Hinges: Clockwork City Review

“Clockwork City” is the first collected volume (of three) of the webcomic Hinges.

 

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I originally started reading Hinges without any foreknowledge, based solely on randomly coming across the wonderfully haunting opening image of the main character, Orio. I wasn’t sure what to expect but was very intrigued, and was incredibly impressed as I began her unique tale.

Orio wakes up with no memory in a strange clockwork town called Cobble. While disorienting to Orio it’s apparently not unusual as and administrator immediately begins her initiation. It’s a wonderful way to start as Orio is in the same limited information state as the reader, but with other characters already on hand to provide a little framework we get a nice, seamless introduction to world. It’s delightfully imaginative, from it’s doll and marionette citizens to the “ODD” companions they all have to the general design of their surroundings. Little hints and details about how Cobble works are unobtrusively given as the comic progresses while the main focus stays firmly on the characters.

And what delightful characters we’re given. The silent Orio is a strong lead, possessing something that makes her immediately endearing. The reader feels for her confusion, admires her determination and cheers her strength. The lovably mischievous Bauble is a source of humor, trouble and mystery in equal measure. Add in several strong yet diverse personalities around them and Hinges has an excellent cast all around.

One of the unusual things about Hinges is the use of numerous sections without dialog. Authors that are confident enough to get out of the way and let the story proceed at its own pace and its own manner make me very happy. When used right it really enhances pacing and impact. One of my favorite manga, A Bride’s Tale, is a great example of this and I love it in Hinges too. The plot moves at a perfect pace and good use of this technique is a big reason why.

The art is exquisite. It has a soft feel that occasionally “hardens” a little when tension or danger are present. The subdued color palette helps establish a great atmosphere for the comic and subtly changes in different locations. In general the coloring is among the best I’ve seen in comics.

Clockwork City is a great start to a comic that became an instant favorite of mine. I couldn’t wait to learn more about Orio, Bauble and their strange little world.

Hellequin Series Finale Predictions

“The pen might be mightier than the sword, but it’s probably not going to end well for you if you bring one to a gunfight.”

 

I have thoroughly enjoyed the Hellequin series, and the release of the final book chronicling Nathan Garrett’s adventure is imminent. There’s a ton left to address in the last installment, and I’d like to ramble a bit to get my thoughts in order and share some speculation.

Obviously there are going to be all kinds of spoilers for the previous six books here. Go read them first!

My reviews:

Crimes Against Magic (book 1)

Born of Hatred (book 2)

With Silent Screams (book 3)

Prison of Hope (book 4)

Lies Ripped Open (book 5)

Promise of Wrath (book 6)

 

 

——-

Edit 10/18/17: well, this blog was based off of several false premises. All of this would have been much different if the advertising hadn’t been so misleading.

None the less, it was still an interesting bit of brainstorming and I’m leaving it up.

My review of the final book can be found here.

——-

 

The four biggest plot points that need to be addressed in the final volume seem to be Arthur’s return, Nate’s past and the true nature of his magic, the mysterious villain known so far only as “My Liege,” and the Fates’ prediction for Nate.  There are several related underlying story threads tied to each, and of course.

 

“Arthur’s not the man everyone thinks he is.”

 

Arthur’s return will likely be a framework for the answers to everything else. Avalon’s rule and the benefits and problems with it provide the backbone for several conflicts and ongoing story threads. I don’t think Nate will be entirely happy with the new status quo and will have words with Arthur and Merlin at some point, but he’ll defend Avalon all the same when push comes to shove.

 

“Eventually you’ll discover the truth, eventually you’ll learn exactly who you are. But there’s going to be an awful lot of pain and death between now and then.”

 

Likewise Nate’s final dealings with his nightmare Erebus, Nate’s missing pieces of his past, and the true nature of magic will be important points but largely wrapped up in other happenings. I of course expect the remaining blood curse marks to fade, releasing Erebus, restoring all of Nate’s memories, and giving Nate his full range of abilities. There’s also the possibility of a second form of Omega magic for Nate looming (matter or mind, my bet’s on the latter), which could be key in how everything plays out. I’m expecting power on the level of Merlin, but with Nate unable to fully control it at first due to whatever traumatic events lead to its release.

