasy world simulation broken by the necessity for telling me the fantasy story.

Had Enderal been presented in any other fashion – say even in a third person, top-down perspective – I’d be entirely behind it. But more than anything, I kept thinking how it wasn’t Skyrim. It wasn’t allowing me to play some dastardly thief merchant who stole from the one town that had slighted him in order to peddle the villagers belongings a few holdings over leaving them with nothing. There’s simply no room for that in Enderal. It addresses all the complaints people level against Skyrim but in doing so it completely guts the spirit of Skyrim.

It is an entirely different experience.

So I was torn and it’s part of the reason that I’ve abandoned it. It’s good. It’s really good. And I did enjoy the characters and the narrative that they offered. But instead of it making me think “Yes! This is what Bethesda should have done all along!” it made me appreciate more what Bethesda had accomplished. I came to like the flawed systems of Skyrim more while playing Enderal. I liked knowing that areas wouldn’t become too easy to the point of trivialised simply because I hadn’t explored them early enough in my wandering before I progressed past the point of their design. I liked that there was a better contextualisation of levelling up in Skyrim due to practicing and perfecting a skill rather than just magically knowing how to wear heavy armour better because I delivered a letter to a grieving mother detailing the final moments of her missing son.

And as I was playing through Enderal and getting a better grasp of its system, I kept thinking of different character builds I’d like to try that I know I never will. Because anytime I think of restarting the game I remember the lengthy intro sequence and I realize I’d have to go through all those early game zones that are unchanging and with no opportunity to strike out in a new direction. It would be the exact same experience except I could kill the enemies in a slightly different manner.

For the gameplay systems of Enderal to really work, I feel you have to use the traditional presentation systems that it mimics. You need a simple perspective that allows greater content creation and deemphasizes the personal element because those old systems are so impersonal.

Now, I’ll probably try and get through Enderal because its quests and world are so well crafted that I genuinely want to see how a lot of it concludes. I just need to divorce myself from its presentation and remind myself that, while it walks and talks like Skyrim, it is anything but Skyrim.

I’m not sure things will fare as well for Long War 2.

Accessed from http://www.pavonisinteractive.com/360pxPavonisLogoCirclefinalBold.png

Pavonis Interactive likewise own their stuff and Firaxis the rest.

I am definitely one of those players that cranks the difficulty up on most games then downloads mods to make things ever harder. Long War for Xcom: Enemy Unknown was so well received that I was excited to hear the same people (Pavonis Interactive) were going to do a second for Xcom 2. The only reason that I didn’t play Long War was that I was so incredibly tired of playing the same maps over again in the original reboot. Even after the handful of additional maps added in the expansion couldn’t entice me back for yet another run through the same damn bar or train station. Since Xcom 2 had procedural generated levels (sort of), this wasn’t going to be an issue.

And for awhile I really digged the changes that Pavonis introduced. I found their classes quite interesting and was amazed at how much changing up the core classes really freshens up gameplay. Not only that, but all of the Long War 2 classes had three options of perks to choose whenever a soldier levelled so there were even more combinations to consider. I liked their idea of liberating regions and infiltration as it really emphasized the guerrilla warfare theme that was hardly utilized in the original’s release.

It was difficult too. I had to turn down the difficulty for the mod, though I refused to budge off Veteran (even while it was kicking my ass as I learned the systems). It was fun, refreshing and exciting. I was entirely behind the release and could really see why I had such widespread appeal.

And then I cross the twenty hour benchmark and realized that I had made so little progress.

Long War 2 really demonstrates the adage “There is beauty in simplicity.” To be fair, my forthcoming complaint is readily warned in the mod’s name. It truly is a long war. It’s far longer than I can possibly devote to it. I don’t have endless hours in the day and sometimes I may only have an hour or two a night to play. It’s thus incredibly frustrating to get so little progress done in that time. Even more frustrating that there are many missions in Long War 2 that will take over three or four hours to complete on their own!

In order to diminish the “issue” of the godlike alpha squad in Xcom – a group of four soldiers so powerful that they complete all battles for you in the end game – Long War introduced many changes that would ensure you had a high rotating roster in your barracks. Now, I know I read that part of my difficulty was that I also included several map pack mods that increased variability and Long War 2 was most certainly not designed to accommodate them. But when you have a squad of ten soldiers routinely facing off against maps of 50 or more aliens, the game stops being fun and strategic and turns into a massive grind.

Some people may like that. I do not. And it’s not like Xcom is a short game either. When I dropped Long War 2 and went back to grind some achievements, it still took up to two weeks in order to finish a single campaign on normal. I don’t know if I could do a Long War 2 campaign to completion (at least a completion that wasn’t a loss) in six months – of my actual, real life.

Accessed from http://www.pavonisinteractive.com/LongWar2b.jpg

Goodness did Pavonis return the terror of Chryssalids though.

That’s a level of commitment I’m simply unprepared for at this stage in my life. Which is unfortunate since some of their improvements like the adjustment to enemy AI are truly wonderful.

