Category Archives: Criticism

All Systems Red – Book Review

All Systems Red is the first book in Martha Wells’ series the Murderbot Diaries. It is actually a novella rather than a full length novel. As I sit here on the back deck, I really don’t know what to say about this book. I liked it but I didn’t love it. I am interested enough that I have ordered more books in the series from the library. Ultimately it did not move me – I neither loved it enough to gush, nor hated enough to complain. 

Book cover for All Systems Red by Martha Wells; first novella in the Murderbot Diaries series. Image from the internet.

It was not what I expected, which I suppose is something. First from the title, I thought Murderbot was more actively killing humans. It wasn’t. I was mildly surprised that its job was security – but very low end security. 

From a friend’s review I also expected it to be funnier than it was. There were no laugh-out-loud moments in the story. 

I was interested in how Wells developed the character and dealt with a constructed lifeform. I thought the setting was different enough and the future of mega-corporations fine – not new, but certainly concerning. 

I struggled a bit to learn and follow the humans in the story. Their names were confusing as was the use of pronouns. I don’t know if I struggled because the pronouns did not match my expectation of gender for the names or if they were intentionally misleading because Murderbot didn’t care.  Aspects of the world were difficult to understand. Were all the researchers on the planet corporations looking for mineable resources? Are there any governments in this future space setting, or only money making corps? How are constructs different from augmented humans? What parts are organic? 

Certainly there are some interesting questions about personality and defining life. And I do give the author huge props for creating a shy, apathetic artificial construct who wants to spend all its time watching the entertainment feed. 

Overall, the writing is strong. The author is able to raise some interesting points about humanity and our future. While I found it a bit confusing, other readers may not. It was not something that resonated with me, but it was a well written book (novella) – 4.5 stars out of 5. 

We will see how the other novellas go. 

Girl from the Stars Book 1-Daybreak – Book Review

Gir from the Stars is a five book series by Cheree Alsop. I read the first book Daybreak, which I thought was fine, but not nearly good enough for me to invest in purchasing four more books. I might have ordered the rest from the library, if my library carried this series. Since I found the series lackluster, I wasn’t going to write a review. It wasn’t terrible enough to deserve a good rant and not good enough to share with the world. Still, beware of spoilers.

But that changed. I was browsing the synopsis of the other four books – out of curiosity – when I discovered these books have really high ratings, life 5 stars (out of five). Why? I am baffled. While the plot chugged along, the characters were not the best I have read. The crew of the SS Kratos is a cliched mix of different aliens. But since the aliens were not well described, I feel like they are all early Star Trek – humans with different coloured skin and eyes. Especially as the lead is half human half damaclan. Clearly we have some mingling of genetics which means the aliens are more human than not. 

*** Insert break while I actually read the reviews of other readers, rather than just looking at the star count. ***

Book cover for Daybreak; book 1 in the Girl from the Stars series by Cheree Alsop.

Okay, I am going to do something a bit different I am going to comment on some of the common reviews of other people. 

First, I am noticing that people who liked the book liked the fast pace adventure and the main character’s ability to kick ass. I will agree that Liora Day (the half Damaclan warrior with a traumatic past) can kick ass. She is also filled with flaws, like the inability to work with or communicate with others. An interesting problem as she is also a telepath. Yes, I appreciate that she can fight hordes of bad guys, but I am less enthused by the fact she is constantly being rescued by men. This does detract from her strength as a character.

Sure, the story moves quickly. Unfortunately this fast pace means we skip past actual character and plot development. For example (because examples are important): in the opening chapters of the story, the Captain of the SS Kratos is killed. One of the Lieutenants is sworn in as new captain. What is mentioned in passing, is the new Captain is the son of the previous Captain. There is no explanation as to why father and son are serving together. There is very little time spent on how  Devren is coping with the loss of his father. He is granted one moment of grief, then continues on his day. Also, why did Devren rescue Liora from the cruel circus? And why not any of the other imprisoned species? 

I will ignore the giant world destroying artifact that is tossed into the book as a key plot element that everyone will fight over. But I will not just support Captain Devren’s decision to withhold the device from his government. Yes, I am sure many of his superiors are corrupt and going to use the artifact for evil purposes. But, Devren is the son of a Captain. He has a long space military history. He is used to following orders – at least he should be. Why is he suddenly defying generals, throwing his lot in with the rebels he had previously been fighting against and in one quick move condemning the rest of the crew who we are led to believe Devren views as family? A little more dialogue would have gone a long way on this point. 

A number of people commented on the books ending, or lack thereof. I can see what they mean about it being abrupt. However, I am not entirely opposed to the loose ends of the final chapters. I am more bothered by the journey to that point. The motivations of the characters and how they interact with each other and their world is the greater flaw. Devren is a great example of a character who does things because the plot says so. There is very little justification. Liora also does things, like go off on her own to hunt down her stepfather she suddenly learns is still alive. As a character she swings back and forth between running away from everyone else and trying to belong. While this is a great internal conflict, it needs to be explored more thoughtfully. Otherwise her actions hold no logic.

This feels like the author wanted an epic space opera. There are elements of Star Trek in the superficial nature of the universe and the multiple species, all working well together and all appearing mostly human. Unfortunately, the book lacks the character development to make the crew of the SS Kratos memorable. Thus it is difficult to be bothered by their deaths. Also, how big is this crew? Or the ship for that matter? 

The kick ass nature of Liora, her random falling in love with the doctor, and the mysterious (yet very evil) creatures of her childhood feels more like Star Wars. Unfortunately, neither aspect is well developed. So the reader meanders between two leads: the ship’s crew and the female warrior. In the end, neither side is satisfied, but a lot of messy action happens in between. 

For the potential of the storyline and the effort to have a non-sexual male-female relationship, I give this story 3 out of 5 stars. Hopefully, the writing gets tight over the rest of the series, though I doubt I will ever know.

The Night House – Book Review

Title: The Night House
Author: J.C. McKenzie
Beware of spoilers.

Book cover for The Night House, image from the internet.

The Night House is the first book I have read by author J.C. McKenzie. From the synopsis of other books by this author, I am going to say The Night House is a bit different. First, this is a stand alone book. Which I quite like. Second, I found the Night House felt similar to Sarah J. Maas’s Throne of Glass series. Maybe it was the blade wielding white-blond assassin characters found in both stories. Survivors of great tragedy that killed their families, these two strong, snarky women would become a force to be reckoned with as they uncover dark plots in black magic tainted castles. Obviously there are many differences between these two characters. Their stories are not the same, but there was a general presentation of plot and character that was reminiscent of the other. 