The biggest mysteries around Nate’s memories are why everything before age eight was sealed and who his father is, and I expect both to be addressed. Arthur or Zeus seem prime candidates for his father, but it could be a yet unnamed mythological figure too. I feel like it will end up being “My Liege” (more on that to come), explaining that Nate’s mother sealed his memories to protect him from his own father.

 

“They might have been insane, but they didn’t appear to be stupid.”

 

Here’s where things get really interesting. Someone who definitely needs to have been previously identified in some way is the true identity of the nebulous villain referred to as “My Liege” that’s been casting a shadow over half the series. His/her plans will come to fruition with Hera now in control of London, and Nate will find himself in the center of a civil war intent on overthrowing Arthur and Avalon.

Arthur or Merlin would be anticlimactic as well as a bit nonsensical (although I have enough faith in McHugh’s writing at this point that I’m sure he’ll find a logical way to explain whatever the reveal is). A long shot is Galahad (which would also tie into the final major mystery), but the way he and Nate were estranged for years make this unlikely. Modred would be so groan inducing and counter to the intriguing developments in Promise of Wrath I don’t even want to entertain that possibility. Zeus, presumed dead and mentioned in a noble context throughout the series, would make nice twist as the ultimate villain. That’s the one I’m hoping for, but I think “My Liege” may be tied to missing Norse Gods and/or the identity of Nate’s father. So Odin’s my guess for both, although I don’t really know. There is a bit in the latest book about Odin being extremely upset about the identity of Nate’s father, which I think is a misdirect. If not, someone like Zeus or Loki could still fit my theory of “My Liege” being Nate’s father.

The fact that there’s enough to form theories on but several legitimate ways for this all to play out is a testament to the great job McHugh’s done layering all his stories together.

 

“We need to have a good long talk, you and I. And frankly I can think of no better time than when you’re helpless and about to be crushed by a falling building.”

 

The resolution of the Fates’ prediction for Nate’s future, one way or the other, definitely needs to be resolved. Which means someone close to Nate is going to betray him in spectacular fashion. Modred, Merlin, Arthur, etc aren’t close enough to him anymore to send him into “end of the world” type rage. Galahad and Serene are possibilities, but it’d be a bit of a retread as he had issues with each previously. Somewhat minor supporting characters that he trusts such as Elaine, Diana, Lucy, etc are possible, but unlikely I think.

Which really leaves only two possibilities as far as I can see, and either will rip readers’ hearts out. Tommy or Hades (and/or his family, Persephone and Sky) betraying Nate would certainly shove him in the direction of “dangerous to the continued existence of the world.” Tommy actually seems more likely to me from a plot perspective, as it would explain a lot about what happened with Gilgamesh. Character-wise it doesn’t seem like any of them would take the actions or work with the people “My Liege” has, but I CAN see one of them being disillusioned enough with Avalon to take drastic measures and/or doing something they think is for the best for the world at large that betrays Nate as a side consequence. Mordred’s role of needing to stop Nate actually seems pretty likely to me of coming true, but in an unexpected way such as at Nate’s own request and/or by doing something that only metaphorically kills Nate (helping him merge consciousnesses permanently with Erebus, perhaps…).

 

“You’ll wish you finished the job.”

 

There are several significant, subtle things hanging about that might or might not get mention/development, such as Ares’ grudge against Nate for what happened to his son, Hope’s desire for vengeance on anyone involved with Pandora’s creation, Lucie’s pronouncement that “we” will ask Nate to do something in the future that he will not refuse, etc. I expect a handful to tie in and a few to be left unresolved.

In addition to all the major players from previous books that should be included in the finale, I’m also hoping for a lot of cameos of near-forgotten characters from early in the series, and I trust McHugh to work them in seamlessly.

 

“You don’t scare me.”
“Then clearly you haven’t been paying attention.”

