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Anoxemia

The fear of the deep blue is one that a lot of people, myself included share. Drowning, sharks, the darkness swallowing you up as you sink down into the watery depths, it all evokes a sense of trepidation, a sense of being out of control and dying in painful, terror filled dread.

Have I set the scene? I hope so, because that’s exactly what Anoxemia is trying to accomplish! Anoxemia at it’s heart is a puzzle game, filled with traps, dangerous routes and the ever-present fear of drowning in the dark. But it’s a little more than that, and with this review I hope to dive (sorry!) a little deeper.

Anoxemia pits the protaganist as ATMA, a tiny probe with the sole purpose seems to be to save their tethered, pink-moustachioed human diver who has been cut off from his ship by forces unseen. Ostensibly you are on a mission to collect plants that show signs of … for analysis by your bosses. However, as you journey though you’ll find the mission isn’t all it seems…

Damn mines…

In terms of mechanics, ATMA is the element that the player fully controls. Initially equipped with a sonar function, ATMA can move and detect the various enemies littered across the ocean floor. These include tiny sensors that drain ATMA’s battery if hit, mines that explode it even brushed lightly, and even mini-subs that follow you around the level and skewer your human charge. ATMA also keeps a tab on your power and oxygen levels, which are basically timers that tick down and need constant recharging by the batteries and air tanks scattered throughout the levels. Later on, ATMA also picks up a couple of ‘weapons’ like a harpoon and an EMP that help you in protecting the human.

Suffice it to say, there are a lot of ways to die. And you’ll die. A lot. Whilst ATMA is immune to most enemies, the human you tow around is not. Unfortunately, pinpoint control is not a strong suite of this game. ATMA’s movement includes an acceleration and deceleration that can cause a great deal of consternation when trying to navigate some of the tighter gaps in the game. Couple this with the human’s movement (which tends to follow the shortest path to you, even if that path is through a naval mine) and his own acceleration/deceleration, and you’ll often find your little guy blearing into a laser grid or gently careening into a spike trap as you stop ATMA just in the nick of time. I can only think that this is designed to imitate the inertia one often feels underwater, but it adds a level of difficulty to an already tough game that makes me feel like I was fighting my controller as much as I was the game. This isn’t helped by the human’s ability to stick to even the smallest bits of scenery, especially infuriating when time is short.

Another element I found a bit hard to swallow was the double-whammy of a lack of checkpoints and the non-respawning chests that can provide life-saving oxygen and power as well as upgrades for ATMA like a stronger harpoon or more oxygen capacity. The game saves after each mission, including how much oxygen and power you had from the last one. So if you barely made it to the end of level 30 with seconds of O2 to spare, you’ll start mission 31 with only a minute of oxygen (the game will round up in this scenario). This happened to me on a number of occasions, which left me with two choices: grab as many chests as you can and hope they have oxygen in them, or back track a level or two and try to get through them quicker. The kicker is if I go down the chest route if I die I’ll need to reload the whole game to reset them as they don’t respawn between attempts. If I go down the back track route, I’m revisiting locations I was glad to get through in the first place.

Things are starting to get serious…

At first, I thought the system was a great implementation of ramping up tension as you watch them count down to your death. However, random feast/famine distribution of these resources in each level coupled with the driving need to get each level done as soon as possible eventually made me start to dislike the pressure (especially as the human extoles ‘I need to collect as much oxygen as possible’ for the umpteenth time) as it started to feel unfair and to discourage exploration of the later levels.

Where Anoxemia really shines is in the atmosphere it portrays. The dark and brooding level designs that get grimmer as you progress, the sound track that cuts out during the stranger scenes of the game, the off-kilter text messages ATMA produces that make you think ‘OooohhhKaaayyy’ add up to sense of lingering dread and tension as you explore the levels. I especially loved the sudden ‘shock changes’ where the scenery suddenly changes to something much darker in theme. Suffice it to say this kept me playing as I wanted to unravel this mystery and find out exactly what was going on between ATMA and the human diver.

Blood in the water

In summary, Anoxemia is an intriguing game and overall I must say I liked it; rich in theme but with a strange difficulty inconsistency compounded by a control system that is incredibly unforgiving. If you enjoy a challenge with a unique premise and have the patience (read: masochism) to stick at it, Anoxemia gives the ‘Dark Souls’ level satisfaction each time you finish a level. Just be prepared to fight some sticky controls.

Dust and Decay – Chapter 11 – By Sean P. Wallace

Want to know what’s happening? The first book Dust and Sand was serialised here at Geek Pride. A summary is available here. You can also buy the definitive edition of Dust and Sand at all good eBook stores.

Since the man in black captured Penelope, everything felt different. No, that wasn’t right: the world had remained the same, but she was different. She had been so… privileged before, comfort and wealth like blinds on a horse. She’d thought Africans kin to the beef on her plate. When others discussed the ‘Indians’, she’d thought them savages. They didn’t have a real society, did they? Buildings, technology, or guns of their own? Nothing she considered civilised.

Yet, who’d captured her? Tortured her? Mahrey and the man in black. People of her own race. Who was the more civilised, then, if black folk mostly resisted the call of the Triangle, and the Nations had defied them for centuries, but whites formed such cabals?

She thought this as Snowflake, a Teotek healer, tended to her injured hand. And she reconsidered the Teotek’s kindness. Not outright kindness, particularly by those who had fought whites since long before the Dixie Problem, but more than a United States Senator’s daughter deserved. They even sheltered her in the shadow of their sacred former home. Putting aside old enmities to provide succour. Biblical acts from non-believers.

It wasn’t kindness she felt when Snowflake pressed a burning poultice against her abrasion, but she didn’t make a sound. It wouldn’t do to complain.

Snowflake still felt her tense. “I should have warned you that would sting.”

“No, you don’t have to. You’re healing me. A little pain is nothing.”

Snowflake frowned. She was short with long, lustrous, black hair. Penelope thought of her nose as Jewish, which she chided herself for. Her dark skin was marred only by aesthetic and magical tattoos gracing her hands and arms.

