• To Die; Selena Alvarez/Regan Pescoli

    This series by Lisa Jackson starts out intriguing, if busy, and becomes rather rote and familiar before long.

    Left To Die kicks things off with what amounts to two separate stories stapled together, one better than the other. There is a lot going on here. Most of it is good, but a significant portion starts trending toward the ridiculous and before long you may end up finding yourself wondering exactly what you’re reading. It also ends on a cliff-hanger which Chosen to Die picks up shortly after. Chosen ends up much better than Left for two reasons; it’s much more focused and the romance aspects are nowhere near as ill-fitting.

    That’s not to say it’s perfect however, as it does still contain a couple of extraordinarily improbable events. Which brings me to the main issue I had with this series as a whole. The central ‘problem’, as it were, is that the plot developments in these books are actually less realistic than the fantasy/urban fantasy books I normally read. This came as a shock initially, but after some thought it makes sense; since fantasy uses up most of the audience’s suspension of disbelief on its universe mechanics it doesn’t have anywhere near as much wiggle-room in the plot and character behavior departments.

    Born to Die continues the twin themes of serial killers and spontaneous romance. It’s more or less on par with Chosen, with its oddly convenient plot developments staying fairly subdued for the most part and the romance at least making an attempt to blend into the overall picture. Afraid to Die is where things become to get overly fabricated, essentially eviscerating most of what makes Alvarez a semi-interesting character. Followed up as it is by Ready To Die, which is practically dripping with melodrama and contrivance, results in a one-two punch that effectively kills any further potential this series may have had.

    I think I’ll just stick with fantasy from here-on out. Fantastical settings and abilities are much easier to deal with than fantastical plot developments and character behavior.


  • Possession, Twisted, & Exposed

    Possession is the eighth installment in Kat Richardson’s Greywalker series. After the reading sixth book, Downpour, I wasn’t planning on continuing this series… then Sea Witch arrived out of nowhere (apparently I blindly pre-ordered it) and it was enjoyable enough to reverse that decision. This one is much more like Downpour than Sea Witch; dry, not very interesting, and fairly detached. It feels more like reading a history student’s dissertation than a fantasy novel.

    I picked up two of Laura Griffin‘s Tracers novels basically on a whim, hoping a change from the urban fantasy genre might open up some new avenues. Sadly, both of these books (Twisted, Exposed) are structured remarkably similar to your generic one-shot paranormal romance novel. I was getting flashbacks to Gena Showalter‘s novels while reading them, and that’s not really a good thing if you’re looking for something on the realistic side.

    If you just want some spontaneous/forced romance (Twisted‘s isn’t as bad as Exposed‘s in this regard) tinged with a bit of excitement though, in the form of racing against the clock to stop a killer, then these books are pretty good at delivering just that.


  • The Last Remnant – Enlightened Seven

    I’ve spoken about The Last Remnant in the past (though that post was lost along with most of everything else when the site died), but not really about any part of it in specific. Now in the process of re-playing it for the third time after an extended delay (last save was from May 2010) and I’ve just defeated the titular Enlightened Seven to mostly finish out this playthrough’s party. So, why post about it? Because while the existing strategies on the Wiki and various forums that pop-up via Google are useful, they leave out a few key points. So, for future reference, here is my own exploration of this particular battle.

    Two things to be aware of here are that I’m playing the PC version (which has a number of improvements and other changes), and deliberately rushed through the main plot events and delayed a number of sidequests in order to avoid outgrowing the recruitable versions of the Seven.

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    Abilities
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    Abilities that will help:

    Abilities that may help:

    Abilities that should be deactivated for the fight:

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    Equipment
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    Weapons for your main damage dealers should be at or near their final customization if at all possible while accessories should lean toward physical/magical evasion and increased AP/HP (though you won’t have much control over this unless you edit the .ini file).