There were other complaints I had for the mod but they pale in comparison. Now, I recognize I was playing Long War 2 during one of its earlier iterations. I’m passingly aware that they have released a new version – ostensibly to remove the fact that a two party infiltration team was pretty much the best way to approach most missions – but am unlikely to return. From my understanding, the massive time commitment is an intended portion of Long War 2. And Firaxis have announced an expansion for Xcom 2 that appears to have some of the better ideas from the mod team incorporated into it.

Which isn’t to say that I wouldn’t want Long War 2 to exist. In fact, I think their mod makes Xcom 2 better. Partly, it allows me to appreciate what the original developers did but overall it creates a more impressive form of communication between creators and fans. It allows a sharing of ideas that really can’t happen in any other way. The original works inspire a new generation which can then turn around and influence those that came before them. It’s rather remarkable and probably one of the best things to come from this type of open system.

So while Enderal and Long War 2 aren’t really for me, I’m happy that I had them.

The Bear and the Nightingale – A book review

Book cover for The Bear and the Nightingale; from the internet.

The Bear and the Nightingale is the first book (as far as I can tell) by author Katherine Arden. It is a fairy tale of sorts set in old-timey Russia.

I don’t know a lot about Russian fairy tales, so I cannot say if this was a retelling of a single tale or a compilation of several. From the writing and the feel of it I would guess that this is an original tale heavily influenced and pulling on multiple other classic folk tales. Further, I have little schooling in Russian history. So, I cannot place the period of the writing nor comment on the authenticity of the setting. The world certainly felt vaguely medieval, set in a time where the Grand Princes bowed to the Khan overlords. A time of feudal lords, when the word of the Christian God was still in the process of displacing the hearth-tales of small wood-sprites and local fairies.

The world of the Bear and the Nightingale was richly developed. With particular success seen in the tension created between ordained worshipers of the Christian God and those who still followed the old practices. I was really struck with the manner of creating characters both good and evil (or good and misguided) that followed both religions.

Image for The Bear and the Nightingale; from the internet. The date holds reflects the release of the book – I assume.

The narrative meandered between perspectives with general success. With this style of storytelling we had a much better idea of motivations propelling the various characters as they moved throughout the story. At the same time, I feel several perspectives became lost or reduced in the telling. And that was confusing come the end of the tale when some people, who I thought would be more important earlier, were left off in the distances – far from action of the main thread.

I would say that the biggest weakness was the ending. It seemed the story was so busy trying to wrap itself up in poetry and mystery that much was left unresolved. I was left feeling unsatisfied with the culmination of various characters. The Frost-God was teased but nothing much came of him. Even Vasya, our primary protagonist, was just left. This was particularly perplexing when earlier passages tease her death being needed to resolve the main conflict.

If the internal contradictions were intentional, then I would say the author’s purpose and story became lost in her attempt of subtly. Otherwise, this is an example of immature writing, a story requiring greater polishing.

Finally, I am left wondering at the title: The Bear and the Nightingale. The Bear was certainly clear, but the Nightingale appeared at the end of the story and seemed largely inconsequential.

In the end, I am unclear how well I liked the book. I did like it. It was different and interesting. The writing felt like an old-time fairy tale which certainly appealed. I liked Vasya and her family. Only her family came and went from the story and I feel was not as well realized as it could have been.

Book cover for The Bear and the Nightingale; from the internet.

Upon consideration, I would say The Bear and the Nightingale has a spirit similar to Uprooted by Naomi Novik. In fact they both held that same promise of a good, interesting fairy tale, but left me feeling a little empty at the end.

In conclusion, I suppose I would give the story a 4 out of 5.

Season of Sequels: The Burning Page

The Burning Page is actually book 3 in Genevieve Cogman’s series: The Invisible Library.

Image from the internet.

Title: The Burning Page (book 3)

Series: The Invisible Library

First book in the Series: The Invisible Library

Author: Genevieve Cogman

Genre: Multi-universe fantasy

Synopsis: The Burning Page continues the story of Librarian Irene and her dragon assistant Kai. It does an interesting job of discussing several repercussions from the previous story – The Masked City. Irene is still on probation for her actions – becoming involved in politics and saving Kai. What should have been another easy fetch-and-retrieve task marks the start of more problems and danger for Irene. Alberich is back and he has a plan to destroy all that Irene cares for. With the very Library at stake, Irene finds trouble drawn to her. Betrayal, danger, death, and books are all twisted together in this next installment of the Invisible Library.

Image from the internet.

What was good: I like the way the Burning Page brings forth some of the consequences the characters face because of decisions made in the previous stories. As always I was interested to see Vale again and double intrigued by his current problem with chaos contamination. He became even more Sherlock Holmes-like, with his own drug problem and difficulty stilling his mind. That his essence and future came into question was well thought-out. I am curious to see how that will play out in the next book and if he will continue to assist Irene.

