I hadn’t planned on doing any of the camps this year. I let the April one go by, and was preparing to do the same for July when something on one of the sites I followed reminded me that the Camp allow for alternate projects. One of those is editing, which is what I wanted to be working on for this month. My goal is going to be 50 hours of active editing.
So once again, I’ve been drawn into a camp when I thought I was going to sit this one out
I’m excited about this anthology, as I think the concept is a lot of fun, and I enjoyed writing my story to meet it. We’re still not at release date yet, but I can share the cover, at least!
What do you get when you take twenty-six amazing writers, randomly assign them a letter of the alphabet and give them complete artistic freedom within a theme?
A is for Apocalypse
A is for Apocalypse contains twenty-six apocalyptic stories written by both well-known and up-and-coming writers. Monsters, meteors, floods, war–the causes of the apocalypses in these tales are as varied as the stories themselves.
This volume contains work by Ennis Drake, Beth Cato, Kenneth Schneyer, Damien Angelica Walters, K. L. Young, Marge Simon, Milo James Fowler, Simon Kewin, C.S. MacCath, Steve Bornstein and more!
The Walk is a fitness game that came out in December. I picked it up right away, because it’s by Six to Start and Naomi Alderman, who also made Zombies, Run! (which I love). It’s got a similar philosophy behind it: activity and fitness motivated by story. That is, unsurprisingly, a motivation that works rather well for me. It also has many of the same voice actors, which gives it a nice familiar feel. No zombies in this one, but it’s a suspense thriller, so I’m still in.
Expectations are a little different for this game. Zombies, Run! is more of a workout app, where you set aside some time to go on a run. The Walk is more like a pedometer: it uses your fitness level for the entire day to progress through the story. One of the nice things is that you don’t have to listen to the story points right as they unlock. It works well for me, as I alternate between listening to them as soon as I can, and saving them up to blow through whole sections in one go.
There are also game play elements based on the map: you can choose different paths through the mission to open up collectables which are extra images that add to the world. There are also landscape features, which appear as small squares on the map when you’re in range of them. They usually have little text notes for the scenery, but are sometimes sound files with additional stories. At first the landscape features annoyed me: if you don’t happen to open the app while you’re in range, you can complete the episode with some missing. I’m a bit of a completionist, so I found that frustrating at first. I’ve pretty much gotten over it. I don’t know if they actually increased the range at which the features appear (it feels like it), or I just started checking the app more, but I don’t miss as many as I did at the start. Apparently some of them also depend on the path you take, so I’ve accepted that I’ll have to do some maps more than once (though four times for the one I just couldn’t catch was irritating).