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When You’re Lost in the Darkness: The Last of Us, Episode One

When You’re Lost in the Darkness: The Last of Us, Episode One

Hello! It’s me. Your wildly introverted author/gamer, who is very excited to be sharing my thoughts with you regarding HBO’s recent adaptation of The Last of Us from the perspective of someone who absolutely loved the game on which it is based. I’ll be examining each episode independently.

Unfortunately, due to my working an obscene amount, I have limited time, so I’ll only be able to post every second week or so. For that reason, though they’re written shortly after each episode airing, each review will be far behind the episodes as they’re released. That’s alright, though, as I reckon it will leave plenty of time for you to watch each episode and I won’t have to worry about spoiling it for you, because there absolutely will be spoilers.

So, with that out of the way, let’s just dive right into episode one: When You’re Lost in the Darkness.

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The Compelling Narratives of Video Games

The Compelling Narratives of Video Games

The poster for The Last of Us, the HBO adaptation (left), and one of the posters for the original game (right)

My love of gaming is well known amongst my friends and friendly acquaintances, and has since before I could afford my first console. In news that would surprise absolutely no one, my preference has always been for narrative games; where the story plays as much a role in the gaming experience as any tests of skill or intellect. The best games for me strike a delicate balance between challenging gameplay — combat and puzzles — and narrative. In short, I game for the same reason I read. I game to find myself immersed in another world, diving into a story that will delight and move me.

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The Return of Lone Wolf by Joe Dever

The Return of Lone Wolf by Joe Dever


Lone Wolf Definitive Editions, Volumes 1-3 (Holmgard Press). Covers by Alberto Dal Lago

Joe Dever started playing Dungeons and Dragons in 1976, barely three years after the first copies appeared in game shops in Lake Geneva. In 1984 he published his first Lone Wolf solo fantasy game book, Flight from the Dark; it became an international bestseller and launched a publishing phenomenon. By Dever’s death in 2016, the Lone Wolf series had been translated into 18 languages and sold over 12 million copies.

Unlike most other fantasy solo gamebooks — such as Steve Jackson and Ian Livingstone’s classic Fighting Fantasy titles, Steve Jackson’s fabulous Death Test and its sequels, Tunnels and Trolls adventures like City of Terrors, George Dew’s excellent Legends of the Ancient World, and others — the Lone Wolf books could be played separately or back-to-back, as individual chapters in an epic solo campaign spanning 32 books.

Before his death Dever substantially rewrote the opening book Flight from the Dark, expanding it from 350 to 550 sections. The publishing company he founded, Holmgard Press, has now reissued the first five titles in hardcover Definitive Editions in the UK, and will be releasing paperback editions of the original gamebooks with brand new cover art — and all the original interior art by Gary Chalk — in the US on January 3.

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The Only Devil Book You’ll Ever Need: The Book of Fiends – A Malefic Bestiary for Fifth Edition by Robert J. Schwalb

The Only Devil Book You’ll Ever Need: The Book of Fiends – A Malefic Bestiary for Fifth Edition by Robert J. Schwalb

The Book of Fiends (Green Ronin Publishing, March 8, 2022). Cover by Svetoslav Petrov

It’s a cliché to say that a good role playing campaign is like a satisfying fantasy series, packed with realistic characters, compelling action, and vivid settings. It’s more accurate, I think, to say that truly great role playing shares an essential ingredient with the best fantasy. I mean, of course, that it’s all about the villains.

Want to keep your players coming back, clutching well-worn character sheets and eager for action? You need challenges worthy of their time, and you won’t get that with the same generic dragons week after week. You need truly malefic opponents with legendary skills, cunning agendas, and awe-inspiring magic at their disposal.

There are some terrific resources out there to help you craft really memorable villains, but for my money the best one on the market is The Book of Fiends by Robert J. Schwalb, with Aaron Loeb, Erik Mona, and Chris Pramas. It’s a massive 254-page tome filled to the brim with inventive and truly original infernal menaces for Fifth Edition Dungeons & Dragons. There isn’t another book published in the last five years I’ve drawn from as heavily for my own game as this one. I don’t care why kind of RPG you play, The Book of Fiends will up your game.

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Goth Chick News: Playing Creepshow? Yes, Please

Goth Chick News: Playing Creepshow? Yes, Please

Creepshow horror anthology series (Shudder, 2019-2022)

Horror gaming is mixed bag of good, bad and frustrating. You either get excessive gore and more jump scares then your heart can handle, or the action is slow moving with too little to do. That’s why this week’s news is really interesting for all horror gaming fans.

Horror game studio DreadXP and game developer DarkStone Digital (creators of fan fav The Mortuary Assistant, which is slated to have a film adaptation) announced a video game adaptation based on Shudder’s hit television series Creepshow, which itself is based on the 1982 George R. Romero classic film.

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There No School Like Old School: Four Against Darkness

There No School Like Old School: Four Against Darkness

Not all nostalgia trips are created equal. Revisiting a favorite movie or an old neighborhood or some childhood hobby is a great way to reignite that sense of wonder most of us had when we were younger. It’s a way of seeing subtle magic that either fades or is drummed out of us as we grow older.

But just about everyone who frequents this site already knows that there’s a very dark underside to nostalgia, the sort of thing that breeds resentment and a perpetual backward glance. The sort of nostalgia that brings no joy or sense of wonder. The sort of nostalgia that becomes a destructive addiction.

