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"Fulcrum" is both enlightening and disappointing. Certainly we've got a more inside look at the insides of Soviet life and the red military machine than we've had before, but the resulting story is one we've read about or heard about countless times - that life in the CCCP was a dispiriting grind between corruption and greed in the inner circles and robotic communism and deprivation everywhere else. Doubtless, the Soviets deserved their bad rap, but there's little point to writing a book that does more to feed our biases than informs them. Zuyev gives us an unparalleled look into the VVS, the branch of Soviet Military dedicated to long-range, offensive air operations (The Soviets had no single branch of the military for their Air Force, much as our AF was little more than a branch of the army until 1947). At that point, "Fulcrum" rules, surpassing "MiG Pilot", the true story of Viktor Belenko who flew to the west in the seventies. The novelty of concentrating on characters who otherwise exist as missile-fodder in Dale Brown novels is worth the price of the book. Unfortunately, book seldom focuses on dedicated red fliers and their cranky MiGs - frequently interrupted to more anecdotes about the nightmare of soviet life. Worse, when Zuyev does get back to being a fighter pilot, Zuyev never conveys what it's like to actually fly one of those amazing machines we call tactical aircraft. This is especially annoying because Zuyev's background provided an excellent method for fleshing out the experience of flying the MiG-29: his prior experience flying the older, faster but less agile MiG-23. Each plane is so distinct from the other, that each also provides a perfect counterpoint to the other. Zuyev manages to entirely skip the sensation of first flying the -23, his first combat aircraft (while the -23 was not new when Zuyev first completed flight training, his class was the first to skip the older MiG-21). Though stories of soviet life are necessary to frame the context of Zuyev's story, Zuyev turns that aspect of the story into the main story, one that overshadows even the wonder plane that becomes Zuyev's future. Instead the story of being a MiG pilot (the one I cracked open this book expecting to read) is painfully abbreviated. We don't even get a meaningful look into the flaws of the new jet (which had the directional instability common to contemporary aircraft of the west, but lacked the computer-augmented fly-by-wire controls standard in such aircraft; Zuyev mentions a flaw in the -29's early radar, but apparently one rectified earlier, since he never details it in his own plane; though gifted with supreme agility for a dogfighter, the MiG-29's small size meant it had painfully short range, while its pilots lacked the unobstructed visibility enjoyed by western pilots, and otherwise essential for dogfighting). Zuyev further muddies the book when taking another path entirely - detailing a list of now revealed Soviet secrets, including those dealing with the fate of American POWs, and Soviet decisionmaking in the 1983 KAL shootdown. While those subjects are important, the book places far too much importance on Zuyev's perspective merely because he is a Soviet, even though his personal proximity to those secrets is only slightly closer than that of the rest of us. (I doubt very many Americans would accept a similar account on the Iranian Airbus incident or the Stark incident merely because they came from US sailors who were otherwise nowhere near those incidents when they occurred).
In short, "Fulcrum" is two books - a very often excellent book on an underserved topic, but an even more frequently frustrating book that gets in the way of the more interesting story.
Read this book. It gives a fascinating description not only of growing up in the Soviet Union but of the difficulty of becoming a military pilot. It also gives a sickening picture of just how badly communism chewed up and destroyed its best people: Zuyev's own mother--whom he rescued--and some of his fellow pilots who weren't so lucky. His decision to defect was not made lightly or easily. The corruption and contradictions he saw were too much to take anymore. He had the courage to leave it all behind and take a chance with a nation he had been told so many lies about. The drugged cake was a stroke of genius.
Sadly, a plane crash has done what a sentry's bullet in the arm did not. This world is a poorer place. I never met him but I wish I had, if only to say "Thank you."
The Major problem is various inconsistencies and typos take away from the game at times but once you get to reading the rich world and background you start to over look its problems.
To me that's a good sign if but Background and story alone a book can game can capture your imagination. Nemesis does exactly that.
The Basic is an event creates super humans and the world has to adapt and adapt it does. But were other games of similar concept let you down after the event Nemesis strays into uncharted territory bring superheroics , politics and mysticism all into play.
Israel has expanded its borders.
The Neo Nazis have taken Germany
and America has weathered the storm by sure force of will alone.
That I think is what makes the game call itself Superpunk. Because its not a world you would see in any Comic unless Alan Moore was writing. In fact in a way it reminds me a lot of Watchman, meets Top-ten with a lot of Moore's Mysticism thrown in. Also like more you end up wanting and wishing you had more story.
Rules wise after a lot of work figuring it out the game gets simple and Character generation works fine (average for a game, real good compared most first books by a company). You choose from the templates
Met: Super humans created by the Nemesis Star.. think X-Men
Magi: A generic name for any kind of magical practitioner...think Dr, Strange, Dr, Fate..
