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Hugh Likes Comics: Mystery Girl

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Mystery Girl #1
Written by Paul Tobin
Drawn by Alberto J. Alburquerque
Colors by Marissa Louise
Published by Dark Horse Comics
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Trine Hampstead is London’s premier Street Detective.  She can solve any crime, or answer any question before you ask it.  She make a living consulting on the pavements of London, but having all the answers isn’t enough for her any more.  When she is asked about the location of an ill-fated Siberian expedition, she takes the job on the condition that she’s a part of the next one.  But Trine’s employers aren’t the only one on the trail, they’ve hired a hit-man rather than a detective.
“Mystery Girl” is another charming story story from Paul Tobin, the writer of the superlative “Bandette.”  Trine is a refreshingly down to earth character in spite of her oracular talents, and the colorful supporting cast of her customers are just as endearing.  Most of the issue is spent introducing her powers and her little interactions with the people of London as she goes through her day.  This is more of a magical realism story than a typical super-hero comic.
It’s hard to write a character who knows everything well.  It’s not a flashy ability, and it rules out a lot of conflict right off the bat.  But Trine has just the right mix of empathy and mystery to make me want to know more about her.
Alburquerque’s art and Louise’s colors are well done as well.  The figures really seem to pop from the background, reminding the reader that this is a comic about people, and the setting is relatively unimportant.  This is a good thing, because the one glaring error is the comic’s presentation of London.
I wonder if an early draft of Mystery Girl was set in the U.S. or Canada.  Although the art is thoroughly British, the dialogue has a lot of Americanisms that weren’t caught before production.  For example, Trine is refereed to several times as a ‘sidewalk detective,’ and events are described as taking place ‘blocks away.’  It is somewhat distracting, and English readers will probably be taken right out of the story.  Early volumes of Garth Ennis’s ‘Preacher’ had similar problems.  I feel like the story is good enough that this wasn’t a breaking point for me, but your milage may vary.
“Mystery Girl” is an great first outing to a new series, that with a closer editing, could become something truly magical.  I will certainly waiting to see where Trine’s investigation leads.  You can find “Mystery Girl” at your local comics shop or online from Comixology.

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Hugh Likes Podcasts: International Waters

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International Waters
Hosted by Dave Holmes
Maximumfun.org/shows/international-waters
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International Waters is a lot of fun.  Ostensibly a panel quiz show, host Dave Holmes pits teams of American and British comedians against each other to determine which country is better.  In reality, it’s a thin rationale for pop culture and current events jokes, it is still a joy to hear.  You cold think of it like ‘Wait Wait Don’t Tell Me’ without the NPR respectability.
While the humor is often lowbrow, Holmes is a charming host, and the guests are usually quite witty in between the poop and dick jokes.  The show is divided into three rounds.  First, the panels answer current events trivia.  Then, there is a round of games in which the guests try and answer questions about odd bits of the other country’s pop culture.  Finally, there is the last and most important round which is a creative challenge of some kind, where the comics have to defend the worst bits of their own culture or attack something beloved of their opponents, such as Doctor Who or Spider-Man.  There is a nice variety to the games, and they are quite entertaining.
International Waters is available from the Maximum Fun network and comes out twice a month.  It’s a great addition to stand-up fans, Anglophiles, and ex-pats alike.

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Hugh Likes Video Games: Monument Valley

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Monument Valley
UsTwo Games
Played on Android
monument-valley-game-house-cards-how-play-get-new-levels-free-beginners-guide
Monument Valley is less of a game and more of an experience, but it is a damn good one.  A sort of meditational challenge, Monument Valley is a M C Escher-inspired visual puzzler for mobile phones.  The goal is to guide a figure through a series of ‘monuments,’ physics-defying labyrinths that rely on forced perspective.  SImilar to the classic PSP game ‘Echochrome,’ Players rotate, flip, and skew the terrain to guide the heroine to the end of each level.
While the game itself is not overly taxing, the puzzles require players to think visually and strategically, and at its best moments, feels almost meditative.  The calm atmosphere is reinforced by top-notch visual and sound design.  The princess journeys through spires, caverns, and seas with a painterly aesthetic.  One particularly clever level is designed as a puzzle box.
The style of the game helped to alleviate any sense of frustration I felt while playing.  This was a little world that I was glad to get lost in.
Although a bit on the short side, Monument Valley is a pocket-sized gem of a puzzle game, and an oasis of calm suitable for hardcore gamers, casual players, and kids.  You can find it in the IOS, Android, and Amazon app stores.

