David Guymer's Blog - Posts Tagged "review"

FULGRIM review

Fulgrim Fulgrim by Graham McNeill

My rating: 4 of 5 stars


Similar to The Flight of the Eisenstein, which came before, Fulgrim begins some way before the preceding novels ended, around the time of False Gods I believe, this time exploring the build-up to the Heresy from the perspective of the Emperor's Children.

This book achieved a number of spectacular feats:

1) it gave me just a smidgeon of sympathy for Lord Commander Eidolon
2) those rather silly sonic weapons now seem perfectly sensible
3) the Emperor's Children are now number one in my Chapter's I'd Like To See Given A Bloody Nose Somewhere Down The Line list
4) I almost cried for Fulgrim's final moment of realisation and inevitable fall

There are a number of important characters here, some returning, some new, and the same focus on the Remembrancer order as in previous entries, but the job Graham does in making a full rounded and, in the end, utterly tragic being out of Fulgrim is what will make this novel linger in my mind. I can almost forgive him the fate of my favourite Primarch. Almost. How can I still be angry with him after that...?






View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on September 05, 2016 08:03 Tags: fulgrim, graham-mcneill, horus-heresy, review

Red and Black by James Swallow - REVIEW

Red & Black Red & Black by James Swallow

My rating: 5 of 5 stars


I loved this story.

It does everything that 40K stories should aspire to do more of, finding some fascinating aspect of the dark millennium and spinning a fascinating story out of its exploration. Bolters here are almost entirely on standby. As I listened I was actually a little worried that the ending couldn't justify the buildup, particularly if it descended into a shoot-out, but I wasn't disappointed.



View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on November 14, 2016 08:15 Tags: review

Priests of Mars by Graham McNeill - REVIEW

Priests of Mars Priests of Mars by Graham McNeill

My rating: 5 of 5 stars


As I get busier and busier and my resolution to review every book I read starts to look ever more silly, my reviews are getting correspondingly later and much, much shorter.

To be very brief then, this book is amazing.

This book shows us every level of society aboard a Mechanicus ark ship and every one contains fascinating, distinct, sometimes alien, but always believable and relatable characters. The Imperial Guard and Black Templars were equally well portrayed, although my personal favourite was the Rogue Trader, Roboute. I was also reminded, while reading, of something I'd read ages ago in a 'how to' book on writing SF, about how the USS Enterprise or Moya can begin to feel like characters in their own right, and I definitely felt that with the ark ship, Speranza here. If I have a minor criticism it's that the Eldar presence felt a little undercooked, but I'm sure they'll come into things as the trilogy develops.

Graham McNeil may have ousted Guy Haley from top spot in my list of Black Library authors I'm most in danger of becoming embarrassingly fanboyish over





View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on November 14, 2016 08:31 Tags: review

Blaise Maximillian: Emancipation by Matthew Sylvester - REVIEW

Blaise Maximillian: Emancipation Blaise Maximillian: Emancipation by Matthew Sylvester

My rating: 5 of 5 stars


This book is the sequel to Blaise Maximillian: Bitter Defeat, and everything that I loved about that first instalment (the grit, the guts, the bit where Blaise accidentally tips off a German's head and makes me, a grimdark fantasy writer myself, feel ill) is still here. It's just better. While Bitter Defeat read as a collection of connected shorts spread across a period of time this book felt more like a single uninterrupted narrative and was stronger for that. Also, there's just the general sense that an author whose really getting to grips with his craft had moved things up a gear. A great read.






