Now this is more like it and what I had in mind when I scaled back updated to one per game. Also to break the monotony I've brought back my takes on other media which will no longer be reviews proper and rather more like impressions or summaries. Makes it easier that way, although I doubt anyone will notice with my walls of text. Have fun reading and fire back any feedback you have.
P.S.
If you’re reading the ANTHOLOGY section please comment on whether it was uncomfortable to read with cover art on the right side. I found it distracting myself.
The Dwarves
Product of Kickstarter funding and adaptation of an existing series of books, The Dwarves has been sitting on my HDD for a while now and I'm happy to confirm that it has indeed been finished. Was it worth? Well, first I'd like to say I am unfamiliar with the series of novels, but game is based solely on the first one and ends on satisfactory note with some minor bait that will most likely never materialize in a sequel. For what it's worth it sure got me interested in the novels as of today.
Girdlegard is something we must tackle first seeing as it is the setting of the game. And oh boy, is it overwhelming unless you're familiar with the property. Not that I mind “sink or swim” approach where you have to puzzle things out for yourself, but where The Dwarves stumbles is in sheer quantity of information thrown at you in such a short time. To simplify – Girdlegard is a region primarily populated by human kingdoms, but also home to various Dwarf clans in the mountains edging the region. Five dwarven kingdoms, to be specific. Game refers to them as Firstlings, Secondlings, Thirdlings, Fourthlings and Fiftlings respectively. This is important because you can easily mix it up until you're about a third into the game, reach one of these kingdoms and start to piece things together. There are also magical fields in Girdlegard where Magi make their bases. You can imagine the issues from all of this amalgamating and interacting, but there's also added tension because there are other factions at work – Elves, Orcs and Alfar... who are kinda like evil Elves. The Perished Land is also a thing and it's an evil spirit/region, but also something that seemingly has a will of its own and seeks to infiltrate Girdlegard while the Magi are holding constant vigil to keep it outside.
With that out of the way our story proper concerns Tungdil Goldhand, a dwarf youth who oddly enough does not live with his kin but rather in one of Girdlegard's enchanted realms where a Mage Lot-Ionan rules. Tungdil was orphaned you see and saved by said mage who kept him to work as a smith where he has now built his life. Sadly, things take a grave turn when Tungdil is sent by his master to deliver an important package to a meeting of Magi deciding how to protect the land. Along the way he comes across two dwarves who manage to save his life, stakes get raised as dangerous Alfar massacres a village and suddenly our dwarven lad is in a fight to save his life while his two new companions seem desperate to take him to Secondling's fortress for some unknown reason. Plot thickens.
So yeah, that's the gist of it. While this is technically an RPG, and what isn't these days, I wouldn't really focus on story in The Dwarves. It's there and typical fantasy fare is what you'll get, but what game focuses on is gameplay.
Best way to explain the combat system at hand would be to imagine an action RPG except you can also pause to input commands from instructing characters to move to a specific point or use abilities. Sadly, it's a single step kind of input so you cannot queue actions aka you cannot order “move here and THEN use ability X” which tends to make combat hectic because it is, essentially, a dynamic puzzle board that never stands still. Overhead view with freedom to rotate the camera and limited zoom is maintained, and there are times when you don't want to keep it zoomed out to the max. Mastering the combat system definitely took me a while, though. Tutorial overwhelms you without necessarily breaking down the very basics so you think simply standing still and bashing will work when in reality getting surrounded is a quick way to die.
Reading the above you may think fighting is what you'll be doing for most of the game, but that would be wrong. Mostly. Traveling across the world map is really what will take a big chunk of your time and let me tell you it's not all peachy there. World is divided into nodes you move to and from with each transition taking a day's worth of time. You also have a food supply to keep an eye on. Yes, it's one of those games. Twist here is you will not starve if you run out of food, but it will cripple your characters' ability to heal injuries sustained in battles while traveling. This becomes less of a problem later on when you expand your roster, but that raises a separate conundrum I'll get into later. Once the shine wears off you'll realize there are too many nodes in the world that serve no purpose other than to waste your food and time. Former can at least be replenished through events or straight up buying it at outposts for gold which you'll honestly be swimming in anyway. Little one-off events you come across are the main attraction and most have alternate outcomes. For example, how you handle a mercenary situation could result in fighting half the town or getting their support. I liked this element of the game and wish it was condensed a bit more. Then again, you can also ignore everything and just go for the main story question mark.
Seemingly familiar real-time with pause combat definitely takes a while to get used to its flow because it's so reliant on using abilities over everything else.