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    General Party Makeup
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    Three 4-person Unions and two 3-person Unions will generally give you the best balance between damage potential and damage avoidance. A 5-person Union does not have the best odds where Galaxy and Twin Snowpetal are concerned, and 3-person Unions tend to find Milton’s and Young’s single strike knock outs more deadly.

    You’ll want one healer and one reviver in each Union. Using one character for both roles will not be a good idea, as quite often you’ll want to revive a fallen union and heal yourself at the same time (not to mention the single-person KO’s mentioned above). You’ll also want the leader of each Union to have a Unique Art of some sort, preferably not an AOE one (i.e. not Gae Bolg, Zeal’s Virtue, etc.)… though that will do if no other options are available. The reason for this is the huge Evasion boost Unions get when a UA is triggered; the most troublesome enemy abilities in this fight can be dodged.

    Having a Morale-affecter in each Union would also be a good idea, as would grouping the characters who use Item-based skills together with the leaders who have the most expensive Unique Arts (Duke of Ghor, Jager, etc.) while putting the Mystic-based ones in the less AP-intensive Unions (Torgal, Emmy, etc.).

    As for Formations…. Well, that’s an entire subject all on its own. In this particular instance I used Hourglass (+Item Arts) for the 4-person Unions and Trident (+Combat Arts) for the 3-persons ones (having been unimpressed with Vampire, Mystic Henge, and Pendulum in some earlier attempts). Just stay away from Formations that bunch everyone together or reduce either your Physical/Mystic Defense or Speed and you should be fine. Defense for obvious reasons and Speed because it will help a great deal against Ludope.

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    Enemies
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    Snievan: Uses a basic attack, a physical Union-wide Unique Art that will kill you if it hits (Lugh’s Revenge), and a Union-wide non-damaging ability that causes Curse and turns the Morale bar red (Phantom Pain). Your Summon can tank him with few issues as it’s immune to Curse and the UA will only kill it if it’s not at full health.

    Milton: Uses a basic attack with an instant death effect, Mixed Messages, and a UA that gives him five actions a round and increases all his stats (Iron Will). He will use Iron Will a lot, and any Union without high evasion (including the Summon) will likely be wiped out before it can do much of anything. So you need to send two Unions at a time at him and hope the first one is wiped-out so that the second one can get a free attack. If you’re (un)lucky he won’t manage to fully kill the first Union and you’ll end up with two mostly-dead unions instead of a single fully dead one, drawing things out.

    Ludope: The first thing he does after appearing is cast a battlefield-wide UA that deals a lot of mystic damage (Galaxy). After that he switches between Maledict, Mystic Mine, Grenade Impact, basic attacks, and more Galaxy’s. If you’re lucky you should be able to get several turns in-between uses of Galaxy, if you’re unlucky he’ll use Galaxy multiple times in succession and that will be that. Hitting him with Silence tends to shut him down for a turn though, so a couple of fast characters with Silence-causing abilities will nudge the odds a bit in your favor.

    Zuido: The second character your summon will be tanking. He has an array of standard two-handed Physical Arts and a physical-based AOE UA (Giant Press). The only time he’s ever dangerous is when he initially appears with Ludope, as it’s quite possible that he’ll Giant Press right on top of the only units to survive that first Galaxy. Afterward, the Summon will likely drag him off away from your party, making Giant Press a non-issue.

    Young: Has a basic physical attack, a physical AOE UA (Brawl), and auto-uses an ability that turns the Morale bar red (Victory Cry) at the start of any turn it shows any blue. There are two things to keep in mind when facing him; his basic attacks can deal enough damage to insta-kill weaker characters while leaving the Union as a whole alive and if you kill him when the Morale bar is fully red the Twin Snowpetal on the following turn will probably wipe you out. Interestingly, those two things are related as having single characters KO’d in a fully-healed Union means a greater chance of surviving a battlefield-wide ability.