In The Night House, Taya is camping with her best friends when the apocalypse sweeps through as a blue wave of destruction. It opens a portal to another reality where medieval- esq raiders originate. They have come to our Earth for resources, including slaves. Taya, trained in a variety of martial arts by her father, is a survivor of the first death wave. But surviving on the West Coast of Canada as winter settles in is not easy. Captured, Taya is hauled through the magical portal by Lord Thane and forced to choose how her survival will look going forward. Spoilers, she chooses the path of a warrior in Thane’s personal army. Besides, Thane has offered Taya a chance at revenge, and that is something she is not willing to pass up.

There are lots of things I liked about this story. I liked the pure fantasy of magic and super fighting skills. Though their methods for problem solving are rather primitive – stab with pointy objects. I like the Canadian setting. It is understated, but present. And since most modern fantasies I come across take place in the US, it is a nice change. Though, really, there is not much that is distinctly Canadian other than some place names. 

The Arkavian’s are a mix of medieval knights and vikings on steroids. And as each one is described as massive, I can only assume they are actually on steroids. Their world is simplistic and not well developed. But they are fine for moving the plot along. 

The first few chapters of the book dealing with Taya’s survival after the portal opens is interesting. I like the way the author discusses some of the challenges faced in this post-apocalyptic world; finding food, shelter and other survivors. Not a lot of time is spent on this, as Taya is then captured and dragged through the magic portal. Not much time is spent developing Arkavia either. A lot of short hands are used so the reader feels they have a good enough idea of how things are going for Taya. 

I did like the character dialogue. I think the author was rather good at conveying information through dialogue and building interest with the characters this way. While there were areas of the story I would have liked to see explored a bit more, I do appreciate the pace of the story. It moved, and at points time jumped. This was used in an effective manner, so I didn’t feel like I missed a great deal. Besides, in real life time does have a way of slipping past so we don’t realize that days, weeks or even months have gone by. 

Overall I enjoyed this book, which looks different in tone than McKenzie’s other novels; 4.5 stars out of 5.

Sentinels of the Galaxy – Series Review

The series is Sentinels of the Galaxy by Maria V. Snyder. There are currently two books: Navigating the Stars & Chasing the Shadows. Beware of spoilers in the following reflection.

Maria V Snyder’s Sentinels of the Galaxy series currently has two books. The third is not out until November, but it is already on my reading list. So, short review – I like this series. 

The first book, Navigating the Stars, follows Lyra Daniels as she is forced to move across the Milky Way Galaxy to a new planet because of her parents’ research. Her parents are expert archaeologists studying terracotta warriors found on different planets. Lyra is nearly 18 Actual Years old and she definitely acts like a teenager. She spends time getting into trouble on the advanced data-communications-navigations system, the Q-net. But there are troubles ahead when looters come and attack the dig site. Lyra is drawn into danger. The book ends with Lyra’s death and her subsequent resurrection as Ara Lawrence. 

Book cover for Navigating the Stars; book one in the Sentinels of the Galaxy series by Maria V. Snyder. Image from the internet.

The second book, Chasing the Shadows, continues to follow the first person narrative style of Ara Lawrence (aka Lyra Daniels). To hide the fact she isn’t permanently dead (only flatlined for a few seconds), Ara became a security officer for the dig site. Using her rapidly growing worming skills (future based hacking), Ara needs to track down the bad guys who not only looted the dig site, but destroyed many terracotta warriors and released the alien shadow-blobs. These hostile life forms (HoLFs) are deadly and growing in intelligence. 

I read the first book a few weeks back (maybe a couple of months) and I don’t remember all the details very well. But I feel like I actually prefer book two to the first book. Which is very unusual. As for why I liked Chasing the Shadows better, I think it had more explanation. There was more science, more aliens and generally more explanation of the plot. The first book was more about Lyra/Ara and setting up the world. But the second book was more about explaining the world, about finding answers. And these were interesting answers. I suppose in many ways the second book was more fantasy than the first book. 

The author’s take on space travel was interesting. It is generally not my favourite way of dealing with the space travel, but it ranks high for most thoughtful. In this world, there exists a Crinkle Machine, that connects two distant points in space. For this reason ships (and their passengers) are able to travel great distances in the blink of an eye – but with constraints. They are traveling into the future. So while it may not seem like very long inside the Crinkle Process, the rest of their friends and relatives are aging. And actually, Snyder did a good job selling this feature. It was rather sad when you thought about it. But people continued to travel and to age differently than those left on planets. 

It does raise some questions, like why those people from Earth manage to maintain the same sorts of outlooks. But for the people on the outer reaches of explored space, it is an interesting problem. 

Book cover for Chasing the Shadows; book two in the Sentinels of the Galaxy series by Maria V. Snyder. Image from the internet.

One of the aspects that I don’t love is the teenager-ness of the main character. While, Lyra/Ara is well written and reasonably believable. I find that I am at a point in my personal life when I really don’t want to read about teenagers. They are a strange mix of child (classified as someone adults readily ignore and who sees adults as one dimensional beings) and adult (classified as someone who can be trained in combat). Teenagers are hormonal, with epicly dramatic relationships. And while Snyder does a pretty good job of balancing out Lyra/Ara with her parents being present, it is still one of my least favourite aspects of the books. 

Still, these books are well written. They have an interesting take on space, travel and aliens. The characters are complex, detailed and well crafted. And the story is interesting. Rating of 5 out of 5 stars (or 4.5 if I am feeling stingy). Good stories, definitely recommend. And truthfully I am excited for the next book.

Wayfarer’s Keep – Book Review

Today we are going to look briefly at Wayfarer’s Keep by T.A. White. Note: there will be some spoilers in the following passages, including a briefly discussion about the final boss.

Wayfarer’s Keep is the third book in The Broken Lands series. It stars Pathfinder Shae and Warlord Fallen as they descended upon the stronghold of the Pathfinders. 

Book covers for the first three books in the series from the internet.

First a confession: while I have read the first two books in the series, it was not recently. My memory for details is not the very best. So this review is based on what I remember with a focus on my impressions of this story. 