 

I’m sure I’ve missed some details and musings bouncing around in the back of my mind but this is a decent summary of the mile-a-minute anticipation I going though as I wait to read the ultimate installment of McHugh’s urban fantasy epic. Needless to say, I’m quite looking forward to it. 🙂

Mae Young Classic Finals Review

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After four previous rounds featuring thirty matches it’s all down to Kairi Sane vs Shayna Baszler to see who will be crowned the inaugural Mae Young Classic winner.

I watched this live, so while it’s taken a while to catch up on writing up the previous rounds to get here the thoughts are from the initial airing. I wasn’t sure who would win. I predicted this final with Baszler taking it before the tourney started, but going into the match were reasonable arguments for either outcome.

 

My thoughts on round 1: episodes onetwothree, and four.

Round 2: episodes five and six.

Quarters: episode seven.

Semis: episode eight.

 

Mae Young Classic Final

 

 

 

“I want to prove size is not what it takes to be #1.”

“I wanted to send a message. Everyone knows now. If people weren’t shaking in their boots before, they definitely are now.”

Great video package hyping the final, both highlighting the competitors and making winning seem important. Why this wasn’t all over RAW and Smackdown is beyond me.

There’s a special guest feature with interviews focusing particularly on HHH, & Steph, WWE’s 4 Horsewomen, some of GLOW’s cast, and MMA’s 4 Horsewomen (well, Rousey). Did it’s job to make this seem like an important event, although the continued not-so-subtle use of the tourney as a backdrop building a feud between the two 4 Horsewomen factions is a bit heavy handed.

The final video packages with the two competitors specifically addressing each other were incredibly well done. Shayna talking about Kairi’s perseverance and wanting to finally break her will in front of her fans while Kairi acknowledged Shayna as a MMA star but said it doesn’t matter because wrestling is “my turf” was pitch perfect.

Lots of crowd shots of attendees such as Beth Phoenix, Alundra Blayze, prior round competitors, etc.

Around ten minutes of well done hype is over and it’s time for the match to start.

 

Kairi Sane vs Shayna Baszler ***3/4

Commentary highlights past accomplishments of both participants during entrances, including the fact that both have won important tournaments in their areas of expertise in a really nice touch. They’re walking a fine line of trying to make Shayna seem dangerous and dominant while still making it believable that Kairi has a legitimate chance against her, and doing it quite well. Specific mention of Kairi being a top star and multiple champion in Stardom.

Kairi showing no fear in the face of the 6 inch taller and about 50 pound heavier Baszler, raising her elbowpad defiantly into Shayna’s face during the ring announcements. Crowd is split and vocal.

The first exchange features Shayna going for submissions and Kairi reversing them into pin attempts. Great way to start. From there the story is Baszler’s strength, submission skills, and powerful strikes against Kairi’s speed, resiliency, and experience edge.

As I’ve stressed before Kairi’s selling is absolutely amazing. Little touches in the way she reacts to being hit and the pain she conveys when trapped in submissions makes everything Baszler does seem that much more lethal.

As the match goes on Shayna focuses her attack on Kairi’s elbow and Kairi targets hers on Shayna’s ribs. Nice strategy and psychology. It paid off in spades for Kairi in wonderfully logical fashion when she was able to land shots to Baszler’s ribs to become the first person to break out of Shayna’s deadly Rear Naked Choke. Great tease of a finish there as Baszler had reversed Kairi’s top rope forearm into the choke and it was a plausible end to the match.

Other highlights included them exchanging hard shots on the top turnbuckle leading to Kairi nailing a hanging double stomp, a beautifully targeted sliding forearm in the corner again to Shayna’s ribs, and of course the InSane Elbow connecting to give Kairi the win and the tournament.

 

 

Shayna accepted Kairi’s help to get to her feet afterwards and hugged Kairi in a gracious show of respect in defeat. It was the right call – Baszler’s heel persona can be reenforced later. Baszler sold the ribs constantly during the aftermath. HHH, Steph, and Sara Amato come in to congratulate Kairi and present her trophy, and we end on her celebrating her victory.

 

Winning the MYC put Kairi in the title picture for Asuka’s vacated NXT Women’s Championship, and Baszler has since been officially signed and I’d imagine is likely to show up directly on the main roster at some point to jumpstart a 4 Horsewomen feud.