    Hinnah/Hannah: They use basic attacks, an ability which lowers a Union’s Attack/Defense rating (Attack/Defense Crusher), a battlefield-wide physical UA (Twin Snowpetal) at the start of any turn they’re both alive and have enough AP, and an ability that gives them five actions a turn (Overdrive) if one of them is dead. In addition to that, Hannah will cast Second Chance on Hinnah if she’s notably wounded and Hinnah may use an ability that Enthralls a union (Total Domination) if Hannah has been killed. Twin Snowpetal is very deadly with a red Morale bar, but notably less so with a mostly blue one. As such you have two options here; keep your Morale high and whittle them both down evenly to reduce your exposure to Overdrive, or go all-in on Hannah and kill her as quickly as possible (she won’t heal herself) to stop the Snowpetals.

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    Battle Structure
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    The fight has four phases. The first is Snievan and Milton, the second Ludope and Zuido, the third Young, and the last being Hinnah and Hannah. The second and last of these are by far the trickiest, while Young requires a bit of finesse.

    To start out you’ll want your Summon active on the very first turn. If it isn’t, reset/reload until it is. You can get by waiting until later to summon it, but it complicates things. The Summon’s job in this battle is to keep Snievan/Zuido/Young/Hinnah busy while potentially distracting Ludope. Every other Union on this first turn should Wait, Heal, or Stealth. Do not attack Snievan unless you get no other options, and if it does force you (this is how Stealth is semi-useful, it gives you more non-attacking options) then go for the lowest damaging choice; you do not want him to die before you’re ready for it.

    Snievan will likely Raidlock someone (doesn’t matter what attack he uses), while the Summon will respond by Multi-Deadlocking him. Turn two will begin and Milton will make his entrance. Assuming you had everyone Wait he should be in range of most/all of your Unions (the one Snievan attacked may be too far away). Send two Unions at him (preferably a 3-person followed by a 4-person, but attack order is hard to judge), have two Unions Heal, and free up that Union Snievan Deadlocked any way you can. From now until Milton dies you’ll be having whichever strongest two Unions happen to be available attack Milton while the remainder heal/revive (make sure to keep the Summon healed as well). Don’t bother with Morale-altering abilities until he’s dead.

    If you’re lucky with the above healing/reviving you’ll get some free Orphic Ward or Shield/Power Potion uses on the revived Unions. If not, there’s still hope for the next phase. Once Milton dies you should first have all five Unions sit back and completely fill their AP bars (while still healing the Summon), and then when everyone’s at or close to max attack him with everything so that you’ll hopefully get at least one flanking union, preferably more. The next turn have the two that Deadlocked him disengage while the flankers continue flanking to build up your morale bar. When he’s near death, if the bar is still mostly red (due to Phantom Pain), you’ll want to attack with as many Unions (who are not protected by Orphic Ward) as possible.

    When Snievan and Milton are dead the second phase begins and both Ludope and Zuido appear in the middle of your party and immediately get to attack (with Galaxy and probably Giant Press). This is why having everyone attack when Snievan is near-death is important; Ludope and Zuido will only Deadlock a Union instead of Raidlocking them. That keeps your morale at a decent level and gives a better chance to have multiple Unions survive that first Galaxy. Assuming the Galaxy doesn’t kill all of your Unions (the Summon will survive just fine as long as you kept its health up in the first phase) you now have a window of opportunity. The Summon should engage Zuido and Ludope likes to Flank-attack any Union Zuido has engaged, that being the Summon in this case, and so if two unions survived the Galaxy you should be able to revive two more unimpeded and will be in a decent place. If only one survived then things don’t look good, as the Summon will likely only be able to hold off both Zuido and Ludope for two turns unless they only decide to use basic attacks.

