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Hugh Likes Video Games: Merchant of the Skies

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Merchant of the Skies
Published by AbsoDev
Deveolped by Coldwild Games

Played on Nintendo Switch

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The Skinny: Come take a trip on this airship!

Merchant of the Skies is a resource trading and management game that puts you in the captain’s seat of a trading vessel plying the skies between floating islands. The Campaign mode sets you up as the scion of a trading family, just starting out with their own boat. You buy low, sell high, do a few favors for your Uncle who is trying to set up a postal system, and gradually discover the secrets and history of the area. As you gain income, you can buy bigger ships, purchase island, and eventually set up caravan routes for complex manufacturing and delivery. There’s no combat, and the only lose condition is running out of money. Once you complete the campaign, the game opens up a sandbox mode that lets you set the goal, or just lets you tool around in your majestic airship
The game’s pixel graphics steampunk fantasy worlds are beautiful and nostalgic. The region is presented as a filled with floating island and other sights, and you travel from one to the other Indiana Jones-style. When you visit an island, it switches to a side-on perspective with pixel sprite buildings and wee figures dashing about. This mode mostly uses menus to navigate, so you don’t have to worry about keeping track of your captain as they visit the trading posts.
The game does get a little laggy towards the endgame, when you have resource gathering and processing happening all over the map. The game auto-aves each time you leave an island, so as the game goes on, be prepared to spend a bit too long waiting towards the end of the game. Also, most of the endgame content requires resources rather than money, so eventually you’ll be raking in cash with nothing to spend it on.
Merchant of the Skies is an engrossing, low-stress management game with charming visuals and strategic thinking. It’s the perfect game for anyone looking for something on the Switch to chill out with.

Hugh Likes Comics: Canto

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Canto1

Canto #1
Written by David M. Booher
Drawn by Drew Zucker
Colored by Vittorio Astone
Lettered by Deron Bennett
Published by IDW

The Skinny: A boy with a clockwork heart ventures into a dark world in this grim steampunk fairytale.

Canto’s people live in chains. Denied freedom, identity and even hearts, they toil for cruel masters bigger and stronger than themselves. But Canto believes in two things: A fairytale about a boy who saved a princess, and the girl who gave him his name. When she is injured by the cruel slavers, he’ll do the only thing he can to save her: Leave the confines of their labor camp and bring back her heart.
A sinister but none-the-less charming steampunk fable, Canto #1 opens with a familiar fantasy theme, but plays it expertly. Booher and Zucker’s steampunk fable starts on all the right notes for a great series. The story flows around the gaps in the characters’ knowledge, the questions that Canto will have to find the answers for. It is also doesn’t flinch away from the horrors of its world.
Zucker’s designs are doing a lot of great work here. Canto and his people are little clockwork knights, and their is brutal and violent without being gory. They don’t have or lose blood, but Time. It’s a clever and occasionally devastating use of metaphor that works well on the page. The designs are all funhouse mirror, with the squat, dwarfish slaves and their towering, bestial masters. Even Canto’s face looks like a mask. Astone’s moody colors are dark but also deep and rich. The art and colors are what really elevates the story.
Canto #1 is an excellent start to a story that looks to take a critical, or at least subtextual eye the tired quest motif. I can’t wait to see how far it goes with its material. You can find it digitally through Comixology, or pick up a physical copy at your local comics shop!

Hugh Likes Video Games: SteamWorld Quest

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Steamworld Quest: Hand of Gilgamech
Developed by Image and Form Games
Published by Thunderful
Played on Nintendo Switch

The Skinny: A lighthearted but mechanically deep card-RPG sort of set in the SteamWorld Universe.

