Friday, August 17, 2012
Trine 2
Trine 2 is, as implied by its title, the second installment of the acclaimed Trine series by Finnish independent developer Frozenbyte. It once again follows the three memorable characters from the first game, but it takes place many years later.
The Trine, an artifact of great power that binds our three heroes together, as it has since the first game, seeks out each hero—Pontius the Knight, Amadeus the Wizard, and Zoya the Thief—and takes them to a strange enchanted forest. Unsure of what the Trine wants them to do, they traverse the mystical wood and discover that once, long ago, it had been a vast kingdom led by a noble queen. Now it was only ruled by savage goblins and strange beasts of the wild.
Eventually, the three come across a strange woman named Rosabel, who reveals that she had once been the queen of this land. She begs the trio to find and depose of the Goblin King, who currently resided on the throne of what had once been the kingdom. And so the three characters set out to dethrone the unrightful ruler, unaware of the true dangers that lay ahead.
Trine 2 is a brilliant game. It took the good points of the original Trine and improved all the rest. One of the biggest differences is replacing the main enemies—skeletons in the first game—with goblins. The entire theme went from being about a world where everything is dead, to being about a world—a strange and beautiful forest—where everything is alive.
And the visuals are no laughing matter. Trine 2 possibly has the greatest graphics of any platformer game that has ever existed to date. The level of detail is spectacular, from the gorgeous background scenery to the many different creatures you encounter along the way. You can see a sheep pasture in the background of the first level, and even that looks real.
Where I feel the game felt bland, and somewhat annoying, is the puzzles. They were confusing as heck, and often I felt that they were really made for multiplayer co-op mode and didn't really have a good solution in single-player mode. That being said, it felt like the only way to get past certain puzzles was to use slightly broken gameplay mechanics to glitch your way past.
And don't get me wrong there—the gameplay mechanics work great; they just have their minuscule flaws that can be taken advantage of.
In addition, I felt that the soundtrack didn't meet par with that of the first game. It was still beautiful and fitting, but it didn't stand out as Trine's soundtrack did. It didn't make me want to instantly go and purchase the soundtrack with my very own money. However, Ari Pulkkinen is a great composer, and you should buy his scores anyway.
Something that played a major role in why I loved this game was the hidden backstory. All throughout the game you find poems and letters that hint at what may have happened to the great kingdom. This adds a feeling of mystery to the entire experience, and it makes you want to continue and figure out each piece of the puzzle.
In the end, Trine 2 is a game you don't want to miss. The graphics are amazing, the soundtrack is great, the story is deep and intriguing, and it felt so refreshing to be able to return as the three heroes from Trine—I actually missed them after I completed the first game. However, as much as I loved this game, I felt as though it couldn't surpass the classic experience of its predecessor.
Trine 2 certainly has its flaws, but those are so far outweighed by the good things that you really shouldn't worry at all. This game receives a very high recommendation from me.
As a side note, this is one of the only games I've ever played (or sequel in any form of media) where you don't necessarily need to experience the predecessor first. You can start with either Trine or Trine 2. Either way, I hope you enjoy!
Thursday, August 2, 2012
A Brief History of the Brief Past
As you may or may not have realized, I took the month of July off from reviewing books. I didn't take a break from reading; just reviewing. This was to give me some time to catch up with my schedule. I don't know if it really worked, but I believe I'll have another review ready by my next deadline.
A lot has happened recently. Two new pages have been added to the blog: the Status page, to keep track of what books I'm currently reading, etc., and the Reviews page, which is basically a large list of all my reviews. These were added several months ago, but I never got around to mentioning them until now.
In other news, I've recently joined a lot of other websites. I became a fiction book reviewer for The Christian Manifesto, and my first review will be going up on August 10. In addition, I joined the news team on GenGAME.net, a general gaming website.
My friend Eva Ping created a blog a little while ago called An Einsteinian Approach that I've been contributing to on occasion. Some of my most-praised entries on the blog have been The Kneeling Man, Ashes and the Wind, and Story.
So there's a little update of my life. I know for sure that I've forgotten something, but that's not unusual.
God bless,
Reubeny Horsts
A lot has happened recently. Two new pages have been added to the blog: the Status page, to keep track of what books I'm currently reading, etc., and the Reviews page, which is basically a large list of all my reviews. These were added several months ago, but I never got around to mentioning them until now.
In other news, I've recently joined a lot of other websites. I became a fiction book reviewer for The Christian Manifesto, and my first review will be going up on August 10. In addition, I joined the news team on GenGAME.net, a general gaming website.