Great endcap to a great tournament overall, and it was wonderful to see this spotlight on women’s wrestling featuring so many exceptional competitors.

Mae Young Classic Episode 8 Review

maeyoungclassic

 

Here we go. These were the last matches that was taped over the July weekend and this the penultimate episode of the tournament.

My thoughts on round 1: episodes onetwothree, and four.

Round 2: episodes five and six.

Quarters: episode seven.

 

Semi Finals:

Opening video package spotlights recaps the quarter finals and shows how each of the four remaining wrestlers advanced.

Crowd’s still nicely fired up despite two long days of tapings.

 

1) Shayna Baszler vs Mercedes Martinez ***

These two are stablemates on the indies (along with Nicole Savoy) in Trifecta. Mercedes is also the reigning Shimmer champion. Shayna justifies her post match actions towards Candice LaRae in her quarter final as sending a message in the build up video, while Mercedes talks about her long path to get here. They reference Mercedes being Shayna’s mentor and show footage of them together without mentioning Trifecta by name. Really good build up stating winning is more important to both than their history and pitting the experienced veteran trying to culminate her journey against the hungry, dangerous protege willing to stop at nothing to claim this for herself. 

Camera lingers of course on Rousey and company in the front row as Shayna comes out. Handshake to open, which is more respect than Shayna’s given anyone else in the tourney. Mercedes is the first to go heavy with the strikes and the story seems to be seeing if Shayna can take as well as she gives. Good approach.

Nice spot early on sees Mercedes seemingly about to go for a running kick on a seated Baszler, who is ready to counter it. Mercedes instead slips around and applies a chinlock. Crowd oohs in appreciation of her outmaneuvering her opponent.

After more dominating offense from Mercedes Shayna’s finally had enough and takes over with a frustrated flurry of strikes. Now Baszler in firm control for a bit, but Mercedes eventually reverses a submission into the Regal stretch. When Baszler powers out they end up exchanging strikes on their knees. After more back and forth once they get to their feet Mercedes hits the Fisherman’s Buster, but takes too long recovering and only gets 2 when she finally covers Baszler.

Martinex just wears Bazler out with a pair of Saito suplexes and a German, then goes for the Fisherman’s again. Baszler fights it off once, then reverses another attempt into a suplex. At the top, she reverses direction and drop Mercedes right into the choke. Mercedes fights longer than anyone else has, but has to tap.

Good, hard hitting match here with another cool finish of Shayna smoothly transitioning into her finisher. Easily Shayna’s best match of the tourney so far. One half of the finals is set.

 

Baszler selling effects of the battle, furthering the story of this being her biggest test to date. Stephanie, HHH, and Sara Amato are in the ring to congratulate her. Martinez hugs Baszler in congratulations and HHH presents Baszler with a rose bouquet signifying her win. I understand the real emotion behind the way this played out, but after being built up as a cocky heel for three rounds Shayna should have continued that role here instead of playing mutual respect with her mentor. The crowd was already cheering her a little because of her deadly finisher and skills. This made her a full face going into the finals. Of course that said, her opponent will be a bigger face, so perhaps it doesn’t matter much.

 

2) Toni Storm vs Kairi Sane ***1/2

Kairi sites Storm’s “classic wrestling technique” as her strength, then we cut to footage of Storm’s swivel “hip” attack to a seated opponent’s face. Sigh. Kairi plays up her elbow drop as the equalizer, and both are determined to win. Short and to the point.

Kairi salutes the trophy with a determined look on her face on her way to the ring. Near everyone has been acknowledging it in some way as they come out, and again little things like that really do a lot to drive home that there’s value and prestige to what they’re all fighting over.

Great chain wrestling sequence to start with constant smooth reversals from both. Insert shows Bazler watching on from the back. The early going is about them feeling each other out and mostly having an answer whenever the other gets an advantage. Well done. A bit in, Kairi goes for a crossbody from the top to Storm on the outside and Storm doesn’t quite catch her flush, leading to Kairi taking a header into the steel mesh ramp as they land. This is no doubt where Kairi got the concussion she was out with in the weeks following the tournament, and it’s amazing she didn’t get knocked completely cold there.