Each SteamWorld title is a little different. From the dungeon diving of SteamWorld Dig to the Tactical gunplay of SteamWorld Heist, each is a charming and innovative little gem of a game. The latest game in the series, SteamWorld Quest: Hand of Gilgamech, builds on that reputation.
A fantasy RPG, SteamWorld Quest is framed as a storybook being read in the main SteamWorld post-post-apocalypse setting. Like its predecessors, this game is short but deeply engaging. The hand-drawn art style and the snarky writing work well. There are lots of little sight gags and clever bits that only really work if as a fantasy story told in a world of steampunk robots. This seems counter intuitive until you meet the first mini-boss, a black knight with a birdcage for a head.
The card-based RPG combat, which are stylized punchcards, naturally, has a good balance of randomness as strategy. Each character has a deck of eight cards which represent attacks, spells, buffs, and healing. Characters also manage items, weapons, and equipment. In combat, you have a hand of cards pulled from all three decks, and play three cards a turn. Three cards from the same character creates a combo, with a variety of special effects. During combat, you have to build up steam by playing low level cards. More powerful abilities cost steam, so you have to balance your decks to be able to play better cards. As a veteran RPG player, I found it pretty intuitive, with a lot of depth and options over the five playable characters.
At around twenty hours, the game isn’t very long for an RPG but you can go back to previous chapters to grind for items, experience, and money, or to find hidden secrets. The story isn’t very complicated, but it is filled with charm and clever little references to games like Final Fantasy IV and other old-school RPGs.
SteamWorld Quest is a lighthearted but perfectly executed take on the card RPG. It’s available for PC and from the Nintendo Switch eshop.
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Hugh Likes Fiction: The Haunting of Tram Car 015

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The Haunting of Tram Car 015
Written by P. Djeli Clark
Audiobook read by Julian Thomas
Published by Recorded Books

The Skinny: A light fantasy adventure novella set in an alternate 1910’s Cairo.

What starts out as a routine haunting for two agents from the Ministry of Alchemy, Enchantments, and Supernatural Entities quickly expands in a plot involving smuggling rings, women’s suffrage, and the uneasy mingling of cultures in an alternate 1912 Cairo that is the center of the modern and magical world.
Never quite hard-edged enough to put the punk in its steampunk, Clark never the less wrestles with the concept of empire, if only by having the characters discussing how glad they are to not have the English in charge anymore. His Cairo is a cosmopolitan jewel, with a mixture of vibrant cultures and characters both real and mythical. Much like his earlier short story that shares the setting, “A Dead Djinn in Cairo,” Haunting evokes a deeply complex world that challenges both the reader’s and the characters preconceived notions.
And speaking of which, his characters are memorable delights, from sassy shopkeepers, to obsequious transit officials, and his two main leads, the tough, world-weary agent Hamed and the sharp, but soft agent Onsi. Clark skirts the line of some well-worn procedural tropes, but his dialog and realizations of the characters breathe unexpected life into them.
I listened to this book on Audible, and Julian Thomas gives an excellent, if a bit slow, reading. His performance of the characters makes each of them clearly recognizable, and to my inexperienced ears he handles accents well, making them distinctive but still easily understandable to a listener generally unfamiliar with the region.
The Haunting of Tram Car 015 is available in ebook, print and audiobook from Amazon, Audible, and your local independent book store. It’s well worth checking out if you’re on the hunt for a well-realized historical fantasy that plays outside of the typical Western European sandbox. I’m eagerly awaiting Clark’s next entry in what is quickly becoming one of my favorite fictional settings.
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Hugh Likes Movies: Gotham By Gaslight

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Batman: Gotham By Gaslight
Produced by DC Entertainment
Directed by Sam Liu

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The Skinny: The graphic reimagining of the Batman mythos in the 19th century pits the Dark Knight against Jack the Ripper.

Superhero movies by their nature feature alternate versions of comic book characters. They compress plots that run for moths or years into digestible stories that audiences can enjoy in only an hour or two, without having to rely on previous knowledge of the hero’s adventures. “Batman: Gotham by Gaslight,” the latest direct-to-DVD animated feature from DC Comics, takes this truism a step further.
The dark but lushly animated film reimagines Batman’s one-man war against crime as taking place in the 19th Century, with him taking on none other than Jack the Ripper himself. In fact, the movie spends a lot more time on the case than with the origins of the character, which makes for a much darker and more explicit take on Batman’s world.
The overall effect is more gothic than steampunk, although most of the fight sequences take place on a burning airship, a burning ferris wheel, and a slaughterhouse that, inexplicably, hasn’t caught fire. The story is pretty much what one would expect from a Batman vs. Jack the Ripper story, and it hits all the broad points you would expect well enough. There are a few plot twists fans who haven’t read the original graphic novel might not see coming, but the story is mostly concerned with showing how these pulp characters fit into a slightly more antiquated Gotham City.
I will say that I felt the movie leans a bit too heavily on the Ripper-ology. The viewer is invited along with a few very nasty killings, and we get a good dose of Jack’s vitriol in the form of villain monologue. It all feels a bit voyeuristic, and lands on the other side of good taste in parts. This certainly isn’t the next film to go to after your child finishes watching Lego Batman.
Although this superhero isn’t for kids, older teens and adult Bat-fans may find something to like in this risqué and violent alternate take on the character and his world.

