• Dragon Age: Inquisition – First Impressions

    Having just started playing this game on PC, the largest issues by far are the interface and controls. Some bulletpoints, ordered by least to most severe:

    • Uses Skyrim‘s menu style of only being able to see one section at a time (only weapons, only armor, only one type of magic, etc.).
    • Cannot bind mouse keys.
    • Tactical Mode is an unmitigated disaster.
    • Have to hold down the mouse button to move, cannot click on a point and automatically move there.
    • No autoattack. You have to hold down the attack button to keep attacking.
    • Clicking on an interactable item will not move you to that item, you have to be standing right next to it when you click to use it.
    • No more tactics system. Can only enable/disable abilities and set what health threshold to use potions at.

    Another issue is that mages have only like half the available spell options they used to. The Entropy school has up and vanished along with nature/spirit damage, leaving you with just Fire/Frost/Lightning & ‘Spirit’, which is a mishmash of a few abilities each from Arcane/Creation/Mind. What the fuck?

    It certainly looks fantastic visually though and greatly encourages exploring for items off the beaten path. Time will tell if those rather severe GUI/control issues will eventually outweigh the novelty of exploring open areas for hidden resources. Oh, and here are some bug fixes I found lying around while waiting to start playing the game that may or may not help you:

    • Choppy Cutscene Fix: Add ” -GameTime.MaxSimFps XX -GameTime.ForceSimRate XX+” without the quotes (and with XX being replaced by the desired framerate, I’ve had better results using 30 rather than 60 myself) to the end of the target line in your DA: Inquisition shortcut properties. This fix may break starting a new game however, so only enable it on a saved game.
    • Banter Bug Fix: Fast travel to a camp. Mount up, dismount, and then rest at the camp.
    • Zoom Out Limit Remover: Cheat Engine
    • Assassin Token Quest: Apparently you have to defeat two of the assassins before draining the lake and finding the third. And you should save before fighting them in case the token doesn’t drop. Allegedly there’s also a rogue in Valammar by a bridge you can kill that has a chance of dropping them.

  • Indexing, Skin Game, & Some Other Books

    May as well get these out of the way while I’m updating things. Read them months ago and just couldn’t be bothered recording them.

    • Seanan McGuire‘s Indexing is pretty good. It’s a bit busy and the fairy tale elements are obviously contrived, yet it manages to work for the most part rather well.
    • The most recent Dresden Files installment, Skin Game, makes me start to seriously wonder what I ever liked about the series. To be fair I actually started wondering that last installment, but this one really drives the feeling home. The relationship between Dresden and Murphy, the light saber, his self-moral questioning… it’s all just cringe-worthy. There are a few notably well-done scenes, but for the most part it just seems incredibly juvenile.
    • The fourth book in Keri Arthur’s Nikki and Michael series is shockingly enough not awful. Rather, Kiss the Night Goodbye is merely average.
    • The Damask Circle series, also by Keri Arthur, ties into the above series. Its first three entries (Circle of Fire/Death/Desire) are all both episodic and more or less as painfully generic as a paranormal romance can be.
    • And finally we come to Cecy Robson, the author of the Weird Girls series. I found the first book to be one of the worst I’ve ever had the misfortune of reading, so of course (of course) the second and third ones were pre-ordered and showed up shortly after. The second, A Cursed Embrace, is so horrific I could not finish it… not even by skimming. In fact, it single-handily nearly destroyed my desire to ever pick up a paperback again. I flat-out refuse to so much as even open the third book.

  • Of Heroes and Villains

    I do not have a high opinion of web-based publishing sites. In my experience, most of the stories found on them are far below the quality of even the worst supermarket paperback you may pick up. I stumbled across a link a few days ago however which lead to two particular stories, Of Heroes and Villains and the sequel The Ties That Bind (both by the relatively new author Minikisa), which are fairly impressive.