She gets right up and rolls Storm into the ring to continue. She works Toni’s back for a while with crab variations, but then gets caught with a nice kick counter by Storm when she goes for a sliding strike. Storm follows with a nice release German that sends Kairi to the corner and hits the running hip attack, but Kairi explodes out with the spear to counter a second. Great sequence.

Kairi’s got a nasty welt forming on her face from hitting the ramp. They both struggle to their feet and exchange hard strikes for a while, which Kairi eventually gets the better of to put Storm down and go up for the elbow. Storm gets to her feet and catches Kairi on the top turnbuckle though, pulling her off in Muscle Buster position and dropping into a Fisherman’s suplex for an extremely close 2. Toni’s in shock. She sets up for Strong Zero but Kairi fights out. Kairi looks to capitalize with a back fist but it’s blocked and Storm takes her down into a bridging armbar on the arm Storm’s been working all match. Storm’s working of the hold combined with Kairi incredible selling and expressions makes this look deadly. Kairi toughs it out and eventually manages to turn onto her back beneath Storm and roll the latter up for 2.

A hard strike from Storm lays Kairi out and Storm hits the top rope legdrop that beat Viper to Kairi’s back, but Storm’s hurt too from the move and can’t cover. Kairi’s actually the first to crawl up. When both are on their feet Kairi nails the backfist this time to put Storm right back down and abuses Storm’s back some more. With Storm face first on the mat Kairi goes up again and this time her beautiful signature elbow drop connects to Storm’s back and the after that the pinfall is academic.

 

Perfect endcap to the pre-taped rounds and one of the best matches in the tourney. This is the performance I’ve been waiting for from Storm, and Kairi has just killed it all tourney long.

Kairi’s crying in joy as her hand is raised and gives Storm a huge hug as the latter congratulates her on advancing. As with Shayna, HHH, Steph, and Sara come out again to celebrate with the winner.

 

Baszler comes out to square up with Sane at the top of the ramp, Kairi offers a handshake with a respectful smile, but when Baszler ignores it to stare her down and place her fist under Kairi’s chin the Pirate Princess gets a deadly stare of her own in her eyes and simply returns the gesture. Great moment resulting in a fantastic visual to build anticipation for the final. Kairi shakes her head at Baszler to indicate she can’t be intimidated, then pulls her arm back only to present the other in her standard way of calling for the elbow drop. Shayna smirks slightly and they keep eyes locked as we fade out. That whole confrontation was pitch perfect.

 

——-

This is the final I expected, and Baszler’s strength and grappling against Kairi’s speed and explosiveness is a great pairing. Two extremely good matches here set it all up wonderfully. One match to go.

My Top Ten Favorite Board Games (late 2017)

Tastes constantly evolve, so as I mentioned in my previous versions, I intend to periodically revise my top ten games to see how things change and share any new games that have impressed me.

Ground rules:

  • This reflects my favorite things to play. I love everything on this list. Order is pure personal preference and whole list HIGHLY subject to change and reshuffling, as ten is a small number to cover all the great games I’ve played and something’s bound to be missing.
  • Narrowing things down to just ten games is always difficult. Some games have been replaced here simply because of other games that suit my current tastes (and those of my group) just a little more. Blueprints, Euphoria, Mysterium, and The Duke are all still fantastic games well worth seeking out / trying.
  • Expansions I have are considered with the base game and won’t be listed separately.
  • The write-ups for reappearing games were changed only as needed.
  • Links to further reviews included as available.

 

Outside Looking In:

Here are some honorable mentions of games I’ve enjoyed that very well could make this list as I play them in the future: Ars Alchemia, Magic Maze, Near and Far, Ravens of Thri Sahashri, Trickerion, Yokohama, and many more…

 

10. Viticulture

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The debut game from Stonemaier, which instantly made them one of my favorite publishers. Beautifully realized worker placement game that is just completely infused with the unlikely theme of winemaking. The Tuscany expansion adds several great aspects that make it even more amazing, and the game scales incredibly well and feels like the same game no matter the player count. As usual with Stonemaier the production quality is absolutely unreal, with individually shaped building pieces and gorgeous art elevating the immersion.