It was clearly a book in a series. It actually felt like the third book in a trilogy, there was a sense of completion with its final battle. Though it was not a very firm conclusion, leaving plenty of room for the big bad guy to return. Or related minions to harass the people of this world.  

The Broken Lands are a strange place. There are the Highlands, the Lowlands, the Outlands and the Mists. Things are a strange mix left over technology from some great cataclysm and monsters. There are lots of monsters making the world a very hostile place for humans. This book takes the already ferocious creatures and adds the new mythicals – intelligent ferocious creatures. It kind of feels like a comic book where the heroes have leveled up, so their foes must also level up otherwise there wouldn’t be any tension. 

The story is composed of a lot of battles. There seems to be a lot of fighting in these stories. And with a Warlord for our second main character, the fighting is heroic and glorious. Which is fine. It is not the smart solution to the problem, but reading about heroes fighting their foes to win the day is a very solid story arch. 

It is interesting how magical the advanced old technology is described. It is also interesting some of the imagery chosen by the author. Large, cannon like guns are described as flowers that open up before sending their projectiles. 

Book cover for Wayfarer’s Keep from the internet.

Treachery is one of the issues faced by our leads. Who to trust? How to earn the trust of others? The intrigue was okay, but not very subtle. Again, these characters are more blunt instruments that beat the problem to death. While this may not have been the intent of the author, the characters did not actually express any subtlety in their actions. Though, I suppose there was a moment of misdirection. And I did like that the author final addressed Shea’s mysterious past connection to the Broken lands. Even if I was left feeling slightly disappointed there wasn’t more to her much alluded to journey.

The plot as I reflect on it, became a fetch quest into the Badlands – that no one is supposed to enter. Here our heroine faces the Darkness. I don’t remember if it had a name, but it was the Heart of Evil that taints the land and manipulates the minds of the weak. And like every other Heart of Evil Darkness, it cannot truly be killed. Only weakened and chained and left to await the next hapless idiot who tries to free it. 

The book was fine. It was probably as good as the others in the series, but I don’t remember them very well to make a confident comparison. It is not my favourite series by this author, but it does have some interesting elements with its post-apocalypse society filled with deadly things to kill. The focus on epic battles was fine, just not my favourite. The final sequence of facing the great old evil was not unexpected and I would probably have liked something less predictable. 

For this one, I am going with 3.5 out of 5 stars. If you liked the first two, then I am sure you will like this too. 

Fractured Stars – Book Review

It is summer and that means I have time to read! Welcome to my book review. Today we will look at Fractured Stars by Lindsay Buroker. Note: there may be spoilers, but they are pretty mild I think.

Fractured Stars follows McCall Richter and Arjun “Dash” Deshmukh. McCall finds things, criminals, missing shipments, that sort of thing. She is not really a bounty hunter, as she will call the law enforcement to collect any of the bad guys she does find. But she is successful, owns her own ship and has two big secrets. First, she helped to liberate an android – it is not stealing if the android didn’t want to stay with its previous owner. Second, she is autistic – high functioning, but definitely struggles with people. There is surgery in this futuristic world that would correct McCall’s autism, but she doesn’t want to have it done. Especially after living her whole life this way. 

The book cover for Fractured Stars from the internet.

Dash is a weak Starseer, a former bounty hunter and currently a spy for the Alliance. Working as a deputy with a cyborg sheriff, Dash recognizes McCall from his earlier life as a bounty hunter. He knows she is good at her work and that she has scooped a bounty from him on more than one occasion. He is also enough of a Starseer to realize that McCall is hiding secrets. 

Their adventure is set before the events of Lindsay Buroker’s Fallen Empire series. Set in a future of teraformed planets with high tech cyborgs and magic starseers, this is a fun space opera adventure. The empire has not fallen, but it is not loved either. And the Alliance is growing. While McCall and Dash have different goals, they do work together to escape a prison, recover a ship and hide their secrets for the people around them – as best they can.

Lindsay Buroker has a great world set in space. It is rich, complex and full of stories. This book is both very different from and very similar to her Fallen Empire series. They are both set in the same world and both feature strong female characters owning their own ships. These are people who want to live between the stars, not bound to one single planet. Romance does happen. Does that mean the characters are any less strong? No, I really don’t think it does. 

Further strength comes in different ways. Yes, both Alisa (from Fallen Empire) and McCall are problem solvers. But where Alisa will dive head first into a fight or sweet-talking another, McCall will take a different approach. For McCall people are more of a problem.

This short story prequel tells the story of how McCall acquired her four-legged companion, Junkyard. It is a cute story and really shows off how the character thinks and looks at the world.

One of the setting aspects I really like is the conflict between the Empire and Alliance. Buroker does a really good job discussing the benefits and drawbacks of both systems of governance over her series. I really like that the Empire, while generally described as the bad guys also has its strong, well-reasoned supporters. 

Fractured stars is a romance adventure – a space opera. It is well written with thoughtful and engaging characters. It is a great book. And I am deeply torn. I love that it is currently a stand-alone. However, I also really want to read more about McCall and Dash. 

5 stars out of 5 – it was a really good read.

Happy Canada Day!

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The Summoner Wars of the Future: New Year – New You

So it has been a few days or so since my last posting. 2020 has turned out to be quite busy, both worldwide and in my own little microcosm. I’m hard at work finishing up the second Red Sabre novel: Cinderborn. This has been a very arduous journey and I feel like I’m nowhere near finishing it yet. Though no one comes here to read my work woes.

I’ve also had a lot of personal changes going on in my life. I’m trying to get things finished for a large move to another country that has eaten up more of my attention and time. It feels like I’m starting a new chapter of my life: filled as it is with the typical apprehension and anxiety that such changes bear with them. So this blog post is hardly a sign that I’ll be getting back to my old posting habits. Mostly, it’s a brief oasis in a turbulent sea of uncertainty.

Accessed from https://www.plaidhatgames.com/images/games/summoner-wars/factions/benders/sum-Shiva.jpg

But, more than anything, I have returned with the news that Plaid Hat Games has turned independent again. There is word that Summoner Wars 2.0 is in the works which got me pretty excited! There’s been no details – naturally – of what that will entail. Will it be a reboot? Will it be compatible with the old decks? Will it be so overhauled as to be entirely unrecognizable?

Who knows? But that doesn’t mean we can’t speculate about it!