    I would say they are easily on par with your average paperback romance/paranormal romance novel and are indeed actually of a notably higher quality. I know, I know; low bar. Still, it’s something worth noting. Anyway you should judge for yourself. A few preliminary words of warning however:

    The first of these stories is heavily focused on a Male-to-Female transgender, and so if you find that uncomfortable for whatever reason I do not think it would be a good idea to read it. While the setting and characters are very good, the gender identity conflict is rather central and so dislike of that aspect will probably result in dislike of the entire thing. The second story however just has some temporary body-swapping and so should be more or less fine for anyone. Oh, and yeah, there are a few sexual scenes scattered about (more in the first, though neither story makes them the focus).

    Of Heroes And Villains
    The Ties That Bind


  • Divinity: Original Sin

    Take Kingdoms of Amalur‘s general look/feel, mix in Dark Messiah of Might and Magic‘s environmental interactivity, add in a Black Isle game’s combat system… and you’ll get something resembling Divinity: Original Sin. As long as you don’t mind turn-based RPGs, this is a remarkably sizable and in-depth game to spend some time with.

    A few quick bits of information:

    • After finding 7 Star/Blood stones you’ll unlock a character who can respec your PCs for 1000 gold. Respecing completely wipes your Skills.
    • That NPC can also convert your unused Trait points to Ability points at a 1:10 ratio, and unused Ability points to Attribute points at a 5:1 ratio.
    • Due to the above, don’t add any Traits that give raw Ability/Attribute points to your PCs.
    • At a certain point in the game basic weapon skills (One/Two Handed, Bow/Crossbow) get wholly replaced by the Tenebrium skill. While it is possible to miss getting this skill, there’s both a quest and a book just lying around that teaches it.
    • Don’t bother with Craft/Blacksmith on your PCs; hire an NPC to do that.
    • An NPC can also take care of Lockpicking, in the relatively few situations you can’t find a key for a specific lock.
    • Pick up the Pet Pal Trait for one of your PCs at character creation. More experience is always good.
    • The character on the right during character creation is considered the ‘Main’ character and will usually be the one talked to in a few situations where the dialog is automatically started.
    • Don’t put points in Sneak unless you plan to max it out for use in combat; the Scoundrel/Air Magic Invisibility spells are far better for stealing with.
    • Assuming you steal/loot everything lying around (and you should be), there shouldn’t be any need to put points in Barter.
    • Don’t put Charisma on Hirelings; NPCs won’t talk to them.
    • Merchant inventories are randomized the first time you talk to them after their inventory has been spawned/respawned.
    • Merchant inventories are respawned every time your PCs level up.
    • Sold items never disappear from the person you sold them to (unless that person dies due to plot-related reasons).
    • Potential enemies that allow a dialog check to prevent them from becoming hostile can often be traded with, and killing someone you’ve traded items to will cause them to drop all of those items.
    • Summon spells are very good as distractions (and elementals are great as tanks in specific situations), so try to make sure everyone has one.
    • Marksmen should be making frequent use of specialty arrows.
    • Unlock scrolls are the only things that can usually open magically locked doors/chests (they have a purple lock VFX on them).
    • There are at least four static Unlock scrolls (two of which require high Perception to find). Crafting Witchcraft scrolls has a chance of creating more (use someone with a Craft Rank of 2 for the best probability).
    • I’ve found 6 such locks so far, though one of those can be unlocked by a nearby NPC and the Key for another drops from an optional mini-boss much later in the game.
    • If you have a high Perception (11+) there isn’t much need to buy any Secrets (the map items) except maybe the ‘Secrets of the Stars’ ones.
    • When choosing the order to unlock the elemental rooms in your Homestead, note that Fire sells Melee Tomes, Air sells Scoundrel Tomes, Frost sells Marksman Tomes, and Earth sells Witchcraft Tomes.
    • Figuring out where to go next after entering the 2nd main map can be difficult; you should be trying to deactivate the Barrier. Talking to the Mushrooms hints at one method while talking to Zixzax hints at the other.

  • Might & Magic X: Legacy – Falcon & Unicorn DLC

    This first DLC is very… unforgiving. Also somewhat badly designed.

    It’s split into two parts. The first takes place in a prison where you’re stripped of your equipment and hirelings, forced to do a semi-tedious ‘stealth’ sequence, and then fight through a bunch of enemies and two bosses using crappy white/green equipment. The second takes place in a fairly normal and decently sized dungeon with a large number of enemies to mow down.