View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on November 14, 2016 08:44 Tags: review

Lords of Mars by Graham McNeill - REVIEW

Lords of Mars Lords of Mars by Graham McNeill

My rating: 4 of 5 stars


A splendid follow-up to Priests of Mars, doing things and going places that no 40K series has dared go before. Everything that was great about the first instalment still holds, though I would have loved to have seen more of Abrehem and his workers' revolt (the most interesting bit for me, but sidelined for the most part) and of Galatea. The last scene with 'it' was anticipated, but still a masterclass of horror the equal of those brilliantly tense scenes aboard the abandoned station in Priests when the machine hybrid was first encountered. It left me biting my nails for Gods of Mars. Archmagos Kotov and the Rogue Trader, Roboute, continue to develop and Archmagos Blaylock is unexpectedly turning into an incredibly interesting character. The Titan princeps' feel a bit like decoration at times, but are an interesting viewpoint regardless, as are the Cadians, Black Templars and others here on Kotov's quest.

Gods of Mars has a lot of threads to pick up, but there's a definite sense of direction and momentum leading into the final chapter. Somehow I don't see it all ending happily.







View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on December 14, 2016 07:57 Tags: review

Injustice: Gods Among Us - REVIEW

Injustice: Gods Among Us - Year One Injustice: Gods Among Us - Year One by Tom Taylor

My rating: 5 of 5 stars


I'd never read a Superman comic before this, I'd never read a DC comic before this, and like an idiot I'd carried the ignorant misconception that Superman was obviously a dull protagonist because nothing could ever hurt him. How wrong I was. There's plenty that can hurt him. Superman's steady slip towards global tyranny had me gripped as no comic ever has before, with the quality of the writing (something that comics rarely get enough recognition for) especially good. For all the neat plotting and characters however my favourite bit - MINOR SPOILER - was the bust up between Superman and Captain Atom. I want to see a whole lot more of Captain Atom. Thanks to my sister for a well thought birthday present, and hurry up Year Two



View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on January 01, 2017 02:36 Tags: review

Gods of Mars by Graham McNeill - REVIEW

Gods of Mars Gods of Mars by Graham McNeill

My rating: 5 of 5 stars


An exceptional end to an exceptional series. I think the word might be 'explosive'. The finale to the OF MARS series is, after some opening moves, essentially all combat and after the slow cranking up of tension of the first two novels it's predictably breathtaking stuff. It's easy to suffer from battle fatigue, but there's no worry of that here as every battle means something to someone and I don't think I could name a single character I didn't care about by the end. Plus there's revelations aplenty to keep the pages and then the chapters turning.

There's been several stand-out characters as the series has gone on. Surcouff was my favourite in PRIESTS, overtaken by Abrehem Locke in LORDS, but to my the character that I think is going to stick with me for longest is Tarkis Blaylock. Oh Tarkis. So complicated, so layered. The ending wasn't kind to him, but he's survived worse. I have hope for him. Speranza does mean Hope, after all.



View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on January 01, 2017 02:46 Tags: review

Best Served Cold by Joe Abercrombie - REVIEW

Best Served Cold (First Law World, #4) Best Served Cold by Joe Abercrombie

My rating: 5 of 5 stars


How to review a book that's simply brilliant? If all you're interested in is if it's brilliant or not then read no further - it's brilliant.

A lot of friends insisted that this was Abercrombie's best book. Praise doesn't get much higher than that. Personally, I wouldn't go that far, but only because I'd give the First Law Trilogy 7 stars and Best Served Cold 6. Unfortunately, 5 is as high as it goes. Them's the rules.

I've actually already read The Heroes, way back, and enjoyed it, but I'm looking forward to the re-read now I know the back stories to Shivers, Dow, dan Gorst et al



View all my reviews
 •  0 comments  •  flag
Share on Twitter
Published on January 13, 2017 10:02 Tags: review

Total War Warhammer - REVIEW

I remember the moment. I was reading the old Age of Legend anthology, The Last Charge by Andy Hoare I think, my imagination alive with images of Dark Elf war-hydra’s smashing up Brettonian castles, when I realised how awesome a Total War adaptation of Warhammer would be. It’s safe to say then that not since Birth of the Federation last gave me exactly what I wanted in a game have I been as excited as I was by Total War: Warhammer.