The story of Alberich was both good and potentially terrible. His discussions with Irene are great to question the purpose and ethics of the Library and its Librarians. However, if he continues to dog Irene through every novel, I will become heartily bored and frustrated with what is turning out to be an unrealistically powerful enemy. He should have been killed in this book, but only time will tell if that was the case.

What was less impressive: I think my biggest concern with this story was the conclusion. It felt both rushed and not quite conclusive. I don’t mind having some dangling threads, but the manner in which the story ends (almost abruptly) feels like the author didn’t know what she wanted to do and so left every door open. That is worrisome, because some threads need to end so we can find new plots to explore.

Image from the internet.

How it compared to the first book: I think I liked this story more than book 2 and about as much as book 1. There were lots of elements of the plot that I really did like. There was a bit of mystery to be solved and old characters came back in a new light. It also did a good job of continuing to build the fantastical, Victorian-like setting of Irene’s current world post while also exploring a couple of other settings.

Prognosis: I like this series. It is always a good read and I will be back again for book 4: The Lost Plot.

Rank and Reason: 4 out of 5, consistently good and imaginative writing with solid characters and interesting plots.

Season of Sequels: Of Bone and Ruin

This a book, a sequel, I actually bought, spending real money! Of Bone and Ruin is the direct sequel to T.A. White’s Dragon Ridden novel.

Image from the internet.

Title: Of Bone and Ruin (book 2)

Series: Dragon Ridden Chronicles

First book in the Series: Dragon-Ridden

Author: T.A. White

Genre: Sci-fi-fantasy hybrid

Synopsis: Of Bone and Ruin begins a little time after Dragon Ridden. Our female lead, Tate is back and struggling to adapt to the world she finds herself living in. Her memories, and thus her entire past, continue to be a mystery to Tate. Rather than continue struggling at school for developing magical skills, Tate is offered the chance to work. It is a dangerous, life-threatening job that will bring Tate in contact and conflict with the heads of various factions living on the planet. Tate’s nearly non-existent mediations skills are challenged when she is given the role of witness in settling the dispute of who owns rights to a recently uncovered archeological find.

What was good: Of Bone and Ruin continues Tate’s journey of fitting in and self-discovery, though I am not certain how much headway was made in that department. I suppose if you look at Tate’s relationship with her dragon, than things do improve over the course of the novel. We also learn a bit more about several of the secondary (or even tertiary) characters which is interesting.

What was less impressive: It seemed that some characters have information that they should not. There were a couple of instances when motivations and character consistency appeared off. However, I am not certain if this was done intentionally to make the reader think and look at the information in a different light.

I am both fascinated and put-off by the strange mix of science-fiction and fantasy. We have ancient, abandoned spaceships with crazy advanced technology and genetic manipulation alongside straight up magic. The need for blood, specific genetics, to use certain equipment is a difficult balancing act for me. Occasionally it seems artificial and randomly imposed into the story, while at other times it resonates strongly with the sci-fi mood.

This book certainly left me more confused about the difference between the Creators and the Saviours, which I hope is to be addressed in future stories. And while I really enjoyed the elements of sci-fi past coming through in the first book, Dragon Ridden, I found those moments nearly contradictory in Of Bone and Ruin.

Image from the internet.

How it compared to the first book: In the end, I still preferred book one. I feel like we got a better understanding of Tate and her extraordinary past in Dragon Ridden than in book 2, Of Bone and Ruin. It is that back story that has the greatest draw for me. So my biggest fear is that the author will tease only hints about the past in the vaguest way while writing an ever expanding and convoluted succession of sequels. I hope I am wrong. I hope that each book helps to shed light onto the origins of this world and is complicated past.

Prognosis: I find this world to be an interesting mix of sci-fi and fantasy. There is magic and genetic engineering. There are archaic elements to the civilizations mixed with more modern ideas, dress, manners, and language. It is different and that is perhaps the element that will bring me back for a third book – should another be written.

Rank and Reason: 3.5 out 5 – because I thought there were too many inconsistencies between this book and the first book in terms of who the world works and the past.

Season of Sequels: To Catch a Queen

I have been reading sequels of books recently, so while I cannot introduce new authors I can at least comment on how their series is going. That said, I don’t think I actually commented on Shanna Swendson’s first book, A Fairy Tale. Anyway, this post will focus on the direct sequel entitled: To Catch a Queen.

Image from the internet.

Title: To Catch a Queen (book 2)

Series: Fairy Tale

First book in the Series: A Fairy Tale

Author: Shanna Swendson

Genre: Modern Fantasy with Fairies and Fairyland

Synopsis: Sophie Drake is again needed in the Realm. Someone is impersonating the Queen and banishing undesirables back into the Human world. This is causing trauma and in some cases death for those involved. But that is not the only problem Sophie has to deal with. She is still working hard at freeing Jen, worrying about her sister, and balancing royal duties with the image of a normal life. Fortunately, Sophie has friends who will come to her aid, both human and fey.