    The first half is brutal. Insanely brutal for any party that doesn’t have anyone that can cast Sleep and Burning Determination, and just normal brutal for those that do. The first problem is of course your lack of equipment. Depending on how you built your party (+Mana/+Health equipment instead of points in Vitality/Spirit) this alone can destroy you. The next is the status effects (Feeblemind and Sleep) that the enemies here can inflict on you; without Burning Determination Sleep will decimate you, and the only way to cure Feeblemind is with Expert Air magic or resting… and you have access to next to no supplies here.

    The final problem is the two bosses. The first boss is an insanely beefed-up Blackfang Thug (he can cast 250+ damage Fireballs) backed by two slightly beefed-up Blackfang Thugs. Without Sleep or a full-Mage with something like Implosion this battle is extremely difficult and may actually be effectively impossible (with an all-Might party for instance). The second is a Mage who can put people to Sleep, casts a new Light Magic spell that deals 250+ damage to each party member, and even heal himself. He also gets a free action the moment you open the door.

    If you defeat that second boss you can get your equipment back and return to the main world map. From there you now have the option of traveling to the second half of the DLC whenever you want (which is a massive improvement compared to forcing you into it as the first half did). The DLC’s second half is pretty straight-forward; kill everything that you see while exploring for loot. The only tricky part could be the optional Griffon boss, as it may Chain Lightning you into oblivion a few times.

    I honestly can’t recommend using this DLC unless you only want to play with optimized Freemage-dependent parties and/or are willing to cheat past the cheaper parts of the prison section (by editing a spell/ability to do massive damage for instance).


  • Relatively Recent Books

    Been procrastinating with adding these because it’s a pain. May as well get it over with now:

    • Sealed with a Curse (Cecy Robson) – Real bad. Basically all the worst Urban Fantasy and Paranormal Romance tropes/stereotypes mashed together. One of the characters having a surfer-dude accent for whateverthehell reason just made it all the more aggravating.
    • Allegiant (Veronica Roth) – Honestly, it’s been so long since I read this that my only recollection is liking how Tris’ story turned out while disliking the somewhat circular nature of the plot developments.
    • The Razorland Trilogy (Ann Aguirre) – The first book starts out good but seems to lose its way toward the end when the protagonists start picking up party members like a RPG. The second shifts between being interesting and being annoying (the latter mostly caused by the whole gender roles focus), and the third is readable enough even though it wraps everything up a little too neatly.
    • Red Delicious (Caitlín R. Kiernan) – Usually when people dislike something, they’ll just make a blog/forum post about it. Kiernan (as Kathleen Tierney) goes the extra mile and writes a book about it. This reads like an open letter regarding all the sorts of books/genres and literary criticisms she hates and frankly just comes across as rather sad posturing.
    • Wild Justice (Kelley Armstrong) – Fairly interesting continuation of the Nadia Stafford series that focuses on both Nadia’s past and her current relationship with Jack. There are a few things off about the ending stretch that sort of dull its sheen though.
    • The Undead Pool (Kim Harrison) – A more or less solid continuation of the series focused on vampires, elves, and Trent/Rachel’s relationship.

  • Might & Magic X: Legacy

    This RPG is a throwback to first-person RPGs of old. While the obvious comparison would be earlier Might & Magic games… I have never played those and so instead liken it to the old TSR D&D games (i.e. Menzoberranzan, Strahd’s Possession, Stone Prophet).

    Let me get some important links out of the way before going further:

    Interactive Map
    Secret Door Locations
    Puzzle/Trainer/Relic Information (largely based off of the information found in this Riddle/Puzzle/Trainer Guide)

    Another thing to get out of the way right now is a rather common and annoying ‘bug’:

    The game does a single online check to make sure you have the full version before unlocking the path to Chapter 2. If this check does not take place, then the Griffin Rider will have a dialog option grayed-out and the Sentinel blocking the bridge to the second town will never be removed. Both of these have work-arounds (editing the dialog file and using the horse-travel option), but it’s easiest to just make sure the check takes place. To see whether this connection issue is affecting you, simply go into the ‘Extras’ menu from the Title Screen, then click on ‘Bonus Content’, and finally the ‘Redeem Code’ button. If it says “Invalid Code” you’re good, while if it says “Connection Issues” then your firewall is probably blocking the game/launcher and you should fix that.