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Hugh Likes Video Games: Steamworld Heist

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Steamworld Heist
Published by Image & Form
Played on PS4/PS VIta

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The Skinny: Take command of a ragtag crew of space pirates in this surprising strategy RPG.

‘Steamworld Heist’ is an unusual choice for a follow up to indie studio Image & Form’s well-received exploratory platformer ‘Steamworld DIg.’ In this installment, the developers take their lighthearted steampunk aesthetic into new directions: Space, and the tactics genre.
The plot centers around Captain Piper Faraday as she rebuilds her crew and goes for scores in The Outskirts. When a gang of outlaws called the Scrappers start menacing innocent bots, Piper steps in to steal from the bandits, and get to the bottom of the strange occurrences in the Outskirts.
The series maintains much of the humor and aesthetic from Dig, and keeps a side-on perspective that makes navigation easy. Each enemy ship is a level, and levels can be replayed for better loot and experience. The combat system actually works very well. Each bot gets a set amount of movement, and can attack or perform unique actions. Shooting requires a steady aim, which adds some skill into the mix. Failure costs gallons, but doesn’t throw off the pace of the game, and isn’t too penalizing. Players can always go back and level up or try for better gear and try again.
With plenty to do and collect, and a well-rounded roster that grows over the course of the game, ‘Steamworld Heist’ is a pleasant and addictive little tactical adventure that does everything right. The game has a good length of about 25 hours. The writing is charming and doesn’t outstay its welcome. It gets my full recommendation.
‘Steamworld Heist’ is available from Steam, or for most Nintendo and Sony consoles.

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Hugh Likes Video Games: Steamworld Dig

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SteamWorld Dig
Image and Form Games
Played on PS Vita
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SteamWorld Dig: A Fistful of Dirt is a quirky indie platformer.  You play as Rusty, a young steam-powered robot called to a tiny frontier town by his miner uncle. The first thing he has to do, however, is solve his mysterious death.  He left Rusty his mine, so the plan is to dig it out, look for clues, and get upgrades from helpful towns-bots on the surface.
SWD is a fun and colorful game with controls that are very easy to pick up.  As you mine valuables and delve deeper, you come across tougher materials and enemies, but gain access to upgrades and better tools.  The balance is nicely tuned to provide a gently sloping difficulty curve.  There are also plenty of hidden areas and secrets to reach once you upgrade your abilities.
The designs are appealing and fun as well.  The post-human wild west setting is delightful and slightly off-putting at the same time, especially when you start running into irradiated survivors in the underground caves.The only major downside to the game is that it is rather short, even for a puzzle-platformer, and the physics puzzles themselves aren’t too taxing.  With only three main sections, The game can be fully cleared in only a few hours.  There have been further games teased in the “Steamworld” line, so hopefully this will only be a teaser of greater things to come.  As it is, “SteamWorld Dig: A fistful of Dirt” is a fantastic platformer for younger gamers, or a worthwhile afternoon distraction for veterans.

“Attack of the Airship Mutants”

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Orson Fractus is a travel writer, advance man, and airship pirate.  He is, of course, the entirely fictional character I am portraying in an ongoing game of Abney Park’s Airship Pirates.  As a globe-trotting journalist, imagine my surprise when he began turning in articles based on his adventures.  In an effort to put more of my writing online for free, I am posting it here.  Will we see more of Orson’s writing as the game goes on?  Only time will tell.
  Special thanks to Chris for serving as GM, and putting up with my shenanigans.

ATTACK OF THE AIRSHIP MUTANTS!