My friend Eva Ping created a blog a little while ago called An Einsteinian Approach that I've been contributing to on occasion. Some of my most-praised entries on the blog have been The Kneeling Man, Ashes and the Wind, and Story.
So there's a little update of my life. I know for sure that I've forgotten something, but that's not unusual.
God bless,
Reubeny Horsts
Sunday, July 15, 2012
Trine
Trine is an adventure puzzle-platformer developed by the independent developer Frozenbyte. It is currently available on PC/Steam, along with the PlayStation Network.
The story takes place in a medieval fantasy universe. A great kingdom lies in ruins, ravaged by an undead army. Three survivors—a thief, a wizard and a knight—are linked together by an ancient, mysterious artifact known as the Trine. Not knowing what to do, they embark on a quest together to set things right in their broken world.
You switch between the three characters as you play—unless you play the recommended multiplayer co-op mode—and they each have their own essential attributes. The wizard can create and move objects such as platforms and planks, the thief has a bow and grappling hook, and the knight has a trusty sword and shield. Alternating between these characters is easy and quite useful.
The story is intriguing. When assisted by the games visuals and music, it makes for a unique setting that you could only find in a video game. The voice acting—both for the characters and the narrator—is done extremely well, and it adds personality to the game, along with some humor.
The thief was my favorite character to play as. Not only is her bow a very efficient weapon, but her grappling hook allows her to get to many high places that the other characters can't get to. In addition to that, the grappling hook is just a fun way to move around. Don't feel like walking? If the ceiling is made of wood, just grapple and swing past the entire area in a third the amount of time.
Something I really want to touch on is the music. Trine's soundtrack creates the perfect atmosphere for the setting, and it makes you want to keep playing. As soon as you start the game, the music welcomes you and almost makes a promise that the game you're about to play is going to be brilliant. The composer deserves a medal. The soundtrack reminded me a lot of the soundtrack of the Elder Scrolls games, and that there's some mighty fine music.
To conclude, this is an amazing game. The replay value is very high, as there are collectibles to find in every level, and you can come back to any level you've beaten to find what you missed your previous time through it. There's a leveling-up system where your characters can upgrade their abilities, and also many various stat-boosting items to find in treasure chests.
I recommend you pick up this game. It just might be worth your time.
Friday, July 6, 2012
20 Random Facts About Me - #3
So you think you know a lot about me, do you? Probably not, but here are another 20 facts that you might or might not have known.
Well, I hope you learned something important today.
- My father is a carpenter.
- I have a passion for photography.
- I prefer Windows over Mac.
- My favorite contemporary TV series is Castle.
- My oldest brother is a physics major.
- I review media as a hobby (you probably didn't know this).
- My favorite webcomics are "Brawl in the Family" and "Blank It."
- I hate cleaning my room.
- I get new books faster than I can read through them.
- My favorite video games are An Untitled Story and Bastion.
- I love lemons. And limes.
- My most common nickname is "Reu," but it's mostly only used on the internet.
- I want to learn guitar, but I currently know nothing about how to play one.
- I'm not currently writing any books—I'm just planning them.
- My favorite color is blue.
- I still love LEGOs, even though I rarely buy them anymore.
- I have a habit of winning book giveaways.
- The first video game I ever played was Super Mario 64.
- I find one of the most irritating sounds ever to be that of a vacuum cleaner.
- Somebody was vacuuming when I typed #19.
Well, I hope you learned something important today.
Saturday, June 30, 2012
Amelia's Last Secret by Eric Wilson
Amelia's Last Secret is a novella by bestselling author Eric Wilson about the fate of Amelia Earhart—one of the most prominent and well-respected women in the history of the world. It is available on Amazon for $2.99 exclusively as an ebook.
Everyone knows Amelia Earhart, and everyone has at least speculated about her mysterious disappearance in history. Leave it to somebody like Eric Wilson to take the facts as we know them and write a brilliant story from it. He took real people, events, and information, and put them all together in an intriguing and believable manner full of mystery and suspense.
The novella is split into four parts, taking place over the past seventy-five years:
Part One - July 1, 1937
Part Two - June 8, 1944
Part Three - May 17, 2012
Part Four - July 2, 1937
The first part begins from the point of view of Amelia Earhart, and ends with a cliffhanger, which is concluded in the final part. The two middle parts continue the story of how Ms. Earhart's fate was discovered. All four parts were extremely well-written and make you want to continue reading. The amount of research put into the story is astounding and truly adds life to the tale.
Eric Wilson is an amazing writer, and Amelia's Last Secret helps to prove it. The ending is a little sad—but you can't deny that the inevitable would happen. The novella could make a great movie, or at least a short film. Kudos to Mr. Wilson for writing such a masterpiece. It is well worth your reading time.