    Now, on to the gameplay:

    The first thing to be aware of when playing this if you’re more familiar with modern RPGs is that the learning curve is a bit unforgiving. If you’ve built your party ‘wrong’ or don’t know the quirks of the combat system it’s entirely possible to have one of your weaker characters get killed by a simple spider hiding in a barrel right off the boat. Another important thing is to actually read what quest-givers are saying. There’s a lot of stuff that’s only mentioned in dialog which will become necessary/helpful later.

    Some basic advice to get you started is to fully explore the town, talk/enter all the white dots/squares on your minimap (checking the top of the screen after entering a building to see if there’s multiple people to talk to), and open any chests you find (but not barrels). After the walk around you should have three new quests, a new follower (the girl from the Church), and enough money to go into the Armor Shop and buy a few pieces of basic head/hand/foot armor for your characters.

    At this point you can go open up those barrels. If you have difficulty killing the spiders that will pop out of two of them, you may wish to re-think your party makeup or character builds. Some things to be aware of:

    – You need an Elf, Orc, and Dwarf in your party to enter all areas (each has a race-specific area).
    – Mages should only put points in Magic.
    – Fighters should never put points in Magic/Spirit.
    – Your Mage(s) should have access to either novice Light Magic or master Water Magic (preferably both).
    – Someone should have access to novice Earth Magic.
    – Someone should have access to expert Fire Magic.
    – Try to have different weapon specialties for each character.
    – You’ll want one character focused in Magic, one in Might, and one in Perception in order to open all the secret doors.
    – Do not be stingy with resting/potions.

    To explain the above, you’ll pick up a ton of potions to refill your mana over the course of the game and potions/supplies/scrolls are basically the only things you’ll want to spend money on mid-late game. Add to that the existence of +Mana equipment and there’s no need to waste your Mage’s points on Spirit. Light Magic gives you the Celestial Armor spell which blocks a set amount of damage, master Water Magic gets you the Liquid Membrane spell which reduces all incoming damage by a certain percentage, Earth Magic gets you the Regeneration healing spell, and expert Fire Magic gets you the Burning Determination spell which blocks most harmful status effects.

    If you have Celestial Armor on a Mage, then you can likely get by with never putting an attribute point into Vitality (note however that the main quest requires you to have someone with 20 Vitality to proceed; there is a Relic available which grants +10 Vitality when fully upgraded that will help out here). Where to put your Fighter’s points is somewhat inexact. A general guideline would be: 3/1 Might/Destiny for 2H users, 2/1/1 Might/Destiny/Perception for non-dagger Dual-Wielders, 3/1 Destiny/Perception for dagger Dual-Wielders, and 3/1 Perception/Destiny for Ranged users.

    Next up is a quick rundown on the more useful Spells:

    Air Magic
    – Air Ward (Novice): Useful against elementals.
    – Clear Mind (Expert): Cures Feeblemind (Resting does this too, but you can’t rest in battle).
    – Eagle Eye (Expert): Party-wide Perception boost. Useful for secret doors and as a pre-boss buff.
    – Lightning Bolt (Expert): Solid single-target damage to non-humans.
    – Chain Lightning (Master): Tons of damage for little mana to a group of enemies.
    – Cyclone (Master): Good against Damage Reflect. Can be used to trigger combat from a safe location.
    – Thunderstorm (Grandmaster): Good against Damage Reflect.

    Dark Magic
    – Darkness Ward (Novice): Useful against ghosts/specters, dark mages, and those beholder-like enemies.
    – Shadow Cloak (Novice): The first incoming attack auto-misses. Good pre-boss buff and can make you invincible in certain situations.
    – Whispering Shadows (Novice): Reveals secret doors.
    – Purge (Expert): Removes enemy buffs.
    – Sleep (Expert): Fantastic disabling spell that will help get you into places you shouldn’t be yet.
    – Agony (Master): Great when combined with a dual-wielding dagger user.