What was good: The characters really sell this book and the series in general. Sophie is a strong, go get-it-done sort of woman. In her 30s she is a little older than many of your heroines, which I certainly appreciate. I even love her one-sided romance, which is done well and believably. Emily adds the optimism and recklessness of youth even if she isn’t that many years younger than sister Sophie. Michael brings the perspective of the uninitiated. He is the stoic cop that finds himself confronting the supernatural. This again is handled well.

What was less impressive: My biggest struggle with the book is the fey. I am not a huge fan of fairies, which is amusing considering how much I enjoyed the story. Despite half (or more) of the story taking place in fairyland – aka the Realm – I mostly enjoyed how the author dealt with the land and denizens living there. It is still not my favourite set-up, but it was not the terrible mess it could have been either.

The other problem I had was the fetch quest feel of this particular story. The feeling of mystery never did develop, instead it felt like the longest and most frustrating game of go and collect … [insert next item on the list].

Image from the internet.

How it compared to the first book: The first book, A Fairy Tale, was better. The story was stronger and more engaging. Partly because you didn’t know how things were going to end or in fact what was going on. To Catch a Queen follows book 1 closely in time. It picks up the thread of the tale, but is not nearly as strong a narrative as the first book.

Prognosis: It was an okay sequel. I appreciate the attempt to do something a little different, to watch the characters grow and change throughout the narrative. However, looking at it as a single story, it was pretty mediocre. Still, I am interested enough that I want to read the third tale in this series, to see if the author can find a new tale to tell.

Rank and Reason: 3.5 out of 5 – not nearly as strong a story as book 1 in the series, but not terrible either. I do enjoy Sophie as heroine.

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Be Home Before Dark

I’ve actually beaten Night in the Woods over a month ago. I just happened to get busy with other things to never return and give a proper little write-up about it. Also, I never finished a second play through of the the game. Which gives me a perfect little in for a summary of my feelings towards it:

I don’t know how I feel about Night in the Woods.

Accessed from https://upload.wikimedia.org/wikipedia/en/thumb/6/60/Night_in_the_Woods_Soundtrack_Art.jpg/250px-Night_in_the_Woods_Soundtrack_Art.jpg

Night in the Woods is developed by Infinite Fall. All associated images and what not are belong to them.

At first, I hated the thing. I was pretty certain after about an hour that I was just going to have fuel for a lengthy diatribe about how crap the game is. I often feel my rants are my best pieces, so that disgust was fuel to keep going. But a funny thing happened the more I played. I… actually started to like Night in the Woods. Then, just as I was preparing a more praiseworthy post (and one likely a bit more dull) a strange thing occurred. I began to hate it again.

So I am the perfect definition of ambivalence.

But teasing out my impressions and organizing them into a coherent whole is what has kept me from writing about the game until now. Thus, I apologize if this review is all over the place. Much like the game, I never really settled on something. Unlike the game, I’m not going to shove in random guitar hero gameplay or strange little mini-games to break up the main experience.

But first, what is Night in the Woods?

What I expected from Night in the Woods was this: a touching little indie story about a college dropout returning home and trying to find her place in a crumbling, backwater town in a life that has moved on from her glory high school days she’s never managed to let go. And, in a sense, that’s what Night in the Woods is about at all.

It is kind of funny, however, as I think the personal story is where Night in the Woods really shines. It’s not really a story that gets covered a lot. I can’t think of college dropouts being a large trope by any means. And there’s adeptness in relaying the sort of troubled life that lead Mae Borowski returning home with little explanation other than a cryptic “things didn’t work out” offered to her mom. Her attempts to reignite relationships from her past are met with middling results. Gregg is trying to save enough so he and his boyfriend can escape the dying town as fast as possible. Bea has given up on life’s aspirations to run her family hardware store though Mae’s carefree squandering of all the things Bea never had are a clearly driven wedge between the two.

And needless to say, Mae is a mess in general.

This gets me into my initial dislike of the game. I don’t like Mae. I think you’re supposed to like Mae. She is, after all, the protagonist of the story and everything is filtered through her eyes. She is, however, a failure and this is made explicit from the moment you begin. Now if she were just a loser, I could probably handle it. But she’s… so damn quirky. It’s annoying. I hate quippy and quirky writing. It feels like a shortcut from having to develop any depth of character. Mae spends most of her time holding pointless conversations about… I can’t even remember anymore because most quirky writing is focused so much on talking about something off the wall that there’s never any meat to the discussion. It’s vapid writing, meant to amuse and satiate for the moment but holds so little value that it’s gone the instant it finishes.

It’s the written equivalent of potato chips with the added bonus of consuming too much leaves you nauseous.

So, I didn’t care for Mae. I didn’t care for her pointless rebellions. I didn’t care for her personal mortification over her prom night with Ted or Ben or whoever. I really didn’t care about her nebulous reasons for giving up on her future.

