Non MTG – Strictly Average – MTG https://strictlyaveragemtg.com When Strictly Better is just out of reach. Thu, 25 Oct 2018 10:20:31 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.8 124146750 The Drawing of the Three https://strictlyaveragemtg.com/2018/10/25/the-drawing-of-the-three/ https://strictlyaveragemtg.com/2018/10/25/the-drawing-of-the-three/#respond Thu, 25 Oct 2018 10:20:31 +0000 https://strictlyaveragemtg.com/?p=3942 A junkie, a crippled thief and a kid walk into a bar….

Stephen King’s second installment in The Dark Tower series, The Drawing of the Three, comes immediately after the events of The Gunslinger. Roland has palavered with the man in black and been given a glimpse of his future. Drawing continues to expand that future and brings Roland together with his ka-tet.

Before he meets his companions, he has an unfortunate run-in with a lobster-like creature that cripples the gunslinger by removing two fingers from his right hand (and part of one toe.) This becomes infected, leaving the gunslinger feverish while he treks north and encounters three doors that lead him to his companions.

Here is where The Dark Tower series really takes off. The doors lead to three different times in our world, and King’s writing ability to draw readers in takes off. You feel like you know when and where you are even if you didn’t live in those times yourself, or even with the circumstances around those people or times.

You also get a good amount of character building, both from the new cast members and Roland himself. Despite being completely taken by surprise by what happens within the doorways, Roland manages to scrape by with his instincts and training to complete his tasks and gain his allies as was foretold. But, while he gains people that he grows to love and consider his friends, his deeply ingrained duty, a character trait that is evident early and often for the gunslinger, keeps him keenly aware that, despite his feelings, these people might be sacrificed along the road to the Dark Tower.

Overall, Drawing is a significant step in the right direction after Gunslinger. The pacing is better, the characters are ones you will care about and the settings and times feel accurately portrayed. Here is where Roland and his quest begin to truly take shape, and avid readers will have a hard time putting down the series from here on out.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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The Gunslinger: The Dark Tower Book 1 https://strictlyaveragemtg.com/2018/10/11/the-gunslinger-the-dark-tower-book-1/ https://strictlyaveragemtg.com/2018/10/11/the-gunslinger-the-dark-tower-book-1/#respond Thu, 11 Oct 2018 08:30:46 +0000 https://strictlyaveragemtg.com/?p=3824 Stephen King’s magnum opus begins here. Kind of.

The man in black fled across the desert, and the gunslinger followed.” With those words, Stephen King started his magnum opus in 1978. The series would take decades to complete and, while Gunslinger was not the strongest of the books, it laid the foundation for what would be one of King’s greatest works.

Gunslinger is the shortest of the seven books and lays the basis of the world(s) it inhabits. Roland Deschain is the titular gunslinger, an old fashioned knight of a dying world, chasing who he thinks to be his nemesis, the man in black. Along the way the reader gets both backstory into Roland and his chase through a story told to a farmer, and introduced to another major character, Jake, who hails from New York (yes, that New York) and tags along as Roland continues his quest for the Dark Tower.

There is a surprising amount of information dumped in this opening book, but also a lot that is missing. When Roland finally converses with the man in black, his information is both useful and useless, giving tantalizing hints as to what is to come, but never really saying things that make much sense. And that might be one of the biggest hurdles to The Dark Tower series. Getting into it requires a large leap of faith that things will not only get easier to read, but more enjoyable as well. They do, but getting through Gunslinger is a slog of a read, even for the most die-hard King fans.

That’s not to say that there is not interesting scenes in the book; there are a fair few of them. But they are few and far between as Roland plods along the desert with few people to talk to and fewer to keep with him.

Overall, I would recommend The Gunslinger to anyone that likes Steven King and his work (by the end of the series, you’ll probably run into a few people you recognize from other books, too.) Gunslinger itself is harder to read, but once the series gets rolling, you will be hard pressed to put it away.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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The Way of Kings: Book 1 of the Stormlight Archives https://strictlyaveragemtg.com/2018/09/26/the-way-of-kings-book-1-of-the-stormlight-archives/ https://strictlyaveragemtg.com/2018/09/26/the-way-of-kings-book-1-of-the-stormlight-archives/#respond Wed, 26 Sep 2018 08:30:48 +0000 https://strictlyaveragemtg.com/?p=3540 Sanderson begins his own sprawling epic.