    Once you have four/five Unions alive you can start going on the offensive, and you’ll need to do so quickly because another Galaxy could hit at any time. Have one/two of them (particularly any with Orphic Ward or Power/Shield Potion IV+) revive any remaining dead Unions and the rest (particularly any physically-focused ones) attack Ludope. Try to favor attack options that contain Unique Arts, Cachexia, or Morale-boosting/Silence-causing abilities. With a little luck you should be able to take him down in two or three turns while the newly healed/revived Summon keeps Zuido busy. Once Ludope falls take the time to replenish your AP pools and then take out Zuido however you want (don’t bother with Morale-boosters after Ludope is killed).

    With four of the Seven now dead the third phase begins. Once the fourth body hits the ground Young will appear, turn the Morale bar completely red with Victory Cry, and then attack the nearest Union with Brawl. As long as you’re not using the Orb formation on all your Unions or had a couple flanking Zuido when he died your party should be spread out enough to survive this. The next turn the Summon will start tanking him and you can treat him almost identically to how you treated Snievan. One difference is that his Morale-draining ability is ‘free’ (though it seems Cachexia at the end of the turn may stop it). The other is that his basic attacks tend to KO the character they hit even if the Union survives, which can actually be something of a blessing for the next phase if you’re lacking Morale-based abilities.

    Once he falls Hinnah and Hannah appear the same way as the earlier three did; right on top of you with a free attack. This will likely just be a basic attack (which you’ll hopefully block) but could be an Attack/Defense Crusher. At the start of the next turn however they’ll get an auto-use of Twin Snowpetal, which can wipe you out just as fast as Galaxy if the Morale bar is mostly red (though the Summon won’t really care either way). At this point, assuming you have at least two Unions standing (not including the Summon) you should be able to rebuild the same way you did post-Galaxy. Otherwise it’s a coin toss as to whether the sisters will gang up on the Summon or if one will try to take you out instead (a high speed comes in handy here).

    Once you’ve got at least three Unions revived you have two available paths. The first depends on Morale control. If you have enough Morale-affecting abilities to get yourself quickly back into a mostly blue Morale bar then you can take your time to whittle down Hinnah first. This will take longer than focusing on Hannah because Hannah will heal Hinnah but not herself. If you do not have many Morale-affecting abilities, or they’re simply not appearing in your available options, then it would be best to gang up on Hannah and take your chances dealing with Hinnah’s Total Domination ability (which she may or may not use). In any case, as long as you treat the remaining sister similar to Milton from the first phase you shouldn’t have much trouble finishing the fight once Twin Snowpetal is out of the equation.

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    Example Party
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    And now here below is the party I used on this most recent win. It was at BR 44 at the time (winning the battle bumped it up to 45) and far from optimal.

    Hourglass – HP: 3029 AP: +40/282

    1. Emmy (72 Str, 42 Int): Nightbloom, Superior Bluesteel; Physical Arts, Remedies, Rejuvinating Water, Hundred Flowers
    2. Glenys (61 Str, 38 Int): Optimal Tataraichi; Physical Arts, Remedies, Swordflash
    3. Caedemon (77 Str, 51 Int): Ose Dominus; Physical Arts, Herbs, Silencer
    4. Rush (47 Str, 74 Int): Superlatative Hawkwind, Optimal Tataraichi, Idol Amulet, Ragna-rock; Herbs, Cachexia, Bewitch, Silent Gas, Orphic Ward

    Hourglass – HP: 5312 AP: +50/357

    1. Duke of Ghor (113 Str, 44 Int): Bilqis Artis; Physical Arts, Bel’kwinth’s Fury
    2. Gaou (86 Str, 39 Int): Obsidian; Physical Arts, Lotions
    3. Allan (67 Str, 33 Int): Oriax Dominus; Physical Arts, Sound Dampener, Retreat Flare
    4. Gabriel (60 Str, 31 Int): Superior Bluesteel, Soulshield; Physical Arts, Herbs