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Hugh Likes Video Games: Fallout Shelter

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Fallout Shelter
Bethesda Games
Played on Android Mobile
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The Post-Apocalypse has been in the zeitgeist lately, in all it’s myriad forms of the end of the world.  From the cinematic wasteland of “Mad Max: Fury Road” to the small-screen shambling of “The Walking Dead.”  But perhaps the most iconic doomsday scenario is still Nuclear War.  And lately, nobody has taken more advantage of the irradiated wasteland than Bethesda Games’ “Fallout” games.  With Fallout 4 burning up the charts, Today seems like a good day to examine their free promotional game, Fallout Shelter for IOS and Android.
While the series is all about exploration, Fallout Shelter sticks closer to home, putting you in the chair of a Vault-Tec overseer.  Starting with some survivors, a few caps, and a hole in the ground, you have to keep your vault running, and your dwellers happy, safe, and healthy.  Imagine a simplified version of The Sims, but with more guns and radioactive scorpions.
The game is presented as a 2D grid, with rooms taking up 1 to 3 spaces on the grid.  As time goes by, and the vault population increases, players can dig deeper and deeper into the earth to expand.  While it requires a bit more horsepower than you might expect, the visuals are cute and engaging, based on the cartoonish Vault-Boy style of Fallout’s mascot.  It ran very smoothly on my Samsung Galaxy S5.  My iPhone 4S didn’t do well, though.
Each dweller has their own simplified stats and inventory based on Fallout’s S.P.E.C.I.A.L. attribute system, and most of the game involves choosing where to assign dwellers to get the best use out of their stats, which you can improve with equipment or training rooms.  Being more productive is also key to keeping dwellers happy.
One of the other main parts of the game is increasing your vault population, and unfortunately, this one wasn’t implemented quite as well.  There is only one really effective way to increase your population, and that’s the old-fashioned way.  Later in the game overseers can build radio rooms to call survivors out of the wasteland, but for the most part, your dwellers will have to get busy.  This is accomplished by putting two dwellers of opposite sex in sleeping quarters together and waiting for nature to take its course.  The result is that both dwellers get a big boost of happiness, and the woman is immediately super pregnant.  Then, both dwellers can return to their prospective tasks until the child is born.
The problem is that the game has a system for hookups, but not relationships.  Although it keeps track of parentage to prevent incest, which can accidentally happen when you have a 100+ dwellers, this information is hidden from the player.  By removing any lasting relationships, in spite of the romantic dialog they spout, the mechanic comes off as less of a wooing and more of a breeding program.  This is exacerbated by the fact that only male/female couples can hook up.  It’s not a deal breaker, but it has a lingering authoritarian (and homophobic) vibe to it.  This may have been Bethesda’s intention, as Vault-tec is usually presented as short-sightedly patriarchal in keeping with Fallout’s 1950’s-inspired vision of America, but if so, they didn’t fully commit to the message.  This is especially true considering that breeding dwellers is key to unlocking plans for new rooms.  If you want to build the best spaces for your vault, your dwellers had better get busy.
If you can get past this one glaring flaw, Fallout Shelter is a diverting and open-ended management sim with just enough style and charm to keep you going.  Fallout Shelter is free (with in-app purchases, naturally,) for IOS or Android.
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Hugh Likes Podcasts: Writing Excuses

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Writing Excuses
Mary Robinette Kowal, Brandon Sanderson, Howard Tayler and Dan Wells
writingexcuses.com
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Writing Excuses is a master class creative writing course broken up into bite sized chunks.  Hosted by three best-selling novel writers and one of the internet’s most successful cartoonists, each episode goes surprisingly deep on a topic of craft in a very short amount of time.  Their tag line, “Fifteen minutes long because you’re in a hurry and we’re not that smart,” is falsely modest.  Each one is packed with useful tidbits from leading spec-fic authors.
Essentially secrets of the pros for those struggling to make it, Writing Excuses is on its tenth season and has a huge back catalog covering a wide variety of writing related subjects.  The current season has been examining the process of creating a book from outline all the way to revision.
In addition to being useful, this podcast is also surprisingly entertaining.  The four hosts have an excellent rapport with one another, and they also have a great stage presence.  They also have frequent guest authors for more perspective.
In addition to the topic, each episode ends with a writing exercise or homework assignment to further illustrate the lesson.
Writing Excuses is like the greatest creative writing course you never took, taught by a quartet of engaging experts.  If you are looking for an informative writing podcast, this one should be at the top of your list.