As seen by Orson Fractus

What ho, faithful readers, It is I, your humble narrator Orson Fractus, here with another dispatch from the wild places of the world! And what adventuresome times it has been! The Crimson Lady, having just played a command performance for the Prince of Mount Rain, had left port and were sailing the winds for our next exotic port of call. Our noble captain had retired to his cabin, the hot and damp climate of the city having disagreed with him most severely. The lovely ladies of the ship were likewise disengaged, having earned themselves a rest.

Thus it was that the ship lay in the command of sharp-eyed Percival Flynn, and the helm under the steady automata hand of Mr. Borealis. We were not a day out when we spied a vessel, much like our own (adjective) Tiger-fish, in dire need of our assistance! Gentle readers, I will go on to say that this ship was bearing Imperial markings, but the sailors aboard wore the uniforms of the Merchant Marine, not the air navy, and all good Skyfolk know that mercy trumps borders when it comes to vessels in distress, and we did our duty, and the law of the skies, in coming to the ship’s aid.

But it was, of course a devious Imperial trap! No sooner had approached the hobbled vessel than a dozen grapnels fired from the ship’s interior, and a hive of soldiers swarmed the decks! Oh, what shock and horror we felt when we saw the depths to which those wretched servants of red-handed Vick would stoop to!

But it gets worse, dear friends, for these were no ordinary rank and file air navy grunts, no! Our eagle eyed sniper and bard, Theo spotted that they were none other than the Emperor’s misbegotten slave troops, the Chuno Ggun! Who can say how the black-hearted ruler came to create these monstrous men? Were they born of the foul poison that passes for food and drink in the Change-Cage Cities? Or were they bred by the mad science of the cages themselves? Braver explorers than I, who have braved those high walls and shadowed streets, may know for certain, but I confess, gentle reader, that I do not.

What I can tell you is that an army of the most frightening monster-men I have ever had the misfortune to lay eyes on began to climb the cables out to our ship. Clever readers may remember I have written a bit about the folk that call themselves ‘Misbegotten’ before. They may recall soft-furred Mink, or our thick-skinned Engineer, Zom. But never have I seen such horrors as this. There were men who scuttled across the lines on crab claws. There were men that had the paws of monkeys for feet and hands. There were even misbegotten who clung to the ropes by means of prehensile tails. Each and every one of them was uglier, meaner, and nastier than the one before, and they were being driven, like animals with a lash, onto our decks to bring carnage and death.

Our noble commander quickly acted to repel boarders, while our pilot took the Lady up to try and shake them loose. Our sniper picked his targets, and the rest of us readied our rifles and mammoth guns to keep them away from our fair ladies. Many of them fell, but even we could not stem their cruel numbers as they poured over the gunwales. We were all soon caught up in hand to hand fighting, Flynn with his cutlass, I with my mighty fists, and even Doctor Chesapeake was attacked by a swarthy little gentlemen whose toxic breath left her gasping for several minutes.

I found myself fighting a giant of a man, nine feet tall if he was an inch, with a second head on his shoulders! Although the brute was prodigiously strong, in this case the old adage proved false, and two heads were not better than one. With a crack on the jaw from my trusty knuckles to each of them, I laid the giant out on the deck, and tossed him over the side. Although the monstrous Imperial Ggun had numbers, and eerie abilities, they were no match for our skill, and we soon had them scuttling back down their lines, more afraid of us than their cruel handlers.

The poorly provisioned and armed Imperials, no longer in control of their beastly troops did not last long, and soon the enemy ship was awash in blood. Soon, they had even dragged their cruel captain out, and rather than face justice at the hands of the mob, he took his one life using a handy supply of grenades.

I shall spare sensitive readers the result of that grisly scene, and the horrors we found below decks, but suffice to say that by the time we secured our own lines and got a team of aboard, there was little our Doctor and her sisters could do. We did manage to find one survivor, a pale, nearly starved boy that the Imperials had kept chained up like an animal. He couldn’t even tell us his own name. Perhaps they had never given him one. We’ve brought him over to the Crimson Lady, and our Rose has seen to fattening him up, maybe for the first time in his life. But what strange stories will our newest crew member be able to tell? Keep reading, dear friends, and maybe we’ll find out together!