In honour of this announcement, I wanted to make a list of things that I would like to see changed or returned whenever this game comes to the market (assuming, of course, it does). These are presented in no real order as this post is entirely my first impressions and enthusiasm for one of my classic games getting a very unexpected breath of fresh air!

So let’s begin on my Things I want to see in a Summoner Wars sequel!

  1. Better Theme

We’ll begin with the easiest. I wrote at length how bland and generic I found the original Summoner Wars. It’s artistic design was… well… functional at best. If you want to see why I found the Jungle Elves and Swamp Orcs so creatively distracting, you can search through my archives. But it wasn’t just bland flavouring. I also spoke to a great degree how the drab art detracted from the game as well. The original Mountain Vargath look rather indistinguishable which can lead to moments in a game where units blend undesirably together.

However, I also feel like this wish is almost all but guaranteed. I doubt anyone is particularly wedded to the old designs because they were so basic so changes are doubtful to cause outcry. Furthermore, Crystal Clans and Ashes demonstrated Plaid Hats’ evolution in far more distinct art direction. Regardless of whether you like the art in either of those, it at least stands out and I think it pretty much all but guarantees that this is a field in which Plaid Hat will have a one hundred percent improvement. And I hope they push more into their weirder design ideas while keeping a wide pool of wacky factions. Despite having bland names, the clans of Crystal Clans had some nice fantastical variety.

Accessed from https://tgneast.blob.core.windows.net/content/wp-content/uploads/2018/06/PH1704-Cards-Leaf_Clan-Old_Knothollow.jpg
Crystal Clans, Ashes: Rise of the Phoenixborn and Summoner Wars all belong to Plaid Hat Games. I think. I don’t quite get their independence deal.

2. Keep the Dice

Here might be my most controversial request. I would really like to see the attack dice return! I know this is often the most maligned aspect of Summoner Wars but hear me out.

I think the dice in Summoner Wars is rather integral to its game. I’ve read numerous articles and design documents from developers explaining how randomness improves complexity and strategy rather than diminishes it. Which runs counter typically to how players and fans respond. But the one thing that randomness does is create dynamism. Summoner Wars is a rather simple game by design and I think its simplicity is an important part to making it popular (it’s certainly useful in teaching it to new players). Removing the dice shifts it to a far more predictable game that both reduces the excitement of turn by turn decisions (since attack actions would be assured) but also decreases design space. We’d lose abilities like Precision, Toughness or even interesting ones like Infernal Preaching (ignore the higher result of your attack rolls). The final second summoners managed to find plenty of additional interesting design space in a system that doesn’t have a whole lot in the first place.

So I’d like to see the dice remain but I would prefer if the system was expanded to give it more support. Having played a bunch of Arkham Horror LCG, I wouldn’t mind something like its “card commitment” system or another one analogous to it added to Summoner Wars.

Finally, Crystal Clans departed from the dice while still adding some element of uncertainty with its hidden card play. And while it was cute, I found it mostly highlighted that I preferred dice. Crystal Clans combat was basically a straightforward game of addition and the hidden card mechanic made it impossible to really play the game by yourself.

And I must shamefully admit that I’ve played a bunch of Summoner Wars on my own. Particularly when I was designing my custom content. I found this unworkable with Crystal Clans even though my games against people hardly took into account what card they played in their defence. It was all but impossible to not consider that information on your own.

3. New Economy

For me, this is the portion of the game which I would really like Plaid Hat to consider and experiment. The issues with Summoner Wars mechanics has been debated simply to death. Everyone has their own answer for what went wrong. For me, the problem lays here. It was clever to have your events and units also double up as your economy. But in the end, I feel that it was also the greatest handicap to the game’s desired flow.

Particularly, killing your own units controversially awarded you with magic. I’ve heard a number of people comment on how unintuitive this is. Furthermore, it led to a particularly bleak period of the game’s lifecycle wherein the most popular mode of playing was to kill all your commons for magic, build all your drawn commons for magic, then hide behind your walls hoping your opponent would come to you so that your saved champions could wallop them and secure you a victory. I’ve been rather critical of the argument that this style of playing was the “best” and that its proliferation was more due to the delicacy Plaid Hat applied to aggressive faction and unit design.

But this system also pushed the game into a rather tight design corner that made certain units and mechanics far less desirable than they should have been. For example, single attack cards were almost all but useless. Two attack was far more guaranteed to wound your opponent with a decent chance to give two wounds. This made 2 attack 1 health units far and above more valuable than 1 attack 2 health units. Failing to secure a kill had a compounding problem. First, you didn’t get the expected magic from the death of your enemy. Second, it gave your opponent a good chance to claim your unit for theirs. A unit for unit trade at least is an equal exchange. But summoning a unit only to have it fail to generate magic and then die the next turn was far too punishing, especially if your opponent killed it with the unit you failed to eliminate! It set you back the resources on your failed summon, gave them the resource of your failed summon and (in all likelihood) resulted in them claiming their own unit as a small refund! It also made it so 1 attack 1 health units were essentially non-existent outside of very niche decks as they accomplished nothing and gave too much resources to your opponent.

What could they do differently? I’m not certain because changing the nature of the game’s economy will have a massive fundamental change on all aspects of the game. Crystal Clans had an interesting push and pull economy with the crystal tracker. I’m not certain it was successful. Partly because I didn’t play enough to really understand the game. Partly because I think it led to a different issue of evaluating better exchanges and value.

Had I a good suggestion for this, though, I wouldn’t be sharing it here. I would be designing my own game. So I wish the best of luck to Plaid Hat on this front.

4. Maintain the Board Size

So, I know I’m referencing Crystal Clans a lot but that’s partly because of my disappointment with it being a spiritual Summoner Wars 2.0. It is largely its own beast and the similarities between the two are more superficial than they are worth highlighting. However, the nice thing about Crystal Clans being so different is it allowed me to hone in on what I really liked about Summoner Wars.

There’s a really fascinating spatial puzzle aspect to Summoner Wars. You have to manoeuvre your units around your opponent’s forces and open up corridors of attack. Or you have to funnel an invader into death alleys while protecting your wounded leader from surprise flanking measures. Crystal Clans lacked all this because its board was so small. You had no sense of actually outmanoeuvring your opponent. But that’s what the difference of 48 squares to 9 squares will bring. I want to have to plan crazy sprints of swift units around enemy bodyguards or using guile to shift units to open valuable columns to rush my assassins through. I don’t know if I would want to see the board shrunk, I’d be happy to see it grow but at the very least it should remain substantial.

