Posted in Games (Saturday, August 30, 2008)
Written by John Emms and Glenn Flear and Andrew Greet. By Everyman Chess.
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1 comments about Dangerous Weapons: 1e4e5: Dazzle Your Opponents in the Open Games! (Everyman Chess).
- This is a great book that offers excellent and very thorough coverage of many openings or specific variations that otherwise have received insufficient treatment in the literature. I was especially happy to see Flear's chapter on the Bird Defense vs. the Lopez, which updates his previous work in Offbeat Spanish (which had been itself, IMHO, the most up-to-date treatment previously). I think he also wrote the chapter on the ...g6 system for Black in the Open Games (especially versus the Scotch and Four Knights). For that alone, this is a great book and worth having. But there is so much more -- and every line is not only interesting and sound but very thoroughly treated. There is stuff on the "Modern" way of playing the Max Lange Attack as White, the Center Game (where White typically sacs the e-pawn), the Bishop's Gambit (though not as good as The Fascinating King's Gambit -- but it is just an article, of course), and the Four Knights for White versus the Rubinstein (1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.Bb5 Nd4 5.O-O!) I have written a much longer review online elsewhere, but that about sums it up. If you play 1.e4 e5 as White or Black, this is a must have! And what else would you expect from Emms and Flear?
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Posted in Games (Saturday, August 30, 2008)
Written by Julian Pottage. By Vivisphere Publishing.
The regular list price is $22.00.
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No comments about A Great Deal Of Bridge Problems.
Posted in Games (Saturday, August 30, 2008)
Written by Nick Montfort. By The MIT Press.
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3 comments about Twisty Little Passages: An Approach to Interactive Fiction.
- Just over ten years ago, I was holed up in the University of Colorado at Boulder's Norlin library, researching interactive fiction. I was a grad student in English, and had a final paper due in my Literary Theory class. Activision had recently released the Lost Treasures of Infocom bundle, reawakening my childhood love of IF, and I felt inspired to write a paper that connected reader-response theory to the actual reader-responsiveness of text adventures. I wanted to cite and to engage with previous academic work on IF, but unfortunately, though unsurprisingly, it had received very little serious critical attention. Sure, I found a few articles here and there, but what I really needed was something substantial, something that offered a critical vocabulary for talking about interactive fiction, that placed it in a literary context, and that presented a basic history of the form.
What I needed was Nick Montfort's TWISTY LITTLE PASSAGES. How strange and funny that ten years later, the paper I wrote for that class finds itself cited in the first book-length academic treatment of interactive fiction. Sure, the citation only occurs in a passing (and correct) dismissal of reader-response theory as anything but a very limited way into talking about IF, but it makes me feel like part of history nonetheless. Montfort's book is just what IF needs to establish its rightful place the scholarly discourse surrounding electronic literature, and indeed literature, full stop. It never fails to be informative, and frequently succeeds at being sharply insightful about the literary elements of IF. However, TWISTY LITTLE PASSAGES is quite suitable for readers outside the ivory tower as well. Though the book is clearly aimed at an academic audience, Montfort's prose is blessedly jargon-free, clear, and effective, with generous doses of humor thrown in for good measure. Even in its most theoretical moments, the book manages to balance impressive rigor with unfailing clarity, a feat all too rare in literary theory. Consequently, it's an entertaining read for general audiences and English professors alike. Just the bibliography alone is a noteworthy achievement; Montfort has synthesized the already extant body of formal IF scholarship and mainstream coverage with much of the important amateur IF theory produced by people like Graham Nelson and Emily Short, along with a range of other contributions from the IF community and pieces covering the book's other concerns, including riddles and computer science. In addition, there is a formidable collection of IF works cited, a list comprising much of the most influential IF of the past thirty years. Something else that the bibliography makes clear is the value of Montfort's personal connections. It's peppered with references to emails and personal conversations with some of the leading lights of IF history: Robert Pinsky, Graham Nelson, Steve Meretzky, and others. Montfort's ability to gather such firsthand information highlights one of the most important things about TWISTY LITTLE PASSAGES: not only is it the first book-length treatment of interactive fiction, is the first formal treatment I've seen that approaches IF from the inside out, rather than from the position of a quizzical spectator. Montfort's extensive experience in both the academic and IF communities lend him a brand of authority that previous commentators on IF lacked. If you're an IF aficionado like me, you'll find TWISTY LITTLE PASSAGES enlightening and fun, and if there's anyone in your life who genuinely wants to know what interactive fiction is and why they should care, hand them this book.
- "Twisty little passages" does a good job of summarizing and critiquing interactive fiction to date, from early beginnings with systems like Zork all the way through to modern contest based IF works. Historical parallels, such as riddles, are also mentioned and related to the whole.
