Wed, 28 December 2011
REVIEW BY: JIM REED The team had been assembled. All six of us. Well, six humans, along with our P.A.L.S. Psychic Android Linked Simulate (unofficial name) The debriefing had just finished. Of coarse, it was nothing but a reminder of what our six weeks of training had hopefully prepared us for. That, and a lot of bullshit of how we're a team, a family, and how we were going to have to rely and depend on one another if we were going to succeed in taking down the parasite hive located somewhere within the base. Truth is, no one trusted anyone but ourselves, no matter how much they drilled into us the importance of "teamwork". Before I could really let the importance of what I was about to do set in, I was standing next to I decided to split up. I headed east and with great luck my search revealed a key card with an access code. Using my physic link abilities, I was able to share this information with my android, we now both had access through any potentially locked doors. I heard the next team member enter the station in the room right next to me and just like that, the dangers of the mission became a crashing reality. You see, this station, this hell, was not only crawling with deadly alien parasites, but something much worse, something nightmarish. A disease if that’s what you want to call it. An invisible enemy that we knew would infect one of the team members at the beginning of this mission, making them into what we had termed "the host". This "host" would become more dangerous than anything we would face in the the station. Not only would this "host" be unknown to us, and looking to stop us from completing our mission at all cost, it would be looking to infect us all! Paranoia set in immediately, as I knew that every single time I entered a room, other than the room in which we entered, in which one of my teammates was in, there was a chance they were the infected and that they would try and infect me. Luckily, through advanced research of some kind, it was found that gasoline contained some sort of immunity or repellant to the infection. But at the same time, gasoline is what is needed to destroy the hive, so giving it up is just as detrimental as keeping it. Thankfully my teammate decided to go in a different direction and search, but I knew I couldn't avoid them all, not forever. All I know for sure is that I am not infected. But then again, who would believe me. My only plan right now is to keep exploring, keep searching, and hoping not to draw the attention of the parasites. In my searches I knew I could find a multitude of items such as med kits, flak jackets, knives, weaponry, and of course, more gasoline. Searching a room for the first time presented no alert to the parasites but each additional time is sure to bring one of these disgusting creatures down upon us or around us. We all also know each room can offer some sort of advantage such as containing multiple items, a med station, a computer terminal, and more, but also some rooms would trigger a parasite alert simply by entering them. One of my hopes is that myself or an unaffected teammate is able to locate and use the station computer terminals. Using them allows us to explore unentered rooms, unlock doors, and most importantly, do a heat scan. The scan will let all of us know just how many of us have become infected. I explore further and find some sort of physical energy booster. This is good, it will allow me to take extra action if needed. It's early and neither myself or my android has taken damage so we're still at 100 percent. But if either of us ever does, we'll be weakened and unable to do as much. My relief at finding the booster is cut short, Ramirez's android enters the room. Part of our training was to never show signs of doubt. I saw none right now in Ramirez's android, but "the host" is probably better at keeping a poker face than any of us. As a sign of good faith, anytime a team member enters a room with another team member, we must trade an item. "Here" the android says, passing me something that I can yet see what it is. "I Don't have any gasoline. If you're going to infect me this is your chance. But I'm being honest with you. This is a med kit. If you have any gas I'd love to have it, but if you'd rather keep it, keep it, I'm not trying to infect you." He seems honest, and a med kit would sure come in handy. I can keep my gasoline and perhaps trade the access code away or maybe the energy booster. I pull out the booster and start to hand it over. But wait, why would the android admit to not having any gasoline? Especially out loud, that would make him a sure fire target for "the host"! Unless he does have gasoline and he's trying to draw out who "the host" is. But he also told me to keep my gasoline. Is it because he's hoping to infect me? Perhaps I should just hand over my gasoline just in case. But then I'd be out and vulnerable. It's better than being infected isn't it? I go with my first initial instinct and hand over the booster. The android takes it, looks at it, then looks at me with a smile. I can't read the smile! Damn it! Have I made a mistake? What did he just give me? I want to look but my hands are shaking and I can't remove my eyes from his. In that moment, I start to panic!