5. Balance Defence and Offence

Summoner Wars matches can really grind to a halt, especially against some of the earliest designed decks. There are two reasons for this: the board is large enough that you can put your opponent’s summoner on the retreat (this is good). The other problem was that invading your opponent’s board was far too difficult because of the power of summoning walls. Walls were too strong to reliably address in a timely manner if your opponent’s summoner slipped behind them. And assaulting the walls or trying to work around them left you far too vulnerable to your opponent summoning off those walls and stealing momentum and advantage.

Yes, the summoning wall mechanic was the other great contributor to the stagnant turtle strategy. But I don’t want it abolished. I want a nice balance between defensive strategies and offensive strategies. Playing defensive shouldn’t be an inherent advantage (due to the awkward economy of the cards combined with the positional advantage of defending walls). Instead, it should be strong for factions designed around them. The Deep Dwarves losing offensive value to gain an economic edge is a great design. It puts pressure on the attacker to come and get their opponent otherwise they’ll sit and meditate their way to victory. But it also means that, to truly capitalize on the meditating advantage, the Deep Dwarf player has fewer units to defend herself from an assault.

On the flip side, you had Tacullu who was only strong on defence but did not apply any pressure for doing so. His abilities triggered if the enemy was on his side of the battlefield but there wasn’t anything to encourage the enemy to come to him. So it was often advantageous for his opponent to sit across from him, passing and twiddling their thumbs since Tacullu’s defensive style applied no pressure – it merely punished his opponent if they tried to play the game.

I think Plaid Hat was slowly arriving at a good balance near the life cycle of Summoner Wars between offence and defence. But more than that, I want there to be some mechanic to encourage offensive play. Crystal Clans had its crystals which armies fought over. I think Summoner Wars 2.0 would benefit from some manner of map objectives that allowed an aggressive player to seize momentum or an advantage by claiming territory on the board. I think this could open up greater design space too but having defensive factions built around the idea of reinforcing a space on the battlefield instead of just taking advantage of inherent defensive perks. A theoretical faction could then be geared towards claiming a map objective and sitting on it, making it very difficult to reclaim by their opponent instead of being designed around hiding in a corner behind unbreakable walls.

Accessed from https://www.plaidhatgames.com/images/u/fl_nanny_update.jpg

6. Take Time to Future Proof

I will always sing the praises of the final releases for Summoner Wars. Alliances and the last second summoners were, overall, really interesting from a complexity and creativity standpoint. It really stretched the game’s system and made for some really fantastic abilities.

But goodness was Farrah and her deck a novel. Moyra had her own collection of awkward wording and overall the writing on the cards got smaller and smaller as more text was squeezed into unchanging boxes. A large part of this was trying to come up with ways to write really narrow gameplay fixes to prior cards or strange interactions. I think the game would benefit from having a more fleshed out toolbox. Having things like keywords, generic abilities and unit traits can hopefully avoid needing to remember who has the word Light in their ability name and whether Flight counts for that trigger.

I’m hopeful that this is almost a guarantee as well. Crystal Clans and Ashes had these necessary core elements. Crystal Clans hardly tapped into its trait system as it died on the vine a little early. But I’d rather the system in place than the questionable grammar we got from Summoner Wars.

Also, consistent wording and formatting on cards would be a lovely little bonus cherry.

7. The Filth

I want to see the Filth return. That’s it. I just liked the weird demon cult and how their basic unit was body horror’d into all those delightfully weird mutations. But please leave the pink demon clutches in the past, if you would be so kind.

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Old Friends and New Faces

Well, it’s been a little quiet from me, but I have finalised my draft for the reading beta. If you are interested in helping me out with my next release, code name Cinderborn, please sign up for the beta reading list and get an early draft of the novel. Only you can prevent forest fires!

So, I thought I would write about something that I haven’t discussed on this blog in a long time. You see, I recently was graciously given access to the final second summoners for Summoner Wars! Yes, it’s been over a year but, you see, the cards have been out of print and I never got my grubby hands on most of them. So it was a pleasure to finally give these elusive decks a try.

Now, I would normally like to write an indepth review of the decks. Partly because it would give me far more content to post on the blog but largely because I enjoyed analysing the product. Alas, my time with these releases was too short to get a really good understanding of them. But I was able to get a general impression.

And I have to say, it’s a real shame that Summoner Wars ended. Though it was just several brief games, I found these last six decks to be an absolute blast to play and I think they are some of the best design Plaid Hat Games put out for this system. Now, I say last six decks because I do own two of the final summoners: Farrah Oathbreaker and Saturos. So those I have played on my own time. But the remaining ones (Brath, Scraven, Little Meda, Shiva, Natazga and Melanatar) were all fantastic.

Granted, these are hardly the simplest decks released. But though they can kind of get wordy, I am not certain I found them any more complex than the Alliance decks. I also had the misfortune of playing against Oldin as well, and the stark contrast not just in design but in balance was remarkable. Summoner Wars is a weird little game, and I don’t want to slag its early design too much, but given all its mechanical quirks it is so great to see that it ended on such a high note. Even if some of the later releases pale in performance to the first decks, they are all pretty balanced and – more importantly – enormously fun (barring Hogar)!

I am humbled how you can take a fairly simple system and continually add greater strategical complexity. For example, Shiva gives a player the chance to forego an entire turn phase in order to have unprecedented control of the battlefield. Lessons were certainly learned and, had the game been predominately the releases from the Master Set and on, I think it would have been in a fantastic state. It would possibly be even more loved than it was. These last releases actually renewed my interest and love for the game, which is remarkable because I think after two years of following its product line, I got a bit disillusioned with its glaring flaws.

I won’t rehash its issues here, but seeing Oldin in play and the dreaded “defensive playstyle” I can see where the product line got a bad reputation. And what’s fascinating is the interplay between these final summoners and those early releases. You see, Oldin’s gameplan is to play about eight of its thirty-three card deck. Everything else goes to the magic pile. Playing Oldin looks to be a real drag. Most turns seem to be “draw five cards, kill your starting units, build your five cards for magic, pass.” Repeat until you get a hand of champions and Heroic Feats, throw out Magic Drains to nettle your opponent then summon a beefy champion and kill your enemy with all the extra attack dice your Heroic Feats grant.