 

 

 

9. Yamatai

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Yamatai is a great area claiming game that’s reasonably accessible yet achieves significant depth due to modular setup, the variety of action choices available, and needing to properly exploit boats/resources placed by opponents. There are a lot of  -interesting choices every single turn and subtle underlying strategy and tactics to experiment with. I’ve played two and three players and the dynamics were quite different while still retaining the same feel and appeal. This is a fantastic new addition to my collection.

 

8. Castles of Burgundy 

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Castles of Burgundy  is a wonderfully unique, and it shines in the unusual way uses dice to determine both which tiles a player can buy and which purchased tiles can be placed on their personal player boards. There are a lot of “moving parts” and things to keep track of, but it’s all logically laid out and intuitive once you get the hang of it. There’s tons of replayability and different viable strategies, even before considering the numerous different player boards available. I fall more and more in love with this game each time I play.

 

 

7. Scythe

Scythe definitely has a learning curve and is Stonemaier’s heaviest game yet, but I was pretty well acclimated after a single game and I adore the way it comes together. This is a unique game that won’t necessarily appeal to all fans of Jamey’s other offerings, but players who can take it for what it is and enjoy adapting to (somewhat) constantly changing situations and balancing needed actions with required currencies will find a thoroughly enjoyable (and quite possibly addictive) experience here. Extra praise is deserved for a great included solo player variant that captures the same feel as the “regular” game. If I had more opponents up for this and thus more opportunities to play it would likely be ranked even higher.

 

 

6. Ghost Stories

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Fantastic co-op game that’s fairly easy to teach but has a lot of variation and depth. Best on its own or with Ghost Moon (Black Secret has fallen flat with my group so far). Notorious for its difficulty, but we’ve found it challenging rather than frustrating. The changing board, player powers and enemy cards make every game significantly different, which greatly aids its longevity. It’s also great to have a go to co-op game on hand, as many of my “non-gamer” friends have really enjoyed trying something that has them working with, rather than against, the rest of the group. I played a LOT of excellent co-ops lately that are nipping at Ghost Stories’ heels, but for now this is still the standard bearer for the genre.

 

5. Hanamikoji

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Hanamikoji‘s gameplay design is phenomenal. A selection of four specific actions, all of which must be used eventually, determine how cards must be played in attempting to play more matching “gifts” for each central geisha card on your side of the table. The depth and brilliance of the game come from actions that involve picking several cards from your hand, of which your opponent then gets to choose some for themselves. You can essentially only ever guarantee a single card in your hand each round is going to count for your own scoring, and the psychology and  strategy of picking what options to give your opponent are vexing in the best possible way. This is quick, surprisingly deep, and addictive.

 

4. La Citta

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La Citta is over fifteen years old and feels so timeless and classic I’m actually surprised it’s not older. Wonderfully thematic game that combines tile laying and resource management as players try to build the most attractive cities and lure the greatest population (the game’s victory points) to them. Details like needing water sources to grow beyond a certain point, having to produce enough food to feed your population, and a changing priority system signifying what people value most in their cities each round make this a fantastically deep, balanced game.

 

 

2. (tie) TIME Stories

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The best part of T.I.M.E Stories is how engaging it is. The sense of foreboding and immersion, as well as the depth of gameplay, achieved with just a deck of various cards is INCREDIBLE. The artwork and graphic design are both exquisite and work in tandem to fulfill both functional and thematic demands perfectly. We were completely invested on surviving the game and completing our mission, and extremely intrigued with the mysterious happenings we were thrown into. It really felt like we were exploring and investigating, which again is amazing given everything is represented by and explained on cards. The puzzles and situations are appropriately challenging without being impossible, and it all further enhances a strong core story that has some great twists.

This really comes together brilliantly and blew me away in all aspects of design, immersion, and fun, as evidenced by the fact that it actually tied my previously clear cut favorite game of all time…

 

 

2. (tie) Princes of Florence

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For the first time in a great many years I’m not only ranking something equal to Princes of Florence, I’m ranking something else higher. But make no mistake, it’s still the bar for me in terms of design and longevity.