Monday, June 25, 2012
Robert Liparulo - The 13th Tribe Interview
Robert Liparulo is a man I've known about for a long time, as he's known in certain circles to be an amazing author. I met him last August at an event and received an advance copy of his book The 13th Tribe. I read it and was amazed. I haven't since read any more of his novels, but recently he was willing to let me send some questions his way about The 13th Tribe, and here are the results.
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Reuben Horst: How have you and your family been recently, Robert?
Robert Liparulo: We've been well, thank you. My son Anthony is in his first year of high school. He's a soccer nut. My youngest daughter is in kindergarten and taking dance lessons. My oldest son is embarking on a 7,000-mile hike along the Appalachian, Great Divide and Pacific Coast trails. And my oldest daughter is now living in Santa Fe. We're all having a blast.
RH: What exactly gave you the idea for this story?
RL: Some time ago, I started thinking about vigilantism, frontier justice. I think most of us would say we'd do something to stop, for example, a child abuser, even if we have to go outside the law to do it (assuming all other recourses have failed). But what are the ramifications of that . . . to society? To our souls? It's a scary door to open. The best way to examine a topic is to exaggerate it, or look at how it functions under extreme circumstances. I wanted to look at vigilantism that way: an exaggerated reason to be a vigilante . . . how far could you take it . . . what do you become if you practice it over a long period of time?
You can't think too deeply about taking the law into your own hands, about hurting people before they can hurt others, without eventually getting around to thinking about the nature of forgiveness and grace. So now there's God, filing off the edges of my story, shaping it into something bigger than it was before.
The 13th Tribe can be summed up in two words: Immortal vigilantes. But, really, it goes much deeper. It explores our struggle to grasp God's holiness; our stubborn belief in "earning" God’s favor, though we know better; and how even our good intentions can be twisted when we insist on abiding by our own limited logic instead of God's righteous wisdom. All of this in a story filled with action, cutting-edge technology, and complex characters—the kind of story I like reading myself.
RH: How much research is involved when writing a novel like The 13th Tribe? Are there any specific places you went or things you did to help you with research for the book?
RL: I traveled to many of the locations, read books and talked to experts about immortality, biology, theology, weapons (like flame throwers), high-tech military inventions (such as invisibility suits), relics, archaeology . . . I filled three six-inch binders with notes, maps, and photographs. I used to be an investigative journalist, so I tend to research a lot, and I have no qualms about asking the leading experts in their fields for interviews and throwing tough questions at them. I try to find the little gems that either stun readers or make everything in a scene feel just right.
I believe the only way to make such a wild concept as immortality palatable and entertaining to readers is to make everything else in the story as factual and real as possible. All the locations are real, and I hope detailed enough for readers to get a true feel for each place. And one way the immortals are traced through history is through actual art—such as the Spinario or Boy with Thorn and Jean Auguste Dominique Ingres's Apotheosis of Homer. I did a lot of research into biblical events, such as what really happened at the gold calf, and studied extra-biblical stories, such as the Apostle John being tortured by putting him into a vat of boiling oil. Many of the historic events described—a Civil War massacre, Rasputin's death— really happened.
A lot of times, science eventually "catches up" with God's miracles and we can explain them in human terms—which doesn't make them any less miraculous, but shows that God often uses the incredible things He created for us on earth to facilitate His will. I wanted that to be the case with the immortals, so I explain how every cell in the human body has telomerase genes—called immortal genes—which allow cells to replicate forever, which would result in the cessation of aging. Trouble is, they are "switched on" in only a few cells. I posit that God activated all the telomerase genes in the immortals, so there's both a biological and a supernatural reason for their immortality.
RH: How long did it take you to write the novel, from initial concept to final draft?
RL: About eighteen months, including the beginning convolutions from a book about vigilantes to a Christian story about immortal vigilantes. Most of the time was spent researching and deciding how to merge a solidly Christian story into my style of action-adventure-thriller.
RH: How much change did the story go through during that time?
RL: Other than that first big change, going into both the paranormal and Christian fields, it didn't change much from my initial concept. But I don't outline, so there’s not that much for my stories to change from.
I don't outline because I want my characters to lead me through a story. If I outline too extensively or too far ahead, then it's me, as an author, who is forcing my characters to behave the way I would behave in those situations. When I create compelling characters and set them free, they develop what seems to be personalities and behaviors all their own. They start to do things I never would have dreamed they would. They respond differently from the way I thought they would when I thought through the story. But I do have certain points in the story that I know I have to reach; I just prefer to let the characters tell me how to get there. Typically, I know about three days in advance which scenes are coming up. That helps me stay on track without being too overbearing on my characters.
