Showing posts with label Demons. Show all posts
Showing posts with label Demons. Show all posts

Tuesday, 29 October 2013

Top Ten Halloween Reads


I haven't done a Top Ten Tuesday (hosted by The Broke and the Bookish) in ages, and this week's theme is a really fun one, so here goes!

Top Ten Books to Read During Halloween



Well, for me, Halloween isn't necessarily about horror. Or rather, it's not just about the scares. It's also fun, colourful, a litte cheesy, a little goofy, funny, and a bit wicked. For me, it's about the supernatural more than serial killer horror; it's about wonder and magic, about the lines between worlds becoming thinner for one night. So with that in mind, here are my top ten Halloween reads...

1) The Graveyard Book, by Neil Gaiman. This book just sums up Halloween for me. It's the perfect read for this time of year!


2) Interview with the Vampire, by Anne Rice. The ultimate gothic vampire book. A must-read for vampire fans. The whole series is good, so if you like his one, carry on to later books too!


3) The Bartimaeus Series, beginning with The Amulet of Samarkand, by Jonathan Stroud. An alternate London run by warlocks, a charismatic demon, and lots of fun. This is a fantastic series and highly recommended.


4) The Whitby Witches, by Robin Jarvis. This is a must for a Halloween read. Witches, sea-people, weird goings on as the mist rolls into Whitby. Atmospheric and entertaining!


5) Strangewood, by Christopher Golden. A very creepy and definitely adult read. This fits in with Halloween's 'line between worlds' idea in an unexpected way. This is a book that's stayed with me a long long time after reading it.


6) Carpe Jugulum, by Terry Pratchett. This is a Discworld book, but you don't need to have read others in the series to enjoy it. Vampires and witches and very funny!


7) Poison, by Chris Wooding. Oh god the spiders... and they're far from being the creepiest part. This is a brilliantly written book that offers a fun, scary tale, with a fantastic ending.


8) The Neverending Story, by Michael Ende. It's funny how many of these books have a similar idea running through them, actually. Perhaps books that make me question the reality of my own existence are oddly the scariest kind for me? Anyway, this has plenty of weird beasties in it too. A classic, and always fun.


9) The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making, by Catherynne M. Valente. This is another book like The Graveyard Book that just seems perfectly suited to Halloween. A slightly sinister but charming view of fairyland, which involves a trip to a land of always-Autumn.


10) Hollow Pike, by James Dawson. Witches, strange dreams, and a killer in a small Yorkshire town.This is a fun, creepy YA story that captures something of the feeling of old R. L. Stine books.


What are your Halloween reads? This year I'll be at World Fantasy Con, so I'm not entirely sure what I'll be doing on the night. Over the Halloween period I think I might read Anna Dressed in Blood by Kendare Blake, which looks fantastic, and of course I'll be sticking on all the Buffy Halloween episodes. :-)




Monday, 28 October 2013

Retribution Falls - Book Review


Retribution Falls
by Chris Wooding

Sky piracy is a bit out of Darian Frey’s league. Fate has not been kind to the captain of the airship Ketty Jay—or his motley crew. They are all running from something. Crake is a daemonist in hiding, traveling with an armored golem and burdened by guilt. Jez is the new navigator, desperate to keep her secret from the rest of the crew. Malvery is a disgraced doctor, drinking himself to death. So when an opportunity arises to steal a chest of gems from a vulnerable airship, Frey can’t pass it up. It’s an easy take—and the payoff will finally make him a rich man.

But when the attack goes horribly wrong, Frey suddenly finds himself the most wanted man in Vardia, trailed by bounty hunters, the elite Century Knights, and the dread queen of the skies, Trinica Dracken. Frey realizes that they’ve been set up to take a fall but doesn’t know the endgame. And the ultimate answer for captain and crew may lie in the legendary hidden pirate town of Retribution Falls. That’s if they can get there without getting blown out of the sky. (Synopsis from Goodreads)
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Retribution Falls is a really fun story. Really fun. Pirates, airships, a steampunkish feel, magic, demons, adventure, conspiracy... it has all the elements that let you know you’re in for a quick, exciting read. It’s an extremely fast paced book, barely pausing at any point for filler or downtime, and yet there are a surprising amount of back stories thrown in, all of them interesting. Chris Wooding is an expert at worldbuilding, slipping in facts and fascinating details that give such a vivid feeling of the world, without ever slowing down the plot or distracting from the story.

The rag-tag crew of the Ketty Jay will draw inevitable comparisons with the TV series Firefly. The book has a similar kind of roguish-twinkle feel to Firefly; they’re pirates, but they’re not the really bad kind of pirates, and there’s something unavoidably lovable about their underdog position and their attempts to stay ahead of everyone who’s out to get them. The characters in Retribution Falls can be a little one-note – they’re a character type and in general they stick to it – but the back stories here do add a little more depth to certain people. In particular I liked Crake, the daemonist who aids the crew with his daemon-based magic, and Jez, the new navigator and the ship’s only woman. I found these two the most human of the characters, and I really felt for Crake. The more minor characters were less explored but did add some tension and humour. I liked the doctor the best of the side-character bunch and would like to learn more about him in later books.