    Hourglass – HP: 4785 AP: +61/353

    1. Jager (106 Str, 44 Int): Schiavona Artis; Physical Arts, Lob Omen, Schiavona, Beowulf
    2. Roberto (78 Str, 28 Int): Frostblade Artis; Physical Arts
    3. Darien (89 Str, 33 Int): Pitchfork; Physical Arts, Herbs, Lotions
    4. Khrynia (58 Str, 64 Int): Serpent Star; Physical Arts, Moonlight, Silencer, Acid Bomb, Sound Dampener

    Trident – HP: 3547 AP: +27/193

    1. Torgal (59 Str, 54 Int): Gremory Dominus, Gremory; Physical Arts, Silencer, Lugh’s Revenge
    2. Blocter (73 Str, 30 Int): Sagaris Heroicus; Physical Arts, Herbs, Silent Gas
    3. Paris (57 Str, 74 Int): Commander’s Greatstaff; Remedies, Bluff, Addle, Stealth, Mixed Messages

    Trident – HP: 2911 AP: +28/198

    1. David (62 Str, 48 Int): Enchanted Bluesteel, Force Targe; Physical Arts, Herbs, Ex Machina
    2. Wyngale (74 Str, 106 Int): Gaap x2; Physical Arts, Remedies, Bluff, Addle, Stealth, Retreat Flare, Silencer, Silent Gas
    3. Nora (57 Str, 60 Int): Flame Blackjack; Physical Arts

  • Magic Rises & Theirs Not To Reason Why

    The seventh book in Ilona Andrews’ Kate Daniels series (assuming you include Gunmetal Magic) deals primarily with Hugh d’Ambray and has a small side-focus on some of the Shapeshifters in Europe. While the basic situation and various plot/romantic developments come across as rather contrived, the general feel of the book is similar enough that it ends up enjoyable regardless. The one-liners help.

    The Theirs Not to Reason Why series (A Soldier’s Duty, An Officer’s Duty, Hellfire), authored by Jean Johnson, has an uncommon central concept and an expansive setting. The story centers around an extremely powerful psychic (capable of seeing the entirety of the past, present, future, and all of the alternate realities thereof) who upon discovering that the universe will be completely destroyed by an overwhelming outside force sets her life upon the one narrow path that can lead to the avoidance of that fate.

    Despite being so heavily focused on predestination and following a painstakingly exact schedule, the first two books do not come across as contrived or feel particularly forced. Which is impressive. The third book on the other hand does not quite manage that feat. It has a couple of moments here and there that manage to feel organic, but the majority comes across as a dictated compilation of deus ex machina. That’s not to say its bad or unreadable, it’s just not as engrossing as the first two.


  • More Caitlín R. Kiernan

    This next set of Kiernan‘s books is somewhat different from the previous set. Three of them are constructed as though they were written by their in-universe characters (unreliable narrators all) while the last is a short-story compilation in graphic novel form.

    The Red Tree is the literary equivalent of a ‘found footage’ movie. It is also brilliant. Beyond brilliant. Written in the form of a 1st-person diary as told from the point of view of a not particularly successful author on a summer retreat, it ends up eminently realistic and shockingly engrossing.

    The follow-up to the above is The Drowning Girl. It’s quite a bit more fantastical and abstract than The Red Tree is as a result of being written from the perspective of a schizophrenic. It also has an extremely nonlinear narrative which can end up somewhat confusing at times. It’s still a remarkably intriguing read, just not exactly immersive and better appreciated as a fictional work than a potential reality.

    Slightly changing gears from the previous two books, Blood Oranges‘ in-universe author’s lack of reliability does not come from mental distortions. Rather, it comes from her being a junky and prone to lies. Thematically speaking this is quite a bit different from the previous novels in that it’s conventional cut-and-dry urban fantasy rather than theoretical urban fantasy (i.e. fantasy that may just all be hallucinations/delusions instead of ‘real’). Presumably this is why it was written under the name of Kathleen Tierney… then again it says right on the cover: “Caitlín R. Kiernan Writing as“. So… who knows what the point of using a secondary name was. Anyway, it’s fairly amusing in a cynical fashion and quite entertaining. Somewhat busy though with lots of different supernaturals all crammed in together.

