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Fiction: Security Awareness

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“My password is very secure,” she bragged. “I use two-factor authentication.”
“Ha,” He said. “That’s nothing. I use a personally encrypted password manager. I can’t be hacked.”
I smiled. “Amateurs. My password is inscribed in blood on a parchment hidden in a duck egg inside of a rabbit in a locked chest buried beneath a haunted oak at the center of a fog-shrouded labyrinth on a desolate island in the North Sea.” They all looked duly impressed.
My phone buzzed, and my face fell as I checked the alert.
We noticed a new login to your account, Koschei!

This story originally appeared in Everyday Drabbles, a daily free fiction project on Wattpad. Visit the link for more free stories. And if you enjoyed this story, why not support my work by buying me a coffee?
Buy Me a Coffee at ko-fi.com

Hugh Likes Comics: War of the Realms

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Written by Jason Aaron
Drawn by Russell Dauterman
Colored by Matthew Wilson
Lettered by VC’s Joe Sabino
Published by Marvel Comics

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The Skinny: A mythological army takes Times Square in the kick-off to Marvel’s latest event.

I’ve been notably mixed on “event” comics in the past, but Marvel’s latest, “War of the Realms” is a the very least starting on its best foot. Spinning out of a long-running series of events in “Thor,” the story involves Malekith, king of the Dark Elves, and the titular war that he has been waging, a war that has finally reached the last holdout realm: Earth. And it wouldn’t be a Marvel comic if it didn’t start in the heart of Manhattan.
This opening issue does a good job of avoiding the pitfalls of most of these sorts of books. The situation is cleanly and precisely explained without too much of an exposition dump, the characters all feel correct and act appropriately, and the action moves along at a brisk pace, feeling like a complete issue even if it just lays out the characters and the stakes.
It helps that Dauterman’s art is drop-dead gorgeous, with rich, dark colors by Matt Wilson. Scenes are detailed without being too busy, and all of these giants and heroes have a lovely dynamism to them. But ti’s the little touches that make this comic for me. For example, an opening graphic shows the Norse mythological world tree, with the various realms and their denizens, with a sketch of Spider-Man hanging over a city representing Midgard. Also, Malekith is at his David Bowie-best here, riding into Times Square with a manic grin atop a giant winged tiger.
War of the Realms #1 kicks off a six-issue limited series, along with innumerable spin-offs. You can find it at your local comics shop, or buy it digitally on Comixology.
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Fiction: The Photographer

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After the plant closed, he found himself unceremoniously retired, and depressed. With nothing else to do, he spent his mornings by the Falls, watching the water flow ceaselessly past, constantly eating away at the rock and making electricity for towns he’d never be able to afford to visit.
He watched the tourists come from all across the world to visit the place he lived and would someday die. He watched them fumble with their cameras, from chunky Kodaks to pocket-sized digicams to cell phones.
He learned to ask ‘Would you like me to take your picture?’ in thirty languages.

This story originally appeared in Everyday Drabbles, a daily free fiction project on Wattpad. Visit the link for more free stories. And if you enjoyed this story, why not support my work by buying me a coffee?
Buy Me a Coffee at ko-fi.com

Hugh Likes Video Games: Wargroove

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Wargroove
Developed and Published by Chucklefish
Played on Nintendo Switch
https://wargroove.com
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The Skinny: A turn-based strategy game with retro style and retro difficulty to match, but with some interesting innovations under the hood.

Wargroove is a strategy game with old school charm, and gameplay to match. On the surface, it takes most of its design and style from Nintendo’s ‘Wars’ series of games. These only came to the US as the Advance Wars titles, and have been absent for a decade, but they made a big impression on developer Chucklefish. If that name is familiar, they also published ConcernedApe’s well-loved Harvest Moon update, Stardew Valley.
Gameplay works like Advance Wars. Players take turns moving their units and capturing buildings to provide income, which lets them buy new units. The goal of each match is to either the enemy stronghold or defeat the enemy Commander, powerful units that each has a unique special ability, called a ‘groove.’ These each do something a bit different, from healing allies in a range, to creating new units, to attacks that do extra damage. They are a fun addition to the Wars formula, and are one of the ways the game really stands out. Also, one of the commanders is an adorable golden retriever, who is a very good boy.
The other way Wargroove differentiates itself is in its plethora of content and game modes. In addition to the standard single-player Campaign and multiplayer battles, the game offers an Arcade mode in which you can take each Commander through a series of five quick battles, a Puzzle mode, and even an impressive set of creation tools. The game lets players not just create maps, but also entire campaigns and cutscenes, and trade them freely through the game’s online modes. I haven’t been able to dive too deeply into it yet, but it is very cool and is supporting a new creative community.
Wargroove faithfully recreates the best of the turn-based strategy genre, but it also has the same flaws. Matches are long, and with two armies starting at opposite ends of a map and slowly building, they can take a while to get going. Also, this game is difficult. Updates have created more options for novice players, but you can still sink a lot of time into a map only to have to start all over again when the last wave of enemies gets a shot in on your Commander.
Wargroove is a charming and occasionally frustrating strategy game with old school feel and old school difficulty. If you’re up for the challenge, you can snag a copy from Steam or your choice of major console eshops.
Buy Me a Coffee at ko-fi.com

