New Website Launch: Writrade Showcase!

Mark Turner is here today to tell everyone about the launch of the new website Writrade Showcase for readers, writers, and editors. Since Mark is the founder, I’ll let him tell you all about the website, why you should check it out, and details on the free stuff he’s giving away as part of the launch.

Writrade Showcase is a brand new idea in online promotions for writers.

Just launched this week, and offering a big swag of give-aways for the week-long launch, the Showcase takes a different approach to other promotion sites. ÂWe actually do our best to send people away!

Think of it as much as a directory to find the people, goods and services you seek, as it is a social and business network.

Where other networking sites try to keep their members and readers there, we get you to come back each day to check the site magazine for the latest news, announcements and advertising, then send you away to all the interesting places and people that you’re looking for.

Have you published the latest and greatest best-seller of a horror novel and need to tell the world about it? ÂBe sure to add the Showcase to your round of promotional sites. ÂSet up your free profile as a standing advertisement, and join the groups onsite that fit your book to make it easy for readers to find you instead of making them hunt through the membership list. ÂThen, start working the site magazine every day. ÂPost the schedules for your online blog tours, reviews and links to their sites, cover art and book trailer videos. ÂPost some excerpts from your book, give the readers a taser and get them slavering for the rest so they’ll follow your links to come buy.

If you have a magazine, do the same, post submission calls, release dates, new issues, and riddle your posts with links to make it easy for readers to leave us and come find you!

Are you a writer looking for markets for submissions? ÂFind the latest news from the publishers themselves on the magazine. ÂDo you want to post some samples of your work, some poetry, short stories, articles, or just your thoughts for the day? ÂThe Showcase magazine has a category for everyone, and you can post material to it as often as you wish. ÂJust so long as it’s at least vaguely writing-related.

Agents, editors, reviewers, novelists, journalists, shorts writers, promotions sites, publishers, writing sites, artists, graphic artists, poets; for anyone actually in the writing and publishing industry, or readers looking for news on their favourite authors and books, the news will be provided direct from the horse’s mouth, the people in the industry itself.

And what’s it cost, you ask? ÂThat’s the biggest ‘horror story’ of all. ÂNothing! (Gasp! Horror! Dismay!) ÂYep, I hear my competitors now, gnashing their teeth and wailing to the dark gods! ÂFree!

Why?

‘Coz I’m a great guy! Â(I’m shy, but let’s be honest here, heheh!) ÂNo, really. ÂAfter years of frustrated searches of the net hunting for information from this and that site, I often cried to the gods of frustration, ‘Why doesn’t someone put all this stuff together, in the one place?!’
Then, one day, I thought it was time someone did, so the Showcase was born.

Still only a baby yet, but from small beginnings can arise monsters that will take over the net, to become, in time, the first place each day you need to go for all your news and contacts in the writing and publishing trade. ÂWon’t it be heaven to be able to find whatever you need in one place? ÂAnd far from being ‘hell’ for my competitors, it’s actually a place they can use too, to make it simplicity itself for readers and writers and all others interested in any genre to come find them, and then leave to come to their sites!

A couple of new developments are in the offing. ÂThe Writrade News, a weekly online journal for a formal promotional and news publication, with special access to it available only for professional Showcase members. ÂAnd a possible new Showcase Community online Mall, with up to 200 stores, offering the chance to get into online marketing so cheaply and easily that you wont believe! Â $50 paid ONCE, to sign up, then nothing out of your pocket again, forever! ÂDetails on site.

All new members who join during our Launch Week, starting Mon, 18th and ending Sun, 24th at midnight, will automatically be in the draw for one the great prizes in the give-away basket. ÂYou can even earn extra entries, one for every day over Launch Week that you post an item on the magazine.

The prizes include no less than two free book trailer video packages, one from Dara England, the other from Apex Reviews. ÂThere are books from a number of great authors, including our own David Steffen from right here on Diabolical Plots, ‘Shadows of the Emerald City’, an anthology from Northern Frights in which his story, ‘The Utility of Love’ appears. ÂThere’s also ‘The Curse of Satan’s Collar’ by Dr John W. Miller, ‘Convict Grade’ by Azrael Paul Damien, a couple of great kids’ fantasy novels ‘The Book of Spells’ and ‘The Druiad’, by William E. Terry, ‘Radgepacket’, Tales from the Inner City and ‘More Burglar Dairies’ from Byker Books, and a the first of a terrific, old-fashioned Sword and Sorcery series by Glenn G. Thater. Â’The Gateway’, first in the ‘Harbinger of Doom’ series, is being made available to ALL members at the Showcase entirely for free by Glenn, as a free download, so you can read it right away. ÂNo waiting! ÂAnd finally, with the good stuff left till last (grin), a four issue subscription to Aurealis magazine, courtesy of yours truly. ÂAfter being an editorial staffer there for a while, mostly rejecting works from the slush pile, I finally get to make someone happy with some this prize of some great speculative fiction from Down Under.

So come on along to our launch week, join up and get your entry in the prize draw! ÂAnd at the same time help to support the greatest little promo site in the net, doing yourself a favour in the process by taking advantage of it for your own free promotions and news.

Let’s build it to a million members! ÂCome be one of the first! ÂThen you can say ‘I was there ages ago’ 🙂

Thanks to David, Anthony and the team here at DP! ÂYou guys have been a little guiding light in an otherwise slightly scary darkness throughout the process of getting the Showcase off the ground.

Mark Turner, Writrade.com

Mark Turner was raised in outback Australia. After a stint in the army and and some time working at a bush Base hospital, he returned to university to pursue his love of books. A viral illness cut short his aspirations and he didn’t finish the Lit’ Studies degree. Some years followed dealing with Murray Valley Encephalitis before he gradually got back into his writing. A job with Aurealis magazine followed, till he decided that it was time for his own publishing venture, and Writrade was born. The Showcase is the first of several sister sites; the Writrade News weekly journal and a speculative fiction zine, ‘Voluted Tales’ are soon to follow.