    Earth Magic
    – Cure Poison (Novice): Poison doesn’t expire.
    – Earth Ward (Novice): Useful against elementals and venomous creatures.
    – Regeneration (Novice): Fantastic party-wide healing spell.
    – Poison Spray (Expert): Deals damage over time (bosses are immune though) and reduces Evade.
    – Stone Skin (Expert): Party-wide Armor boost. A semi-useful pre-boss buff.
    – Strength of the Earth (Expert): Cures Weakness (Resting does this too, but you can’t rest in battle).
    – Acid Splash (Master): Cut’s enemy Armor and number of Blocks in half, stacks with Warfare’s Shatter.

    Fire Magic
    – Fire Ward (Novice): Useful against elementals.
    – Burning Determination (Expert): Fully protects against Stun, Paralysis, and Sleep.
    – Inner Fire (Expert): Party-wide Might boost. Useful for secret doors and as a pre-boss buff.
    – Fire Blast (Master): Damages all enemies on the three tiles directly in front of you.
    – Fire Shield (Master): Damages enemies that hit your party. A useful pre-boss buff.
    – Fire Burst (Grandmaster): Tons of damage to all surrounding enemies, but very expensive.

    Light Magic
    – Celestial Armour (Novice): Godly damage-prevention spell.
    – Light Ward (Novice): Useful against elementals.
    – Cleansing Light (Expert): Curse doesn’t expire.
    – Heal (Expert): Single-target heal. Good for reviving a suddenly knocked-out character.
    – Radiant Weapon (Expert): Minor damage and prevents blocking.
    – Resurrection (Master): Revives a slain party member.
    – Heal Party (Master): Nowhere near as good as Regeneration, but useful in a pinch.

    Prime Magic
    – Arcane Ward (Novice): Stacks with the other wards.
    – Time Stasis (Novice): Can help you defeat enemies you’re not supposed to be facing yet.
    – Dispel Magic (Expert): Removes all positive/negative effects from your party, even exhaustion (though exhaustion effects will reappear on the next turn).
    – Heroic Destiny (Expert): Party-wide Destiny boost. A good pre-boss buff.
    – Identify (Expert): Not necessary, but very convenient and will save money in the early game.
    – Spirit Beacon (Master): Limited quick travel.
    – Hour of Power (Grandmaster): Party-wide Might/Magic and Melee/Ranged Attack boost. A good pre-boss buff.

    Water Magic
    – Consciousness (Novice): I’ve never had a character affected by Sleep, but it would be good to have just in case.
    – Ice Bolt (Novice): Single-target damage that reduces the number of enemy attacks.
    – Water Ward (Novice): Useful against elementals.
    – Circle of Winter (Expert): Damages all surrounding enemies and reduces their number of attacks.
    – Ice Prison (Expert): Can help you defeat enemies you’re not supposed to be facing yet.
    – Water Flows Freely (Expert): Paralysis doesn’t expire.
    – Blizzard (Master) – Cheap damage to a group of enemies that reduces their number of attacks.
    – Liquid Membrane (Master) – A damage-reduction spell.

    And I’ll close this with a guide of sorts regarding the order to visit various areas to get stuff as early as possible (a more in-depth version can be found over here):