It incorporates what’s usually one of my least favorite mechanics (the auction) in a quick and enjoyable way that enhances the balance of differing strategies greatly. At any point if an opponent’s strategy seems to be working too well, the others players need to be making them pay more for the needed components. The way the different elements that can be purchased and used come together is wonderful and allows deep and varied gameplay. The combination of resource management, strategic choices and maximizing opportunities is just perfect and I could (and probably will) play this a million times.

 

1. Tragedy Looper

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Here’s the juggernaut that finally toppled Princes from it’s perch atop my favorite games. Tragedy Looper is unlike anything else I’ve played and I absolutely adore both the atmosphere and the way its core mechanics combine mystery elements with those of a logic puzzle. It’s somewhat of a tough game to get your mind around, given unusual mechanics and a non-trivial learning curve, but once you do it’s a great mystery game (a genre that’s underrepresented and hard to do well).  It’s asymmetric, with players who are time traveling and trying to prevent a tragedy, and a gamemaster that is trying to stop them. There are limitations on possible actions based on the scenario and various stats of the characters being controlled, which is where clues about what has happened and how to prevent it come from. It requires the right group of players, but is highly enjoyable once you’ve found them.

 

——-

And that’s it for this time. Will be interesting to track how this list changes in the future. What are everyone else’s current favorites?

Mae Young Classic Episode 7 Review

maeyoungclassic

 

My thoughts on round 1: episodes onetwothree, and four.

And round 2: episodes five and six.

 

Quarter Finals:

Opening video package spotlights all eight of the remaining wrestlers and who they each beat to get this far in a nice touch. Six of the eight (all but Storm and Sane) are former or current members of the Shimmer roster (including current champ Martinez), which is great to see.

 

1) Abbey Laith vs Mercedes Martinez **3/4

Commentary’s a little better here with the previous rounds to refer back to and provide structure for them. They focus heavily on Mercedes being the most experienced participant left, both in terms of the advantage it gives and the nagging injuries she may have hindering her.

This was all about the two just straight up striking at each other until one fell. Abbey had a nice dive from the tip onto Mercedes on the outside at one point, as well as a close near fall off of a sweet German suplex (one of her finishers on the indies). Their kick exchanges looked stiff as hell and were a highlight here. Mercedes planted Abbey with the Fisherman’s Buster to win this one. Solid.

In some ways I would have preferred Laith advancing, but she got a decent chance to shine in the tourney, I understand why Martinez won, and the competitor using Mae Young’s finish going out in the quarters instead of marching to the finals gives a nice appearance of unpredictability.

 

2) Shayna Baszler vs Candice LaRae **

The story here was Candice giving her overpowering opponent more than Shayna bargained for. Like in previous rounds, it wasn’t designed to allow Baszler to show her full range of skills, just flashes of dominance, power, and heel mannerisms. Another out of nowhere but pretty cool finish sees Baszler reverse Ms. LaRae’s Wild Ride in midair directly into the rear naked “sleeper” for a quick tapout.  Baszler viciously keeps it on after the match until Candice passes out. Then after having her hand raised Baszler goes BACK over to LaRae and literally kicks her while she’s down (to the consternation of Gargano, who was in the ring checking on his wife) in mocking fashion. Very well executed for what it was: a vehicle for making Baszler seem dangerous and callous. She’ll face her fellow Trifecta stablemate Martinez in the semis.

 

3) Toni Storm vs Viper ***

This had several fun exchanges and was a much better showcase for Toni than the first couple of rounds. Piper’s versatility was on full display here as she effortless alternated between chain wrestling, displays of her agility, and straight up power moves that made the most of her size. 

I had forgotten who won this so was a bit surprised when Storm pulled it out (with an unfortunately weak looking top rope leg drop to boot that didn’t seem like it would be the finish). I like Storm (and she looked the best yet here), but really wish Piper had advanced. She was extremely impressive in all her matches and more than earned a further look by the WWE. I hope she gets more opportunities in the future.