No, not marred. Changed. Enhanced, even.

“Are you okay, Penelope Chalmers?”

She wasn’t. Dust’s barb about keeping her opinions to herself still stung. Doubly so because he was right. It was probably why she’d been so aggressive during their sparring session. Why she now had bruised knuckles.

She wasn’t angry at Dust, but herself. Well, who she had been, and the impression of that person that still shaped her.

“Penelope?”

“Sorry. No need to worry about me. I’m just a little out of sorts is all. What with Dust leaving for…” She stopped herself from saying God. “For fuck knows where for a day or so. I’m just used to his presence. Weird, seeing as I’ve only known him a little while.”

“You’re used to his protection, you mean?”

“What? No.” She paused. His absence was a convenient excuse for her mood. Wasn’t it? “Least, I don’t think so…”

Snowflake pulled a roll of bandaging from her leather pouch and wrapped it around Penelope’s knuckles. “Your ordeal with followers of the Three has left you scarred and hurt. Use that pain to fight, to learn how to never be taken again, but know deep wounds do not heal in moons: they heal in lifetimes. Penelope, many hear your screams in the night. You suffer still. And it is clear you suffer more without the calming presence of one touched by Resistance.”

Penelope looked away. She hadn’t realised others knew about her nightmares. Plaguing visions of what Mahrey and That Which Sins wanted her to be. What they did to her. The cold of the night, its solitude, often plunged her back into that cell.

Snowflake grabbed Penelope’s chin and turned her back. “I have seen warriors and survivors drink themselves to death after such a struggle. Or go to fight impossible things solely to die. You have lived through a nightmare. Shame is natural, but you must never give in to it.”

Her face was etched with real pain. Penelope touched her arm. “You survived something awful too, didn’t you?”

She continued tending Penelope’s wound. “When I was young, I and many others were removed from the Teotek. Forced into white schools. They taught us much, mostly about your god and his ways. Taught as though it was the only truth. Beat us when we turned to the ways of our ancestors, spoke our own tongue. For seven years, I remained, until the older children contacted the Teotek. Then we were freed. With Resistance’s aid.”

Penelope felt sick. Her father implemented those schools, claiming they would civilise the ‘savages’, integrate them into society. She’d thought them a great idea: the Indians knew so little, had only the technology and wares they could steal or buy. But Snowflake was traumatised by them. It should have been obvious, but such schools were little more than torture.

“What did I do to earn such kindness? From you and all the Teotek?”

Snowflake shook her head. “Kindness is not something you earn: it is something you should expect. Unless you crush it in others with your words or deeds, of course. Respect and trust, they must be earned, but not kindness.”

Before Penelope could respond, Dust coughed behind her. Bald as an old doll. “Penelope, you okay?”

Penelope stood, brushed dirt from her legs. “I’m fine. It’ll be a couple of days before I punch anything, but I’ll live.”

Dust looked to Snowflake. “You mind giving us a moment? I’ve something I need to discuss with Penelope.”

Snowflake nodded and left, taking her kindness and her treatment.

“Thank you, Snowflake.”

The healer waved her thanks away before entering her tent.

“It’ll really be days until you’re better?”

Penelope flexed her hand a little. Pain flared. “Maybe less. I’ll use my other hand in practice sessions. What about your hair? When’s that coming back?”

“Damn,” Dust said, ignoring her. “That’s a problem as we’re leaving today.”

Despite the heat, Penelope ran cold. Her bruised hand twitched. She’d thought the Teotek band, this carved city, was their permanent home. Somewhere to work out of.

“Wh-why? Where are we going?”

“We’ve got a good use for the Father’s Word,” Dust said, unaware of her panic. Or ignoring it. “The Teotek Elders and a Caddo Eagle Doctor, they reckon we can use it to close off That Which Sins from the Badlands. Perhaps all of America.”

Penelope’s eyes narrowed. Her healthy hand clenched. “Do you believe them?”

Dust smiled a little. “Yeah. They reckon that if we get the Word to a kind of… magical fortress the Nations’ve built, someone inside can use it to stop That Which Sins.”

Panic evaporated, unable to withstand her rage. “I’m coming with you. If That Which Sins will take a bullet, I want to be there. I want to hear her screams.”

His smile flashed again. “Hoped you’d say that. We’re leaving soon as we’re packed. You, me, and Shadows Fade. Guess you’ll be fighting left-handed.”

“I’ll manage.” She took a deep breath. “Yeah, I’ll manage. All right, what should I pack for?”

“We’re going a long way damn quickly, so bring only what you need to survive: Shadows Fade’s looking after the food and water and I’m bringing the Solution’s tent. All you’ll need are your clothes, your weapons, and the Collar.”

Penelope touched where Omnis’ Collar would rest. She’d not worn it in days. Now she would wear it out in the Badlands, where monsters and cultists roamed. Her left hand was still clenched. Her right throbbed violently.

“If we’re leaving the Teotek’s wards, won’t you be spotted by… everything?”

Dust sucked on his teeth. “Yup. Straight away. I’ve been working on something to protect us, but it won’t be enough. Everything in the Badlands will know when I’m abroad. Won’t know exactly where, but maybe to within five miles. The Teotek’ll use counter-scrying magic to help hide us, but it won’t do a lot. Another reason to travel light.”

A hundred inhuman eyes following them. Penelope shivered. “Then we’re not coming back, are we? We would only reveal the Teotek by returning.”

“Smart,” Dust said, a little impressed. “You’re right, we ain’t coming back. Even if we tried, the Teotek’ll move on soon, I’m sure. Settle in some other place. No, if we’re successful, we’re off to Missouri next. Their Dark Marshes, like our Badlands. We’ll end That Which Sins in America.”

“Then I should pack anything I care about.”

“So long as it’s not heavy.”

She sighed. “Will we at least get to say goodbye? To the Teotek, I mean. I… I would to thank them for their hospitality.”