All that remained was for my PC to finally died

And then it died.

Could anything match those expectations?

I’d enjoyed a preview glimpse of the campaign map at the 2016 Warhammer Fest, but even on the best-performing machine that a B-list novelist can afford the game is a thing of beauty.



There were a few issues with the camera not always being able to go where I wanted it, but this was a small thing, and neatly solved some time later by a camera mod (more on mods later).

The battle maps were equally impressive and every units performs as you know it should. Charging Reiksguard knight plough through enemy infantry in appropriately pleasing fashion. Cannons recoil and belch out smoke while their crew set about reloading. Giants stomp across the battlefield like they own it. I remain somewhat unconvinced by the weird missile effects. And I do miss the pre-battle speeches that I loved from the Medieval series, but even those do still occur in the special quest missions that can be unlocked by your faction’s Legendary Lords. And even after 30+ hours of play there are features like first-person control that I still haven’t figured out what to do with.

But those are small niggles on something which is otherwise perfect.

To the actual game.

I’ll begin by pining for the days when games came in a box with a manual, because even for a veteran of the Total War series such as myself it took me a few dozen turns of trial and error to figure out *exactly* what ‘Heroes’ were and how to use them, how to manage provinces etc. There is a help feature but I found it a bit clunky to use and it wasn’t always helpful. The game’s fairly intuitive though, and playing with all the buttons to see what happens is probably a sound policy. If it’s worked out so far for the skaven race, it’ll work for you.

On my first run through I decided to play as Dwarfs. Because skaven aren’t in the game yet (more on that later too…), and the Dwarfs are my second favourite race. This is where I did the bulk of my fiddling, but even there I found the game to be a bit too forgiving. The Dwarfs do have their starting difficulty listed as ‘easy’, and I am a player who likes to be worked, so I ditched that after a couple of hours and re-started as Vampire Counts. Now the battles featuring the Vampire Counts are amazing, eerie and beautifully dark, but after about 2-3 attempts I just couldn’t seem to get a foothold. A bit too much like hard work, perhaps. And maybe I miss archers. It was about this time that I went to GW: Leeds to sign some copies of The Last Son of Dorn when the store manager impishly suggested that perhaps computer games weren’t for me – but not to be deterred I plunged in again.

This time with Karl Franz’ Empire.

And after a few more false starts I enjoyed the most epic, gripping, painfully addictive Total War experience of my life.

The starting objective for the Empire are relatively: evict the rebels from your home province and then set about unifying the peoples of the Empire.

I’ve already talked about the battles, so a special mention should go towards diplomacy. Diplomacy exists for the Vampire Counts and the Dwarfs (and even the Greenskins!) too, but its central to how the Empire expands and it’s tricky to get right. Agreeing to one friendly nation’s request to go to war with another can hammer your reputation, meaning you can forget about that alliance with Ostland you’d been slowly pushing towards. It’s full of characterful touches too. Never go back on an agreement with a Dwarf faction – they’ll remember FOREVER.

So with all that in mind, I started out by bending the (cough) free city of Marienburg to my will, before slowly bringing the other Imperial States into my faction through more peaceable means. However even the opportunity to bring another State into your faction has to be thought through carefully. I was in the latter stages of the game with Avrland, Stirland, and Middenland all under my banner when I confederated with Nordland and then watched my bankrupt Empire collapse. Because when you absorb another faction you have to pay for the upkeep of all their armies and their heroes, and the additional armies also increases the upkeep premium on your existing forces. I had to reload an old save and go again.

And I loved it!