Had she died in the end, I would have crowed this apathy as being a masterstroke of writing. That she did not suggests I was meant to have a greater personal connection to the self described anarchist than she ever truly earned.

But while I’m torn on Mae’s character herself, I felt the relationships she had were the strongest points of the game. I was coming around to Night in the Woods—not because Mae ever develops into anything more than the weird loser you politely put up with at a party because a mutual friend foists her on you to have a few moments for herself but because the people she interacts with have far better stories than she. I think it was the moment when you go to Jenny’s Field with your mom that I was sold on praising the game. The individuals that put up with Mae are saints in their patience but also far more profound individuals than your avatar into the world. Mae’s mom is clearly trying her best to give her daughter everything that she never had while also frustrated with the fact that Mae is a problem child to the core. But her love for her weird little offspring is so well communicated, and so naturally too, that it’s hard not to like her. Likewise, Bea and Angus are excellent foils for Mae’s absurdity with their calmer and more grounded outlook. There’s a lovely little moment with Angus when you’re watching the stars and listening to how he was abused as a child that is done with such honesty. Or when Bea is discussing her dead mother that really brings into stark contrast the events which shaped these characters wholly absent from Mae.

There’s a bit of irony in that the more muted and understated characters have better excuse to be wacky misanthropists than Mae. The game is designed to be played through multiple times so I haven’t fully uncovered all the little stories but it’s certainly the supporting cast that does the heavy lifting in the character department. Instead of fully developing the relationship with Bea I spent more of my time with Gregg – the wacky enabler and co-conspirator to Mae’s juvenile delinquency. It was… annoying. With touches of sentimentality when the two would have brief but stark realizations that they’re not still thirteen and acting like irresponsible shitheels isn’t the way to continue on in life.

Gregg does have the briefest character arc in that sense, especially when he realizes that Mae is a bad influence on him and it’s more important for him and Angus to get out of Possum Springs than it is that he and Mae smash flourescent lightbulbs behind his work when he’s supposed to be manning the cash register. So my low tolerance for Night in the Woods quirk is compounded by the fact that I accidentally focused on the quirkiest route through the plot.

In my defence, however, Gregg was presented as Mae’s best friend.

Accessed from https://pbs.twimg.com/media/CvsiFhHWIAAqtCS.jpgAt any rate, while the game is starting to take off with its character developments, it’s also laying the groundwork for it’s final disappointing note.

Well, that’s not true, that groundwork is there from the beginning, you just don’t notice it immediately because it is pretty subtle until your second play through.

I guess this is my spoiler warning.

Surprise! Night in the Woods is a Lovecraft story!

There’s a direct parallel to be drawn between Night in the Woods and True Detective. You can read how much I detest True Detective in the archives here but suffice to say that I wasn’t a fan of character drama with a side of super undercooked cosmic horror. In that regard, I would say Night in the Woods is more successful in interweaving its cosmic horror into its identity. There is the whole underlying theme of Mae’s country hometown slowly rotting away. All the little stories from townsfolk and the history it has gone through all lead to this inevitable and unavoidable rot that will suck in anyone that comes near it. And, of course, there’s the weird visions Mae has at night. They start as innocuous seeming dreams that eventually end with a conversation with some silhouette of a massive cat.

But since everyone is a furry in the game, I’m assuming the shape of the cat is meant to be meaningless.

Thus, it isn’t really surprising when you run into the midnight cult in the bottom of the abandoned mine. You’ve been subtly primed to expect some sort of supernatural or nefarious aspect to the whole “ghost” event that Mae spends the latter half of the game obsessed over. So I wasn’t surprised to discover a nondescript secret society of country townsfolk kidnapping people to sacrifice to their Black Goat in order to maintain order and prosperity to their dying towns. I had predicted that after a couple of days and the conversations about Mae’s missing friend Casey.

I was disappointed with how disappointing that mystery is, however. The supernatural abilities of the cult leader are mostly there to explain such pressing questions like “how could he jump over a fence.” And you mostly stumble into the cult rather than truly digging into unearthing their existence and motivation. It’s there, especially in the old newspaper clippings, but it all feels like an aside more than anything else.

So clearly the focus is meant to be on Mae if it’s not the plot. But Mae doesn’t actually grow from this experience. When the gang confront the cult at the bottom of the mine, at Mae’s “lowest point” in the story, Mae herself is just a little woozy from being shot and disoriented from the Black Goat singing at her. There’s a build up that is entirely wasted at the reveal. And the gang’s resolution to the conflict is to literally kick the cult leader down a hole when he refuses to let them leave then drop some dynamite in the old well hoping that resolves the problem. It feels… rushed and under cooked. Like they needed a conclusion to the story though the story was pretty meandering and skimp in the first place.