Fiction Sale #3–What Makes You Tick

I have good news to share! Northern Frights Publishing has purchased one of my stories for their upcoming War of the Worlds themed anthology. Since I was able to make it into the pages of their very first anthology, Shadows of the Emerald City, I wanted to see if I could make it into more of their excellent compilations, and I’m glad to say it worked out. I also submitted to their Timelines anthology, but got a rejection for my entry there so it’s not a clean sweep but two out of three ain’t bad. JW Schnarr is once again the editor, and I was really impressed by the quality of the stories he picked for Shadows (even if he hadn’t picked mine), so I’m looking forward to seeing who I’m sharing the table of contents with and what they’ve come up with.

My story is titled “What Makes You Tick” and it is the story of an alien autopsy from the point of view of the alien. It’s very short at only 600 words, but it packs a wallop in that small space! I like flash fiction for its brevity, a climax in such a short period of time can’t help but be exciting on some level!

For those who like stats:

Time since I started writing fiction: 2 years, 11 months

Time since I started writing short stories: 1 year, 7 months

Short story #: 22

Total responses before this sale: 209

Total rejections since last sale: 81

Time since last sale: —160 days

Total rejections of this story before this sale: 1

Total rejections from Northern Frights before this sale: 1

Review: Batman: Arkham Asylum (PS3)

written by Melissa Shaw
Originally printed in Fantasy Magazine

arkhamasylumFrom top to bottom, Batman: Arkham Asylum for the Sony PS3 is a vivid, detailed, and sometimes chilling foray into the gothic world of Batman.

The premise is simple: Batman delivers a newly-captured Joker to Arkham Asylum, the notorious Gotham prison housing all his vanquished supervillain enemies, only to find himself at the center of a sinister plot. The Joker plans to make Batman witness his creation of an army of huge, bestial soldiers by using the Titan venom, a chemical compound developed at Arkham. The Joker’s more personal ultimate goal, which he reveals just before the big final boss fight at the end, is both unexpected and satisfying.

Every step of the way, the Joker is in control, leading and taunting Batman through the game’s earlier levels. But Batman is not without his own resources: an array of gadgets that allow him to master his environment by gliding with his cape, grappling up to ledges and gargoyles, using the Detective Mode view to locate enemies, and more. The fight controls are simple but responsive and effective. The game wants you to feel not only physically powerful but clever, focusing on both fighting and detective skills, and it gives you plenty of tools to do both. Despite the perils of the nighttime environment and its denizens, it’s clear that you, as Batman, are the most dangerous creature at Arkham.

The narrative in this game, written by Paul Dini (a veteran writer and producer who has written for Batman: The Animated Series), holds the game together and gives it added depth, demonstrating the increasing importance of strong scriptwriting as video games become more complex.

The game takes place over a single night, and takes Batman not just through Arkham Asylum but all over Arkham Island, in and out of various large, impressive buildings. From the moldering cemetery to the abandoned mansion, the lavish, realistic settings are filled with nooks and crannies to explore, many of which contain the 240 extras , riddles, trophies, interview tapes, and secrets maps , left for you by the Riddler.

Throughout this long, dark night, Batman encounters and must deal with any number of lunatics, henchmen, and sub-bosses, but it is his battles with Scarecrow and the hallucinations Scarecrow induces that are the most developed and affecting. The Scarecrow sequences are genuinely chilling, and delve deeply into the Batman mythos, producing some disturbing images.

The graphics are gorgeous, taking full advantage of the PS3’s processing power to deliver sharp, detailed settings and characters. (The game is also available on the Xbox 360 and the PC.) Where possible, the game integrates gameplay with narrative and dialog. For example, during the opening gameplay sequence, Batman , under your control , escorts the Joker through the entrance to Arkham, while the Joker taunts Batman, his head and body swiveling in surprisingly naturalistic movement to follow Batman wherever you move him.

The voice-over performances are strong, particularly that of Mark Hamill, who reprises his Batman: TAS role as the Joker with intelligent, psychotic glee. The soundtrack supports the narrative without intruding, creating a sense of menace and urgency where appropriate.

The game is a little on the short side, but the richness of the world and the large number of extras make up for a briefer linear gameplay. The game’s foremost flaw is that while it provides maps of the island and its various buildings, it’s not always clear how to get from one place to another; a door that was unlocked before may be locked now, and because the buildings are so large and labyrinthine, it can be difficult to figure out how to get out.

A more minor flaw , which some will see as a strength , is that despite the budget that Arkham Asylum’s massive scale clearly requires, the warden somehow couldn’t afford to clothe Poison Ivy, who saunters through the game in panties and a half-undone shirt. (While Harley Quinn’s outfit is also brief and geared toward seductiveness, she has the excuse of wanting to please and amuse her paramour, the Joker.) Of course, this game, as with most games, is geared toward teenaged boys, but as the number of adult women who play video games continues to grow, the industry would be wise to be responsive to more of its consumer base.

One note of caution: this game is a dark ride, its nightmarish imagery of corpses and skulls inappropriate for young children.

Overall, Batman: Arkham Asylum is a strong, satisfying game that lets you taste what it’s like to be Batman, up against nearly insuperable odds, but finally winning the day. Or, in this case, the night.

10527_1187758026540_1606014926_30480607_3193812_nMelissa Shaw’s short fiction has appeared in Asimov’s, Realms of Fantasy, Analog, and several anthologies. Melissa is a Clarion West graduate and a “Writers of the Future” contest winner. She is currently writing for an as-yet-unreleased video game.