    Finally we come to Alabaster: Wolves. This is a graphic novel compilation of short stories focused on the albino girl who appears in Threshold. Curiously, her personality seems quite a bit different here than it does there. Different bad rather than different good; the conversations are atrocious. The stories also seem especially simplistic and are frankly not particularly enjoyable in any respect. On the bright side, this contains some fairly fantastic pieces of full-page artwork.


  • Caitlín R. Kiernan

    The five books I’m going to cover here start at the horror end of the spectrum and eventually metamorphosize into urban fantasy that leans heavily on the fantasy. They remind me of Justine Musk‘s two BloodAngel novels.

    Silk kicks things off with an intriguing story split among several viewpoints. The fantasy aspects are at their most subdued here, mostly taking the form of general horror and alternate perceptions. It’s nicely self-contained and simply works… for the most part. Having Niki spontaneously turn bisexual is a fairly abrupt plot development when you consider the reason she washed up in Birmingham in the first place.

    Threshold features both a different set of characters and a different set of antagonistic mythology, the latter of which will only appear in the later novels once in passing. Here the balance starts to shift away from horror and into more conventional urban fantasy. The antagonists have much more clearly physical manifestations and while there is still a bit of twisting perception, what occurs happens in a relatively straight-forward manner. The ending is unfortunate on a great many levels and sets a nasty precedent that will be revisited in Daughter of Hounds.

    Low Red Moon I feel is the best out of the five, striking the cleanest balance between reality and misconception with a nicely paced story filled with intriguing developments. It features different versions of the same characters from Threshold and yet another change of antagonistic forces.

    Murder of Angels is my least favorite of this bunch. It’s very, very close to being almost pure fantasy and picks up a decade or so after the ending of Silk with the same characters (along with a transplant from Low Red Moon). This takes what occurred in Silk and turns it into a half-bit imitation of grand fantasy. It’s fairly terrible all-around and painfully contrived (turning Daria into a pseudo-bisexual, Scarborough making his re-appearance, everything about the Dragon and the Weaver, etc.).

    Finally we come to Daughter of Hounds, which picks up years after Low Red Moon and revisits the horrid contrivance that ended Threshold; the ability to rewind time. There are few, very few plot devices cheaper than waving away everything that’s happened and simply pretending it didn’t. Time-fiddling aside, this novel takes a step back from the heavy-fantasy abyss of Murder of Angels to be slightly more grounded in the ‘real world’. It still has a significant focus on fantasy lands and wizards/witches, but presents them in a much less oversaturating fashion.

    All told, I’m rather glad I decided to check out Kiernan’s work. For the longest time I thought that I wouldn’t come across anything else like BloodAngel and these scratched that itch nicely.


  • The Red Plague Affair, Bleeding Out, & Wages: Future Tales of a Hired Gun

    The second book in the Bannon and Claire series takes place several years after the first and has a lesser focus on sorcery. It’s a bit more investigative and much more reactionary, with the protagonists being less proactive and instead forced to adapt to unexpected situations.

    Bleeding Out caps off Jes Battis‘ OSI series (according to the foreword anyway). It starts out pretty standard for the series, gets brilliantly abstract in the eighth chapter… and then peters out into a Contact-style ending that’s just aggravating on every level.

    Zack Parsons’ Wages: Future Tales of a Hired Gun novella is a dystopian look into a possible future through the eyes of a mercenary. It is wonderfully, darkly comedic in all the ways things can and do go horribly, horribly wrong. If you like any of his earlier work, from Liminal States to the extensive number of politically-themed articles written for Something Awful, then you cannot miss this.