However, if you're looking for something which looks into boarder textual contexts like MUDs and MOOs, you'll find these only briefly mentioned. Probably essential reading if you're really into interactive fiction, but not something which I regard as being seminal in the larger body of work related to games, interactive media, and the like.
- This is certainly an informative book, no question. It delves into some of the greats of Interactive Fiction but it reads like a PHD thesis, and if that's the kind of reading you're into, and you truly love interactive fiction, this is the book for you.
But there's nothing can suck the love out of a subject as much as dry, academic writing with bracketed source notations every few sentences.
Spending a goodly portion of the beginning of the book defining just what the heck Interactive Fiction is is unnecessary and esoteric. A few paragraphs of real English would have covered what Montfort took chapters to do in dry, academic speak.
Still, his individual delvings into some of the classics were detailed and appreciated, even if those chapters themselves were somewhat dryly- and dully-written, the subject matter itself kept me interested, as I love those classic games.
It's clear he knows his IF history, and it's clear he's played many of the best games in the genre. If you're interested in an academic study of Interactive Fiction, as I said, this is it.
I was just wishing he had written about the subject with as much love and passion as he appears to have for the subject. Alas, this was written as if to please a committee of thesis adjudicators.
Steve Meretzky's review is right on. This book surely makes you want to fire up a computer and start writing IF. It sure made me want to dive into a good INFOCOM game again, as I still do quite often.
Another great in the field, Graham Nelson, author of INFORM and some of the best games out there, is also right in what this book can achieve, but I just wish it did so in text as elloquent as either of these writers has produced. Two of my heroes. I've played just about everything Meretzky's produced in the genre, and I'm currently using INFORM and reading through Nelson's excellent Inform Designers' Manual 4.
I hope my review doesn't discourage you from a discovery of some of the most inventive and fun games in existence, long before there were anything like realistic graphics on computers, as these games are well worth discovering. I just wish someone would convince Montfort to rewrite it with an audience in mind who prefers reading to grading stuffy term papers. Perhaps if he had a good ghost writer...
Sean Huxter.
Long-time IF fan.
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Posted in Games (Saturday, August 30, 2008)
Written by Courtney Cooke. By Meadowbrook.
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No comments about Conversation Starters : 52 Personal Questions to Help You Get to Know Each Other.
Posted in Games (Saturday, August 30, 2008)
Written by The New York Times. By St. Martin's Griffin.
The regular list price is $9.95.
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1 comments about The New York Times Easy Crossword Puzzles Volume 4: 50 Solvable Puzzles from the Pages of The New York Times.
- I got this for my husband b/c he is going through a crossword puzzle faze. LOL Way to hard though, and he's a smart guy. He has been spending to much time in the bathroom with this book!
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Posted in Games (Saturday, August 30, 2008)
Written by Amanda Thompson. By Schiffer Publishing.
The regular list price is $49.95.
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2 comments about Cera*mica: Mexican Pottery of the 20th Century.
- I really enjoyed this book on Mexican Pottery. I really think that the layout of this book was perfect, and all the captions for the pictures were very insightful. I feel that I learned a lot from this book, and i can't wait till the author creates another title, because I feel that whatever she produces will be amazingly educational to read. I recommend this book to anyone who is interested in the pottery, or just anyone who would like to learn a little bit.
- As a long time collector and appreciate of my time spent in Mexico, this book provides any excellent representation of folk art, past and present. Lastima, that they are not more widely appreciated outside of Mexico. This well photographed catalogue opens an opportunity to explore the beauties of Mexican culture. Highly recmmended.
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Posted in Games (Saturday, August 30, 2008)
Written by Matthew Sernett and Rob Heinsoo. By Wizards of the Coast.
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3 comments about Fantastic Locations: Hellspike Prison (Dungeon & Dragons Roleplaying Game: Rules Supplements).
- This is a premium product from Wizards, again showcasing the major changes since buying-out TSR. The packaging is great: shrinkwrapped, with an outer cardstock cover, great cover art by Francis Tsai; interior cardstock is a color repro of the four miniatures maps included in the module. As alluded to, the module also includes four full-color maps of Hellspike, printed on bonded, heavy gloss paper. These look good, and are great for use with miniatures and as a imagination booster. The text of the product is well-written, informative and interesting to read, with great, atmospheric B&W interior illustrations that borrow from the surrounding text (not just cool art that has nothng to do with the story, as in some old TSR works). A great bonus is a collection of encounters that can easily and creatively be combined by a DM into a short adventure; the encounters are designed for 9th Level PCs, but a good DM can adjust to allow for lower-level players. The text is a short 16 pages, but the maps are worth the additional four dollars (over a typical module cost of around ten bucks). I bought this at a hobby shop at 10% off; but it's discounted pretty steeply here at Amazon, and costs the same as a standard module. All told, a fun product. I run my own brand of D&D gaming, based off the 2nd Ed Rules (1989), with selected changes found in the new 2000+ (3.0, 3.5) rules. Works great all the way around. To run this accessory/module you must have a Player's Handbook and Dungeon Master's Guide. Players DON'T need to buy this, or similar products; let your DMs buy these things, and you'll enjoy the surprise of new discovery as you play in a 'Fantastic Location!' The Monster Manuals are pretty cool, but with some imagination you can make your own monsters, or download some cool critters free off the internet. There are a few Hellspike-specific monsters included in this product, but not enough to really play an adventure. PS: I don't work for WOTC; this is an honest review.