The captain, Darian Frey, was a hard character to like, but felt like a very honest portrayal of the kind of man that might end up in his position. He’s always running away, always trying to find someone else to blame for his problems. There were points where I became very frustrated with him, and other points where I honestly hoped Draken would capture him and the rest of the crew would get away. However, though Darian is often unlikeable, his slightly car-crash approach to life is fascinating to read about.

As the book goes on, most of the crew members begin to reveal a darker side, aspects that make the reader question whether they are really the good guys. This isn’t explored very deeply in this book; we’re still supposed to want them to come out on top, but I’m hoping this may be touched on a bit more later in the series. The book also succeeds in making the reader feel sympathy for Draken, the woman chasing down the Ketty Jay, though it perhaps succeeded a little too well with me. There were points where I honestly wanted her to win, but then, perhaps that was the point. This is a book about pirates, and I like that lines of morality were hard to draw. No-one should feel like they are entirely the good or bad guys here.

With an interesting storyline involving conspiracy, pirates and murder, memorable characters, action, plenty of humour, adventure, airships, daemon-magic, and a malevolent ship’s cat, Retribution Falls is a quick, fun read. There isn’t really anything surprising in the book, with some elements being quite predictable, but it’s done so well there is a great amount of satisfaction in how the events roll out. There is a lot about this world that I love, and I’m looking forward to exploring more of it with the Ketty Jay’s crew in later books.

I listened to this as an audiobook, so wanted to quickly mention the narrator, Rupert Degas, who does an absolutely fantastic job and really brings the book to life. Each character felt pitch-perfect to me, and his reading combined with Chris Wooding's excellent writing kept me engrossed throughout. I'll be looking for more of Rupert Degas' work too!




Thursday, 31 January 2013

Darksiders II - Game Review


Darksiders II is the second in the Darksiders series of games, about the four horsemen of the apocalypse and the end times. In the story so far, the apocalypse has been prematurely instigated and humanity has been wiped out. Demons and angels and all manner of weird beasties fight over the remains of the Earth. The Charred Council, who watch over the Balance, are not happy. It seems that everyone is blaming War for riding forth before the final seal was broken, but War is just as confused as the rest of them.

In the first game, we played as War, exploring the shattered world and trying to piece together who had framed us, and who was responsible for beginning the End War.

In the second game, we play as Death, on a mission to resurrect humanity and so save our brother War from the Council’s wrath. Whereas the first game took place on Earth, the second shifts between many realms, all connected by the Tree of Life.

Setting and Visuals

I thought the first game had a fantastic story, a truly brilliant concept, and beautiful world-building. The idea of setting a game thousands of years after the death of humanity was inspired. It’s so rare to find any kind of story with absolutely no humans at all in it. This concept also allowed for amazing visuals and characters – Earth overrun by the supernatural. Shattered shells of skyscrapers with strange demon growths protruding from them, sunken cities populated by underwater weirdies, subway tunnels half-transformed into faerie dens... everything in the game was interesting, with a very unique blend of abandoned human world and distinctly-other. It’s actually quite hard to do justice with words, and I would absolutely recommend playing it for yourself.

Unfortunately, there was nothing in Darksiders II that really matched up to this aspect of the first game. The fact that Death moves between different realms meant that the game designers had scope for literally anything, but all the areas are actually a little disappointing. The first one has a traditional fantasy, vaguely Celtic feel. The second is standard world of the dead stuff. Revealing what the other worlds are might give away mini-spoilers, but it’s enough to say that they felt a bit like they had taken the less inspired bits from the first game and shoved them in without thinking of anything new. Shame.

Characters do look really good though. And can I take a sec to say how much I love angel armour? Especially the wing plates. Pic from The Armchair Empire.


Gameplay

Gameplay is similar to the first. Lots of bashing X and Y in various combinations to do cool moves and smash baddies. Fighting’s not terribly hard: figure out how and when to dodge, and buy the torpedo-through-stuff ability (I forget what it’s called) from the level-up screen, and you’re pretty much sorted for the entire game, though you’ll get more enjoyment from trying out other moves too. It’s fun stuff, and there’s a great variety of weapons and moves to choose from (though frustratingly little that actually helps against flying monsters).

Both my husband and I had a vague feeling that fighting in the previous game had been more fun, perhaps better moves or animations, or perhaps just a bit of misremembered nostalgia... not sure. However, one thing was definitely missing, and that was being able to use the environment around you. I really enjoyed throwing cars at monsters, or uprooting lampposts to wallop beasties over the head with. I can’t understand why that element was removed.