Dust nodded. “I reckon we will. Come on, we’d best get packing. Quicker we are, the more time we’ll have for a farewell.”

He stepped away. Out of his gaze, his harsh attention, Penelope reeled. She’d gone from being accepted by the Teotek to wishing them farewell. For a moment, Dust seemed as bad as the man in black. A kidnapper.

She scolded herself: did she not immediately say she would come? Did she not burn with a desire to hurt That Which Sins? To see the Whore God dead?

Still, this wouldn’t be a permanent parting. When they had completely closed out That Which Sins, she’d return to the Teotek. Thank them properly.

“Hey, Dust? Why did you talk about just America?” Penelope asked.

He stopped, turned. “Pardon?”

Penelope jogged to catch up to him. “Isn’t That Which Sins active across the whole world? So why would we concentrate only on America?”

“This is where she first entered, ages ago. Through the First Wound. And it’s where she’s stayed. No idea why.”

“Why doesn’t That Which Sins operate beyond America?”

“Omnis. Omnis is why. The moment it arrived on this world, it left for Europe, leaving the other ‘gods’ to gorge themselves here. That’s why it’s got a Latin name: the Catholic Church identified it. Melting Flesh made it across later, but That Which Sins stayed here. So, if we get her here, she’ll be done everywhere. I’m sure of it.”

Penelope frowned. “So, the Nations didn’t fight Omnis before?”

“They did, they just didn’t know it. It didn’t care about America, with the Old World uncontested for a good while, so the Nations dealt with its influence rarely. Its creatures were mistaken for those of Melting Flesh or That Which Sins. Only when folks came over from the Old World, bringing Omnis’ influence, did the Pair become the Three.”

“Where did you hear all that from?”

“The Teotek confirmed most of it. The rest comes from people I’ve met, intuition, and, well…” He tapped his arm twice and shrugged.
Penelope nodded. When he wasn’t training, helping around the band, or studying with the Teotek elders, Dust worked with the tattoo. Sometimes, she found him whispering to it. She’d initially thought he was losing his mind, but she once saw the tattoo move in response…

Though it wasn’t his mind, he had lost something. “You didn’t say what happened to your hair.”

Dust pressed his tongue inside his cheek, looked away. “I fought a Major Gift of Melting Flesh. Damn thing took my hair as a toll. Everything but my eyebrows and eyelashes.”

“Everything?” Penelope asked archly. “Even… down there?”

Dust blushed. He walked away without replying.

Penelope cackled. Hell, if she could make the Wanted Man blush, she could easily face the Badlands with one bruised hand.

MadGeek.com Limited Edition Back to the Future Cufflink and Tie Clip set

From time to time, we lovable geeks here at Geek Pride, get our hands on some amazing merchandise to oogle, fondle and sometimes stand and stare at with mouth awide; a small amount of drool protruding from our lower lip. Then there are those days we get something so awesome and stylish that we drop to our knees and thank the gods of geekdom for the bounty they have provided us.

The Guys at Madgeek.com provided us with the latter and given us the opportunity to review their limited editon and numbered “Back to the Future” ‘Flux Capacitor’ cufflinks and ‘Time Circuits’ tie clip.

The cufflinks and tie clip come in a well presented black box with the “Back to the future” logo emblazed in silver on the top;  the Mad Geek, and other necessary logos, underneath confirming its Official status; and the most important thing to many collectors, its hand written number in silver pen (up to 1500).

The cufflinks themselves are beautiful and incredibly clean. The Flux Capacitor is stamped onto a black background with a simple but effective design aswell as the bottom plug which has the ever so awesome 1.21 jigawatts stamped into it. It also has a curved bar to make it extra comfortable to wear, and easier to show off; especially on a black shirt which make these pop out and an immediate talking piece.

The Tie Clip is exactly as I would expect from the Time Circuits Display; reading “Oct 26 1985” which is a reference to the time period the film is set. This attached nicely and held its place for quiet a long time before it started to slip a little, which is to be expected when your moving about. Once again, the display is stamped with a black background making it easy to see and read.

Both are made of Stainless Steel and crafted to perfection with a polished finished, both fit snuggly in the box so they don’t wiggle about, and when receiving the items they came well packaged to stop any damage from Rogue Posties (believe me, we’ve had our fair share).

Unfortunately with a grand item comes a grand price, $110.00, which for a lowly geek like myself is a tad steep but as a must have item and one you like the look of, especially for collectors, this is a great piece to own, especially for those special occasions when a simple shirt and tie just wont do and you need to add that extra “Roads? where we’re going we don’t need roads!” or for a simple display piece? they go very well next to any BTTF merchandise.

All in all a great item and one that any BTTF fan will covet.

I’m giving MadGeek’s Limited Edition Back to the Future Cufflink and tie clip set an overall 4 out of 5.

To get yours and other, similar, great items check out their website HERE

link http://www.madgeekcollectibles.com/shop/back-to-the-future-cufflinks-and-tie-bar-gift-set

On another note, we will be presenting this box to Doc Brown himself, Christopher Lloyd, at London Film and Comic Con at the Olympia this July and we will be sharing that with our friends at MadGeek and on our FaceBook Page.

until next time. Wear your Pride!

5 great Table Top Games that will ruin lives, families and friendships

Table Top Gaming is currently coming into its own and with events like International Table Top Day, it will only get stronger. A bunch of good friends, getting together, having a few drinks, enjoying each other’s company and generally just having a good time… well, that is, unless they play these games.

Table Top Gaming is competitive in all its forms but when its core mechanics base themselves on deceit and betrayal, prepare yourselves for relationship / family counseling after because it never ends well.

So here are mine and Bevan’s top 5 GREAT games  that will ruin lives, families and friendships

 

Matt’s 

The Resistance 

Resistance is a card game where players work together to figure out which one amongst them is a government spy.

Each round the leader of the mission chooses a group to go and the rest of the players have to figure out if any of them are spies or not and vote if the mission will succeed.