The Way of Kings is Brandon Sanderson’s first book in a planned ten book series known as the Stormlight Archives. It introduces us to Roshar, a new world in Sanderson’s Cosmere; just like the Mistborn series and Elantris, it is lightly connected to his other stories. No external knowledge is required to enjoy these books – Editor

As is normal for these types of books, Kings is rife with new terminology and taxonomy, not to mention characters, locations and backstory. One thing Sanderson does to break this up, besides having multiple main characters, is introduce interludes on the backstory of only one main character per book. Kings focuses on Kaladin Stormblessed and his ‘origin story.’ Kaladin learned how to be a surgeon by working alongside his father, before fighting in the army to protect his brother and his Brightlord. Finally, through a startling turn of events, he becomes a slave.

Another main character is a young woman named Shallan Davar, on a desperate quest to save her family; unsurprisingly, there are several deviations along the way. She introduces us to another key player in the Stormlight Archives, Jasnah Kholin. Sister to a king, renowned scholar, avowed atheist in a religion-steeped culture. Their place in the story gives broad form to the backstory of the world in Kings. They initially focus on scholarship and learning, versus what is considered the masculine arts of war and fighting.

Overlaid on all this is the war for vengeance against the Parshendi, a barbaric people group. While both men are fully engaged in the success of the Vengeance Pact, there is a brewing conflict between Dalinar Kholin (brother to Jasnah, and our third main character) and Torol Sadeas (Dalinar’s peer, and a real piece of work – Editor). Their approaches to success are firmly at odds, which leads to some major waves within the Alethi court.

Kings is an engaging opening book to a series, smoothly teaching readers about a brand new world while still allowing for engrossing battles and plenty of new things around the corner. It ends on a high note for the heroes, but not without great cost.

This is my favorite series; expect plenty of interjections in this set of reviews. As a heads-up, I’ve been told by several friends that Kings is a slow starter. I didn’t experience that myself, but I’d love to hear about your journey – Editor

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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A Memory of Light: Book 14 of the Wheel of Time https://strictlyaveragemtg.com/2018/09/19/a-memory-of-light-book-14-of-the-wheel-of-time/ https://strictlyaveragemtg.com/2018/09/19/a-memory-of-light-book-14-of-the-wheel-of-time/#respond Wed, 19 Sep 2018 08:30:56 +0000 https://strictlyaveragemtg.com/?p=3537 “He came like the wind, like the wind touched everything, and like the wind was gone.”

A Memory of Light is the final chapter of the enormous saga by Robert Jordan with posthumous help from Brandon Sanderson. It ties up the story of Rand al’Thor and company and their fight with the Shadow and does so with epic battles and grandiose stages.

As one would expect, this book leaves no one out. The three main ta’veren are present and doing all sorts of mischief, with Rand not only forging peace throughout the world, but confronting his ancient foe. Mat does things only Mat could get away with, both before and during Tarmon Gai’don and Perrin is his normal meticulous self, doing what needs to be done despite personal desires or cares.

But this is not only the boys’ story. While Nynaeve plays a smaller role than you’d initially think, Egwene is center stage early and often. Even Min has important things to do. Elayne is a boisterous addition to the ladies’ ranks, earning her spot in the finale with a brashness that is now expected of her.

And looming over everything is Tarmon Gai’don: The Last Battle. While there are a number of physical battles going on throughout the book (more on those in a moment), Tarmon Gai’don is the culmination of the shepherd becoming the savior. Rand’s battle with the Dark One, while not what people might have expected, is a fascinating read that allows people to truly grasp who and what the Dragon represents for the world. His is the story of second chances, of the glory of doing not only the right thing, but the right thing correctly. Ultimately, Rand does what he does because, even at the end of things, he retains his ability to learn from his mistakes.

While Rand does his dance with the Shai’tan, everyone else is busy fighting a more normal war against the forces of the Shadow. In any war, there are costs, and there are no punches pulled here by our authors. There are deaths that will surprise you, and deaths that might make you surprisingly emotional, considering to whom they happen (stupid horse. It’s a horse. Why should that make me so sad?). The heroes fight an impossible battle, led by a degenerate gambler who swears he is no hero despite all his heroic actions.