- The adventure is not all that great but the mini maps are excellant and you can use them for just about anything. I run an Eberron game and needing a cave with some lava running through it makes a great place for a trek into Khyber to a fight for the hard to find Khyber Dragonshards.
- Call me a throwback but I miss the days when TSR would at least try give you more bang for your buck. This set consists of nothing more than a 16 page book, poorly concieved and written, and two doublesided maps. There is nothing here that could not have been included in another set. Instead someone in marketing had the idea of squeezing even more money out of us clueless gamers- and so they did. I have maps. I have a monster manual. Therefor I didn't need any of this, especially not for this price. It simply makes more sense to convert second or even first edition modules to third and don't waste your time on this drivel.
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Posted in Games (Saturday, August 30, 2008)
Written by Will Shortz and The New York Times. By St. Martin's Paperbacks.
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No comments about The New York Times Crosswords For A Lazy Day: 130 Fun, Easy Puzzles (New York Times Crossword Puzzles).
Posted in Games (Saturday, August 30, 2008)
Written by John Nunn. By Gambit Publications.
The regular list price is $9.95.
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4 comments about Learn Chess.
- Clear and concise instruction on how to learn the game. The exercises at the end of the chapter's are a must for someone who
is serious to start taking on opponents.Buy, Read and enjoy it, but most of all learn the basics of this wonderful game.
- An experienced scholastic chess coach enthusiastically recommended this book to me (there are so many beginner books out there that for a novice the choice is confusing). My friend explained that this book is easily the best guide for an adult looking to learn - well organized and written by a grandmaster who is known for the clarity of his writing and the care he takes over his books.
My friend was right! There are no gimmicks used in this book, just wonderful explanation of how to play the fascinating game of chess. The book begins by explaining the rules and aims of chess, how each piece moves and so on, and how the object is to checkmate the enemy king. This is followed by excellent sections on chess notation, how to win material, attacking play, and sections on the opening, middlegame and ending. There is so much explanation in this book (192 pages) that I regard is as one of the best value books I have purchased in a long time. Thank you, John Nunn, for writing this book!
- There are several reasons to recommend this primer.
1) - it teaches basic moves in a straightforward fashion
2) - it requires no prior knowledge of chess from the reader
3) - it presents the material very logically, step by step
4) - it covers basic strategy and has helpful general advice
5) - it is published by gambit (specialist chess company)
6) - it is good value with lots of ground covered (192 pages)
The author GM John Nunn is a player with a good reputation for sound advice. He makes sure the reader is never asked to run before they can walk. For a teenager or adult looking for a good value little guide, or refresher course on the rules, I would say this is ideal.
- This is a very good beginner's book that covers a lot of ground in less than 200 pages. It is well-written and dense for it's size. It will take an average adult or teenager from not knowing anything about chess to being a competent beginner in a short period of time.
The rules of the game are covered first and this is followed by a very detailed section on chess notation. If you are or have ever been confused by this, Nunn makes sure you understand it inside out before moving on.
This book also has sections on winning material, attacks on the king, the various phases of the game and even chess psychology! It provides a great framework for a beginner to work off of and set goals during various stages of the game.
What I also like about this book is the numerous and extremely clear diagrams. Some chess books don't put enough in and you either need to have a board by your side or above average visualization skills. This is not likely for a beginner, so I think this feature adds a lot of value.
In addition, there are many exercise in the book that reinforce key concepts. This is very helpful and the exercises are good. They will help you to retain the material and there is enough material here that you will get your money's worth.
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Posted in Games (Saturday, August 30, 2008)
Written by Bryan Dawson. By Prima Games.
The regular list price is $16.99.
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1 comments about Untold Legends: Dark Kingdom (Prima Official Game Guide).
- This is a good game guide covering most of everything you would want to know about the game, as you would expect.
I found an error in the specific level at which an ultimate weapon enhancement item is to be purchased. I dont specifically remember it, but here are all of them:
Pristine Lightstone in Library Tower for 2000
Oozing Orb in Silver Cathedral for 3500
Rune of Anguish in the Kiln for 5000
Orb of Suffering in City Slums (South I think, before proceeding to the Grinder) for 7500
Overall, if you want to enjoy playing the game knowing all secrets, I would recommend buying this.
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