Podcast: NP35-The Spice Gundams

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Welcome to Nostalgia Pilots, this week, Jason, Hugh, Jurd and Spence discuss Gudnam Wing Episode 35: The Return of Wu Fei!

Click HERE to listen online!

This episode: Wu Fei’s visit home goes less well than hoped, Trowa has the cold kind of amnesia, and Zechs still hasn’t learned Howard’s assitant’s name. Plus, Noin is full of contradictions, and Pagan throws mad shade.

Promo: Geek Radio Daily!

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Hugh Likes Comics: Invisible Kingdom

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Invisible Kingdom #1
Written by G. Willow Wilson
Art by Christian Ward
Lettered by Sal Cipriano
Published by Dark Horse Comics

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The Skinny: The captain of a space freighter and a religious initiate each make a startling discovery in the first installment of this gorgeous space opera.

Invisible Kingdom follows to seemingly unconnected space opera stories. The first follows freighter captain Grix as she and her crew are forced to make a crash landing on a desolate moon. The second follows Vess, a novice member of a religious order called ‘the Siblings of Severity.’ The book switches from one point of view to the other, seemingly at random, but using visually rhyming panels to transition from Grix to Vess and back again, and the reader doesn’t really understand the relationship until the end of the first issue, but when it all comes together, it works beautifully.
Wilson’s story is, for lack of a better word, very human. Confined to the point of view of the two protagonists, we only get teasing hints of the world building. Grix is trying to hold her ship together after Lux, the monopolistic shipping company she and her crew work for, fails to do her ship’s necessary maintenance. Vess faces ridicule both inside and outside the order she joins due to her heritage. Both parts of the story feel lived in and real as a result.
Ward’s talents are on full display here as we are treated to a world of floating monasteries and neon alien cityscapes. His design work is impeccable, and does so much heavy lifting for the story, as the arch of the inside of a ship’s hold echoes the dome of a floating monastery.
Wilson and Ward are both superstars of the current comics generation. Wilson co-created the groundbreaking Ms. Marvel, and Ward illustrated 2017’s critical smash Black Bolt. Invisible Kingdom has the potential to be truly great, and this first issue doesn’t disappoint. You can find it in print from your local comics shop, or digitally from Comixology.
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Fiction: The Cur’s Quest

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One day a dog wandered into the seer’s sanctum and began to speak.
“Seer, I was once my queen’s greatest bodyguard. Everyday she asked me a question, and I had no answer. In the years since, I’ve searched far and wide for the answer. You are my last hope.”
“Look in my magic mirror, and find what you seek.”
The dog did as he was bid, but soon became angry. “There’s nothing here!”
“What was your mistress’s question?”
The dog stared in the mirror for a long time. “It was me,” he whispered. “I was the good boy all along.”

This story originally appeared in Everyday Drabbles, a daily free fiction project on Wattpad. Visit the link for more free stories. And if you enjoyed this story, why not support my work by buying me a coffee?
Buy Me a Coffee at ko-fi.com