  • Bronze Gods, Graveyard Child, & Kat Redding

    A. A. Aguirre’s (Ann and Andres Aguirre’s) Bronze Gods is a little off in some ways while being immensely interesting in others. Its first issue is… structural I guess. There’s this weird periodic absence of descriptive text, as if whole paragraphs of background flavor have been spontaneously excised with little regard to the holes left behind. The other complication is that the protagonists feel as though they’re being railroaded into an unnaturally deep relationship, which ends up particularly hard to ignore considering this has been written by a husband/wife team. Those two problems aside the book is a fairly engrossing window into a new setting.

    The fifth book in M.L.N. Hanover’s (Daniel Abraham’s) Black Sun’s Daughter series, Graveyard Child, is just as entertainingly unique as the previous four. It just has a certain flavor, a dash of the bizarre depicted in a remarkably believable manner that ends up working on every level. That all the previous plot points have been tied together into a basically complete whole here is just icing on the cake.

    E. S. Moore‘s Kat Redding series (To Walk the Night, Tainted Night, Tainted Blood, & Blessed By A Demon’s Mark) is rather severely flawed. The first book is not bad, merely average vampire-centered urban fantasy. Even so it has some annoyances in its penchant for branding (Honda DN-01) and the overuse of “I” coupled with a staccato sentence structure; “I did this. Then I did that. All the while I was thinking about what I would do when I got to where I meant to go.“. Just distracting. The second and third books however… those are actively unpleasant to read.


  • Of Shadow Born, Blood Before Sunrise, & Crave the Darkness

    Of Shadow Born is Dianne Sylvan‘s fourth Shadow World novel. Despite how overpowered its protagonists are, and despite the introduction of gods, elves, and grand designs in this particular entry, I enjoy this series quite a bit. There’s just something remarkably relatable about its characters’ personalities.

    Amanda Bonilla‘s second Shaede Assassin novel, Blood Before Sunrise, unfortunately does not share this trait. The opposite actually. Most of the character personalities in here are flat-out awful, the centerpiece being the protagonist herself. Not only is she completely lacking any sort of common sense or reasoning ability (which is particularly hard to swallow considering she’s supposed to be a century-old assassin), her combat abilities have spontaneously regressed to the point where she’s nearly helpless without assistance.

    Crave the Darkness is the follow-up to Blood Before Sunrise, which I only ended up reading since I ordered them both at the same time. In a way this turned out to be a beneficial development, as this third book is notably better. Not quite good mind you, as there are still lots of character-personality issues, but decent enough that I don’t regret ordering/reading it. That said… I don’t think I’ll be following this series any further. While Darian’s competence issues have mostly been cleared up here and Raif is perfectly fine, neither of the two love interests is particularly likeable (one is narcissistic and manipulative while the other is extremely over-protective) and it doesn’t seem as though their parts are going to shrink any time soon.


  • Divergent, Silver Shark, & The Damnation Affair

    The first two books in Veronica Roth‘s Divergent series (Divergent & Insurgent) are an interesting window into an attempted utopian community that ends up dystopian in the extreme. You can clearly see both the good intentions behind the society’s structure as well as all of the myriad ways that they can (and do) get corrupted and ultimately fail. So; so far so good. Hopefully the areas outside the city limits (which the third book will presumably focus on to some extent) will end up just as believable as the city itself.

    Silver Shark is a short novella by Ilona Andrews set in the Kinsmen universe. As with Silent Blade this story has a wonderfully detailed background setting that you really wish you could spend more time in. Where that lack of time really hurts though is in the romance arc, which ends up feeling incredibly contrived/rushed.

    Lilith Saintcrow’s The Damnation Affair supposedly takes place in the Bannon and Clare universe. To me, it did not feel even the slightest bit attached to that series… and it’s not just the genre switch from Steampunk to Western either; the supernatural bits seemed to work completely differently. Putting that aside, I didn’t like this story for two reasons. The first is that it turns out I strongly, strongly dislike ‘cowboy talk’ while the second is that the female protagonist is extraordinarily strong-headed while lacking any real power or skill to back it up. While not exactly helpless, against what this book throws at her she may as well be.