A Memory of Light is the apex of writing, to me, of both Jordan and Sanderson. It shows that they are capable of not only making huge, sprawling battles engaging, but the niggling details as well. Rand’s encounter is as captivating as Egwene’s duels with M’Hael, Perrin’s hunt for Slayer and even Faile’s insane trek through the Wastes. The book shines as a beacon of what a culmination of such massive proportions should be and will have you coming back to the series time and again as there are no beginnings or endings to the turning of the Wheel of Time. But this was an ending, and a damn good one.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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Towers of Midnight: Book 13 of the Wheel of Time https://strictlyaveragemtg.com/2018/09/13/towers-of-midnight-book-13-of-the-wheel-of-time/ https://strictlyaveragemtg.com/2018/09/13/towers-of-midnight-book-13-of-the-wheel-of-time/#respond Thu, 13 Sep 2018 08:30:17 +0000 https://strictlyaveragemtg.com/?p=3493 Never bet against a man with the nickname “Gambler”

Towers of Midnight is the second addition by Brandon Sanderson into the Wheel of Time saga after Robert Jordan’s death. This proves to be the penultimate book in the series and Sanderson uses almost 1300 pages to wrap up a number of storylines before Tarmon Gai’don and bring others to the forefront.

As such, this is largely Mat and Perrin’s book. Egwene also plays a large roll, but the two other ta’veren and their stories need to get them to where they need to be and with whom quickly, because both are long overdue for some major happenings (plus, Mat is married now, and he hasn’t seen his wife since the nuptials.)

Perrin’s part in this book deals largely with finishing his story with the Whitecloaks and finally getting back to Andor. He is hampered by Graendal and Slayer, who are ordered to trap and kill the Wolfbrother. In his path are the Whitecloaks led by Galad Damodred, who is the first of the trio of kin to reunite with their mother, Morgase. The former queen upends Damodred’s world a little and sets him on a path to see more than white or black, if only in small increments, which corrects one of his biggest flaws as a character, (somewhat).

But Perrin has to deal with Slayer by and large on his own. The man with two souls destroys an old friend (literally) and adds to Perrin’s burdens before finally being driven off and allowing Perrin to escape the trap. After some consternation from the women in his life, Perrin comes back to a pitched battle between Trollocs and the Whitecloaks to save the very people that have hounded him from the first book.

Egwene is consolidating her power as Amyrlin Seat, but is fighting with a murderer hiding in the tower in Mesaana. Gawyn is an on-again off-again thorn in her plans for all the right reasons, regardless of her desires, so she drives him away for a bit. Her fight with the Shadow takes place in the World of Dreams, while he comes back and fights off the very thing that he warned Egwene about in the waking world. Egwene’s battle is intense and involved, but would have come out very different if not for her soon-to-be warder’s constant interference.

Mat’s tale is less battle focused, but more enlightening. He’s stuck in Caemlyn because of his word to Verin, but runs into the gholam and is determined to see it dealt with. He also finagles his way into seeing Elayne and getting Aludra’s Dragons in production, much to Elayne’s delight and Brigitte’s dismay. Mat ends the golem with some help from the Kinswomen, then, at the end of the book, finally gets to go to the lair of the snakes and foxes and deal with the Moiraine problem. Wandering the halls of another world, Mat, Thom and Noel find the woman who has been missing since way back in book four and, with a little sacrifice, bring the woman who started the boys on their journey back to their world.

Overall, Towers might seem like a lot of fluff, but it is all things needed to get people where they need to be in the grand scheme of things before Sanderson can wrap up this large story. He does a good job pacing the book, switching between characters enough to keep the reader interested in all the story lines. Rand’s mostly lack of appearance in the book doesn’t detract from it, since he’ll be a large focus for obvious reasons in the next one. Towers is a solid read and will keep you turning pages, if only to get you through to the grand finale.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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The Gathering Storm: Book Twelve of the Wheel of Time https://strictlyaveragemtg.com/2018/09/05/the-gathering-storm-book-twelve-of-the-wheel-of-time/ https://strictlyaveragemtg.com/2018/09/05/the-gathering-storm-book-twelve-of-the-wheel-of-time/#respond Wed, 05 Sep 2018 08:30:02 +0000 https://strictlyaveragemtg.com/?p=3395 When one becomes three, you have to start somewhere

The Gathering Storm is the first of three books written largely by Brandon Sanderson to finish the Wheel of Time series following Robert Jordan’s death. Jordan left Sanderson an outline, extensive notes and even several whole chapters to use in the books, so his vision for Rand and company would be fulfilled in the way he intended, even if he himself didn’t get a chance to see it through. And while Jordan originally promised just one more book to finish the series, Sanderson was unable to see how to make that happen and, with the approval of both the publisher and Jordan’s wife, split the final book Jordan intended into three.