Fun With Flash Fiction!

Hi everyone! I have a writing exercise I’m going to try out. I’m curious to see how it works, and I’ll need your help to do it. Don’t worry, no heavy lifting or paperwork required. All I need from each and every one of you is a trigger. Now you’re probably wondering what the heck I’m going on about. Well, a trigger, in this context, is a word or phrase that is used to try to create a story from. Once I have a trigger, I’ll try to use that to root a story idea in it, and will let the story grow from there. The story does not have to contain the word, nor does the connection to the word have to be obvious. The goal is get the creative flow going and end up with something in the end. So what I need from you are the trigger words. You can leave a comment here. I intend to use each and every one of them to create a story–the time frame for doing this is uncertain since I’m not sure how big of a response to expect from this, and I do have other writing projects as well as Real Life going on in parallel. So please, drop a message here with a trigger. Please keep it clean to some extent.

Where did the idea for this come to mind? Two places:
1. I first came across this idea at Liberty Hall Writer’s Forum, where they hold a weekly flash fiction challenge. Once you log in to see the trigger, you have just 90 minutes to write a complete story and submit it so you can view others’ stories and vote on your favorite. It’s a great way to get a story going when you’re having trouble getting the start. I encourage you to stop by and give it a try.

2. I lovingly stole the idea for taking triggers from a group of friends from an interview with writer Greg Van Eekhout who has tried this before. It sounded like fun, so here goes. Thanks Greg!

Niche Game: Kingdom Hearts

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Kingdom Hearts is a parallel world story, with a twist. The game is a joint venture between Squaresoft and Disney, released in 2002 for the PS2. The main character, Sora, travels from world to world, and each of them will be very familiar, because each is the setting of a Disney movie, from the pride lands of The Lion King, Wonderland, and Neverland. Besides the worlds, there are also many cameos from Disney characters, and characters from Squaresoft’s Final Fantasy series.

The protagonist of the game is Sora, a fourteen year old boy. His friends Riku and Kairi also play important roles. At the beginning of the game they are all living on Destiny Islands, and they want to leave the islands to explore the world outside. One night, shadowy creatures appear, the Heartless. He discovers the magical Keyblade, which is his weapon throughout the game, a giant key that he wields like a sword. He’s separated from his friends as the Heartless destroy Destiny Islands.

Meanwhile, in another world, King Mickey (yes, the mouse), heads off to deal with the Heartless and sends his knight Goofy and his mage Donald to go find the key to stopping the Heartless. They seek out Sora, and join forces with him. You always control Sora directly, never his companions, but you can equip them, and set their behavior during battle. Donald’s attributes are based around magic, as he learns various spells as he levels up. Goofy’s primary weapon is a shield–yeah I know it’s weird. Though Sora technically carries the same Keyblade throughout the game, he can add different charms to it that will change it’s attributes drastically, changing the length, the appearance, the power, and even adding extra attributes like extra mana for abilities.

In each world, the Heartless take on new and varied forms which match their surroundings. So, in the pride lands they take the forms based loosely on African animals, in Neverland they often appear as pirates. I like this variation, all tied together by the “Heartless” logo they wear as a badge. Besides the minor Heartless enemies, each world generally has a big boss, also going along with the theme of that world. The objective of travelling through each world is to use the Keyblade to seal the keyhole, the heart of each world that the Heartless seek to destroy.

Different from most Squaresoft games, the fights in the game are real-time, though there is a menu item for performing actions like casting spells and using items. There are also hot-buttons to help speed up these side actions. You never control your two companions, all you can do is set their equipment and attributes. When visiting other worlds, sometimes a hero from that world will travel with you, and can temporarily replace either Goofy or Donald as your fighting companion. In addition, some characters are available as summon magic, where you call them up (Goofy and Donald temporarily disappear while this happens) to bestow some powerful effect and then disappearing. I liked the real-time aspect of the fighting system. It kept the game much more exciting from moment to moment, and much of the challenge is figuring out ways to defeat each unique type of enemy and dodging their attacks.

The one element of the game I wasn’t really impressed by was the Gummi ship. It’s your method of transportation between worlds. The transit ways are filled with enemies that attack you as you fly through Gummi space. You build your Gummi ship from scratch out of spare parts you find or buy along the way, including armor, weapons, radar, etc… It wasn’t that it was a bad element, but it just didn’t really seem to relate to the rest of the game that much and was just a diversion from the important parts–all the different worlds.

There’s quite a cast of voice actors for this game, including Haley Joel Osment, Hayden Panattiere, Billy Zane, and Lance Bass. They all did a really good job at their parts, making the characters seem real and helping to bring the game alive. Many of the Disney characters are voiced by the “official” Disney voice actors for each part.

The theme song, Simple and Clean, was composed and performed specifically for this game release by Hikaru Utada. I love the original version of the song, and the graphics of the sequence (though unfortunately with a remix instead of the original) at the beginning of the game just make it even more awesome to watch. When I first played the game I sometimes just watched them over and over to hear the song and see the sequence.

The plot is a reasonably good, though the main character is a bit corny at times. I loved to see the Disney villains working together across movies, Captain Hook and Maleficent, among others. Maleficent (from Sleeping Beauty) is one of my favorite villains of all time; I love her voice, her look, her power, everything about her. These villains were worked into the plot and blended seamlessly with the Squaresoft characters and the Heartless, despite their different animation styles.

Kingdom Hearts II was released in 2006 in the US, and used many of the same concepts, revisiting some of the same worlds as the first game, while expanding the ground covered. Despite their efforts to add fresh worlds and plot elements, it just came off as more of the same, so I give it a “meh,” despite the addition of Christopher Lee’s excellent voice acting abilities. It’s not a terrible game, and it was fun to see some of the new worlds they covered–such as Tron–but overall it just came off as more of the same to me.