But despite how drab that plan is, there was still excitement in the matches against these new summoners who almost all are designed to fight Oldin with this game plan. In fact, some of the summoners just outright destroy Oldin if he does this, forcing the Oldin player to actually play the game the way it was intended. And it was glorious.

Granted, the best games I played were ones between two of these final summoners. All of them have a brawling, fast and active play style and those games were really interesting and engaging.

I’ll give my impressions of the decks. Though, as I said, it have too little experience to really get a grip on their strengths, I’ll roughly organise them by my initial sense of their power from weakest to strongest.

Shiva – Benders

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I think my favourite thing about Shiva is how she really captured the Bender feeling without anywhere near the aggravation of playing against Tacullu. Shiva can skip her movement phase to move three of her enemies one space each. This sounds like an awful trade, except Shiva’s deck revolves around Puppets – units that can’t move during her movement phase in the first place. Between them and Sirens (who can move a unit one space as well), you really get a strong sense of controlling the battlefield.

Unfortunately, because of her immobility, Shiva doesn’t make for a really strong attacking deck. And the one thing I noted about most of these last summoners is that they are very strong on the attack. Her events are far less impactful and I found that she got overwhelmed rather quickly when she tried to apply pressure that she sort of fizzled out. She’s probably the deck I played the least, however. I only got one of her champions on the board (Puppetmaster both games but he does seem really good) and I never had an opportunity to play with the Shifter at all which allows you to steal your enemy’s units! So I certainly missed out on some of her shenanigans and power.

Scraven – Sand Goblins

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I really like Scraven. However, his base commons leave something to be desired. However, his ability to give three commons a free move at the start of his turn plus guaranteed blockers at the end is so great. I certainly found myself constantly thinking about distances and angles. And it is really hard to get your opponent in a tough position with your army ping-ponging back and forth during your turn. You feel crafty but it is difficult to wield. I’d like to try him some more so I could wrap my head around his battle flow, especially after being told that Wraiths make for fantastic vanguards. I personally had trouble getting him to do anything and he folded pretty fast beneath the other summoners’ pressure. I wanted to get Dinky to the board but was always dead before I got a chance to throw nine dice!

Natazga – Swamp Orcs

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Wow, Natazga is crazy. I don’t remember how I ranked her when she was previewed but I know I had a lukewarm impression. I know I thought that she would struggle since she was throwing her attention at walls instead of the enemy’s units. However, most people like to play passive, so there isn’t a big downside to that. Plus, her Skulltakers don’t generate magic on kills so are better for hitting walls. And with Erosion, those walls go fast. My favourite game was between her and Brath, where Brath lost her starting wall and her other two were in the last four cards of her deck! Needless to say, Natazga won though it was a nailbiter game despite this huge advantage!

Generating vine walls immediately at the most valuable locations is a very strong ability. And all of her units hit really hard. It feels like a fast tide of green flowing over your opponents side. Is it fun? You bet. Powerful? Perhaps not. I think she may be the weakest of the swamp orc summoners due to her low vine wall generation (you really take notice of all the unit wall generating powers). On the flip side, she did beat Oldin despite the threat of Besiege the Walls due to the heavy wall pressure she applies plus the small wall generation by her units discouraging the event play to set her back. Also, she totally got lucky on a Gror whiff but that’s neither here nor there.

I like playing her, though, even if she isn’t the most effective. I think she does well against the opponents which are strong against Mugglugg but she certainly struggles with everyone else. Though there’s lots of fun tactical considerations in those struggles. And who knew using Erosion on your own walls would be a good idea!

Brath – Deep Dwarves

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Here’s where we get to the meat of the releases. I think Brath, Little Meda and Malenatar are very competitive out of the box and can only get better with deck building if that is your kind of thing. Brath in particular is rather interesting because she sports the lowest average attack value in likely the entire game! Her deck is built around the zero attack Gem Golems, continuing a recurrent theme that most of the second summers kind of minimize their deck building potential by making them reliant on certain commons for their abilities. This concept isn’t new but the integration of these units feels better designed and more cohesive.

Brath, for example, gets around her low attack options by having several ways to make the Gem Golems better. First, she can take a card off the top of her deck to give them an additional die. Second, whenever her Gem Archers attack near a golem, the archers give the golem a free attack. Third, Brath has two events that increase the golem’s attack and she has two more events that allow her to recycle any card she has (and I generally chose those attack increasing ones).

Now, my feelings towards Brath are a little limited as she’s the second deck I played the least. She stomped Oldin, however, even if she lost to Natazga. I found her very fun and very aggressive as she throws her strong golems and supporting army at the walls of her foes. Even trying to wall yourself in doesn’t help as those tricky golems can even attack diagonally! I love them.

Little Meda – Filth

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If I was hard on Natazga, I know I was lacklustre towards Little Meda. I really wish I bought her now that I got to give her deck a go. I don’t know how, but the second Filth summoner I think is better than the first. And that’s saying something since I think the Demagogue was one of the best. Now, I’m feeling he’s the worst of his faction!

That said, Demagogue is easier to play and far more defensive so there is a certain amount of play style preference at work. I thought Little Meda would be unwieldy because she needs to keep to her Nanny’s side if she wants to survive. But, in the end, I feel that she’s almost more survivable than the Warden! And she hits three times as hard too!

Granted, she has a bit of a learning curve. She has some magic economy but it is reliant on her Amoeba mutant. Though she has two events to pull it out, my first game with Meda I failed to get the Amoeba until the last couple of turns of the game and by then it was too late for it to have any impact. In later games, it kept getting Magic Drained so mileage on that will vary. Her mutations are a mixed bag too. I think her best ones are worse than Demagogue’s best but her worst aren’t as bad as Demagogue’s worst. She’s more levelled the usefulness distribution. Her events are, much like her forebearer, where she shines.

Probably her best event is her most innocuous. Daddy I’m Scared allows her to move at the end of an opponent’s movement or attack phase, either setting her up in a good position for an attack next turn or (more often) getting her our of harm’s way. I dodged a Heroic Feat bomb doing just that and if you snatch Oldin’s Heroic Feat threat, you nearly defang him. Ironically enough, I find that you are spending more time trying to protect Nanny than you are Meda. Also, their immunity to events and abilities is straight up aces.

