Hot Drinks Press is thrilled to present nine delectable stories of lesbian love and lust by Janelle Reston, the best-selling queen of Sapphic eroticism. Experience shower sex, outdoor loving, BDSM, and a variety of forbidden pleasures. From first-time sexual experiences at a women’s college to the kinky exploits of experienced dommes, these scorching hot stories have something for everyone—even the hopelessly straight.
Advisory: These erotic tales contain steamy, explicit, and sometimes taboo sex scenes. It is intended for adults only. Read at your own discretion.
@janellereston, @debbiereadsbook, #F_F, #Erotica, #Anthology, 4 out of 5 (very good)
I suppose you could call Tacoma an adventure game, although it more of an interactive story than a game. There are a few instances where you need to figure out people’s passcodes, but they’re so easy to figure out that they don’t really count as puzzles.
You play as Amy Ferrier, a contractor sent to Tacoma station by Venturis, the company that owns Tacoma. A short while ago an accident happened and the station, which had housed six human employees, one AI named ODIN, and a cat, is now abandoned. Your job is to explore the station and retrieve AI-recorded data and ODIN’s wetware.
The AI-recorded data takes the form of recordings that your augmented reality device allows you to see as though you’re glimpsing into the station’s past. All the characters are represented by colored silhouettes of themselves. You can rewind and fastforward in order to follow different people and occasionally access their emails and other files.
I can’t say too much about the story because it’s fairly simple and it’d be too easy to give everything away. The big question, as you’re playing, is what happened and whether anyone survived. Although you play as Amy, you aren’t privy to her thoughts. She knows more about the situation and what’s going on than you do, but it’s okay, because nothing in the game prevents you from taking as much time as you’d like in each area of the station. Just make sure you don’t leave a particular part of the station until you’ve done everything you want to do - I’m fairly certain you can’t go back or, if you can, AR data will no longer be accessible in that area.
As you travel through the station, you learn more about each of the characters: E.V., the station administrator; Clive, the operations specialist; Natali, the network specialist; Roberta (Bert), the mechanical engineer; Andrew, the botanist; and Sareh, the medic. You also get to see them interact with ODIN and, if you purchased the game through Steam, you can try to find the station cat in order to get one of the Steam achievements. I had fun trying to think of where the cat might decide to nap in each area, although I did worry that I'd end up witnessing its death. (Spoiler:
the cat makes it through just fine.)
The cast is diverse, both in terms of race and sexual orientation. As you look through their belongings (to whatever degree you’d like - I was curious and it didn’t feel too creepy, so I looked through every drawer and locker I could), you find out more about how they all got along and what their problems and issues were. My favorite character out of the bunch was probably Sareh, who had anxiety and panic attacks due to an event in her past, but who was still competent and professional despite that. I really liked her and ODIN’s interactions, even as I worried about ODIN being the only one she could confide in.
As someone who loves AI characters, I enjoyed ODIN and I loved the role he played in the story. I did find myself wishing for a bit more from him - players don’t get much of his perspective until the very end of the game.
Tacoma is very short. Even though I spent quite a bit of time exploring and looking at unimportant things like random packages, wrappers, and coffee mugs, I finished the whole thing (minus a few Steam achievements) in about four hours. That said, my biggest complaint about the game wasn’t the length, but rather how playing the game affected me physically.
When I first started, I couldn’t play for more than 20 minutes or so before developing headaches and nausea. I tried messing with the Gameplay and Graphics settings, turning off “head bob” and trying out different FOV settings, but it only seemed to help a little. The best solution I found was actually remembering to wear my glasses while playing. I don’t usually wear them at home and rarely wear them while watching TV or playing games, and it almost never causes a problem. In this case, though, it turns out they were vital. They never completely got rid of my headache and nausea problem, but without them I’d probably still be creeping my way through the game in 20-minute increments.
All in all, this was a simple and fairly short story told in a fascinating way. I loved getting to find out what happened in bits and pieces via AR data, files, notes, ads, and emails. Although I found myself wishing that the story had been a little bit more flexible and allowed for other endings, I was happy with the one ending players were given.
(Original review posted on A Library Girl's Familiar Diversions.)
The Dark Victorian: Risen is set in a steampunk London with magic and paranormal aspects. Jim, an agent of Prince Albert’s Secret Commission, is given a new partner: Artifice, a Quaker and artificial ghost (meaning that she can turn incorporeal at will). All agents of the Secret Commission were once criminals - they were executed and then brought back to life, bound into service, with no memory of who they once were. They are able to guess some things about their past selves, but that’s about it. It generally isn’t a good idea for them to find and communicate with people they once knew.
Artifice, who chooses to go by the name Art, and Jim begin investigating their first case, the disastrous reanimation of several corpses. The culprit started with animals but appears to have moved on to humans. In each instance, the corpses manage to kill someone before either being destroyed or escaping.
It took me a bit to get my bearings in this story. The Secret Commission wasn’t really a secret. Everyone seemed to know who and what they were, even if they weren’t always comfortable around them or happy about them. I also initially had the impression that Art was supposed to be an unusual sort of agent, but that didn’t seem to be the case either. She had special abilities, just like Jim, although hers were of a different sort, and she had the same limitations. Her primary oddity was that she was a Quaker, someone Jim would have thought would be unlikely to become an agent of the Secret Commission.
The world and setup were pretty interesting. Jim and Art each had their own abilities, and both were technically immortal as long as they consumed enough of whatever their particular bodies needed. Jim, a disembodied skull, could feed off of fire and smoke. Art needed raw seafood.
The story was a fairly simple one and would have worked fine in several urban fantasy and steampunk mystery series I can think of. The problem was that it was a bit buried. I understand that this is the first work in a series and is meant to whet readers’ appetite for more, but there were lots of details that were unnecessary for this particular story and could easily have been left out. As it was, it felt too large for its page count.
The pacing was a bit strange, too. Jim and Art would be chasing after the killer and investigating the murders, only to stop for a bit in order to make sure that Art was properly clothed. Okay, so she needed to be properly dressed for propriety’s sake, but it killed the flow of the story and made it easy to forget what the point of it all was. By the time one particular character made her second appearance, I had already forgotten who she was and why she might be important.
Despite my issues with this work, there's still a chance I'll continue on with this series. The second work is much longer and might therefore give everything more room to breathe - it’s possible that Watasin is one of those writers who does better with longer works than shorter ones. I wouldn’t mind seeing Jim and Art in action a bit more, and Art’s potential romances intrigue me, even as they worry me a bit. At this point she has two potential love interests: Manon, a “sapphic performer,” and Helia, Art’s lover in her past life. Both options are potential minefields for Art, Manon because she isn’t human and I suspect Art could end up wanting more from her than she’s willing and able to give, and Helia because of her curse.
(Original review posted on A Library Girl's Familiar Diversions.)