When you get into fighting is when entirely separate set of issues rears its ugly head. For starters there's how the game handles physics and idea of “force” behind attacks. When you select which attack to initiate it usually has a cone or arrow of direction where it'll fire off to or what area it will affect. Thing is, this also affects allies and you can cause massive damage or displace them resulting in stuns. You can hand wave this early on when only couple of characters have AoE clearing attacks, but as they get more prevalent it becomes a serious issue requiring careful positioning and party composition. Problem – this is a highly melee-centric game and not everyone is built like a dwarven ironbreaker your main cast is. Secondly, there's also pathfinding which tends to lose its shit the moment you're not in open fields and calling characters to your position can have comically disastrous results. Nothing like being close to finishing a level only to send your ally tumbling down a cliff because you accidentally caught him with a sweeping attack.
Which feeds into another matter and that's highly imbalanced characters. You'd have to be crazy to take some of them into combat with you... except you end up doing precisely that with the game forcing them on you in couple of situations. This could be entirely on me and maybe it changes if you play on hard difficulty, but trying to charm enemies to fight for you is nonsensical when you could just focus on knocking them down, executing them and gain those sweet sweet APs you need to activate abilities. The more varied party you bring to fights the more incessant micromanaging is required on your end to keep everyone alive. This is generally not a problem because there are couple of situations where you really don't want to fight through hordes of orcs, who make up 90% of game's enemies, and rather rush to green exit marker, but towards the finale game likes to surprise you with three back-to-back fights without chance to recover health unless you spend/have potions so you'll be forced to rotate your party. That was probably the worst part of the game for me because it felt like I was dealt a bad hand and somehow had to make it work regardless.
Taking into account The Dwarves' Kickstarter origin you may think compromised visuals or cut corners elsewhere, but if I'm being perfectly honestly only problems I'd call out in production department would probably be related to Unity engine itself. Loading screens are way too frequent and ended up breaking already questionable flow of the game which may have been the result of trying to stay faithful to the book and balancing it out with the development process. Game is definitely in somewhat a of a lull until the second half and then punches full on into overdrive for the final act. It also takes a while to move past green meadows and burning villages until locales diversify a bit, but when it does it's dwarven architecture aplenty until the end.
Final Thoughts and Rating?
This is a weak sell that only gets a barely passing recommendation from me because when I look at the sum of all the flawed parts I still liked what I played. Combat was an acquired taste, but eventually I liked it until I hated it again for its wonky pathfinding and collision detection becoming worse and worse as you fight ever increasing hordes while navigating tight quarters. Roughly half the characters are also of dubious quality and armed with gimmicks that may be only useful in game's challenge mode. Reliable fantasy story with a dwarven focus does help ground the game and I was invested in seeing it through to the end. I do wish there was a codex or something to reference for in-game information, though. Consider carefully if you can stand some jank in your games and power through them.
Prophet + Prophet: Earth War
It's been ages since I last tackled a comic or graphic novel, whichever you prefer, so I figured it was time once more and with 700 or so pages I figured Prophet would make for triumphant return. One thing worth noting is you don't need to know anything about the '90s iteration of the comic because this 2012 one is a reboot for all intents and purposes, albeit one that's aware of the original and later on pays more than just homage from what I've pieced together.
John Prophet wakes as his drill-pod digs its way out of the ground. Barely surviving after getting attacked by an alien life form and injecting stimulants to rouse his body after untold years of dormancy he realizes this is no longer Earth he remembers. Time frame is not given and nor is it relevant – Prophet has a mission to accomplish, clearly embedded into his mind with psychic conditioning and extreme training. He is a one-man army equipped with only the bare essentials old Earth Empire left him in case he ever needs to rebuild it. Knowing what he has to do to reactivate the G.O.D. satellite he embarks on his journey to prepare and perform his duty.
All that? That's just part of the first volume and one of multiple Prophets we follow over the course of the run. Or should I say, over the course of these first two volumes because Prophet is only partially an anthology of individuals all embarking on missions of great importance until its plot crystallizes into a tighter narrative with a more permanent cast of characters yet even then it's not like authors (because each story has a creator so you get different takes on similar core themes) completely abandon the notion of feeding you background tidbits so later stories won't feel the need to explain all over again. If you were to ask me I'd probably say I regretted that shift in focus and preferred the standalone stories themselves, but I would also lie if I didn't say it was awesome the way most of them are brought back in some capacity. What REALLY drew me in was the setting, though. It is absolutely amazing in that “show, don't tell” approach that goes so hand-in-hand with an alien setting like this one. Closest approximation would be one of techno barbarian future existing in the shadows of once powerful empire still lingering but there are other players in this rich and layered history Prophet presents. Not to say the empire itself are really the good guys when you consider they basically have no limits to what they'll do with genetic tempering, psychic control, slavery, etc. I liked the setting and its mystery so much that I was kinda disappointed when they went and presented two in-file sections in a later volume to shed some light on it.