It’s a simple game, in theory, but due to its subversive nature it can result in family feuds, relationship break ups and generally a dirty feeling you can’t wash off.

IT’s AMAZING and one I would recommend with more than 5+ players

Diplomacy 

An old game, akin to Risk, but instead of simply moving your units and talking to each other over the table, you write orders secretly and build alliances in back room deals; away from prying eyes.

You can either stick loyal to your alliance, or, as is the case generally, stab your family member, and or better half, in the back and take their recently vacated and undefended lands for yourself.

Machiavelli would be proud.. shame no one will talk to you for the next month; a small price to pay for VICTORY!

 

Bevan’s

One Night Ultimate Werewolf

Secrect powers. Switching roles. Wild accusations on half baked assumptions. A recipe for family bliss right?

In ONUW, each player is given a role in secret, each with some a special power. During play, all players are ‘asleep’ with their eyes closed, then at certain points each role is asked to ‘wake up’ and perform a task. This can be simple like looking at someone else’s role, or more complex like copying the ability of another player.

After all roles have been called, all the players open their eyes. What ensues is a discussion (read: accusations and flat out yelling) to try and determine which players are the werewolves. After the dust settles and mom puts the knife away, the players take a vote on who they think should be ‘killed’. If a werewolf is picked, the villagers win, but if a villager is picked the werewolves take the win.

Every game I’ve played has started with trepidation as new players figure out what is going on whilst the experienced amongst them start flinging blame like monkey poop. Whilst this is mostly done in good fun, occasionally players can get so riled up the shouting can get a little heated. Luckily the game has a timer, and rounds are very short, so no one feels victimised….well, not for long.

 

Five Tribes

This cracking game is a mancala variant where players are moving different coloured groups of meeples around a set of Arabian desert tiles in a bid to assassinate other meeples, build houses, breed camels or summon powerful djinns. It’s simple gameplay hides a deep and tactical game with plenty of different strategies to follow and ways to score points.

It makes this list however due to the unholy amount of Analysis Paralysis it can cause in even the most quick thinking of people. The early turns have literally HUNDREDS of potential moves; do I grab the red dudes and bump off an opponent’s meeple? Or the green dudes and start sucking up resources for set collection-y goodness? Or yellow for.. you get the idea. When a turn takes upwards of twenty minutes, no family member or friend is going to sit there and wait. Table flipping may be the only out…

Fluxx


OK, OK, I’m probably going to get some flack for this, but I have to say it; I don’t like Fluxx. The game is a clever premise: start with some simple rules (draw one, play one), with players trying to get the items (Keepers) they need to complete an objective (Goal). All the while the rules are constantly changing; suddenly you draw three and play two, now you need to discard your hand at the end of the turn, oh and now you need to play EVERYTHING in your hand.

What sounds like a recipe for all-out hilarity and fun quickly devolves into ‘so the goal has changed AGAIN and I have no say on how many cards I play this turn? Fab…’ The complete randomness of the gameplay just kills any element of enjoyment a family may get from this. Couple this with the utter crapfest of trying to get the Keepers you need to have victory just taken by the person who happened to luck into the perfect hand after the second hour of gameplay (seriously, both of these things can happen) and what you’re left with is a hollow shell-shocked gaze as you thank whatever deity you wish that it’s over.

Fluxx is fine if your family and friends prefer lighter games or more into the experience than game play (not that there is anything at all wrong with this), but I just know if I tried to pull this out with my family and friends, I’d be better off just grabbing my coat and getting on the bus home.

Any other games that should be added to the list? then put a comment below and let us know!

The Geek Pride Cast #RealLeather

Another Podcast coming your way from a few weeks ago.. Sean manages to appease the Internet gods and Ben Fee comes out of hiding!

“This week, Sean and Ben present something low quality but acceptable, and take a principled stand/kneel on sleeping in cons.”

Don’t forget you can listen to us on Itunes too!

Dust and Decay – Chapter 10 – By Sean P. Wallace

Want to know what’s happening? The first book Dust and Sand was serialised here at Geek Pride. A summary is available here. You can also buy the definitive edition of Dust and Sand at all good eBook stores.

Shadows Fade encountered her first dark spirit when she was eight. Before the Badlands formed, children could roam, search for unusual plants, insects, or old arrowheads, if they carried a locator rune. She had always hated her. In truth, she and her friends thought dark spirits a myth to keep children in line, resented having to bring along those etched pebbles. Which was strange when there were enough white folk to legitimately scare them with…

It had not helped that dark spirits were rare back then. Doubly so during the day. Whenever she felt reflective, as now, Shadows Fade wondered whether Resistance had manoeuvred that thing into her life. Set her on the path to becoming a warrior.

Having left her rune behind, she spent the afternoon searching through cacti and shrubs or watching eagles screech at the distant sun. Unaware of the danger stalking her.

Young, untrained, she did not recognise a dark spirit’s slithers and sighs as it approached. She was curious, of course, but not scared by the sounds. Approached the outcrop they came from.

Then the thing floated down toward her. A scorpion bloated with dark magic. Knee high, it flew on dragonfly wings. The graceful swirls on its carapace and increased brain size told her in hindsight it was a creature of Omnis.

Shadows Fade had screeched and sprinted away. Far from her band, too far to return to their protective wards, she simply ran. Erratic turns and panicked sprints. Anywhere to escape that evil thing.

The dark spirit followed on shimmering wings, fine as smoke. “Stop. You do not need to run. I am a great spirit. I am your friend.”

With no spells or wards, Shadows Fade could not resist. Its seductive magic calmed her. Slowly, surely, she stopped. The dark spirit only wanted to talk. Her band told stories of coyote speaking with mortals, telling riddles and truths, so surely this thing could too.

The dark spirit chittered happily when she turned, arms open.

Before it could kill her, a spear shot through the air. Magic, real magic, gave it speed and power. The sharp, iron head sliced through her braided hair before piercing the dark spirit. The spear was thrown so hard and fast that it embedded in the ground, trapping the dark spirit.