Smoky Writers and Everything After

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Welcome to the end of March! It’s almost, sort of, kind of spring!
And the past two months have been an absolute whirlwind.
Most of February was spent preparing for a big trip: Smoky Writers! This is the annual writing retreat in the Smoky Mountains that I go to every year, organized by a friend. Going on its sixth year, I love this retreat, but it’s always a bit of a mixed bag for me. Originally formed of folks from the podcast writing community, it has since grown to include a variety of successful writers. Everyone is lovely, and it’s always great to catch up, but I always get a stab of imposter syndrome, seeing how everyone has progressed in their careers when I feel like I’m spinning my wheels.
I did get a reasonable amount of work done, clocking in about ten thousand words on a new novella and two hours of stenograph keyboard practice every day. But coming home, I’ve fallen into a bit of a rut. There has been a lot of catching up at my day job from the trip, and with UB Con following right on its heels, I found myself completely exhausted and came down with a cold.
I guess I spent most of March recovering from adventures rather than having them. I did get to see a couple movies (Captain Marvel and the new release of Apollo 11 documentary footage) and my first concert in what feels like years. I visited a maple farm and researched buying a new car when I turn my lease in.
In terms of work, I wrote and have been editing a piece that is midway between flash and short story, and trying to catch up on Everyday Drabbles. I’ve been falling behind. My goal is to catch up to where I should be and put together the first ebook collection in April. I also went through my outstanding short story publication submissions, found a few stories that had either been quietly rejected or fallen through the cracks, and sent them out to new markets.
As we head into April, my goals are to continue to give myself time to work on creative projects, and push those projects to completion. And enjoy the nicer weather, of course.

Podcast Promo: Nostalgia Pilots

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BeatsByTreize

Hello listeners!

Nostalgia Pilots finally has a promo!

Have a listen!

Special thanks to Rish Outfield for voicing the narrator in this promo. If you have a podcast, and play promos, please spread the love. And if you’d like your podcast promo played on Nostalgia Pilots, please leave a comment with a link!

Hugh Likes Video Games Retro: The Final Fantasy Legend

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The Final Fantasy Legend
Published by Square Soft
Game Boy, 1989/1990

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The Skinny: An early RPG about eating your enemies and hitting gods with chainsaws.

The Final Fantasy Legend launched in Japan as Makai Toushi SaGa in 1989 and came to the U.S. in 1990 for the Game Boy. It was given the name change to appeal to fans of Final Fantasy, which came out on the NES earlier that year. While the games were considered separate series in Japan, they do share some thematic similarities. Both games task you to create a party of four adventurers and battle four Elemental-themed monsters for control of magical crystals, here called “Spheres.”
But these spheres actually have a purpose besides serving as a quest’s macguffin. Each sphere unlocks a door to a tower rising to the heavens that is said to lead to Paradise. Defeating each beast lets you progress a little further in the tower, leading to new worlds, and new monsters to fight.
Helmed by Final Fantasy II designer Akitoshi Kawazu, FF Legend ditches the Dungeons and Dragons-esque Class and Level systems of other 8-bit JRPGs in favor of something more experimental. Players can choose between three different character types: Humans, Mutants, and Monsters. Furthermore, Humans and Mutants are divided into two genders with slightly altered starting stats. Each class progresses differently. Humans don’t have access to magic, but can increase their HP and stats by buying and using special potions. Mutants’ stats increase based on their actions in battle, like in a more streamlined version of the system in FFII, and also receive new abilities that change randomly. Monsters are the same as the various enemies you fight in the overworld, and can progress by eating the meat left behind by defeated foes. But the system for this is complicated and unpredictable. Eating the meat of a weaker monster will drop you back to a less powerful form.
While this system can be a bit unintuitive and frustrating, once you figure out where you’re going, it’s much more streamlined than the grind-heavy rpgs of the era. While the monochrome graphics and story are a bit pared down for the hand-held system’s limited capacity, Final Fantasy Legend does some legitimately amazing storytelling for its day. By limiting the areas to tiny ‘worlds’ along a tower, the game both provides a string of new experiences, and uses story rather than a level system to give the player a sense of progression. And as slight as these experiences are, there’s something about them that feels groundbreaking and takes the sorts of risks that I usually associate with later Square Soft games like Final Fantasy VI.
You start out visiting castles and questing for kings, but by the end of the adventure, you’ll find yourself zooming through ruined cityscapes on your flying motorcycle. And there are a bunch of little hidden side worlds you can visit as well, from a ‘hell’ where petitioners willingly undergo tortures to try and purify themselves to a poignant scene in a nuclear bomb shelter, This is where the game gives the best little punches, and I wish there had been more of these side worlds.
While it may be hard to go back to for modern gamers, replaying this now 30-year old rpg gave me a solid hit of nostalgia. Final Fantasy Legend’s design choices had a lasting impact on Square’s development, from the disparate world structure of Kingdom Hearts to the isoteric Sphere Grid of Final Fantasy X. It’s well worth tracking down a copy if you’ve never played it.
The Final Fantasy Legend hasn’t been rereleased digitally anywhere, but it’s a pretty easy cartridge to track down, if you have a game boy or game boy advance to play it on.

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