    – Clear every nook and cranny of the entire outdoor area, heading to the Mysterious Crypt by the castle first.
    – Clear the Den of Thieves, but do not pick up the book (so that the secret-finding Hireling doesn’t leave you).
    – Clear the Lighthouse.
    – Go back to the den and pick up the book.
    – Clear Castle Portmeyron and the various elves out of the Elemental Forge (do not fight the Air/Light elementals).
    – Defeat the Earth Elemental boss.
    – Head directly for the next Mysterious Crypt west of Seahaven.
    – If you have enough money and a sword-user in your party try to upgrade to the +20 Earth damage swords the Seahaven shop usually sells.
    – There’s a hireling in the Seahaven Tavern that will drastically reduce shop prices that may help with the above.
    – Clear the couple of forest paths to the west of Seahaven.
    – If you have access to Sleep/Ice Prison/Time Stasis you can now do some boss hunting and clear out the three currently accessible Deadly Caves.
    – Depending on your ability layout and if you’ve gotten the new swords, you may also be able to break into the Desolate Wilds now.
    – First head through the Halloth Grove (avoiding any glowing Spiders you see).
    – The Grove can be reached by taking the path southwest of the Floating Tower west of Seahaven.
    – The Desolate Wilds entrance is guarded by four or so Orcs, so save and then try taking them out (Purge and Sleep come in handy here).
    – If you can kill them, head to the Desolate Wilds’ Deadly Cave near where you entered this area.
    – Stick to the northernmost tiles and you’ll now have an almost clear path west to The Crag (there’s another 3 or so Orcs and 3 Goblins on the way).
    – The Crag’s potion shop sells some of the the best spears, the weapon shop some of the best daggers, and the armor shop some of the best robes.
    – From there you’ll only have to take out one more group of Orcs/Goblins to get access to the Meteorite (which is a quest item that results in a very good sword Relic) and a Mysterious Crypt.
    – Head over to the bridge by the Axe Grandmaster Trainer next and try to break into the area around Karthal.
    – When you turn the corner to face the Black Mages, two War Dogs will attack from behind, so be aware of that.
    – If you can get through there, head south a bit a take out the next group of enemies which include a relatively easy Wolf-type boss.
    – You now have a clear path to Shadow Woods’ Mysterious Crypt and Deadly Cave, as well as the Tower of Enigma.
    – Clear out the path to the Lost City, which is northeast of the Observatory.
    – Stay as far south as possible while heading there to avoid some Black Fang enemies (which are very nasty).
    – Clear levels 1, 2, & 4 of the Lost City. Avoid Level 3, unless you can easily defeat the enemies that appear near the entrances to that area.
    – You should have the Water Shard now, so go defeat the Water Elemental at the Elemental Forge (use the Water Ward crystal by Sorpigal before traveling there).
    – Head northwest through the Marshes, west across the stream near the hut with the Potion-Selling Hireling, to reach the jungle.
    – A little ways into the jungle is another Deadly Cave (that contains a fantastic Medium Armor relic).
    – Now it’s time to see if you can get the Air Shard. Head back over to the Shadow Woods Mysterious Crypt.
    – Head south through the woods and you’ll come across two Black Fang enemies. If you can take them, good. If not then you’ll probably have to progress with the main quest for a bit.
    – Assuming they weren’t a problem, continue heading south until the beach curves to the east and you can see a group of naga.
    – Try to defeat them. If you have no real trouble with them, then you can go get the Air Shard now.
    – Head back to the Desolate Wilds and look for a cave guarded by a naga. Explore Lvl 2 (password is “swordfish”) to find the shard.
    – Go defeat the Air Elemental at the Elemental Forge to gain the ability to access the last two areas of the main map.
    – With them open, you can now finish the Obelisk and Dragon Shrine quests, and have access to the last Mysterious Crypt and Deadly Caves.
    – From that point on you can just do whatever.


  • Fire Emblem

    A few weeks ago I felt like playing a turn-based RPG and didn’t really want to replay Final Fantasy Tactics for the umpteenth time. So I instead decided to try out the Fire Emblem franchise and after a bit of research settled on numbers 4 (Genealogy), 8 (Sacred Stones), 9 (Path of Radiance) & 10 (Radiant Dawn).

    First up was Genealogy. This was apparently a mistake. Unlike the later games, this one seems to have you do most of everything on the same map. It’s almost RTS-like in a way and the large-scale maneuvering just didn’t appeal to me at all.

    Sacred Stones is much more like FFT and Tactics Ogre and so ended up far more appealing. That said, it gets extremely tedious rather quickly due to the large numbers of faceless enemies you have to kill and the grinding required to level-up certain characters (that you require rare, limited, items to promote your characters to a higher class was also a turn off). So I ended up abandoning this one as well.