 

We get look at three of WWE’s Four Horsewomen (Charlotte, Bayley, and Becky) confronting Shayna’s three MMA Four Horsewomen stablemates backstage as the latter were being interviewed about Shayna’s success in the tournament. Rousey’s acting is not good, and the whole thing was surprisingly cheesy and awkward for a ten second posturing segment. The march of inevitability towards the two groups facing off continues.

 

4) Kairi Sane vs Dakota Kai ***1/4

It’s admittedly weird seeing Evie with the size advantage. This featured great strike battles and other highlights including a gorgeous cross run spear from Kairi, a vicious sliding kick in the corner by Kai, and Kairi following up a great double stomp dodge with her beautiful top rope forearm. Kairi’s selling is impeccable, and always does a lot to draw the viewer into her matches. Eventually Kairi lays Kai out and nails her deadly top rope elbow for the win. 

For me, this was the best of the quarters. I’ve heard some were disappointed and yes, they could have done more with a proper allotment of time, but they certainly made the most of what they had to work with and I liked the way this built as it went even within its limitations. Taping four rounds in two days (as well as the general structure WWE used for these tournament episodes) is going to impose some restrictions. I really enjoyed what we got though, and of course with both under contract a future rematch is definitely possible.

 

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Solid quarter final round, and we’re down to four competitors left. The pairings are interesting, and while everything’s building towards the final I expected all along getting there has been fun.

Magic Maze Review

Real time cooperative games are a growing genre with a lot of potential for innovation. I enjoyed Escape: The Curse of the Temple and loved Project: Elite, and was extremely curious when a friend introduced me to another unique, imaginative entry into that general category of games.

 

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The premise of Magic Maze completely ridiculous. The pawns represent a party of adventurers that need to resupply and have decided to rob the … local mall. Yes, really. 🙂 The players share control of all four of them and try to map out the mall, get each adventurer to their favorite shop simultaneously, then get everyone out.

 

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There’s several catches that make those objectives difficult, and Magic Maze a ton of fun. First, this is again a real time game, so players are not acting sequentially but all at once while an hourglass relentlessly winds down.

Second, each player specific actions they are limited to. I may only be able to move pawns North, while other players are responsible for the other three directions. Only one person will be designated to add new tiles to the board when pawns are in position to discover them, etc. Finally, all the teamwork that the previous limitations give rise to in order for players to be successful and win must be done in silence. Player can only tap a special pawn in front of other to indicate that want the other person to do something, without talking, pointing, or otherwise indicating what it is that needs to be done.

That last twist gets a lot of odd looks when trying to teach the game, but it’s an absolutely essential aspect and actually one of the most engrossing things once people start playing. The tension of others not quite seeing what you are or moving towards a different goal or not noticing time running out is palpable and incredibly compelling. Everything comes together wonderfully and the feeling of accomplishment as how to play effectively starts to click is great. There’s definitely a learning curve here, but the time nature of the game means those first couple of games needed just to get a feel for how things work go quick and the game’s uniqueness means it’s immediately compelling even during the inevitable early mistakes and failures.

 

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The replayabiliy is incredibly high here, between increasing complexity and difficulty through additions like more tiles, special abilities, and restrictions, modified strategies needed at different player counts, and varying which players get which moves/powers.

So far I’ve played several two player games of this trying around five of the difficulty levels and a few with eight people at the introductory level (well, level 2 technically with each pawn having their own exit). The challenge ramps up naturally with the new additions, which all fit well within the basic framework. The game is incredibly well designed and balanced.

Playing with two, where each person controls two directions and some of the special actions (use stairs, warp to portals, or place tiles) is quite different than with eight where everyone has a single direction but all are duplicated (and the special actions are spread out among three players). But both were great and felt balanced. My inclination is other possible counts will present other nuances, and I’m looking forward to trying them out. Again, put all of the above together and this seems exquisitely built to stay intriguing and challenging through a ton of replays. Perhaps best of all, it always feels like a full experience while playing in (a max) of 15-30 minutes.

 

Overall Magic Maze is a fantastic real time co-op that features phenomenal design and brings something new and fun to the genre. It made a strong positive impression on everyone I’ve played with, and is a great addition to the game closet.