A Status Update and an Announcement!

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Hello readers and listeners!

Welcome to the end of July!  It’s been pretty crazy around here, and I’ve been juggling a lot of stuff, both creatively and in real life.  So here’s a refresher to bring you up to speed on what’s been going on with me.
First, the good news.
Last month, I launched The Freelance Hunters podcast!  I’ve posted a few Freelance Hunters stories here and there over the last few years, and now I’m collecting them in audio.  Check out TheFreelanceHunters.com  every Monday for a new installment of serial fantasy fiction.  Season one will be going on a while, with print and eBook editions coming this fall!
The Way of the Buffalo will be moving to Fridays.  The Dark Wife is on hiatus until I have the editing fully complete, then will be appearing on Wednesdays.  I’m hoping for a launch in September.
On the writing front, you can still find my short story “Prompt Succor” in the Dirty Magick: New Orleans anthology.
I’ve also been invited to a few other anthologies, one of which you can help get off the ground now!
The Kickstarter for Elysian Springs: Adventures from the Superhero Nursing Home is ongoing and needs your help to reach its goal.  This is such a clever and unique idea, and the confirmed talent includes Gail Z. Martin, Tee Morris, and Jason Strutz!  It’s going to be a really cool book and I want to be a part of it, so please give it a look!
The bad news is that to keep all these plates spinning, as well as a few secret plates that I can’t talk about here, I’m putting The Voyage on the back burner.  I’m not giving it up entirely, but I’m not able to devote regular time to it every week the way I’d like.  I’m going to put it on hiatus until it is complete and edited.
So that’s what’s going on with me.  Thanks for reading!

The Voyage 037: Lewis

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Lewis stood with the noisy crowd as well, although he didn’t cheer along with them.  We simply watched The Indomitable rise in the morning sun, her filigreed envelope sparkling.  Occasionally, he would consult a small mechanical device on a chain, and make notes in a pocket notebook.  He stayed long after the crowd stopped cheering and drifted away, leaving only a few dedicated loved ones to watch the vessel’s slow rise over York.  As morning turned to afternoon, the propellers finally repositioned themselves, and the craft steamed east.  After one last check of his instruments, he disappeared like a shadow.

A mini-hiatus

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Hey everyone!

This is just a quick note to update you on some things that are going on with me, and to let you know that I’ll be taking a hiatus this week from “The Voyage.”  It’s not very long, just a week, but Balticon completely torpedoed my work schedule the last few weeks, and I’ve burned through all of my backlog.  Balticon was as always an amazing time, and I was glad I could bring P-Tone along with me for his first trip.  But conventions require a lot of preparations, and they leave me exhausted.  I think I’m just about back to strength, but I don’t want to rush out bad writing.

The “140 Character” stories are meant to be experimental and short, but I don’t want to rush through, or put out something I’m not proud of to meet a deadline.  So I’m taking the week off to plot out the rest of the story and get it back on track.  I’m also cutting up the recordings we made at the con, the first of which went live yesterday at The Way of the Buffalo.  I’m also working on some new stuff I think you’ll enjoy.  But I need to catch my breath and get everything in order first.

“The Voyage” will resume on June 7th.  Thank you for your understanding and patience.

The Voyage 019: Daniel

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The Assistant Engineer sent the girl in for the final check before they signaled final green back up to the bridge.  She was small, maybe seven.  But he’d seen his sisters grow, and they came into their adulthood sooner than the boys did.  Even if she didn’t burn or crush herself, or fall from a height, she’d still be a young woman, and there would be no place for her.  She crawled back out and gave him a thumbs up.  He nodded, grimly, and grabbed the speaking tube mounted on the wall.
“This is the engine room.  Ready for launch.”

The Voyage 017: Isaac

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“Mister Skinner, Send the first signal.  Ten minutes to launch.”
“Aye, Captain.”  Isaac pulled a lever on his board.  There was a series of thunks, and throughout the ship, he knew the message, and the countdown had begun.  In every distant corner of the ship, last-minute checks and preparations were performed.  On the ground below, the crew gulped their tea and hustled back to their positions.
He felt an almost tangible tension, as though he were the conductor of a great orchestra.  Really, he was just the baton.  He turned back to the captain.
“First signal is lit, Captain!”

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