RH: Who was your favorite character from the novel?
RL: Just because I spent so much more time with him than the others, I'd have to say Jagger. But Nevaeh's confused passion to please God intrigues me. Owen personifies my desires to know God better. Even Tyler endeared himself to me. When I finished the manuscript, I missed all of them.
RH: How did writing the novel impact your life?
RL: I've always studied His word, always sought deeper understanding, but now, writing about it, I'm learning so much more. To make these stories work, to make faith integral to the plots, I have to excavate theology like I never have before. What struck me more while writing and researching The 13th Tribe is that at every turn, I'm awed by His love for us, his tolerance and grace. We are so unworthy, but still, there He is, arms wide open.
RH: Without giving too much away, can you tell us something about The Immortal Files #2?
RL: We're back at St. Catherine's Monastery with Jagger, Beth, Tyler, and the monks, when a group attacks. We find out there is another group of immortals, called the Clan. These guys are really nasty. They don't care for God at all, and their only goal is to grief God by hurting his children. They get their hands on an artifact that allows them to peel back the curtain between our world and the spiritual realm. I had a great time writing it.
RH: Do you know the title of The Immortal Files #2 or approximately when it will be released?
RL: We're playing with a few titles now—The God Stone, The Vision Stone, or The 7th Vision (in keeping with the ordinal theme from The 13th Tribe). It should be out early 2013. I'm hoping for the third in the series to come out later that year.
RH: Are you currently working on any projects other than the Immortal Files series?
RL: I've started the third Immortal Files book, but I've decided to try something I haven't done before: I'm also working on the first book of the Hunter series, a YA series that should be out next year. A lot of writers I know keep several stories going at once. That way, if one isn't flowing or they’re waiting for research, they can switch over to another story. I've always written one at a time, but I think Immortal Files 3 and Hunter are different enough that I can give it a try. So far, I like it.
RH: If someone hasn't read any of your books, which would you recommend they read first, The 13th Tribe not included?
RL: That's always a tough call to make. I usually suggest that teens give Germ a try, probably because a lot of high schools have picked it up and I get a lot of emails from teen readers who like it. If readers like twisty-turny, I suggest Comes a Horseman. For more straight-up thrillers, try Deadfall, then Deadlock. Of course, if they're young, I suggest Dreamhouse Kings.
RH: What’s your favorite soft drink?
RL: Dr. Pepper.
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Once again, thanks to Robert for his time, and also thanks to those of you who submitted questions for me to add to this interview. Check out Robert Liparulo's website here.
Saturday, June 16, 2012
The Truth About Forgiveness by John MacArthur
This is a book in a series of three books by John MacArthur. I had to choose one out of The Truth About Grace, The Truth About Forgiveness, or The Truth About the Lordship of Christ to read and review. I chose the one that I would be the most interested in, as forgiveness is something I have always struggled with.
I didn't expect much from the book; nonfiction generally bores me by explaining things I already knew in five times the amount of words necessary. I do admit sometimes I thought it was a little wordy—even for a book only a little over a hundred pages—but that is to be expected, and it didn't happen nearly as much as I thought it would.
I started the book genuinely surprised; MacArthur started at a point I wouldn't expect, and continued explaining what I had never thought of before. That, in itself, is something wonderful. I began expecting little, and what I found was more than I could have hoped for.
The first chapter made me think a lot. Sometimes I thought, "He can't say that, because it's very apparent that he's never experienced that himself," but every time as I kept reading I realized that this man truly knows what he's talking about, whether he's experienced "certain things" or not.
The Truth About Forgiveness is not a typical Christian nonfiction book, basically putting a boring sermon I've heard before into text format. It's something entirely unique, and for the first time something actually worth putting into book format. It focuses much on what Jesus said about forgiveness, through parables and stories, along with actual happenings, but it does it in a way that grabs your attention and keeps you interested. What's more, it actually uses good points that you might not have thought of.
It's extremely rare that a nonfiction book, especially about Christianity, does not disappoint me, but this one not only didn't disappoint me, it actually impressed me. When I saw the dozens of five-star ratings for the book, I inwardly chuckled and knew it would have a lot to prove if it were going to get anywhere near that rating from me. Because face it, everyone: sermons and books about forgiveness are generally just plain boring. We never truly hear what we need to hear. John MacArthur's book, however, is different.
I have never recommended a nonfiction book as highly as I recommend this one. Five stars.
The Truth About Forgiveness was published on May 1, 2012.
This book was sent to me for free from Thomas Nelson Publishing. http://www.BookSneeze.com/
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