Her mother sprinted into view. In full battle regalia, leather armour with engraved bones. Fear and anger were etched into her beautiful face: beauty which had passed to her brothers, to the joy of their wives, but not her.

Shadows Fade threw her arms out, expecting an embrace. But her mother ran past her, to the dark spirit writhing on the spear. She stamped on its tail, crushing its stinger, then withdrew the spear, all in one swift movement, only to ram the weapon back through the dark spirit’s engorged brain.

The dark spirit squealed and died, legs curling toward its carapace.

She twisted the head and growled, “My daughter, are you injured?”

Shadows Fade had shaken her head. “Mother, how do know the ways of the spear? Of fighting the dark spirits? Are they not for men?”

Her mother stabbed the dark spirit a third time, ensuring her kill, then stepped away. Glistening and glorious. “Kaish Kai, dark spirits come for men and women alike. And for children. This is why we tell you to bring your runes, so we can find you when something like this appears. Our seers saw this thing was nearby. Near you. I and your father raced here to save you.”

She looked at her severed braids and realised she was lucky to have only lost some hair. “I am sorry. So sorry. But how did you find me?”

Her mother knelt by Shadows Fade’s shorn hair and removed a broach which held the fine darkness together. A whispered word brought blue light from it, shaped like the locator rune. “Teotek women are the responsible ones, Kaish Kai. We prepare for the future. But that does not mean we allow ourselves no defences. Strength comes in many forms.”

Shadows Fade remembered those words as One Who Goes About and the Teotek elders cast their ritual over the Bowl Which Knows. She was privileged to watch them write sigils in the air with totems fresh and old, burn scrolls with spells drafted in blood, and chant in low voices. The artefact, suspended over the firepit, juddered and shivered. Water spilled from its lip. One Who Goes About led them, directing even her father. By her skill, the future would be determined.

As her mother had said, there was more to power than strength, though she did not doubt One Who Goes About’s strength: there was also planning and consideration, responsibility. Yet it had taken Penelope Chalmers to remind her of this with her stance toward Dust’s tactics. If Shadows Fade were to one day protect as One Who Goes About does, she had best learn that lesson properly. Because they could not rely on Dust alone.

Dust… He had returned from the hallowed city triumphant, drenched in the blood of a Major Gift. Once One Who Goes About confirmed he had found the right artefact, he had been ushered out of the chief’s tent, and this ritual had begun.

“He cannot be present,” One Who Goes About insisted. “Only those related to the original crafter can witness what we must do.”

Shadows Fade did not think that a true requirement. No, she was protecting her secrets and ways. A reminder that the Wanting Man was not the only means Resistance had for enacting its will, both to the Teotek and Dust.

Godly Claw brushed her thigh, bringing her from her thoughts. She looked down at the Spirit Wolf, who turned its muzzle toward the ritual. It was about to end.

“Shadows Fade, be ready,” One Who Goes About shouted. “We cannot be certain the Bowl Which Knows remains uncorrupted. If we are infested by something of the Three…”

“Worry not. I will end you.”

The old Eagle Doctor grinned. “Good.”

At that, One Who Goes About withdrew crow feathers from her robes and threw them into the fire. Purple-grey sparks erupted. The Elders flinched at their heat, but did not stop chanting. Dark smoke curled from the bowl like a snake climbing a pole, coalescing into a double helix which writhed like it was live.

“Cease!” One Who Goes About ordered.

Everyone went silent and still.

The smoke seemed to look around, then poured back into the Bowl Which Knows.

One Who Goes waited, waited, then hobbled forward to untie the Bowl Which Knows and peer deeply into it, the water gone. Her eyes flashed silver.

She smiled.

“It is as we thought. The Soul Waters can help the Iron Souls.”

The Iron Souls… A caste of warriors rarely discussed: Shadows Fade only knew that a warrior from each generation earned the title through competition and study, was granted a holy purpose, and then never seen again. That the Soul Waters could help them was a boon, for they enacted Resistance’s will. She assumed.

“What do we do?” her father asked. He wore his ritual clothing, all beads and bones. Sweat poured from him. “Does the Bowl know that?”

“The Bowl can only answer one question per day, and only answers the clearest questions. Your band cannot waste time asking wrong questions before discovering the right one. I have an idea what it might be implying though. Blocking, denial. We must get the Soul Waters to your Iron Soul quickly.”

“I have not the men or will to fight across the Badlands. We must involve the Wanting Man. I trust that is okay?”

“It is, if Shadows Fade is with him.”

Shadows Fade stood a little taller. It felt good that the Eagle Doctor respected her. Perhaps she knew of the deeds which warranted her new name, or perhaps she simply liked to see another woman work for Resistance. Whatever the source, she felt stronger for that trust.

“You are sure of that?”

“I say nothing I am not sure of, Chief Fighting Storm.”

The chief closed his eyes. “Ka… I mean, daughter, summon the Wanting Man.”

“I will.”

She did not have to look far: he and Penelope Chalmers sparred at the centre of the band, much to the delight of the children and fledgling warriors. The younger ones rubbed their heads, laughing at Dust’s new hairstyle. The man did not look like he minded their humour, but she could not imagine he was happy about it either.

Dust was, of course, winning, parrying and dodging with ease. But Penelope Chalmers was not doing too badly for someone with no spells or wards. She had truly taken to fighting, which boded well for her, as Dust would surely not leave without her.

“Shadows Fade,” Dust said, stopping the fight. “Everything okay?”

Penelope Chalmers took the opportunity to punch his jaw. A smart move against a normal opponent. Because he was distracted, Dust did not flow with the punch. Her fist struck. He hardly moved. She was a wasp stinging a statue.

Penelope Chalmers’ face screwed into agony. “Son of a bitch!” She waved her hand and hissed. The children and warriors laughed, in good nature. “That was like punching a train.”

Dust rubbed his chin distractedly. “Sorry about that.”