Finding a copy of Kingdom Hearts shouldn’t be difficult at all, probably 10 bucks or less on eBay. It’s totally worth it. Enjoy!

The Best of Podcastle

podcastle-iconPodcastle is a podcast of fantasy stories, which I’ve been listening to for the past couple of months to get caught up on their backlog. They’ve provided a whole lot of great stuff for free distribution. They do ask for donations, but they are not required to listen to their fiction. Now that I’ve listened to all of their episodes, I’ve made a list of my top ten favorite episodes (and some honorable mentions that almost made the list).

If you like this article, you might also want to check out The Best of Pseudopod, in which I make a similar list for Podcastle’s horror counterpart, and The Best of Escape Pod, the science fiction counterpart.

1. Cup and Table by Tim Pratt
Read by Stephen Eley

Superpowered agents on a quest to find the Holy Grail. You can’t get much cooler than that! On top of that, the protagonist has a confused time sense, and Pratt’s writing of the story in non-chronological order works surprisingly well. And if that’s not enough, the ending was both cool and unpredicted (by me anyway).

2. A Heretic by Degrees by Marie Brennan
Read by Paul Tevis

Worldbuilding at its best. The strange world of Driftwood is revealed to the reader bit by bit. I know from experience that this is a tough balance to strike. Too much at once and it gets boring. Not enough and it’s confusing. Parallel worlds have always been one of my favorite fantasy elements.

3. Fourteen Experiments in Postal Delivery by John Schoffstall
Read by Heather Lindsley

This one starts out relatively normal and ramps up the weird as it goes on which, for me, made it easier to digest. I don’t particularly like the protagonist of this one, but she feels like a real person and that’s more important to me than likeability anyway. If you’ve never read any surrealism you might want to give this one a try just to see what you think. There are some lewd images and swear words–they fit well within the story, but just FYI.

4. Captain Fantasy and the Secret Masters by Tim Pratt
Read by Matthew Wayne Selznick

Clearly Tim Pratt’s style is well suited to my reading tastes! This is a very long one, one of the Podcastle “Giant” episodes, and one of the few Giants that I’ve liked. Most stories this long are much longer than they need to be–they could benefit by cutting their length in half and they seem to be padded for word count. This one is worth every word, every second. I do love superheroes, and this story gives nods to old-school superheroes alongside more modern styles, and has some unique ideas I haven’t seen in any other superhero stories (which is hard to do in this day and age). Lots of good rip-roaring action, as well as some good mystery elements.

5. Come Lady Death by Peter S. Beagle
Read by Paul S. Jenkins

This is an oldie but a goody. First published back in 1963, it tells the story of Death in human form who attends a party. The setting is similar to Poe’s The Masque of the Red Death, but the style and plot are all their own. It’s not the first time I’ve seen a female Death figure (Susan Bones from Pratchett’s Discworld series, for instance), but this incarnation is distinct and provides an enjoyable experience.

6. Nine Sundays in a Row by Kris Dikeman
Read by Kane Lynch

I have a lot of respect for anyone who can do a nonhuman point of view well, and Kris Dikeman has done that with this story. It’s the tale of a deal with the devil with the point of view of the devil’s dog, sent to watch over the supplicant who must spend every Sunday night at a crossroads for nine weeks in a row in order to earn a meeting with the devil. The characters are great, and the ending is fitting. A great story.

7. Komodo by Tim Pratt
Read by Cat Rambo

Yes, another one by Tim Pratt! Apparently I’m a huge fan, though I made the list on the stories without thinking much about the authors. His style and subject matter must just be particularly well-suited for my tastes. So I’ll definitely be watching for more from Pratt. This is the tale of a very powerful sorceress living in the modern day, when she comes up against something that seems to be beyond her abilities. She’s a well fleshed-out character, and the magic system in this is really good, not like anything else I’ve read.

8. Colin and Ishmael in the Dark by William Shunn
Read by MarBelle

Usually I don’t like omniscient point of view, where the narrator is an apparently corporeal third party in the room, unable to affect, only to observe. But it works well in this story, describing an encounter between a prisoner and a guard in a pitch black jail cell. The story is told almost entirely through dialogue between the two, and because the scene is dark, the actual events that are occuring are not always straightforward to interpret. This helps keep the story as disorienting for the reader as it is for the characters, which is quite a trick.

9. The Evolution of Trickster Stories Among the Dogs of North Park After the Change by Kij Johnson
Read by Heather Lindsley

The premise of this story is very interesting, with domesticated animals suddenly gaining the ability to speak, and it focuses on the interaction between dogs and their former masters. As the dogs develop a lingual culture, they develop (as the title states) trickster stories, which are interspersed with the narrative itself. I actually liked the trickster stories better than the main narrative, despite their short disconnected nature. I wish the world had been fleshed out a bit more, animals gaining the ability to speak didn’t have nearly the effect that I would’ve expected, but there’s still a lot to love about this story, and the trickster stories themselves made them worth the listen.

10. Castor on Troubled Waters by Rhys Hughes
Read by Alasdair Stuart

This is a ridiculous tale told by a character who has quite a story to tell in the time honored tradition of making stuff up to get out of paying people money. This is clear from the very beginning, which just makes his tale all the more funny.

Honorable Mentions

It was hard to pick out just ten, so here’s a few that were strong contenders to make the list.