And it was definitely towards the latter stages that the campaign really sucked me in. I was getting up at 5 am just so I could play for an hour before I had to start working. Chaos had crushed Kislev and was well on the way to burning through Ostland, Ostermark, and Hochland. Nordland held on by the skin of its teeth and the mighty Todbringer permanently garrisoned up in Middenheim. The effects of Chaos corruption were starting to show up on the campaign map even over Reikland itself. By this point the faction screen had my as the greatest power in the world but my forces were split between fending off Chaos in the north, desperately trying to finish off the last bastion of the Vampire Counts (the undead can rebuild an army FAST) while keeping the Greenskins from nipping in behind my southern armies, and completing Karl Franz’ quest missions. I’ve never been so happy while sat at a computer.

Ultimately what won the day was a good use of diplomacy.

In so many games alliances are just another way of saying that X won’t attack Y and vice versa, but Total War: Warhammer is the first I’ve seen that lets you co-ordinate military targets with your allies. There’s a Beastman horde rampaging through Middenland, but my nearest army is heading off to relieve the besieged city of Salzenburg? No problem, I’ll tag it for my Marienburger and Brettonian allies who are in the area. It would be nice for it to work both ways as it sometimes feel like I’m throwing orders about to my allies and waiting for them to intone ‘THY WILL BE DONE’, but it still felt more realistic than anything I’ve played to date.

And so by coordinating my southern armies with the Dwarfs I was able to finally put down the Vampire Counts and contain the Greenskins south of Black Fire Pass. And by patching together a coherent resistance from what was left of the Empire, the forces of Archaon Everchosen were at last put to rout in an epic battle on the plains of Hochland.
The Old World could breath again, and by Sigmar it felt as though I’d earned it.

DLC

No review of Total War: Warhammer would be complete without mentioning DLC.
There was a bit of a ruckus amongst the fandom that Chaos Warriors would be a DLC faction (free to pre-orders) and not integral to the game, but this is just the way games are nowadays. Personally I find the DLC and the Free-LC (the Brettonia faction coming February 28th!) to be enjoyable, with the steady release helping to keep the game fresh. Are they fun add-ons to the game? They certainly are. Are they cheap? They certainly are not. But then the game is just fine without them and you can cherry pick what additions you want. I had no interested in playing as Beastmen, for instance, but I leapt on the Skarsnik and Belegar DLC (because I wrote Belegar in Thorgrim, obviously), and actually sat and watched Steam refresh itself waiting for the Wood Elves to appear for download.

And I would pay almost any price to play as my beloved skaven

Or Chaos Dwarfs.

Or Tomb Kings.

Sigh.

I’ll settle with free Brettonians for now.


a teasing gap where the capital of a certain Under-Empire should be...

I also mentioned the fan-made mods at Steam Forged. There are thousands of these things, ranging from putting more gold on Dwarf shields or making Chaos steeds bigger, to altering the AI of certain factions or unlocking factions like Kraka Drakk or Mousillon as playable races. I’ve downloaded about a dozen and there’s a couple in particular I love.

- The mod that put Empire troops trained in different provinces in the proper State colours gives a nice varied, lore-appropriate feel to Empire armies.

- Cataph’s: The Southern Realms. It introduces unique units to Tilea, Estalian and the Border Princes rather than being essentially versions of the Empire.

The question is – if its possible for a fan to create a whole new army for three human factions, why has no-one yet introduced a building tree to train Halflings in the Moot?

VERDICT

No game is perfect, and my main issue with Total War: Warhammer was that it made me finish my last book late. But that aside there are a few minor points. Firstly, the AI never attacks my castles. Ever. An entire playthrough and I’ve not once played defender in a siege battle. A few lore gripes like the lack of Halflings and that one time I got a message saying that Zhufbar had brought their allies, the Greenskins, into their war with me. Naval units are also glaringly absent, particular when you’re trying to defend Nordland from wave after wave of Norscan raiders

But there can be only one verdict.

10/10.

Make the time. Cut down on luxuries like sleep, switch to eating meals that can be consumed over a keyboard (I recommend pizza) and buy it.
1 like ·   •  1 comment  •  flag
Share on Twitter
Published on February 09, 2017 07:54 Tags: review, total-war, warhammer