“Are you all right?” Shadows Fade asked, concerned for her friend.

Penelope Chalmers put her hand beneath her armpit and spluttered, “No, no, it’s fine. I enjoy beating up locomotives anyway.”

“Dust, One Who Goes About has called for you.”

Dust looked across at Penelope. “Then everything was okay?”

“I cannot say here. Let us discuss it with the Eagle Doctor.”

“Can I come?” Penelope asked, still wincing.

Shadows Fade shook her head. “No.”

“If you say so. Damn, I should get my hand looked at anyway.”

Dust followed Shadows Fade through the encampment, walking in the shadows of a city he had cleansed. That he had cleared Kehuadinune rankled her, but at least it was safe now. If they wanted, the bands and tribes of Texas could reclaim their ancestral home.

A low murmur escaped her father’s tent when they arrived, an ongoing discussion. Probably about her. For tact’s sake, she made sure Godly Claw entered long before she and Dust.

The tent fell silent when her Spirit Wolf entered. The Elders looked chastened. Her father’s face was thunderous as his name. One Who Goes About looked calm as a winter sunrise over frozen lakes. She must have won out.

Dust stepped toward the firepit and sat cross-legged. On his feet were hard-wearing moccasins, replacements for the shoes he had lost in the revered city. Along with the hair on his arms and head. And everywhere else, presumably. A thought which almost made Shadows Fade crack a smile.

“You paid a price in retrieving the Bowl,” One Who Goes About said, as though she knew what Shadows Fade was thinking. “You will, then, be pleased to know it was not paid in vain: the Bowl has confirmed something to us.”

Her words were relayed to Dust, who said, “I’m glad to hear it. Not for my sake.”

“Very well. Explain to him about the Iron Soul and our plans for them.”

More was discussed in her absence than her father’s unhappiness. Shadows Fade leant forward. If the secrets of the Iron Soul were to be revealed to an outsider, at the order of One Who Goes About no less, he could achieve something incredible with those Soul Waters.

“Dust, you know much of the horrors which created these ‘Badlands’,” her father said after a long sigh. “What few know is that your people’s heretical… dalliance corrupted the land to the core. An evil we thought we could never dispel. Yet matters remain almost in the balance. The Three’s corruption spreads, true, but slowly. ‘America’ would have died if not for we Nations and the Iron Souls who defend us.

“When your people sacrificed so very many slaves, we felt it. How could we not? The fabric of our lands was forcibly changed. A great conclave was called, enmities and hatred set aside. There, we agreed to protect our lands together with a great undertaking. Doctors and warriors ventured to each disaster site like your Badlands, to those wounds through which the Three pour themselves. Wound In The Air, ours is called. Our people worked tirelessly for two moons, fending off fledgling dark spirits and their cults, to cast a spell unlike anything seen before: one which contains Wound In The Air, and others like it, to halt the Three. Mostly.

“The spell is so powerful that living people must sustain it. The Iron Souls, warriors,” his eyes flicked to Shadows Fade, “who withstand the incredible strain of halting and hiding such wounds. Every nine years, a new warrior is chosen to study under their predecessor for a year, taking their place on the previous Iron Soul’s death.”

Her father fell silent. Dust looked shocked and delighted, but kept his peace.

“He remains calm,” One Who Goes About said. “That bodes well. Explain what we should do with the Soul Waters then.”

“Wanting Man, The Bowl Which Knows confirmed something for us: the Soul Waters you brought contain an aspect of That Which Sins, so they can prevent her entering through Wound In The Air. If that is successful, our lands will be almost free of that horror. And the Iron Souls will survive their duties for longer.”

Somehow, Dust took this calmly. “Could it be used on the other… Wounds In The Air? Or the First Wound?”

A great question. The First Wound, a place of legend through which the Three first arrived. If it existed, it was protected well by the Three. But no protection was impossible to overcome…

One Who Goes About chuckled. “Typical. Tell him that, if the Iron Soul can close off an aspect of Wound In The Air, it is not impossible that the First Wound could be closed. Eventually. But that would be so very far off.”

Shadows Fade laughed at the thought of beating That Which Sins. That gave Dust all the answer he needed, though her father still relayed One Who Goes About’s words.

“Then how can I help?” Dust asked.

“Wound In The Air is protected in many ways, most of which you can overcome,” her father said, looking at both her and Dust. “There is one you cannot: the entranceway opens only twice a year. The next appearance is three days away. You must take those poisonous Soul Waters to the Iron Soul before then. We know you are hunted, that many forces would see you destroyed, so Shadows Fade will go with you. And we will obscure you as best we can.

“Speed will be vital to your success. Race to the site of the Iron Soul before the gateway closes.” He addressed Shadows Fade kindly then. As his daughter. “I would send more with you, but Dust’s leaving here will alert many to our presence. My warriors must be ready to defend us. Each but you, my daughter.”

Her heart fluttered. He had never called her a warrior before. “What if we do not make it in time?”

“Those hunting me’ll kill us,” Dust said. “We’ll be a damn beacon for everything within fifty miles when I leave here. And I’m willing to bet some folks and things’ll quickly work out where we’re headed, so we won’t have much time to run. No, if we fail, we’ll face an army.”

“Is that a decline, Wanting Man?” the chief asked, a little hope in his voice.

“Course not. I’ll get this done. Don’t you worry about that.”

One Who Goes About chuckled again. “Arrogance. It will be for you, Shadows Fade, to ensure that flaw does not get him killed before you arrive at Wound In The Air.”

“I swear that I will achieve that.”

The Eagle Doctor’s amusement disappeared. “You had better.”

Firefly Cargo Crate 007: The Worthier Part

Alright, I’m back with the latest edition of the Firefly Cargo Crate from Loot Crate and Quantum Mechanix. This time, the theme is “The Worthier Part”, dedicated to everyone’s favourite preacher-man, Shepher Derrial Book (played by the late, great Ron Glass. We miss you, Ron.).

Let’s start with a graphic novel, dedicated to the man himself.