That said, she does struggle on a traditional offensive front. Since she’s largely the source of consistent damage and you spend so much time manoeuvring her and her nanny, you can’t rush down your opponent like the other decks. In that sense, she’s more of a traditional deck though she has some measure of applying defensive pressure to force a confrontation even if that pressure is somewhat easily countered.

Very fun though and I feel less complex than the Demagogue because she’s not nearly as reliant on her mutations. The ones she uses are generally ones that you have already drawn so you don’t need to memorize your deck either.

Malenatar – Mountain Vargath

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Malenatar has the distinction of having the most hilariously one-sided fight against Oldin. And that’s considering that Brath chased him into a corner and punched him between walls.

Malenatar is a juggernaut. He comes so fast out of the gate and he just does not let up the pressure. He could crowd the walls of all his opponents in the games I played by round two which gives little time for an effective defence. And he hits so hard that the wall is unlikely to stand for very long. Assuming you want to go for that wall. Generally the summoner is waiting just behind it and given a turn, Malenatar has a decent chance to just end the game against a number of summoners.

Funnily enough, his commander common is fantastic yet I find I never used more than the starting one. The guard can keep it alive for so long, is cheaper and also can protect aspirants who were pitching most of my dice.

Malenatar did make clear that the biggest thing holding aggressive decks back was the restriction on moving units. When pushing across the board, you have to choose whether to keep up your attack or replenish your line. But if you weren’t going to commit to the attack, why did you go into it in the first place? So aggressive pushes traditionally were more like assassination attempts. You throw a lot of resources on a single attack and hope it gets you the game.

But Malenatar alone can move five other cards when he moves! Will he? Of course not! But you will likely be moving an additional one for free (with Battle Procurement) and that alone helps maintain a continuous assault. Aspirants, of course, help things shimmy along.

Guards, of course, help things keep going since (with some Unity), they can help protect Malenatar from being in poor positions when the enemy walls start to come down. And talk to a Moyra player about how big keep a well placed unit around for an extra turn or two can be.

I have to say, I was really impressed with Summoner Wars last hurrah. It was such a good note to end on and refreshing to see such variability in design. My favourite games were the ones between these last summoners. They were fast, frenetic affairs that felt like they could go either way. That the game was balanced on the edge of a die roll. And now I’m sad to know that these great decks are out of print and impossible to find.

But at least I got two of them before they went.

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Neither Ever, nor Never

I simply love Dark.

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Dark and all associated images and whatnot belong to Netflix, Baran bo Odar and Jantje Friese.

It is, without a doubt, my favourite television series of the year. It is also quickly becoming my favourite television series, period. When people mention how well the medium has developed over the last decade, I hardly believed them. But Dark presents a very compelling argument for how services like Netflix allow a maturation of content for television that would never have been realized otherwise.

I recall now that I have not done my “favourite things” series for this year. I had plans to do so. As I always do, however, I became busy over the months where I generally list things that I love. So, let’s count Dark as a much belated entry to that list. Though, Dark would argue that it is not late – it arrived exactly when it needed to.

I’ve been trying to consider how to write a review for this series’ first season for the last couple of days and, overall, have miserably failed. It’s hard to talk about the show in any great depth without spoiling it. It’s also hard to talk about the show without rambling because there’s so much to discuss and organizing one’s thoughts on Dark requires the attention normally reserved for a paper than a quick blog review.

So let’s address the easier portion. What is Dark?

Dark is a German language Netflix original series. It is set during 2019 in the small, fictional village of Winden. It ostensibly follows the young Jonas Kahnwald whose father has recently committed suicide after writing a letter that is not meant to be opened until months later and on a specific day at a specific time.

I say ostensibly because Dark is an ensemble piece that truly follows what feels like the entire village of Winden. You are quickly introduced to a whole host of characters – all of whom are important and have their own entwining relationships and character arcs. Part of the brilliance of Dark is how it both navigates these numerous threads but also utilizes them to maintain its perfect pacing. This ensemble, however, is probably my only complaint. You’re thrown so many faces and names that it is hard keeping track of them all. It’s made even more complicated because their relationships – both familial and romantic – are important to their motivations and behaviours so it’s a constant exercise of trying to remember one round German face from another and why who hates who for what reason.

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The acting in the show is absolutely top notch. I struggle to think of a weak link in a cast well into the double digits.

Dark is hardly an easy show to follow. But it is also a show fully aware of its difficulty. It introduces its various twists, turns and drama deliberately. It affords enough time for you to become familiar with the current issue before layering on another. Then another. And then another.

For Dark has multiple layers. Its story spans over three generations of these families in this sick town. And once the series starts showing you scenes from different generations, you’re left floundering while relearning the faces to names you’ve become intimately familiar with. However, Dark also uses your familiarity with these families to reveal further secrets and revelations as you understand that the issues facing these characters have quite deep roots.

But there is a greater mystery to Winden than Jonas’ father’s death. In fact, very few people seem rather affected by his suicide outside of his son. No, the crux of the show revolves around another family – the Nielsen’s. Jonas has a tie to them, naturally, as their daughter Martha and Jonas are friends/brief lovers. Things are made overly dramatic when Jonas returns from a brief therapeutic break from school to learn that his best friend Bartosz has moved in on Martha in his absence and the two are evidently dating. While trying to adjust to this unspoken betrayal, the three teenagers decide to go out into the woods surrounding Winden in search of a hidden stash of drugs rumoured to belong to a missing contemporary of theirs (Erik Obendorf) whose disappearance has gone unsolved for the last couple of weeks.

Unfortunately, the Nielsen parents leave Mikkel, the youngest of the Nielsen brood, in the care of Magnus, the eldest, and Martha while they have a townhall about Erik’s disappearance. The gaggle of teenagers’ misguided midnight adventure is interrupted when they arrive at Erik’s secret wooden hideout and find Franziska (I told you there were a lot of people) had already beaten them to the drug stash and claimed it as their own. There is a brief conflict over the weed before the children get startled by a noise in the caves behind them.

Frightened, they run for the safety of the village. In their fright, they get separated and only once they convene on the bridge beneath the streetlights do they realize that young Mikkel is missing. Frantic, they retrace their steps hoping to find him.

When that proves futile, they contact their parents – interrupting the townhall. Worried, the adults of Winden hurry out to the woods but are unable to locate the young Nielsen child. Katharina and Ulrich Nielsen are inconsolable, partly because Ulrich’s younger brother disappeared under similar circumstances thirty-three years earlier. Strange things begin to happen around the town of Winden and, chief of police Charlotte Doppel, warns Ulrich that things are “happening again.”