 No, THIS is an axe.

The puzzles are similar to those of the first game, including switching things, pulling levers, throwing bombs, climbing, free-running, rolling balls into sockets (A LOT of rolling balls into sockets, sometimes in order to release more balls to roll into more sockets), swimming, hook grabbing, making portals, etc. The free-running element has been added to, meaning that Death leaps from wall to wall and traverses vertical landscapes like Ezio. I thought this was really fun, though the controls for doing it were a bit clunky and didn’t always respond very well. This made the occasional ‘climb for your life to escape rising lava or spikes or lava-spikes’ one of the most frustrating experiences a game could ever create.

The game is very careful about introducing new puzzles, to the point of being a little patronising. How many times do they think we need to do one thing before we’ve got it? This meant that the entire first realm was essentially a training ground, with very linear dungeons and pointlessly easy puzzles. I didn’t really begin to enjoy the puzzles until the realm of the dead, and it wasn’t until getting the portal gun that things actually got even semi-challenging. Time-travel was a nice touch though (if a bit stupid for the reason time-travel is always stupid when shoe-horned into a story – if you had a time-travel device this entire time, why didn’t you just...?).

 Roll MOAR balls into sockets!
Pic from Paperblog

Boss Fights

Boss fights! Everyone loves boss fights! Except me. No really, you can never use your best moves on them, the ones you worked really hard to buy and are the most fun to do and look really good on screen. Instead, every boss fight is dodge, dodge, dodge, dodge, throw bomb at its mouth when it roars, hit it three times before it gets back up, dodge dodge dodge... rinse and repeat. Or something along those lines; you know the score. Most of the time I prefer just fighting waves and waves of littlies, and a lot of the time that’s a harder challenge anyway. This is why I generally prefer arenas, but don’t get me started on the arena in this game because it sucked.

But yes, anyway, boss fights! Occasionally bosses can be interesting, and the Darksiders games do boast a few really good ones (more so in the first game though). Surprisingly, most of the actually fun bosses are found early game, with later ones becoming increasingly tedious. This is very subjective though, of course, and you may love them. Huge-hammer-guy (trying not to give things away by using real names) was the most unique in terms of strategy. I also appreciated cthulu-face, mainly for the aesthetic.

It also seemed like the more dramatic the enemy, the easier it was. Super powerful angel! Died really quick. Lord of Hell! Wasn’t even trying. End boss!! Blink and you’ll miss the fight. Random dude in dungeon I don’t even have to go into for the main questline... squashed me like a grape. Weird.

 Cthulu-face (not his actual name)
Pic from KitGuru

Story

I found myself constantly confused by the story. It didn’t help that it’d been about two years since I played the first game and there was no real recap. TV series give you a recap of what happened a week ago... never mind two years ago! And I’m still confused about just when Darksiders II was supposed to have taken place. Is this set before the first game? Pretty sure it is, but how long before? How come humans aren’t alive in the first game, if this is set before it? Did I just utterly miss the point somewhere?

Besides which, the story was actually one of those slightly pointless and annoying interim stories, which feels like it’s filling the gap between other games to keep the franchise going. The game relies on a string of vagueness – go here to get this guy to not quite tell you something so you can go here and do this in order to not quite fully find out how to do this other thing. Every now and again characters pop up to throw exposition at you, and then it’s more monsters and puzzles and vagueness til the next one. A lot of games are like this, granted, but I prefer it when they hide it better, or give you plot hooks that you’re actually interested in.

Other Stuff

They’ve added customisation to the game! Now you can dress up your very own Death! It’s fun giving your Death a unique look, and deciding which weapon/armour attributes are better suited for your style of play. In general this is a good thing, though slightly baffling why Death starts off so nekkid and helpless. You can see a weapon’s stats hovering beside it before you pick it up, and can equip it straight away with one button. I also loved the idea of possessed weapons, which made collecting loot (always so compulsive) actually very useful.


Conclusion

‘Not as good as the first game’ seems to be the recurring motif of this review doesn’t it? Unfortunately, that sums it up pretty well. Darksiders II is fun, but in many aspects it’s also disappointing and frustrating. Without the first game to compare it to I might be singing its praises, but that’s not the case. An average to good game.

Good – Death is an interesting character and has a lot of personality. The worlds and monsters might not be breathtaking, but they are very good. The music is truly stunning. Most of the time fighting is fun. Customising possessed weapons is a great new element. As before, the Legend-of-Zelda style combination of monster fighting, story and puzzles is fun.

Bad – Clunky controls, annoying glitches, and elements that have not been planned well means you’ll be yelling at the screen a lot. Puzzles are dumbed-down a lot since the first game. I found the majority of boss fights boring. The story was confusing and slightly pointless. Almost everything good about the game can be tempered with ‘but not as good as the first’.

Worth a Play? – Yes

Replay? – Unlikely