The Cask of Amontillado by Edgar Allen Poe
Read by Cheyenne Wright

I know, it’s nearly a crime for Poe to be on the honorable mentions and not on the actual list. I’ve loved Poe’s writing since I first read them in English class, and this is one of my favorite authors. I love Cheyenne’s voice, and he narrated this quite well, except for one detail. The word “Amontillado” is mispronounced throughout, which drove me to distraction. One mispronunciation isn’t the end of the world, but since the word is used many times within the story, is in the title itself, and is in fact the central motivation for one of the characters, I found it hard to ignore. Even if it had been pronounced phonetically, it would have been better. In any case, Poe is one of my favorite authors of all time, I still wanted his story to be mentioned.

In Ashes by Helen Keeble
Read by Marie Brennan

The Twa Corbies by Marie Brennan
Read by Elie Hirschman

In Order to Conserve by Cat Rambo
Read by Mur Lafferty

Niche Game: Final Fantasy Tactics

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

I trust in Squaresoft to provide RPG games with intricate plots, interesting characters, varied special abilities, lots of room to explore, and heavy but surmountable challenges. The Final Fantasy series is a particularly shining example of this, especially Final Fantasy III (titled VI in Japan), VII, and X. Each of those games deserves an article in their own right, so I’m not going to dig into them here. Final Fantasy Tactics is an offshoot, not included in the main numbering of the series titles, but the numbering doesn’t matter much anyway. Despite their numbering, none of the games really have anything to do with each other plot-wise. They do tend to share much in the way of game mechanics, NPC races, monster types, some character naming, and other aspects, but otherwise the games have nothing to do with each other in terms of continuity.

Most of the games in the Final Fantasy series have a very artificial battle system. I’m not saying they aren’t great games in their own right, but the battles generally consist of the enemies lining up along one side of the screen and the players lining up along the other. When each character’s or monster’s battle timer fills up they have the opportunity to perform some action. If they choose to attack, they run over to the other side, slash the enemy with sword (or whatever weapon) and then run back to their own lines, as though they could charge unimpeded into the midst of an enemy group like that.

Final Fantasy Tactics uses a completely different battle system entirely. It is still turn-based, but the real interesting part is the use of terrain. The layout of the level has as much effect on the outcome of the battle as the strengths of the enemies or the skill of the player. In particular, holding the high ground is very important if either side has ranged fighters. Archers and mages are incredibly effective if they gain a little height, as their attacks gain a great deal of range when shooting at a lower location. Also, they’re harder to hit–if they’re high enough off the ground, an archer’s arrow won’t even be able to reach them.

Using the terrain takes some getting used to. In one of the first levels, your enemy is standing on top of a house throwing rocks down at you. To really face off against him, you have to go around the back and climb some crates on the back of the house to get up there. Until then he’s a constant annoyance, pelting you as you try to fight other enemies.

As each player’s turn comes around, they can move once (the range dependent on their class and the terrain, among other things), and perform an action (such as attacking, casting a spell, or using an item). Use these moves wisely, as that character will be a sitting duck, stuck in one place, until the next turn.

Another strange thing about the game is your ability to hire fighters to join your ranks. Your main character is always involved in every battle, and is the center of the plot, but you can bring along 4 other units to any fight. Any human unit can change character classes between fights, allowing you to customize your little army to a large degree. And as you play the game you can unlock new and unique character classes, each with their own special abilities, strengths, and weaknesses. You unlock these by creating obscure combinations of levelling up other character classes–to get the more interesting classes I needed to look up hints online. I would recommend doing so, because some of the classes are fun enough to make the game totally worth it on their own.

The game is based around a really good skill system. You build up ability points as you fight, which can be applied to different skills for each class. You can get them all in the gradual cheapest first order, or save up for a whopper of a skill. Either way, I like purchased skill based systems like this, they make the experience building into an interesting resource management challenge in themselves.

By far the best class in the game is the Mediator class. He doesn’t have much in the way of offense or defense, but what he does have is the unique ability to talk enemy characters over to your side. This works on both humans and monsters (but not bosses). It’s a great double threat, because not only do you reduce your enemies’ number by one, you also add one to your own group. This is the only way your group can ever number more than 5, so that’s another huge perk. Also, this is the only way you can get monsters on your side. And once you have a couple monsters, they randomly breed and lay eggs, creating new monsters. And for the human initiates, once the fight is over, you can strip them of their valuable equipment and get rid of them. The mediator’s talk skill has a fairly low rate of success, so you’ll want to have a well-rounded party to be able to fight and heal and all that good stuff even if he accomplishes nothing.

Besides the hired hands you get along the way, there are also plot-important characters that join your party. These guys tend to have their own special skills, not held by anyone else, though you never know if the plot is going to kill one of them off or make them leave your party. These guys are the real powerhouses of your group, and you should make good use of them.

When I first started playing this game, I had an idea for experience building that turned out to be a terrible idea. I hired several extra people for my party, and tried to rotate them all in and out of the current party to make them level at equal rates. In other games this would’ve worked fine, but the trouble is that the game-makers decided to increase the challenge level with the overall experience gathered by your party. The monsters are set to keep it challenging if your small party are the only fighters, so I soon learned that the more I tried to increase experience in a well-rounded way, the enemies got tougher at a much higher rate than I was. So my advice is to keep your active party small, and just keep those people around as long as you can.

One thing that really annoyed me in this game is the low success rate for white magic. Imagine you’re in the middle of a tough fight. Your archer is dead. Your knight is severely wounded. It’s your white mage’s turn, and he can either try to cast a cure spell on the knight or cast a life spell on the archer. He starts casting the spell, which takes a while–he stands in place and mumbles for a while. After this interminable wait, he finally casts it, and “Miss”. Well, your archer’s still dead and you’re knight’s soon to follow and your white mage has just wasted a turn. Arg! So I ended up relying mostly on items. Most of the character classes are only able to use items from one square away, which really limits their usefulness, but the alchemist class can throw items for several squares. Items always succeed, as long as they’re successfully administered (that is you don’t try to throw them through a wall or something). And the action occurs instantaneously. But an alchemist isn’t useful for much else, so I like to make one of my special plot-characters into an alchemist. He still keeps his inherent skills, but also has the ability to throw items, so he can be both a killer and a healer, as the situation demands.