Considering the medium it's only expected I talk about the art, framing and such things. Fortunately, all I can say is they're outstanding all-around. There are multiple artists at work here so you cane expect variety, but nothing too drastic that will stand out. It also means you'll see plenty ranging from survival on an alien space station lead by a mental projection with clones around you who failed to epic space battles between bred warships and ancient rock titans, for example. This one's a winner, guys.
The Airs of Earth
Problem with anthologies in general is I have yet to find a way to comprehensibly cover them in review-style format considering there's [usually] no uniformity to them and works tend to vary quite a bit. In this particular case with Brian Aldiss' The Airs of Earth it is easier because they're all penned by the very same author, but that does not negate the uneven nature of the collection as a whole. There were definitive high and low points among the eight stories featured so I will not attempt to break down each and every one of them. What I will commit to, however, is commenting on those that stuck with me the most for whatever reason.
Going in reading order first one what stood out for me was, well, the first one - A Kind of Artistry. On surface it is a story about one Derek Ende who comes off as almost your typical pulp era space opera protagonist who can do no wrong and is extremely competent, but that's honestly just a facade for the story where he undertakes a mission to “make liaison” with an alien on behalf of the government. Real theme is the protagonist's underlying relationship with his mistress and her possessive/not really/kinda attitude towards him as well as inherent desire to be free yet wanting to be bound. It's hard to put into words without spoiling, so let's just say she's not merely his mistress and that complicates things. Next one would definitely be O Moon of My Delight! from which the cover I've posted comes from and is honestly kinda simple when you get to it considering it mainly deals with a tech engineer posted to a Tandy Two where Flange system exists aka method to slow down ships coming out of FTL. Explaining reasons and logic behind I won't go into, because that's precisely what our lead does to get the point across to a very sharp little girl, as they're all departing and taking the next ship off-world. It involves romance, sheep herders with malfunctioning robot dogs, and a tragedy waiting to happen no matter where in universe you may be. Penultimate story I would give attention to would probably be The Game of God with its straightforward twist if that makes any sense. Opening to a god accepting two sacrificial bowls full of freshly extracted guts and hating his followers to it we switch perspective to a team of scientists landing on planet Kakakakaxo where they're seeing a legendary figure Dangerfield who landed there 19 years ago and survived, being the only human to have done so. What's the story behind the primitive reptilian natives and their two slave races? That and more if you read in what is probably the most typical story in the collection, in my opinion. I would end summary with, fittingly enough, final story - Old Hundredth. Problem is I have no idea how to go about it. It is a far future story where humanity seems to have disappeared and Venus now orbits our planet. What replaced humanity are the Impures, or should I say intelligent creatures apparently engineered by old humanity on Venus at some point. Dandi is one of those as our protagonist, a mega sloth of sort, and she wanders the planet while maintaining a mental link with her Mentor. Did I mention Mentor is a intelligent dolphin in an underground tank? Her trade/art is exploring the musical resonance psyche leaves on death. And then something happens to her that changes things, but it's getting into the idea of musicolumns where story spends the most time on alongside occasional hints about history now gone which may be fitting considering this is the most out there story of the bunch.
I was planning to also break down my least favorite stories, but this has already dragged out long enough for what was supposed to be short so I'll skip that. Let's just say to enjoy half of the books is a good deal with an anthology and I didn't actively dislike any stories. Some were very obvious, like the military or smiling drug one, but for the most part I enjoyed The Airs of Earth. Your mileage may obviously vary.
Love, Death & Robots
To finish off this little trifecta I have going on here let's dabble into moving pictures. Love, Death & Robots was a Netflix initiative to fund a story anthology where various studios would get to display a short of their own using whatever animation technique they felt like employing. It turns out almost all of them really like CG versus traditional animation, but I'm not complaining with what's on display. Worth pointing out – like it says on the cover it is a NSFW anthology so expect nudity here and there. They aim to please both camps.
Out of eighteen shorts present and accounted for there's quite a few I enjoyed so I don't think I'll go into extensive breakdowns, merely brief opinions here and there.