Now, I already have a hardbound copy of this, but still. It’s nice to see a full graphic novel included in one of these boxes. If you haven’t read it, it’s a very important piece of the Firefly/Serenity lore, as it fills in the backstory of Book prior to the events of the show, and leads up to his final moments before being found by Mal on Haven in the film. Book was always something of a quietly mysterious character on the show, and this helps pull back the curtain on the mystery. A must-have for all Browncoats.

Up next, the QBits blind-box figures are back!

Alright, it’s Badger! Badger appeared on the show from the very beginning and quickly became a favourite character, played by actor and nerd/geek icon Mark Sheppard. The options were either him or Zoë, so I couldn’t go wrong either way. Nothing against Mrs. Washburne, who I adore, but when I saw Badger was one of the options, I immediately hoped to get him, since he’s another character like Saffron who never gets much in the way of merchandise.

Item #3 is a sticker.

This comes to us from Southdown Abbey, where Book spent his life becoming a holy man prior to joining the rest of the crew on the Serenity. Maybe the best-looking sticker we’ve gotten yet, with great detail given to the abbey itself, with a nice partial nod to what brought Book to the crew with the advertisement for Shepherd’s Strawberry Pie.

We’ve got another flashcard in this installment.

This one is for Haven, in the Blue Sun System. Haven eventually became Book’s home after he and the rest of the crew parted ways, as well as a safe-haven (pun intended) for the crew in between jobs. Sadly, it also became Book’s final resting place, when the Alliance gunned him and the rest of Haven’s residents down. Like the rest of the cards, there are various facts about the planet listed on the back.

Onto the regular lapel pin inclusion. This one features one of Book’s most famous lines.

Nice-looking with bright colours and a simple-but-cool design. And the picture doesn’t do it justice, but it’s gorramn big for a lapel pin. Easily the biggest one I’ve gotten in these crates. It’s going on my Browncoat lanyard, which goes with me to all the conventions, so I’ll get some mileage out of it.

Moving onto the shirt, this one is not related to Book, but rather the man they call Jayne.

It’s a grey-green plain shirt, but with this shiny design on the shoulder. This was included in the crate due to the odd-but-charming friendship Book and Jayne formed over the course of the series, and is in fact an exact replica of one of Jayne’s shirts from the show, designed by Firefly’s lead costume designer, Shawn Trpcic. Jayne always had a cool assortment of shirts on the show, and this is no different.

Two more items to go. First is a new Little Damn Heroes statue of the man himself.

I love these statues so much, and the likeness for Book is less cartoony compared to the others. This perfectly captures the look and feel of Book, and I am excited to put it on my desk with the rest of the crew (thus far), where it rightfully belongs.

Finally, we have what I consider to be the coolest item in the crate, an exclusive pocket watch.

The box alone is pretty cool. Let’s take a better look.

This is a beautiful item. Really beautiful. And you could definitely see either Book or Simon Tam sporting one. Plus, it’s an actual working watch, which definitely gives it some practicality. I love watches, especially pocket watches, so this will be a pretty treasured piece in my collection. Honestly, I’m afraid to wear it on the chance it could get damaged. It may just have to be a display item for now. And that’s okay.

******

Loot Crate and QMx knock it out of the park once again. I love everything in this crate, and I am so grateful that it was dedicated to Shepherd Book. Ron Glass’ death was one of the celebrity deaths to hit me the hardest in 2016, and I know I’m not alone in that. Much thanks to all the shiny Browncoats at both teams for helping keep the memory alive.

Well, that’s all for this round. Next time, the theme will be “No Power in the ‘Verse”, starring everyone’s favourite tiny little inhuman killing machine, River Tam. See you then!

The Geek Pride Cast #Jamiesfired

 

Back after a bit of a break and in this weeks podcast we have guest presenter, Jamie McKeller. Geek Pride Contributor and Film maker!

Matt, Dave, Jamie, and some times Bevan, talk about B-Movies, Horror films and how Jamie doesn’t like Star Wars!

You can sent all your hate mail to his youtube channel, here: https://www.youtube.com/user/iamtimhelsing

 

Stephen King’s IT set to terrify new generation as first trailer appears

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The upcoming new adaptation of Stephen King’s classic story IT, a story which for many will be associated with Tim Curry’s turn as Pennywise in the miniseries from 1990, has had a rather problematic history to date. Originally set to be directed by acclaimed Beasts of No Nation and True Detective director Cary Fukunaga, with a script by Fukunaga and Chase Palmer, Fukunaga walked away due to what is generally referred to as ‘creative differences’.

After getting a new director, Andrés Muschietti, and a new script from Gary Dauberman (with Fukunaga and Palmer getting a credit) the first trailer for the new film, which is set to be split into two parts, is here and introduces a new generation to The Losers Club and the horror lurking in the heart of Derry, Maine.

Whether this new take on Stephen King’s classic story will be a generic horror film in 2 parts or something which hopefully has more depth remains to be seen.

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Iron Fist Season 1

Iron Fist has not suffered critically because it’s only for fans (though, as with Marvel’s other Netflix outings, fandom certainly has its rewards).

Nor has it been lambasted because of the ascension of Donald Trump to the presidency. I’m sorry Finn Jones, I appreciate that having your show taken to task sucks but sometimes you just have to own up to it’s problems and say, “hey, we didn’t make a perfect show. We’ll try harder next time”.

Iron Fist is problematic because it places a white billionaire as, possibly, the pre-eminent practitioner of an Asian martial art. Danny Rand is your friend who went away on a gap year and came back talking about enlightenment, only this guy can punch through steel with his bare hands. The problem is perhaps most elegantly displayed when Danny shows up the Iron Fist‘s female lead, the Asian-American Colleen Wing, in her own dojo. Now admittedly they are students of different martial arts and Danny is supernaturally empowered but still… there’s something about the scene that feels off. Props to the team behind the show for having Colleen not just accept what has been criticised as a moment of mansplaining by Danny but, regardless, it fits into perhaps the core issue of Iron Fist: this is a show suffering from an identity crisis.