    After having the first two not turn out so hot I went into Path of Radiance with a bit of trepidation. This turned out to be unfounded as it’s quite a bit of fun. The problems present in Sacred Stones are absent here (Bonus XP can be used to level-up weak characters, most Promotions are automatic, & battles have a sane numbers of opponents). I ended up playing through it twice; once on Easy and once on Hard. Normal is probably the best way to go, as Easy has you drowning in Bonus XP while the final battle is extremely tedious on Hard.

    Unfortunately, Radiant Dawn takes a number of steps backward. There are ludicrous numbers of enemies you have to hack through, the availability and power levels of your characters is all over the map, and Items/Money/Bonus XP are not shared between chapters. It’s a disjointed mess. The key draw of a RPG, to build up your characters/team, is effectively completely absent here since half your characters are near-useless, a quarter come with godlike power right out of the box, and only the remaining quarter can actually be developed. That the roster you’re allowed to use from chapter to chapter and part to part is severely restricted just compounds this issue.

    So:

    • Genealogy of the Holy War – A little too macro.
    • Sacred Stones – Pretty good, but a bit tedious.
    • Path of Radiance – Lots of fun.
    • Radiant Dawn – A chore to play. Not fun at all.

  • Tempt the Stars, Omens, & Parasite

    The sixth book in Karen Chance‘s Cassandra Palmer series is a lot like the previous entries, so you should basically know what to expect. Its three notable features are exploring the hell dimensions a bit, introducing the Covens and touching on the Pythia’s court, and giving practically no page-time to Mircea (focusing instead on Pritkin and retrieving him from his father).

    Kelley Armstrong‘s new series (Cainsville) begins with a fairly infuriating opening segment showcasing the horrors of unwarranted tabloid-fueled reputation assassination. Once it gets past that setup and arrives in the town of Cainsville things begin to get quite good indeed. The supernatural aspects start off mostly subdued and only gradually begin to make their presence known, which works fantastically. And the variety of supernaturals being dealt with here? It’s not explicitly stated, but seems to be a combination of inherent psychic abilities with some Fae thrown in for good measure.

    Parasite is the first novel in Mira Grant’s (Seanan McGuire‘s) new Parasitology series. It’s something of a combination between the renegade scientist parts of her Newsflesh trilogy and Stephenie Meyer’s The Host. It’s a little shaky due to both the characters’ tendency to monologue exposition at you and the awkwardness inherent in the protagonist not being legally in control of her life. I’m also not sure if the reveal just before the “to be continued” is supposed to be a surprise or not; it’s telegraphed so heavily that it ends up rather anticlimactic.


  • Karen Chance Novellas

    There are several free novellas that take place in the Cassandra Palmer universe available on Karen Chance’s homepage:

    The Gauntlet – Set long before the series proper starts this focuses on a young Kit Marlowe and some witches who don’t show up in the series until the sixth book (or if they do show up earlier I don’t recall them). It’s pretty good.

    The Queen’s Witch – The sequel to the above; is also pretty good if you don’t mind the spontaneous attraction between the main characters.

    The House at Cobb End – Focusing on Pritkin and also taking place before the parent series this is a very interesting short story about the origins of his house. A house that I cannot for the life of me recall appearing in the main books.

    The Day of the Dead – This focuses on a character I do not remember ever seeing before (Thomas), though I do remember the main antagonist (Alejandro) getting mentioned in passing a few times. The story is okay… if a bit random and not particularly engaging.

    In Vino Veritas – Part of the Dorina Basarab spin-off, this feels more like a low quality fanfiction than an author addition. That it was originally published in an anthology explains this to an extent; anthology entries have the disturbing tendency to be vastly inferior to their parent series.

    A Family Affair – Set between books four and five of the Cassandra Palmer series and featuring Pritkin, Rosier, Casanova, and Cassie this deals with a trip through one of the hell dimensions. It’s a solid story that ends up referenced a bit in the sixth book.

    Shadowland – A sequel to A Family Affair, this features most of the same characters. It’s more or less on par with the prequel, with the exception that the opening scene told from Pritkin’s point of view feels completely out of character.