It’s been a while since my last book review on my blog, in part because it’s been a while since I finished reading a novel. But, finally (okay, after two weeks), I’ve finished the most recent James Bond novel, by Sebastian Faulks, which continues where Ian Fleming’s last Bond Novel left off. Is Faulks a worthy successor to Fleming (or at least the other non-Fleming writers to take on 007 – John Gardner and Raymond Benson)? If he isn’t, how good is the book?
The Premise:
It is the dawn of the “swinging ’70s”. James Bond has been on leave for 3 months since the events of The Man With the Golden Gun (the novel, not the film). However, he gets pulled off his leave early to investigate an heroin smuggling cartel which is suspected to be run by pharmaceutical mogul Julius Gorner, a man who has a unique deformity, one hand is large and furry like an ape’s – but it doesn’t have an functioning opposable thumb. He also has a passionate, fervent hatred of the UK, and only 007 stands in his way. read more…
So, Technorati wants me to prove that I am the writer of the blog by putting a unique verification code in a blog post, to be specific, they want me to fit “THQNTUNF68J8″ into a blog post. I’m not entirely certain how I can do so organically, but there we go. Hopefully they’re satisfied with it.
This week I have another review of a classic motion picture for you – or at least a motion picture that is widely regarded as a classic of the Western genre. It’s also the film that helped bring Robert Redford to the big time, and named the Sundance film festival – Butch Cassidy & The Sundance Kid. So, as I always ask when reviewing classics, does the film hold up, or has the years undermined its supports? Oh, and as a quick aside – I’m probably going to cut back on my blogging for a bit – at least for the rest of the term, as my work schedule and class schedule isn’t conductive for the rigorous schedule I was blogging before.
The Premise
Butch Cassidy, along with his friend, The Sundance Kid, is in charge of The Hole In The Wall Gang, a notorious group of outlaws who have previously been robbing banks and trains across the West. When a train robbery goes spectacularly pear-shaped, Cassidy & The Kid head south, to Bolivia, where they will end up finding their destiny.
This week’s Nintendo Power, issue #29 for October of 1991, finally has some better cover art – for Star Trek! Oh, and this is a good one too – they’re finally getting back up to speed. It’s original art too, not stock art from Paramount either. I can tell they’re using a model, but it still looks good anyway. It helps that they’re using the Constitution Class refit.
Letters: Our themed letters this issue are based around parents who hyjack their kids console, in that they’re gaming enough that the kids have to try (and fail) to chase them off the NES.
F-Zero Guide: We have notes on the games controls, and which tracks you’ll have to race on which circuits. We also have notes on the various vehicles and their pilots, including Captain Falcon. read more…
This week’s issue of EGM, #64 for November of 1994, is a doozy – 398 pages (including the cover), just short of 400 pages. We’ve also got one heck of a cover story, the 32X version of Doom. Now, due to the length of this issue, I may end up skipping a few games if they’re games that just don’t interest me. In particular, I’m going to skip the sports section entirely, and for the system specific coverage I’m going to skip games that were reviewed earlier in the issue (and possibly games that don’t interest me).
Editorial: Since this is, basically, the second-to-last issue of 1994, it’s time once again to speculate at where the video game industry is going, particularly considering that the game industry going to enter the 32 bit era soon. read more…
This week we finish up the Burn Notice reviews (for now), with a review of the show’s second season. I haven’t watched Season 3 yet, but once I do, you can expect a review.
The Premise:
Following the conclusion of Season 1, Michael finds a few answers about who burned him – sort of. To be more accurate, he’s lost the FBI surveillance and instead has found himself in the care of Carla, his new handler. So, while now trying to make ends meet by helping the helpless, he now must also try to find out who Carla is working for, and what they want to do with him. read more…
Well, I tried to beat this game. I couldn’t. This game is very hard. That said, I made it through Tatooine, with the help of the map in Nintendo Power, and I made it through the asteroid sequence through what I guess is dumb luck. However, after arriving on the Death Star, I ran into a brick wall. Well, not literally, but figuratively. I couldn’t find where to go next. That said, I do feel that I experienced most of the pieces of the game experience, at least enough so that I feel comfortable rating the game. So, let’s get started
The Premise:
A long time ago, in a galaxy far away… oh you know the whole plot already. Seriously, the game sticks fairly close to the basic plot points, though it embellishes on them to bring the game to a length that would be acceptable for a commercial release. read more…
This week’s Nintendo Power recap finally takes us into the 16-bit era, with issue #28 for September of 1991 and our cover story is Super Mario World for the SNES. I’m strongly considering dropping my “no classics” restriction for this game. However, let’s see what else we have this issue first.
Letters: We get a bunch of suggestions for future contests.
Super Mario World Guide: We get coverage of Mario’s new companion, Yoshi, as well as the game’s power-ups. We also get notes on some of the enemies in the game, along with some of the over-world maps. We also get notes on what levels are where, but we don’t get detailed level maps – which is kind of unfortunate, as this is the only mainstream Mario game I’ve gotten lost on. For the record, I also got a little lost in Super Mario RPG, but that’s a slightly different matter. We also get some notes on finding the Star Road – but again, they don’t get in a lot of detail on anything. read more…
This week we continue with our EGM recaps with issue 63 for October of 1994. Our cover story for this issue is Donkey Kong Country for the SNES, one of Rare’s latest games.
Editorial: Well, last issue, Steve Harris teased an announcement this issue about Capcom’s responce to their lower review for Super Street Fighter II Turbo. Well, this issue we learn Capcom’s response – they blacklisted (at least where Advertisements are concerned) EGM to “make a statement” in the words of Capcom’s director of marketing. Steve Harris says that the only statment coming from Capcom here is that they don’t have faith in their products, and I can’t help but agree. Further, I’d expand on that by saying that any game publisher or developer who engages in the journalistic equivalent of the Tarkin Doctrine only succeeds in making them look like the bad guy to the gaming press. If they blacklist a blogger or web site, then they’re picking on the little guy. If they’re blacklisting an established bastion of games journalism, then they’re making a Nixon-esque enemies list. Further, this is only aggrivated when they’re doing the blacklisting for a review that isn’t particularly bad. The Street Fighter II series had been pushing perfect scores in EGM for most of its run. This is the first game that didn’t, and thus they get upset over it. read more…
So, I’m doing a break in my usual reaps with a review of a concert I went to today. To be specific, Tommy Tallerico and Jeff Wall’s tribute to video game music – Video Games Live has finally come to Portland, and I’ve finally seen it. So, what did I think?
The Premise
Tommy Tallerico & Jeff Wall lead (in this concert) the Portland Philharmonic and the Pacific Youth Choir in a performance of music from various video games, including the Kingdom Hearts series, the Final Fantasy series, Mario, Legend of Zelda, and other games. read more…