For every moment the show spends on martial arts fantasy, it flits back to the corporate intrigues of the Rand Corporation. This is a show that desperately wants to be about a mystical city that taught a young boy how to channel his chi and become a living weapon but, grounded in the grimmer reality of the Marvel Netflix Universe, it has to also be a corporate thriller concerned with the machinations of a billion dollar business and those who have taken control of it in Danny’s absence.

Don’t get me wrong, this is not to say the business aspects of the show are bad compared to the martial arts bits. I actually enjoy this kind of intrigue and boardroom banter, it is reminiscent of Daredevil‘s lawyer sections. The issue, however, is that while it is certainly possible for the two elements of Iron Fist to be properly intertwined, they too often seem to instead be ungainly clashing against each other.

Even when it gets to the fighting, a lazily sinuous style I actually enjoyed, it is clear, as star Finn Jones has himself confessed, that there often wasn’t as much time for choreography as would be wished. Though the general feel of the fights is something I admired, the easy confidence contrasting well against Daredevil’s trained but admittedly brawling methods, there are definitely moments in which the ease of the combat does not feel a result so much of any of our heroes’ training but rather because they simply didn’t have the time to come up with something more complex.

Again though, it should be highlighted that this element of the show does not fall as flat as other critics have claimed. As I’ve said, there is a style that, though perhaps not allowed to flourish to its full potential, is rather satisfying in its surety. Calling on everything from the oeuvre of Bruce Lee to Hero, Iron Fist has obvious aspirations to the classics of martial art cinema. At its peak, the ambition is perhaps best displayed in the RZA-directed Episode 6, the one you’ve most likely heard praised by other critics, in which Danny must fight in a tournament against several Hand assassins.

Yet again however, Iron Fist‘s potential falters under its slapdash ambition. Placing Danny against the Hand offers the furthering of explaining this shadowy organisation’s plans for New York and lets him go up against opponents similarly skilled to him. However, it also brings up one of Iron Fist’s flattest moments: the end. Without spoiling too much, in essence, Iron Fist doesn’t know who it’s main villain is.

It’s a problem that also beset the other Marvel Netflix show that I felt more lukewarm about: Luke Cage. Perhaps fittingly, and concerningly, Iron Fist and Luke Cage are destined to end up partners. In both shows though, we spend half the season focused on an interesting bad before, towards the end, switching them out for a villain that though not necessarily weak never quite develops into a full fledged Big Bad in the way Kingpin was for Daredevil or Killgrave was for Jessica Jones. Daredevil Season 2 arguably suffered the same issue though with Punisher never really a villain, it’s somewhat different.

Again though: identity crisis. Bait and switch from martial arts enemy to business enemy. End with an ambiguous tease for a second season that doesn’t really seem to lead into the Defenders, the actual immediate follow-up to Iron Fist. Though there are some great final scenes, including a seismic use of the iron fist itself (which does admittedly make me think they maybe saved a bunch of budget for this which is why it doesn’t come up before), it really comes to a close with more of a whimper than a bang.

HOWEVER. Despite all the problems, I like Iron Fist. I really do. Finn Jones does an admirable job as Danny Rand and though the character doesn’t always go the way I would prefer, I don’t think his performance is at fault. David Wenham rather wonderfully sways between simpering and sociopathic, even if he is somewhat wasted across the course of the series. Rosario Dawson continues to be the real heroes of the Defender shows, and by god I pity her for having to put up with another superhero’s shit.*

*Small side note, I think it’s pretty interesting that Daredevil, the least superpowered of the Defenders, is the only one to really fit the superhero mould. He wears a costume, he’s out there trying to do the whole city defender thing. Each of the other Defenders have costumes winked at but never suit up and are arguably driven by far more personal goals than the broader “protect Hell’s Kitchen” mission adopted by Daredevil. Just a cool little thing.

Of course, the standout of the show is Jessica Henwick as Colleen Wing. Yes, she is a welcome positive diversity representative but, more importantly, she isn’t defined by it. She’s kickass and nuanced and doesn’t take Danny’s nonsense just because he’s the Iron Fist. Coming out of Game of Thrones, where she was sidelined into one of the more savaged storylines, it’s great to see Henwick step up and assume a role that, if she gets her wish, could eventually see her teamed up with Luke Cage’s Misty Knight (played by Simone Missick). If you don’t want to see those two laying waste to crime and having approximately all of the attitude together, I don’t know what will make you happy.

There are some good arcs as well for Jessica Stroup’s Joy Meachum and Tom Pelphrey’s Ward Meachum, Ward getting a particularly satisfying transformation across the course of the season and serving as a “relatively” understandable perspective throughout. Other characters pop in and out and are all ably performed but never really make much of an impact. And it’s because again, and to really put this issue to rest now, Iron Fist’s identity crisis drags it down. In some ways it’s fitting, the same way Danny is torn between his duty as Iron Fist and his desire to reclaim his old life as Danny Rand, so the show can’t decide between Iron Fists’ mystic martial arts and Danny Rand’s corporate intrigue. But even more so, the show suffers because it doesn’t define itself enough.

For the faults present across all three of them, Daredevil, Jessica Jones and Luke Cage all very much had their own flavour. Iron Fist doesn’t do quite enough to pull itself out as something new. While the mystic elements of the show are interesting, Daredevil has already dealt with shady corporations, Daredevil has already shown us a martial artist hero (even if there are stylistic differences and a lack of super punching in DD) and Daredevil has even fought the Hand himself. Essentially, Iron Fist feels like a retread in too many ways.

Ultimately, I enjoyed the show. Maybe that’s coming at it from an already predisposed to positivity perspective. As a fan of the Defender shows, I’m always down to see more and there are actually a fair few elements to Iron Fist which I’m looking forward to them diving into more. There’s a lot of potential here if the show can just work out what it is it wants to be.


All images courtesy of Netflix