Egwene and Rand dominate this book. Theirs are the two stories with the furthest to go, so that statement is unsurprising. Egwene’s story takes almost an entire quarter of the book herself in her quest to usurp the usurper in Elaida and reunify the White Tower. Her work does not come easily, as she is regularly beaten, embarrassed and humiliated, but her time with the Aiel has forged her into tougher stuff than her enemies believe and, with some unexpected ‘help,’ she is able to do what she needs to claim the Amylin Seat. Sanderson proves to be a bit more direct than Jordan, revealing something in a straightforward way that had been speculated for a long time before this. This reveal allows Egwene to eventually prune the Black Ajah from both the rebels and the White Tower. One major Darkfriend is missed, but that is a story for the next book.

Rand breaks. His drive to be harder and harder shows its fatal flaw in his brittle, startlingly aggressive behavior. He breaks when Semirhage escapes and almost captures him. He breaks when his allies don’t live up to what he feels they should (you should feel bad for someone like Cadsuane, but she does get under your skin. Plus, it’s not like she doesn’t largely ignore Rand anyway and comes through in the end). He breaks one last time when Cadsuane and Nynaeve get together and reunite him with the unlikeliest of people. This breaking almost pushes him too far before he finally makes peace with himself and all the problems he both caused and is working to fix. His is the redemption story of Storm, and in the end, Rand comes through with shining colors.

Mat, Perrin and most of the rest of the cast sees some time in the book, but largely it is either focused through or on Egwene and Rand and their tribulations. And Sanderson proves his worthiness in doing so, as this book is both true to Jordan’s work, but at a faster pace that some readers will enjoy. The Gathering Storm is an excellent book and bridge from Jordan’s solo work to the combined efforts of the two authors.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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Fallout 3: When a Post Apocalyptic Masterpiece gets a Drastic Overhaul https://strictlyaveragemtg.com/2018/08/30/fallout-3-when-a-post-apocalyptic-masterpiece-gets-a-drastic-overhaul/ https://strictlyaveragemtg.com/2018/08/30/fallout-3-when-a-post-apocalyptic-masterpiece-gets-a-drastic-overhaul/#respond Thu, 30 Aug 2018 08:30:12 +0000 https://strictlyaveragemtg.com/?p=3398 We heard you like open worlds. How about an Open Capital Wasteland?

Fallout 3 marks the end of Black Isle’s work (so far) in the Fallout universe and the beginning of Bethesda’s. Bethesda is known for its sprawling open world games, and brings that bounty of knowledge to the world of Fallout in a huge way.

If you’ve been following these reviews, you’ll know that I (like many) feel like Fallout 2 was the apex of the series. Its simplistic but deep gameplay and lore make diving into the game time and again a fulfilling time sink. That said, Fallout 3 is fantastic in its own right (despite wasting the vocal talents of Liam Neeson on what largely amounts to a bit part). Bethesda took Black Isle’s idea and universe, and opened it up in a huge new way.

The Pip Boy shown here allows players to navigate their inventory and check their health and stats. There’s also a world map and local map to peruse for points of interest.

That starts with, well, pretty much everything. Gone are the hex-based tiles and turn based combat. Instead, we are given an open world and first person shooting (or V.A.T.S., more on that later). Gone (for now) is the West Coast area, as Fallout 3 takes place in and around what remains of Washington D.C. Bethesda started its efforts in the Fallout universe in an entirely new area to distance itself from Black Isle’s work while still diving into its lore and mythos.

That lore and mythos are greatly expanded in Fallout 3. There are all kinds of little places, hidden items and accessible things that allow Bethesda to take the world that Black Isle built and have it explode outward. And being a fully realized 3D open world, players get to see what the horrors of nuclear fallout bring up close and personal. While the story is fairly straightforward (find Liam Neeson, aka Dad), it has many a twist and turn to get there and also has an immense number of side things to find and do, if you so choose. (Editors Note: Operation Anchorage is the worst ever, and Mothership Zeta is not canon.)

VATS allows those who don’t excel at FPS games to still get to enjoy the Fallout world

Combat in Fallout 3 comes in two forms. Traditional first person shooting or a system called V.A.T.S. (Vault-Tec Assisted Targeting System). V.A.T.S. is Bethesda’s nod to Fallout’s roots, as it utilizes action points and boils combat back to its numbers bases. How you leveled up your character matters more in V.A.T.S. than first person mode, since the weapon type you are using and how it is scored in your character sheet provide the V.A.T.S. system with the information it needs to determine success or failure in combat.