Phew. That should give enough of a tangled overview of how complicated the story of Dark is. Fortunately, the weave is even more knotted but I wouldn’t want to spoil any of the delightful twists and turns. The great thing about Dark is both its predictability and ability to keep me guessing where it’s going. It balances perfectly its mystery with audience expectations. Each element is a struggle to understand and just as you begin to wrap your head around the disparate elements and get a grasp of the situation, Dark throws several more twists your way. But these never feel contrived or forced. In fact, a number of them are hinted earlier in prior incongruities that largely get lost in the cavalcade of issues facing the families of Winden. It perfectly replicates the confusion and building dread of its residence in the audience.

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And given its premise, it’s hard not to draw comparisons between Dark and Stranger Things. For me, personally, Dark exceeded Stranger Things on all fronts. I can see where others may prefer the latter. Stranger Things is like comfort food. It’s so steeped in nostalgia and genre cliches that you pretty much know its plot and pacing from the start. It almost never strays far from expectations since, largely, Stranger Things is an homage to the horror genre of the eighties and the influential authors and creators of that time.

Dark, to my knowledge, stands on its own. If it is a pastiche of anything then its of works unfamiliar to me. Thus, I am more enthralled with its mystery. I also found the characters a lot more compelling. For one, they are interwoven more tightly to the narrative even as Dark has a larger ensemble than Stranger Things. However, the characters of Dark are more complicated than Stranger Things. I can understand if people struggle to identify with them since they don’t represent stock personalities or generic roles like those in the American thriller show. I would think the number of people who could, say, identify with Ulrich who as a child had his brother go missing then, as an adult, had his youngest son face the same fate. That’s a pretty niche slice of the audience population that can probably understand his turmoil on a personal level. Contrasted with Jim Hopper whose child died and wife left him leaving him to spiral into an alcoholic depression and you have a more standard individual who, even if his personal circumstances aren’t relatable, has certainly been seen in various other forms of media to at least be familiar.

Course, outside of some superficial similarities, Dark never truly invites comparisons between itself and Stranger Things. It doesn’t take long into the series for it to be apparent that the show is striving for a different tone and effect. It stands on its own merits. Its plot keeps you guessing and riveted for the next revelation. If I had any other criticism of it, it would be that its premise makes it rather difficult to account for flaws in the plot. I can’t tell if some things are clues for further reveals or plot gaffes which, surely, must crop up with something as complex as Dark’s theme and narrative. Certainly, the show has already taken some elements that didn’t seem to fit with its story and later reveal that they were done purposefully. Which makes it hard to review at this junction as there are two more seasons of the show left to address all the little foibles and quirks. Course, the premise of the show always gives an easy explanation for anything that isn’t directly covered. But whether that’s a flaw or clever arrangement by its creator I suppose is up for debate. Either way, it makes for compelling television. And why I am absolutely glued to this series.

I simply love Dark.

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It is, without a doubt, my favourite television series of the year. It is also quickly becoming my favourite television series, period…

Secrets Bound by Sand – Book Review

I feel like I have been sharing only the good books I have read of late – mostly because I have only been sharing the good books I have read of late. There have been other books. Some that don’t deserve mention and others that I have nothing interesting to write about because they were not so bad as to be comment worthy (or they are later books in a series I have already talked about).

Book Cover for Secrets Bound by Sand – book 4 in the Dragon Ridden series.

However, today I am going to discuss Secrets Bound by Sand by T. A. White. This is also found in a series. Secrets Bound by Sand is book four in the Dragon-Ridden series by T. A. White. And after thinking about it for a couple of days I would give the book a 2 out of 5 stars. Which is low I know. First, I want to say that I like this series, especially book one – Dragon Ridden. Second, it is possible the author could salvage the series, so even though this book is ranked low, I would still likely try a fifth book if one was written.

The important question becomes, why such a low rating if I like the series? Well, I didn’t like this book is the short answer.

Book Cover of the third book in the Dragon Ridden series.

The book spent too much time with the main character, Tate, internally monologuing. Not only was much of the book internal thoughts, but they were rather boring thoughts of would she or wouldn’t she hook up with Ryu. It was a dumb point to try and create tension around, because T. A. White has spent the previous three books setting up this relationship. It was hardly a surprise. And the multiple monologues about Tate feeling anxiety about trusting Ryu seemed more forced. They have already been through some intense situations. Trust has already been built – or as much as was going to be built before these two hooked up. All this indecision seemed pointless and meandering. But this was not the biggest complaint I have for the book.

Book cover of the second book in the Dragon Ridden series.

My key criticism stems from the big reveal at the end of the story. In a pre-recorded message from a former friend, Tate finally learns … some of her background. Finally, this is what we, the audience, have been waiting. This is what the previous three books have teased. This is also where things start to come apart, because now we are faced with some significant inconsistencies.

So, in book four, we learn that Tate was betrayed into becoming a sleeper. Meaning, through a betrayal of those she held as friends, Tate was forced/coerced into a thousand year (or more) cryogenic sleep. Only, this does not seem to mesh with the flashback in book one, where Tate, enters the room with the put-you-to-sleep tube when she goes to rescue a dragon. A dragon that she holds in her arms and becomes a tattoo by the time she awakens a couple thousand years later. Unless Ilith was also in her own body, this seems highly inconsistent with what we know of the dragon-ridden. Besides, the whole going-to-sleep-thing supposedly happened because the building Tate was in was attacked.

Book cover for the first book in the Dragon Ridden series.

And then we learn that Tate has been genetically manipulated – while she remained in her stasis-sleep in an isolated area of the world. This manipulation supposedly has made her into the ultimate weapon. I am already struggling with the level of magic in a world that is supposed to be explained through advanced science. For me, there are just too many things that don’t seem to add up. And that was extremely disappointing. However, to be fair, there are some ways the author could explain these discrepancies. So, maybe this series can be saved. But I a little worried things are starting to roll sideways and I am not a fan.

So in summary, while I enjoyed the first three books in the series I found Secrets Bound by Sand to be a rambling mess with an unsatisfactory conclusion. The blend of magic and science-tech is leaning too far to the magic and the science-tech is making far less sense than I would like to see.