Category:reviews
-- posted at: 11:09 PM
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Sat, 24 December 2011
EPISODE 13 You'll Shoot Your Eye Out! Not Just Another Gaming Podcast - Host: Jim Reed - Jeff Scott - Matt McHale In this episode: It's Christmas Time! So how could we not give our top 5 favorite Christmas movies! In our Game Spotlight, Fortune and Glory: The Cliffhanger Game from FFP. Follow along with us during a play of the game! We discuss some impressions on plenty of new games including Dungeons and Dragons:The Legend of Drizzt, Castle Panic - The Wizards Tower expansion, Bears!, and Sentinels of the Multiverse! We have a CONTEST!!! Win free admission and swag to Total Confusion 26! Listen and find out how!Find more info at www.totalcon.com Also, Jeff talks about his time spent in Star Wars Galaxies -R.I.P.! And don't you think that's all!!!!!!
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Wed, 14 December 2011
REVIEW BY: JIM REED What is a sign of a good game? The reviews were out there. There were videos to watch. Months had gone by and this huge game had skepticism written all over it. Such a high price tag! Rules questions appearing on page after page in the forums on BGG. Then, it finally happened. That one thing that can make an as of yet undecided mind up. A sale. Then, the icing on the cake, I didn't buy it! A friend did. I just played it. And this, is what I thought! Let's get the biggest fear factor out of the way. These rules are not so bad! Sure, there's no index. And questions where the answers were not memorized from a single rule book read through will crop up. There are over 200 cards. Each can add a twist and turn to the game and indubitably a few "so how does this work again?" moments. Yes, there may even be a few choice predicaments that are unexplained in the rules. Like what happens to a sidekick card when drawn and you already have one (the game limits you to one) do you discard and draw again? Discard and do not draw again, leaving you out of that much earned 5 fortune , or either of the two and re-shuffle that drawn sidekick back into the deck? But mostly, rules answers will be overlooked and just needed to be looked back up. I guarantee during your first play you will mess up something and it will not be at the fault of Flying Frogs rule but at your own reluctance to engrave each and every sentence into your memory. So what is a sign of a good game? How about this one. You sit there for an hour after the game has ended reminiscing about all those crazy times in the game where that. Beloved artifact slipped through your clutches. Talking about how you blew through the Nazi horde on a traveling Zeppelin and snuck off with coveted glory! Speaking of those times when just as you were about to claim the ring of Medusa, another player in the game caused the temple to come crashing down around you. What's another sign of a good game? How about after the night is over, you fanatically try to schedule another date to become a traveling adventurer an test your combat against cultist, your agility in a bi-plane race, you lore at solving an ancient hieroglyphic puzzle, or you cunning as you infiltrate a secret base. That's right. You can't wait to play this one again. To Become a different character in this pulp world where fantasy and fantasies await. Any game that has me breaking into my collection of special and lucky dice to use on that critical roll on a cliffhanger where only a 6 will suffice or else I will set off the alarm and be forced into combat with two Nazi soldiers, is a sign of a good game. Sure, I can drool over awesome components anytime, but what really starts my saliva pooling is a frantic race back to my home city with two other players doing the same. We all have enough Glory to become the most famed exploring ever to live if only I had one more turn! One perfect event card that could stop my opponents in their tracks. I'm on the edge of my seat. Spoiled! One of my competitors has stopped my travels at sea, and now there's nothing for me to do, except recommend this game to those who fancy theme, excitement, fun, and a damn good game.
Category:reviews
-- posted at: 2:53 AM
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Wed, 14 December 2011
REVIEW BY: MATTHEW McHALE
Bloodsuckers is a game by Justin and Anne-Marie De Witt of Fireside Games, the creators of Castle Panic. It is for two to four players. As the box states you are fighting for the soul of Blackwood the fictional town the game is set in.
Category:reviews
-- posted at: 2:30 AM
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