Normal: Skilled humans: Batman or the Punisher comes to mind
Supernaturals: Monsters of a various types if you've seen it on Buffy you can play it here and I'm not sure if that's good or bad.
Savads: Mystic Martial artist, Think Crouching Tiger Hidden Dragon Ball Z
Sorcerelle: A Female group of super sexy Magic users. Think like nothing you've seen before in a good way.
You take your templates customize the template with advantages and disadvantages and then customize the character with Powers, Skills spell and other things.
All in All Nemesis works out and is playable. I hope to see things improve for the company and the game. It's a good start. A better start than most.
That was Before Nemesis.
Nemesis is the best RPG I've ever played. It juggles magic, super powers and martial arts with the grace of an circus performer. Picture a world that stands between the light and dark .
A world were your granted superpowers and have the chance to save or destroy the world.
A world were the Nazi's are back in power, Dinos are Australia and magic is real.
.
The Forawd by Paul Dini (of Batman Beyond fame)is also very funny and is the start of several very well written stories. that lead into every chapter. I almost laughed out loud when a Metahuman's mother questioned his sexuality and could feel the fear of Jewish family forced to leave Germany when the unthinkasble happens again.
I loved the idea of customizable character templates, Making a character based on yourself and combat that's fast and fun. I'm recommending it to all my mates and I'm looking foward seeing what's next fom Maximim CNG.
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A slight "down side" (apart from some questionable excerpting and over-emphasis on chronological at the expense of "narrative" time) is Cowley's somewhat "dated" aesthetic judgements (though at times refreshing, since the author was applying them to a "non-canonical" writer).
As for "Burn Burning," it's readily available, free of charge, on the Internet.
Better than an introduction, the Portable Faulkner also serves as a very interesting companion to those already familiar with Faulkner--it does the great service to readers of putting Yoknapatawpha stories in chronological order, which is an interesting perspective we may not otherwise get to see.
However, above all, there are two reasons why I bought this book.
First, it includes the Compson Appendix. If you've read a copy of the Sound and the Fury that didn't include the Compson Appendix, you need this. It's something that has to be read after the Sound and the Fury to capture the whole of Faulkner's story.
Second, it includes Faulkner's Nobel acceptance speech, which is wonderful, especially as a complement to reading the books themselves, and which is very nice to have in book format like the Portable Faulkner.
The drawback to this work is in its goal -- to make more understandable Faulkner's creation in his mythic county. The drawback is that, by design, none of Faulkner's other work is included, such as The Fable.
The Portable Faulkner should be viewed only as an introduction, a tantalizer. Upon seeing the greatest of the work, we can then proceed to the work in its entirety.
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I tend to judge the worth of a golf instruction book based on how many times I mentally refer to it during a practice session or in a round. After reading tons of golf books, I really never found myself referring to anything in this book I hadn't already been exposed to elsewhere. But if you're just starting out, this is a great place to start. Especially for the price.
You will learn to:
Play the gold course with the knowledge of a professional.
Drive a ball farther and more accurately
Start to hit irons with crispness
Learn to pitch the ball close to the flag
Save valuable strokes
Escape from the sand
Tackle Trouble shots
Improve your Putting stroke
Malcolm is a former editor of Golf Monthly. His love for gold shows and he has been a low-handicap player, gold administrator and member of several gold clubs, including the Royal and Ancient Golf Club of St. Andrews.
Some of the highlights include:
Improving your Flexibility through stretching
Preparing for the Game
Getting into Shape
Playing within the Rules
Course Management
A book you will want to add to your golf book collection!
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Throughout the disorganized, Chandleresque story, Pryce throws in bizarre Welsh detail after bizarre Welsh detail, even inventing a Welsh version of Viet Nam -- its fictional war with Patagonia. I'm not from the UK, and I'm sure I did not get many more than half of the references Pryce puts in, but even so it is a rich stew of strangeness.
The thing I did not expect was how engrossed I would be by the detective story. I thought the plot was going to be just a clothesline on which Prcye would hang his gags. But, by keeping his delivery completely straight-faced even when he is going over the top and by giving us enough human, emotional observation to make me care about the characters, he managed to get me involved in the story almost as much as in the gags. Towards the end, I was turning the pages eagerly, as much to see what would happen next as to enjoy Pryce's weird Wales.
We follow the bizarre lives of a Dick Tracey-esque Private investigator, Aber's answer to Quasimodo and the Druid organisation represented as a cross between the Freemasons and the Cosa Nostra.
The killer joke would be spoiled if I told you, but the truth about Mr Lovespoon is truly shocking!!