I’m really disappointed that the solution wasn’t to willingly sacrifice Mae to the Black Goat in the hopes that it would end the cycle (possibly fuelled by the fact I simply wanted to pitch Mae down the pit – but at least it would make her life have value). As it stands, there’s no earned catharsis here. The cult even let the kids going knowing that the truth would sound too outlandish to really threaten their plans. So to have the confrontation with the cult leader shortly after as they’re trying to exit is even more forced. Thus the game even robs the alternative promise of horror that the youths, despite knowing the truth, are powerless to stop the evil cult because they don’t know their identities and no one would believe them.

There’s a happy ending but it’s as hollow as Mae’s character.

My final point of complaint is that I’m not even sure if Mae’s character flaw – ostensibly uncontrollable rage – is in part fuelled by the Lovecraftian horror or not. I’m normally a big fan of ambiguity but there wasn’t really anything to suggest that was the case and it was more a sense I got from trying to pull some meaning from all the cosmic horror elements than anything else. Perhaps if that were the case then there remained the argument that Mae’s insanity was assured just as strongly as Possum Spring’s decay but Mae even admits she feels so much better after dropping tons of dynamite and potentially murdering three fifths of the town the night before.

Accessed from http://core0.staticworld.net/images/article/2017/03/20170223011453_1-100713269-orig.jpgAnd that no one seems to notice a large chunk of the adult population missing the next day is pretty bizarre.

Thus, I’d say Night in the Woods is a peculiar beast. It’s one of those few experiences with both a weak beginning and a weak end but a strong middle. Generally speaking you want the opposite: to start and end with a bang. Most video games, at the very least, manage a strong start and middle and flop on the end.

Night in the Woods will make you question your purchase, let you fall in love with the game then make you regret the whole experience at the very end. Much like Mae’s drinking party in the woods that one night.

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Sherlock Holmes: Consulting Cheater

Apparently, within the board game spheres, there exists “birth year games.” These are the board games with the distinction of winning the highly coveted and supremely prestigious honours of Spiel des Jahres in Germany. My Game of the Year is apparently this quaint little tabletop game-gamebook hybrid known as Sherlock Holmes: Consulting Detective. Consulting Detective places its participants in the roles of Sherlock Holmes’ infamous Baker Street Irregulars – street urchins and ragamuffins who sometimes lend their assistance to Holmes in solving his world famous cases. The set-up for the game is simple. There’s a map of London, a London Directory, a collection of relevant (or typically irrelevant) newspapers and the case file. From there, players will be introduced to the particulars of the case through a visit by Holmes’ client and be let loose into the streets of London to figure out the various twists and turns to the caper.

And I’ve just finished it. And if you’re ready to play Consulting Detective, you already know my feelings about it.

Accessed from http://www.ystari.com/wp-content/uploads/2012/04/shcdcouv.jpg

To be fair to Consulting Detective, some of its issues may arise from being an English translation of a French game.

There is a lot of potential in the game. Its entry is really low, making way for people with little experience or little interest in board games able to pick it up and play immediately. Given its flavour and game play, I was able to coerce my family into playing with me. As such, we spent many an hour (and far more than we would like to admit) attempting to sleuth out the secrets of the various cases intriguing and mundane provided in the box.

It’s got an interesting flow where not all relevant clues are obtained by poking around in critical locations or interrogating specific individuals. Oftentimes the newspapers will have little hints or vital revelations tucked amongst their advertisements for new dentures and craiglist-like missed connections. And there are many times that a person of interest will crop up in the case and you must consult the directory to locate their current residence or place of employment.

There’s a lot of fun to be had, pulling these disparate elements together to form a working theory. And there are little revelatory moments where things just fall into place and the grand scheme is formed before you. And flipping through the case book definitely has one of those Choose Your Own Adventures feel to them.

It’s such a shame that these elements are wasted on Consulting Detective.

For, truly, I’m ambivalent to the game. Parts of it I love and kept me coming back case after case. Other parts had me swearing with frustration and anger – typically when reading how Holmes had solved the case and how stupid or ludicrous the solution turned out to be. More often than not, we had reached a consensus to the mystery and, upon revealing what actually occurred, left us scratching our heads because the official solution made less sense than ours.

Part of this problem is that there is a very severe writing issue with the game. When the crux of play hinges on the written word, it’s incredibly disheartening to see so many errors within the texts. And this is just consistency errors – which are the most troubling – but include normal spelling and grammar issues too.

I had not realized how popular carnage rides were in Victorian London. Likely performed by Langdale Pike’s tanks. Nor was I aware of the kilting epidemic occurring monthly in the city. These blunders are humours most of the time but I’m left trying to recall a single case where someone reading the passage didn’t have to stop and try to parse what was actually being said.

And while I will concede that English is a difficult language, this problem predictably bleeds into the game itself. There are numerous cases where Holmes’ solution directly contradicts eyewitness testimony. Most of this doesn’t impact how you reach the conclusion of the case – assuming, of course, that you investigate along the same lines that Holmes does. If, however, you just take the eyewitness testimony as fact and don’t pursue that avenue any further, than it is quite probable you’ll come to a wholly erroneous solution based on those contradictions.