Finding this game shouldn’t be difficult. A quick eBay search comes up with many hits, though if you want this particular game you will want to be careful not to get the PSP or Game Boy Advance or DS sequels. By using the following search string I was able to get a list mostly of just this version of the game:
“final fantasy tactics” -advance -rift -“war of lions” -“war of the lions”
I saw it on there for a Buy It Now price as low as $15 with plenty of open bidding going on for other identical items. And there’s always the possibility of getting a ROM for it, though I’ve never dabbled in Playstation emulators so I can’t give any advice on that route.

This game is definitely worth playing if you want an RPG that incorporates more battleground strategies instead of artificial “I stand over here and you stand over there and we’ll take turns” fighting style. Try it out. You won’t regret it. Enjoy!

Niche Game: Bart vs. the Space Mutants

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Bart vs. the Space Mutants is one of the first video games to be made based on The Simpsons. The game was released back in 1991 on various consoles–the version I’m familiar with was on the NES. It’s a side-scroller game probably best described as platform-jumper and puzzle combined.

In the game, Bart is the only one who knows that space mutants have begun an invasion of Springfield. He knows this because his X-ray specs let him see through the aliens human disguises, to see the tentacle-headed monsters beneath. No one believes him so he’s on his own to stop the alien invasion.

The aliens’ secret plans involve collecting certain classes of items, and your objective is to collect, hide, or destroy these items so that the aliens can’t use them. The first level takes place on the streets of Springfield, and the items in question are things that are purple. Bart, of course, comes equipped with his trusty can of spraypaint, thus giving vandals an ironclad excuse for their actions. “I was saving the world from aliens, man!” The spraypaint works on some things, like the purple trash cans, but not everything. Other purple things will require different strategies, like walking on the clothesline to drop the hanging clothes onto purple items in the lawn below. In addition to all this, you can get and spend coins in various ways in this level, including some bottle rockets. I’ll leave it up to you to discover the use of the bottle rockets. This first level also has a skateboarding section which will test your reflexes, and in the end you’ll face off against a water balloon wielding Nelson.

This game is really quite difficult, or at least I thought it was at the time. Bart can only withstand two hits before he dies, and he only has three lives. There are little jumping aliens all over the place as well as the boss characters and other potentially damaging things like dogs. I should replay this game, as I’m curious how far I would get with my much-matured gaming skills.

Later levels progress to different areas of Springfield, such as the mall (where you collect hats), and Krustyland (where you collect balloons). The style of the levels and the different sort of collectibles helps to keep the game fresh. I like the variety this game offers, as well as the familiar humor that will be appreciated by any fan of classic Simpsons.

Finding a copy of this game shouldn’t be too hard. If you want a hard copy, you can find one for less than $5 on eBay. Otherwise it shouldn’t be difficult to find a copy of a ROM to play on your computer. It’s worth the time to play for its platform jumping, interesting puzzles, and Simpsons-based elements. I hope you check it out. Enjoy!

Renaissance Woman: Nancy Fulda

nancyfulda_and_alexNancy Fulda is a mom, writer, assistant editor of Jim Baen’s Universe, and the creator of Anthology Builder. Anthology Builder is an innovative website that allows customers to choose a set of short stories that are then printed and bound into a printed anthology just for them.

Nancy, thanks for joining us!

David Steffen: You’ve got a lot on your plate with parenting, writing, and editing. How do you budget your time? Do you have to set aside a part of the day for writing time?

Nancy Fulda: Scheduling is probably the hardest thing about working with small children at home. The needs of the children change as they grow, so I’m constantly shifting the schedule to accomodate them.

For about two years I worked every morning from 10:00-12:00, like clockwork, while the older children were in kindergarten. Now that my youngest has started crawling (not to mention climbing the stairs and pulling things off of shelves) I’ve shifted to a “work while the baby naps” approach. It’s a bit helter-skelter, but after a while you learn to maintain your concentration despite frequent interruptions.

David: What’s the most surprising thing you’ve learned working on the editorial staff of Jim Baen’s Universe?

Nancy: That there’s no such thing as a one-size-fits-all story. Before I started working for Baen’s, I had this vision in my head of the perfect story, the one that all readers would adore without reservation. I thought if I just learned the right techniques, I could write a story that would sell anywhere, to anyone.

After working with the reading team at Baen’s, it became clear that there is no such thing. Even in a group as carefully selective as ours — we were all looking for upbeat adventure stories– we still disagreed wildly on which story out of a given set was the best. My top pick was often someone else’s least favorite, and vice versa. We did occasionally find a story we all loved, but that tended to be the exception rather than the rule, and even those stories would probaby have been instantly rejected at publications with a different editorial vision than ours.

David: With Jim Baen’s Universe closing, do you have plans to join the staff of any other publications?

Nancy: No. Getting into editing was probably the best thing I’ve ever done for my writing, but if you’re not careful, editing will eat up your whole life. It’s time for me to narrow my focus and concentrate on my own writing again.

David: Where did you come up with the idea for Anthology Builder?

Nancy: It was kind of an accident. I’d just made my first few pro sales and was hanging out with a lot of other writers in the same boat. I wanted to keep up with what my friends were publishing, but they were selling to such a wide variety of magazines that I would have gone bankrupt if I’d tried to subscribe to them all.

“What I want,” I told them, “Is a do-it-yourself anthology web site where you can pick whatever stories you want and have them delivered as a bound book.”

The response to that quip was overwhelmingly positive and the rest, as they say, is history.