Three Robots and When The Yogurt Took Over stood out for their humorous take on what passes for pretty grim scenarios when you stop and think about it. Former could've done without the cat part, though. Standing in the off corner we have Beyond the Aquila Rift, Good Hunting, Shape-Shfters and The Secret War as more serious heavy hitters of the package in both their presentations and themes. First one deviated from the book it was based on somewhat, but stunning CG display was something to behold and had me impressed throughout. The Secret War almost fes like someone animated Metro games and is the most self-contained movie of the the entire anthology in a sense it has clear beginning-middle-end structure you'd expect. Couple of shorts that didn't wow me like the above, but were still absolutely worth watching would be Sucker of Souls and Zima Blue which were both honestly on the basic side of things and one even lacked a proper ending, but not underwhelming enough to write off. I've seen people rave about Zima Blue online and I can't say I really get why.
Sadly, there were also a handful of episodes I could not stand. Alternate Histories is just someone asking “what if Hitler died and we made six scenarios out of it?” that should've honestly been left without an answer. Idea is solid, but execution is easily the worst out of everything on the offering. Then there's also Blindspot which landed with a very dull thud and I honestly forget it even existed. Needed some more thought put into premise and script, not to mention the ending invalidates everything I just sat through so it can evacuate through the nearest window. Lastly there's also Ice Age. I have no idea why this was included other than to get some celebrities aboard, I guess. Not bad, but just flat and already seen.
So what did I make of Love, Death & Robots in the end? It's a tough sell and I'm almost hesitant to recommend it as such, but you can never tell with people. You may end up liking specifically what I couldn't stand. For example, there were shorts like The Witness that were visually breathtaking but otherwise felt like filler with some supposedly deep ideas going on. If you do a head count you'll see there's couple of missing episodes I didn't talk about and that's simply due to lack of impression or bad/good balancing out for a mediocre sum.
As said above, very beautifully composed post, as always.
Thank you for the review of The Dwarves. I was wondering how the game is and now I know enough about it to know that I would only play it were my backlog significantly smaller. While it doesn’t sound all bad, it didn’t keep my interest enough to buy it. Well, I only repeat what you already said much more eloquently.
I skipped the two book (or graphic novel) anthologies, but was very interested to see what you write about Love, Death & Robots. I watched only 1-2 weeks ago as well and it’s very interesting to see that we ended up liking and disliking almost the same episodes. I didn’t read anything online about it, so I haven’t had any idea that there seems to be such a discussion about Zima Blue – same as you, I cannot imagine why. Where we differ is the verdict though. I was completely blown away by the anthology, I think it was one of the best “TV shows” I watched in the recent months. I don’t know of anything similar and while I did not care for all of the episodes, I was thoroughly impressed by the art styles (apart from Alternate Histories) and production value. I don’t think a second season would necessarily work as well, but seeing this was really a breath of fresh air for me.
Looking forward to your next review, keep up the good work :)
Oh, and the cover art on the side? I really like it. Stands out from most other posts.
Thanks a bunch. :D
I think The Dwarves simply has some elements that might put off people. You do eventually grow more comfortable with the combat system as it opens open, but that kinda has its own problems I brought up. It was part of Humble Monthly at some point, I think? You can also probably get it for dirt cheap online if you look at key stores. I would not pay full price for it, though.
It’s certainly good to hear someone reads what I write. That’s kinda the thing with anthologies - even if we agree in taste our responses can be different. Second season could work because there is basically no limit to what someone can create, be it original or adaptations, so it will stay fresh for a while. Only question is how the entire thing was received by the public. Most shorts would’ve definitely benefited from, well, not being shorts, but technological showcase was a big part of what the package was so you have to account for limitations. I’m more of a Twilight Zone kind of guy. Or The Outer Limits if you prefer more straight up SF themes.
FWIW, the pictures were on top on mobile, but still looked good.
Also liked your reviews of other media. For me, with work and family, it’s gotten to the point where I have only so much time, and books and television shows can be worthy distractions from attacking my backlog.
Getting a mobile-friendly format has been annoying, but I like where it is for now. Might add a bottom margin to images so actual text isn’t so squished up against them in the next one. Makes sense. I have free time at work so that’s where I get to do a lot of reading. ;)
Beautiful post, did not find it uncomfortable to read at all. Nicely edited and great design. A+
Glad to hear you liked it and thanks. No one’s been louder than me about my walls of text being a chore to go through. :D
Your posts are breathtakingly styled as usual. The anthology section looks great - I’m glad you varied where the cover art is for each entry. I don’t have a lot of time to read rn, but I wanted to just drop in to say so and assuage your fears about your layout - it works wonderfully.
Glad you like it. I asked because I’m used to having text on the right side so switching it up kinda distracts. Probably just a habit.