Bethesda, by and large, stuck with Black Isle’s view on the world. If you are strong enough to get away with it, go ahead and do it. Karma plays a bigger role in this game, however, as people will hear of your atrocities and act accordingly, but that sometimes works both ways, as there are places that don’t like goody two-shoes as well as places that aren’t fond of genocidal maniacs. Oh, and they won’t let you kill kids in this game (without an unofficial mod, that is).

Overall, Fallout 3 is an excellent toe in the water for Bethesda into the Fallout universe, and helped propel the series back into the spotlight after a lengthy hiatus. Old time fans and newcomers alike are sure to find plenty to enjoy in this game.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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Knife of Dreams: Book Eleven of the Wheel of Time https://strictlyaveragemtg.com/2018/08/29/knife-of-dreams-book-eleven-of-the-wheel-of-time/ https://strictlyaveragemtg.com/2018/08/29/knife-of-dreams-book-eleven-of-the-wheel-of-time/#respond Wed, 29 Aug 2018 08:30:12 +0000 https://strictlyaveragemtg.com/?p=3392 The end of an era, but not the saga.

Knife of Dreams is the beginning of the end of the Wheel of Time saga, despite there being three books after it. Here is where things really start to heat up, and some plot lines begin to wind down or close. Following immediately after the parallel story told in Winter’s Heart and Crossroads of Twilight, Knife of Dreams again streamlines the timeline into one book at a time.

Knife hits on pretty much all the major players in the series, and all of them make great strides in their respective places. Mat sees the most time as he darts around Altara with Tuon in tow. His is a series of small skirmishes and clever maneuvers to see him and the Band free of Seanchan lands while returning Tuon to Ebou Dar to claim her rightful place as Empress. Oh, and he gets married. Yeah, it surprised him, too. Kind of.

Elayne also sees a lot of face time in this book, due largely to the fact that the issue of the Rose Crown is finally finished, if in a rather roundabout way. Because nothing she does can be easy or straight forward, Elayne has a lot more trials before donning her mother’s crown and ascending the Lion Throne, and in typical Elayne fashion, is ready to move right on to the next major task.

Perrin and Faile’s trials also come to an end in this book, with Perrin making an alliance with the Seanchan to root out the Shaido from Malden. Not that it is that easy, because nothing is. Perrin faces betrayal from an unlikely friend, but impresses the Seanchan commanders with his battle acumen. While his story is far from finished, Faile ensures that one troublesome member of his party does not get to see Tarmon Gai’don.

Rand is actually in the book, too, and his is the saddest parts of the book. His drive to become harder and harder starts to really show the flaws in that plan, and trying to forge peace delivers a Forsaken into his custody, but at a cost to both his body and mind.

Egwene only sees a little time in this book, setting up her showdown with Elaida more in the following book. Readers get to learn that she won’t be executed, and how Elaida thinks to bring her ‘back’ into the White Tower fold.

Knife of Dreams is both a great and sad book. Its greatness comes from its contents; the story moves well, the characters all face their trials head on and even the more side characters like Galad and Lan get some good development. It’s sadness comes in that it is the last book Robert Jordan got to finish on his own, as he passed away before finishing the series. While the author chosen to finish the saga, Brandon Sanderson, is an excellent writer and does a wonderful job, there is sadness in not knowing exactly how Jordan would have done the job himself. His notes, outline and even some straight chapters are used by Sanderson in the next three books, so the story has it’s intended ending, but it is not an ending Robert Jordan got to see to fruition himself.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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Fallout 2: The Excellent Return to Misery https://strictlyaveragemtg.com/2018/08/23/fallout-2-the-excellent-return-to-misery/ https://strictlyaveragemtg.com/2018/08/23/fallout-2-the-excellent-return-to-misery/#respond Thu, 23 Aug 2018 08:30:20 +0000 https://strictlyaveragemtg.com/?p=3306 Sometimes, all the world really needs is a nuclear blast or two (thousand).

Fallout 2 is the immediate successor to Black Isle’s Fallout and came out less than a year after its originator. While similar in a lot of ways to the original, Fallout 2 takes place around 80 years after the end of Fallout and features a larger world map and deeper, richer story.

Dialogue and, by extension, charisma, have been more fleshed out in Fallout 2. While a totally peaceful character is not particularly possible (it’s hard to negotiate with Rad Scorpions), there are several situations where violence isn’t the only answer.

You are a member of the original Vault Dweller’s descendant tribe known locally as The Chosen One. As the game opens, you earn that character’s original Vault Suit to prove your worthiness to go on the quest needed to save the village. That quest? To find a machine known as the G.E.C.K (Garden of Eden Creation Kit), a quest that should be relatively simple; the holy Vault 13 where your ancestor came from should have some.