I’m talking about the people who have been collecting comic books since they were children, but haven’t read one in years, just buying and bagging them, stuffing them in boxes never to be seen until they die and their relatives go through their stuff. I’m talking about the Star Trek fans who haven’t enjoyed an episode of the show for decades, but continue watching it regularly, just so they can post another Youtube video about how much the franchise sucks since its “glory days.” I’m talking about music fans who haven’t listened to a new band since they were in college, just replaying the same few hundred albums over and over again, convinced that nothing new is good. And I’m talking about “old school gamers” who never play the game any longer and only post long rants about how the game has grown too P.C., too woke, or too whatever the latest term for “politics that are different from mine.”

I discovered the OSR (Old School Revival, if you didn’t know) movement a few years ago. And while there certainly are the usual trolls that younger gamers would expect to find there, a lot of it is surprisingly forward-looking. Sure, a lot of OSR enthusiasts insist on playing first edition Dungeons & Dragons just as it was written forty-plus years ago. But plenty of others have taken that bedrock of a rule system and cleaned it up, stripping out what they don’t like and adding in new innovations.

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Adventure in a Nightmare-fueled Landscape: Deadlands: the Weird West

Adventure in a Nightmare-fueled Landscape: Deadlands: the Weird West

Deadlands: the Weird West (Pinnacle Entertainment Group, April 2021)

Kickstarter completely transformed board gaming a decade ago, and over the last few years it has thoroughly reinvigorated role playing as well. It’s the de facto launch platform for the hobby gaming industry these days, and it doesn’t look like that’s going to change any time soon. I’ve been playing RPGs since 1979, and in all those years I’ve seen countless new and innovative game systems fail because they couldn’t grow beyond a small but dedicated fan base. Kickstarter has brought those systems a whole new lease on life — and an explosion of new content.

Deadlands is fine example. Created by Shane Lacy Hensley and published by Pinnacle Entertainment Group in 1996, the horror/steampunk game was a huge artistic and creative success, easily one of the most talked-about RPGs of the 90s. Talk wasn’t enough to keep it alive though, and for long stretches of the last 25 years the game has sadly been unavailable.

In 2017 Pinnacle stuck a toe in the waters with a reprint of the 1999 edition, Deadlands 20th Anniversary Edition, funded by a crowdfunding campaign. Emboldened by that success, last year they tried something much more ambitious: Deadlands: the Weird West, a massive box set containing a complete system relaunch using the Savage Worlds core rules. Deadlands‘ small but loyal fanbase enthusiastically rallied to support the new Kickstarter campaign, and it blew through its $10,000 goal, with 4,973 backers pledging a whopping $568,636.

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Solo Adventures on Grim Worlds: Modiphius’ Five Parsecs from Home and Five Leagues From the Borderlands

Solo Adventures on Grim Worlds: Modiphius’ Five Parsecs from Home and Five Leagues From the Borderlands


Five Parsecs from Home and Five Leagues From the Borderlands (Modiphius, 2021 and 2022). Covers by Christian Quinot

Modiphius Entertainment was launched in 2012 by husband and wife gamers Rita and Chris Birch to publish Achtung! Cthulhu, a game that remains near and dear to my heart (you know anything featuring Nazi supervillains, Cthulhu, and roleplaying is going to get some love in these quarters). But in the decade since they founded their unassuming little gaming company it’s captured the attention of the entire industry with a litany of innovative and exciting titles, including Coriolis: The Third Horizon, Alien RPG, Forbidden Lands, Star Trek Adventures, Conan: Adventures in an Age Undreamed Of, and much, much more.

Their newest releases, Five Parsecs from Home and Five Leagues From the Borderlands, may be their best yet — at least for product-staved solitaire gamers like me. These are finely crafted solo adventures games with rich narrative campaigns that allow you to explore exotic locales, earn experience and level up your team, find exotic gear, trade, and even upgrade your starship or hideout. They’re the most exciting solitaire gaming releases of the last few years, and that’s saying something.

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Goth Chick News: A House of the Dead Remake? Yes, Please!

Goth Chick News: A House of the Dead Remake? Yes, Please!

Back in 1997 I happened to find myself in Dallas, TX at the original Dave & Busters location. Walking around with a pocket full of tokens (the arcade was beyond actual quarters, but still several years away from the credit-card-like payment system), I came across a new shooter called The House of the Dead.

The game had what was, at the time, a fairly unique gameplay driven not by a controller, but by a pistol reloaded by firing off screen. My initial couple tries easily turned into a couple of hours, gleefully wiping out zombies and other heinous creatures unleashed on the world by the mad biochemist and geneticist Dr. Curien.

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More From Pathfinder’s Lost Omens Setting

More From Pathfinder’s Lost Omens Setting

Since Pathfinder Second Edition is a complete revamp of the Pathfinder rules system, they have balanced supplement releases that focus on the rules with those that provide Second Edition expansions of their Lost Omens setting on the planet of Golarion. That setting has been explored in depth by Paizo for over a decade, in supplements for D&D 3.5 that predated the release of Pathfinder First Edition, so they have a large foundation to build upon with new setting material for Second Edition.

While some of those – like Lost Omens: Gods and Magic and the Lost Omens: World Guide – have had a lot of mechanics that can be incorporated into game play, their main focus is narrative, providing setting information that Gamemasters can use in planning out a story set in the world of Golarion. Their two most recent supplements in the Lost Omens line have focused a bit more on the narrative.

In Absalom: City of Lost Omens (Paizo, Amazon), the emphasis is on a single city. The “city at the center of the world,” Absalom is the largest, most cosmopolitan city in the entire Lost Omens setting. A variety of adventures and scenarios have been set there, including the entire Agents of Edgewatch (Paizo, Amazon) adventure path, so there’s no shortage of previous material for them to draw on in this 400-page tome about the city.

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