This isn’t even touching that Holmes’ explanations at the end will most certainly contain errors. In one case, Holmes was off by a few years in the age of important characters and the year events took place. In another case, Holmes detailed finding evidence and clues in a wholly different location than where they actually were found – and these locations you couldn’t even visit in the book itself!

Its hard, then, to not feel cheated nearly every time the game comes to a conclusion. This is made even more pronounced given that almost every case requires you to end up in a specific location to learn a vital clue and getting there often requires a true leap of logic or simply guessing correctly on which ally to visit that usually offers nothing but dead ends when you consult them in other scenarios.

This leads me to my primary issue with Consulting Detective. Its greatest gaming component – trying to beat Holmes in the cases by solving the mystery in less leads than he takes – is the most frustrating and unsatisfying element in the whole experience. To play the game in this manner, worried about how you’ll score in the end, is to encourage people to not engage with the game itself.

You see, the scoring is simple. After you’ve poked around the locations and denizens of London, you decide whether or not you’re willing to call the mystery to an end. You can then flip to the back where a list of questions are presented to you. They are sorted into two parts. The first part contains the primary questions concerning the case: typically who was the kill or culprit, why did they perform their crime and sometimes how. There’s a varying amount of questions in this part, from four to twelve, and they will always add up to one hundred points.

Sherlock, being the cheating bastard that he is, will always score a perfect one hundred on this portion. You will also be told how many leads Holmes followed. To determine your point score on the case, you tally up your correct answers, deduct Holmes’ lead total from yours, remove free leads from your total then add five points for each step you beat Holmes or deduct five points for each step you took over Holmes.

Needless to say, you’ll almost always be deducting points. Of the ten cases, my family and I were able to tie Holmes once and beat Holmes once. And this was largely on the backs of answering the second set of questions – which are all bonus questions unrelated to the primary case – by simple deduction and not investigating any of them.

However, we almost always “solved” the mystery well before Holmes had. Usually after two or so leads we had an idea of who did the crime, why they did the crime or how but were always missing one of those details. Unfortunately, finding that one missing step would take upwards of ten different leads to find the information as we scoured through the list of allies for anyone with the potential for tangentially knowing something of use and exhausting every random lead we could follow.

This is the primary problem with Consulting Detective. The manner in which you play is in direct odds with the manner in which you are scored. As a detective, it’s important to follow leads and clues to confirm theories and corroborate alibis. But Consulting Detective directly punishes you for doing so. In fact, you’re better off doing the exact thing which the fictional Sherlock Holmes loathes: make assumptions. If you have any desire to beat Holmes at the game, you need to create a theory from as few bits of information as possible, since each step you take in the game is a deduction from your total score. It’s better to just assume a character’s motives or connection from a single sentence than to ask their colleagues for confirmation or details.

In fact, Holmes himself makes a ton of assumptions in his solutions. So much so that you’ll often be scoffing at how he arrives at his conclusions. Its as if the writers, in an attempt to amaze the player like Sir Conan Doyle did his readers that they forget the players are supposed to be solving the case alongside Holmes. And there is more than one situation where Holmes comes out with information you have no idea how he obtained even after following his outlined footsteps.

Even more egregious, this system encourages players to avoid reading the case book. You are rewarded for not playing, essentially. Which is baffling design to say the least. The “optimal” way to play Consulting Detective is to go to a location and then sit and argue about the details of that location for an hour so you are certain your next step is the most likely to reveal more information.

This gets back to the idea of making theories first and collecting evidence second. You need to determine what you’re most likely to learn by visiting a person before you even visit them so that you don’t waste a step. The problem, of course, is that too many cases hinge on visiting characters that have no right knowing the information they have or following leads with zero indication they would have any relevant clues.

The best example of this, and my least favourite case because of it, is Case Nine: The Solicitous Solicitor. Forewarning, here cometh spoilers.

Accessed from http://www.godisageek.com/wp-content/uploads/Sherlock-Holmes-Consulting-Detective-Screenshot-02.jpg

Sherlock Holmes Consulting Detective is printed by and probably belongs to Ystari Games

Case Nine is the prime example of significant knowledge being doled out to random locations. It is the second last case if you’re doing them in order (and the game heavily encourages you to do them in order) so by this time you’ve got a tenuous grasp on how cases normally unfold. We had, before even cracking open the case locations, knew that the victim was having an affair with a Miss Monroe due to a personal ad in the paper. We had thus determined that visiting Monroe would be a waste of time since it would simply reveal what we already know: she and the victim were in love and why a number of other women were feeling spurned by the debonair corpse.

Unfortunately for us, for some really poorly justified reasons, Ms. Monroe happened to be the proud owner of the victim’s pocketbook which was the sole source of information for why he had been slain. We erroneously assumed it was due to his current work and some form of insider trading because we simply could not afford to follow up and confirm the glaringly obvious to be rewarded with information that Ms. Monroe herself didn’t even understand. She literally just hands you the book at the end of her passage while saying, “Here, you’ll need this.”