But nothing is ever easy, and the quest takes you far from home across a sprawling post-apocalyptic California. The world map is significantly larger than the original and you will find a lot more places to explore; some hostile, some peaceful, assuming you let them stay that way.

Because, like in the original, Fallout 2 allows the player to do pretty much whatever they want within the game’s world. There are consequences, but if you are strong enough (or glib enough) to deal with them, you are capable of doing, stealing or killing anything you want.

Combat will look amazingly similar in Fallout 2, since it’s another system that didn’t get a lot of overhaul between games, but that doesn’t make it less engaging and entertaining to partake in.

There are a lot more companions in this game, too. Early, you’ll find a tribal named Sulik that you can recruit. He’s murder with a spear and can use an SMG (although he tends to not care where the spray goes). However, he’s touchy if you start offing kids, so be careful. He’s one of many characters that will help you on your way, all of whom have their strengths and weaknesses. Editors Note: Goris is best companion, change my mind

Combat is, for all intents and purposes, identical to Fallout, hex- and turn-based in nature and guided by Action Points. Black Isle didn’t do a lot of innovating with the basics between games, so some major components, like combat and dialogue will feel familiar.

Numbers-driven to the core, Fallout 2’s character screen is almost identical to the original. There are more perks and things to dive into, but bloody mess is always a good starting choice.

But the story is a much deeper dive into the world of Fallout and it shines. If you look for it, there is lore everywhere to be found and combed through; plus you will meet and learn about a variety of factions within the world, like ghouls, mutants and even non-irradiated people like New California Republic, a city that was founded by a fairly familiar individual…

Overall, if you enjoyed Fallout you will definitely enjoy Fallout 2. It is arguably the pinnacle of the series, even topping Bethesda’s later open world FPS entries due to it’s superior story and, if we’re being honest, nostalgia. Regardless, Black Isle did a fantastic job on Fallout 2 and it is well worth a dive, even twenty years after release.

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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Crossroads of Twilight: Book Ten of the Wheel of Time https://strictlyaveragemtg.com/2018/08/22/crossroads-of-twilight-book-ten-of-the-wheel-of-time/ https://strictlyaveragemtg.com/2018/08/22/crossroads-of-twilight-book-ten-of-the-wheel-of-time/#respond Wed, 22 Aug 2018 12:07:14 +0000 https://strictlyaveragemtg.com/?p=3303 Sometimes, the worst things happen to the best people

Crossroads of Twilight continues Robert Jordan’s sprawling epic but this time, it does so parallel to the previous book rather than immediately following it. So while we know Rand has done some spring cleaning, nobody else does yet.

This book follows the ancillary characters more than the big man, though. Perrin and Mat get a lot of face time, but the queen of this book is Egwene and her struggles with the rebel Hall and the seige of Tar Valon.

And that siege is going as well as can be expected. Mostly. There is no real fighting done, since not even Elaida wants Sister fighting Sister again (well, maybe a little, but not enough to push the issue.) And while Egwene and her Hall are coming up with new information and trying to think of new ways to end the war, Elaida is fighting her own battles within the White Tower. In the end, Egwene’s pride costs her a little (lot) and she finds herself in an unfortunate turn of events.

Perrin, meanwhile, is still doggedly (wolfishly?) obsessed with retrieving his wife from the Shaido and slowly starts to become unhinged in the process. He resorts to ugly methods and ultimately is willing to make a deal with the proverbial devil in the Seanchan as long as he gets what he’s after.

Mat is in the process of both fleeing those Seanchan and trying to woo their leader in Tuon, whom he was told he would marry a long time ago. He also learns of the sul’dam and the major flaw in Seanchan thinking, that they can learn to channel themselves. This poses a conundrum for Tuon, since she herself is a sul’dam.

Elaine also plays a decent part in this book, but mostly just sitting around Caemlyn trying to secure her rightful place as queen. She’s finding allies, but also finding more enemies as she goes.

This book wraps up with Egwene and her series of unfortunate events and is overall a solid book, if a slow one. The later books in the series before Jordan dies really feel bloated at times, although most of what is written turns out to be relatively important to the story as a whole. The next book, A Knife of Dreams, is the final book written solely by Robert Jordan himself before he passes away and begins again the progress of the march towards Tarmon Gaidon.

 

Justin enjoys most games. He is currently learning the ins and outs of competitive modern Magic while enjoying all sorts of other gaming mediums, assuming he can find the spare time.

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