David: How has your experience with Anthology Builder compared with your expectations in terms of difficulty, popularity, and financial?

Nancy: It’s exceeded them on all three levels.

If I had known how much work AnthologyBuilder was going to be, I probably would never have done it. It’s a bit like childbirth, I guess. Starting the ball rolling is easy. By the time you realize what you’ve gotten yourself into, it’s too late to back out. *laughs*

I’m having fun, though, and we’ve seen far more sales in the first few years than I’d expected. Last year AnthologyBuilder paid all its own bills and generated enough excess for two large promotional campaigns. There wasn’t much left after that, of course, but I have high hopes for the future.

David: If you could go back in time and do the startup of Anthology Builder again, what would you do differently?

Nancy: The software. I’m very pleased with the way the system runs, but if I had it to do over again, I’d make some changes in the implementation, particularly the administration tools.

David: What has been the single most memorable moment in your writing career to date?

Nancy: I think it was reading the biographies of the other authors in the back of the first professional anthology I sold to. I remember reading those bios and thinking: “If I can make it into a Table of Contents with these folks, then maybe I have a shot at becoming a real writer after all.”

David: If you could give only one piece of advice to aspiring writers, what would it be?

Nancy: Write what you love. Learn writing technique first, of course: Join an online writers’ group, give and receive critiques, hone your skills. But once you’ve done all that, clear your mind of the ‘Thou Shalt Not’s and just write a story you enjoy. If you love your story, chances are the audience will, too.

David: What’s your favorite thing to do when you’re not reading or writing?

Nancy: That depends on the day and, occasionally, the time of the day. Among the things I enjoy are ballroom dance, chess, painting, software development, and singing.

David: What was the last book you read?

Nancy: Tintenherz by Cornelia Caroline Funke.

David: Your favorite book?

Nancy: Isn’t that a bit like asking someone to pick a favorite child?

Some of the books I’ve enjoyed most through the years are Heir to the Empire by Timothy Zahn, The Blue Sword by Robin McKinley, Mere Christianity by C. S. Lewis, and Paladin of Souls by Lois McMaster Bujold.

David: Who is your favorite author?

Nancy: Lois McMaster Bujold. Not only because I love her books, but because when I read her keynote addresses she seems like a supremely sensible human being.

David: What was the last movie you saw?

Nancy: Star Wars Episode IV. Amazing movie, that. 30 years since its original release, and it was still able to captivate the attention of my six-year-old.

David: What is your favorite movie?

Nancy: Today, right now? Evita.

David: Do you have any upcoming publications we should watch out for?

Nancy: “Knowing Neither Friend Nor Foe” is coming up in Beneath Ceaseless Skies and “A Song of Blackness” is scheduled for the Fantastical Visions V anthology.

As it happens, both of these are stories with a history. “Knowing Neither Friend Nor Foe” (originally titled “Kitjaya”, but as Scott pointed out, that title does little to hilight the primary conflict) is my first story from a completely alien viewpoint. ÂI never realized before how challenging such a story is, particularly because the reader keeps looking for humans to pop up. ÂDuring the critique process I had to rework several scenes in order to clearly convey that, no, there were no homo sapiens hiding behind the little green curtain. ÂI’m pleased that the effort paid off.

I wrote “A Song of Blackness” right after reading “Bethan’s Garden” by Sandra Tayler. ÂSandra’s story held so much warmth and human connection that it made everything I’d ever written feel like insignificant drivel. ”A Song of Blackness” was my conscious effort to write a story that *meant* something.

David: Can you tell us about your works in progress?

Nancy: I’m finishing rewrites on “Backlash”, which is a novelette about a man who discovers that his daughter is part of a terrorist movement. ÂLots of Bondian action, time travel, and a little family drama all get rolled into the mix.

I’m also working on a novel set on a planet with an extremely slow rotational period. ÂNomadic tribes circle the equator to stay in the habitable bands between Day and Night. ÂIt’s a very fun milieu to work in, and involves riding lizards, space ships, an evil technocratic society, and a plot to preserve all life on the planet.

David: Thanks a lot for taking the time for the interview, Nancy. For all of you out there, I encourage you to check out her writing, and to look into the service she provides at Anthology Builder.

Nancy: Thank you, David. ÂIt’s been a fun interview.

Niche Game: Black & White

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Black and White, released is in 2001 by Lionhead studios. You play a deity and your objective is to convert more and more people to your belief system. You can do influence the world through two mediums: your own godly self, which is represented by a giant floating hand, and through your creature, your physical avatar in the world. The creature’s AI learning system is one of the most unique I’ve ever come across, and that alone makes this game worth playing. More on that later.

The title refers to your ability to choose your own path. You can be good or evil and you can complete the game either way. If you choose to follow the path of good, then you might help people grow their crops, save people’s lives as often as possible, and make people feel good. If you want to follow the path of evil, then intimidation is the way, human sacrifice, flying fireballs, that sort of thing. And you don’t have to strictly choose one or the other, you can make every choice however you want. But I suspect your worshippers will give you more belief if they know what to expect. As you lean more toward one side or the other, both your appearance and your creature’s appearance reflect this. Your hand will become red and claw-tipped and veiny if you are evil, and will be glowing and golden if you’re good. Likewise your creature’s appearance will be affected.

T

o help you consider the good and evil choices, you have a good and evil conscience which bicker with each other throughout. They also serve to provide missions to you, and which side you listen to determines your alignment. These guys did get annoying after a while, but occasionally they’re actually funny. If you leave the game unattended for a long time they will start talking to each other.