Case Nine is rife with moments like that but this issue is persistent throughout Consulting Detective. Often times we can’t find the culprit because we don’t know what rather irrelevant social engagement the victim maintained in his final days would have some unrelated waiter or salty sailor who just so happened to notice the passing connection between the victim and perpetrator.

Even worse, there are a number of small subplots working in the background of each case that, if you’re playing to “win,” you’ll miss because you are punished for following clearly unrelated tangents. One case had a whole fascinating mini-murder mystery going on in the background concerning smuggling and international shipping lines that I only learned about because Kait would read the whole case file after we’d concluded it.

So, outside of correcting the problematic writing in the first place, the biggest issue in Consulting Detective is its scoring in the first place. It’s a poorly thought out and implement mechanic that pushes players from playing and enjoying the work the designers put into creating the game.

Personally, I think a better scoring system that doesn’t punish people for enjoying the adventure would go a long way in shoring up Consulting Detective’s weaknesses. As it stands, once you’ve followed six or so leads and have failed to solve the mystery, you know you’re not going to win. And then the case just becomes an embittered and disconnected affair of throwing caution to the wind and knocking on every door to see if you ever stumble across the answer.

For me, what I would do is split scoring into two sections. In the first would be a long list of questions. Of these, Holmes would answer only the most pertinent to the case. The rest would be essentially “bonus points.” Thus, Holmes would, say, accumulate eighty points for uncovering the identity, motive and means of the guilty party but miss out on points of what happened to a missing earring or the name of one of the search dogs. Then, there would be a scale for awarding points depending on how many leads one followed. Holmes would always score highly on solving the case in very few leads to round out his score to one hundred.

In this manner, players can always tie Holmes simply by reading and visiting every single location in the story. There is no penalty for enjoying the case and discovering all its various twists and turns. But there is also the knowledge that you’ll never beat Holmes and, really, you’d rank down at Inspector Lestrade’s level for going well over the number of leads that Holmes does.

You win, but you win knowing that you could try beating Holmes if you wanted follow the strategy that we employed originally. This makes for two approaches for engaging with the product and also insulates from the feelings of being cheated since, if you don’t happen to immediately divine the relevance of a visiting French theatre troupe, you won’t lose the case. In fact, if the questions and lead scale are designed properly enough, the optimal method for beating Holmes score would be taking just a few extra steps than him to uncover several additional answers to the mystery.

In this way, you’re encouraged to play more – not less.

Book Review – Brother’s Ruin

The book Brother’s Ruin is a novella. It is short and thus I feel it is only fair that my review be reflectively brief.

Book cover taken from the internet.

Title: Brother’s Ruin

Author: Emma Newman

Genre: Fantasy; Gaslamp

Synopsis (giving nothing of import away): Magic replaces science in this Victorian-period fantasy. Magic is owned entirely by the Empire in the form of the Royal Society. Any child of power is taken from their family, by force if necessary, to be properly trained and indoctrinated – for the safety and security of the Empire of course.

Charlotte Gunn’s lower middle class family has come upon some difficult times. But when her brother Benjamin offers to be tested by the Royal Society and join the league of mages, Charlotte only sees danger and ruin on the horizon. It will take a great deal of determination and quick thinking to protect her family and herself from those who could and would destroy them.

What was good: The world was imaginative and the main lead was engaging. There was just enough happening to keep you gripped with anticipation over the next scene.

What was less impressive: What you have to understand is that I am not particularly fond of short stories. Good stories are meant to be enjoyed over time. While they should leave you wanting more they should also be long enough to explore the world and characters. Short stories are by their very nature, unsatisfyingly brief. When done well, they are tantilizing morsels that make your realize how hungry you are. This is not a sensation I enjoy. I want full length novels. Good stand-alone books are preferred and short stories are generally avoided.

This was a novella, thus a slightly awkward position of being neither a proper, full-length book but neither was it a short story. It read more like a children’s book than one for adults – due mostly to its length.

Gaslamp fantasy was a new term for me and it took a little reflection to determine its meaning. From this I have settled upon the following definitions:

Gaslamp fantasy – used to describe a world, often Victorian in period, whose magic is treated like science and is the substitute for technology. Highly ordered magic used to create technological advances of an older period setting; high magic, less machinery (though not absent)

Steampunk fantasy – used to describe a world, also frequently Victorian in period, whose technology takes on an almost magical quality and is certainly beyond the abilities of actual period history. Fantastical machinery in an older period setting; low magic, high mechanical devices.

Prognosis: I am intrigued and look forward to more of Charlotte’s adventures as she is bound to change her world whether they are ready or not. I am just hoping I don’t have to wait too long for the next story; and that it is a bit longer!

Rank and Reason: 4 out of 5 stars for being well written, inventive but a trifle simplistic.