Your way of directly influencing the world is through your hand. You can manipulate objects directly, which includes carrying food, wood, people, rocks, which you can then set down gently or throw. You can uproot trees and plant them elsewhere or drop them at the village to be turned into lumber. And perhaps most importantly, you can perform miracles. Miracles are available in one of two ways, through miracle seeds or by casting them directly. Miracle seeds are free, but are not in wide abundance. Later on in the game, the villagers add extensions to the temple where they worship, filling up your mana which you can drain with spell-casting. If you want a quick boost of mana, you can drop a sacrifice on the altar, either an animal or a human. Benevolent miracles include healing (which works on both villagers and your creature), rain, wood, and food. Malevolent miracles are often attack spells such as fireballs or lightning spells.

The hand is quite powerful, but of course there’s a catch. As a god, you only have power within your own area of influence, an area defined by the number of believers you have and the locations of your towns. You can observe anywhere on the map, nothing is hidden from you, but to manipulate objects you must be within your own area. Your area is clearly marked by a thick red line drawn on the world, and if your hand leaves that area you can see the belief draining from it, drawn back to the worshippers.

This presents a problem, because your area of influence may not stretch all the way to the next unconverted town. You can try to grow your population of believers to stretch your area of influence over there. Or you can use your creature. Your creature is a supernatural animal under your influence. He starts out as a clean slate, only about two stories tall. Near the beginning of the game you can choose one of three animals: the ape, the tiger, or the cow. Each has its own advantage. The ape learns quickly, the tiger is a good fighter, and the cow is average in most stats and just plain lovable. I tend to choose the cow because, well, cows are awesome.

Your creature can do everything you can do, and in many ways can do it better. He can operate outside your area of influence, and once you teach him to cast miracles he can do them as often as he chooses without costing any mana. The trouble is, you don’t have direct control over him. You have to train him to do what you want, and training isn’t easy. You can direct him where to go by putting him on a leash, and you can tell him to interact with objects by clicking on them while holding the leash, but with any object there are more than one action he can perform on them. You can teach him the correct behaviors in two ways, teaching by example or by using positive and negative reinforcement. To teach him by example, put on the leash of learning (there is also a leash of compassion and a leash of aggression), and do yourself what you want him to do, such as casting rain miracles, watering crops, or throwing fireballs. If he sees you do something enough, then he’ll pick up the behavior and start doing it himself. And then there’s the reinforcement. If you tell him to interact with a villager, he might do a few things with it: eat it, throw it, set it down gently, or carry it around for a while. After each of these behaviors you can choose to punish it (by slapping it around) or rewarding it (by rubbing its belly). This will reinforce or deter its behaviors. You can also just ignore it and see how it turns out on its own, but don’t expect it to listen to your commands if it’s been living independently its whole life.

Being a physical creature, it has needs. It must eat and it must sleep to maintain its health. What you want it to eat is up to you, it could eat grain from fields, cattle, or it could eat people. And its behavior affects its appearance and strengths. If you have your creature carry boulders around it will build muscle and get lean. As time passes, it will get steadily bigger and its appearance will be affected by whether you teach it to do good things or evil things.

And when there’s another god around, your creatures can fight! The fighting system I found to be rather awkward, you click a spot on the enemy creature to mark where you want your creature to attack, and then he does so whenever he gets around to it. The fighting is real-time action, but the lag between command and action is much too long. If he loses he disincorporates and reappears at your temple with low health. He never permanently dies, but it’s a big setback, as he is no longer around to impede the other creature. As a god you can still attack the enemy creature directly with miracles or by throwing things at it, but again, only if it’s within your area of influence.

Throughout the game the people make demands of you, more food, more children, more houses, more mercy. You can meet these needs by doing it yourself (like scooping up grain and dumping it into the village store), or you can create disciples to help you along. By setting a person in a field they will become a farmer dedicated only to producing food. If you set a man next to a woman he will become a breeder, etc… And there’s a lot more to these people than is immediately apparent. You can zoom in on any one of them, find out their name, their age, their current activity, their destination. Everyone grows from a baby into old people and die (if something else doesn’t kill them first). There’s a lot of processing going on that isn’t immediately obvious. And you can help construct various buildings to help things along, such as a playground to keep kids occupied (so their parents can work more), and a graveyard so people won’t need to grieve as much about the bodies lying around in the street.

I found this game to be extremely difficult because there is just too much to manage, between the creature and the people. In the first world, there is not much conflict. That world is mostly a tutorial, with no opposing gods, just some side quests and stuff. I think the way to go is to spend this first world tending to your creature, because you don’t need to worry too much about the people–nobody’s trying to steal them away from you. If you could get your creature trained to a sufficiently consistent behavior in the first level, then for the later levels you could spend most of your time tending to the people. For me, I tend to get impatient and move on to the next level, and maintaining the happiness of my people, trying to usurp the other god’s people, and tending to my creature all at once proved too much for me, especially when the towns are so widely separated geographically. And these needy little humans just annoyed me. I got sick of literally telling them where to place every building. If you need a house–build it! I’m not seeing the problem here. But I may just not have had the best strategies for playing the game.

In 2005 there was a sequel released, cleverly titled Black & White 2. I didn’t really like this one. It took a complicated scenario and further complicated it, adding different cultures that could be played as, each with their own strengths and weaknesses, and adding human warfare. In the first game, humans are pacifist, or at least you never see them cause any damage on purpose. In this one you have to build and maintain armies, and it was all just too much for me, too much to juggle all at once.

If you want to play Black & White, it shouldn’t be too hard to find. I did a quick eBay search and found a few copies. Most of them didn’t have a Buy It Now price, so I’m not sure how much it would end up costing. There were many more copies of Black and White, with Buy It Now prices as low as $10 or so, so if you wanted to try that game out it would be easy to do.

If you want to feel the power of a god, and create good or evil giant animals which can shower love or destruction on your friends and enemies, then check this one out. Enjoy!