You just made me interested in that game (the actual description didn’t grab my interest). Job well done.
Fox Spirit: A Two-Tailed Adventure
The night of your hundredth birthday, you feel magic course through your being. Formerly a simple fox living in a cozy forest den, you are now a powerful fox spirit, with the ability to cast illusions, shapeshift, and even control minds. Legend has it that the nearby human village houses a priceless mystical object that can grant immortality to fox spirits like you - but it’s also home to the fox-hating farmer who killed your parents and littermates. Inevitably you are drawn into the life of the village, where you make friends and enemies, forge alliances, and maybe even find love among humans and fellow fox spirits. Your choices determine who you will become - hero or trickster, demon or servant of the gods.
Amy Clare Fontaine’s Fox Spirit: A Two-Tailed Adventure isn’t quite like any other game I’ve played. Fontaine is a wildlife biologist who has studied animals all over the world, and the nitty-gritty details of vulpine life ground her fantasy in a sense of verisimilitude. The PC’s magical antics are delightful - I had a blast playing as a benevolent trickster, and I’m looking forward to trying something different when I play again - a divine messenger or a terrifying demon, perhaps? Several subplots allow plenty of scope for conflicting goals and interesting choices.
I did find the writing a little too game-y in places, as the narrative leading up to some of the more pivotal choices felt rather more like an explanation of the underlying game mechanics than part of the story itself. And Fox Spirit stumbles into a pitfall common even for well-done IF, that of a somewhat rushed climax and denouement. But on the whole, this is a solid, enjoyable game. I recommend it enthusiastically to those readers in the mood for something a little different, especially those who have expressed the desire to play from the viewpoint of a non-human character.
Freshman Magic: Spellbooks and Tangled Sheets
originally posted on Reddit
When Raven de Hart’s Freshman Magic: Spellbooks and Tangled Sheets was announced on the Choice of Games forum a few months ago, I was excited. The second-ever m/m romance title from Heart’s Choice would be a magical school story - a subgenre I can’t get enough of. There would be five potential love interests, representing a whole spectrum of romantic archetypes and promising plenty of replay value. There would be a subplot about students going missing, and I always enjoy a good mystery. For almost three months I waited for this game to hit the market. A last-minute delay on the original release date only heightened my anticipation. When I finally sat down last weekend to start playing Freshman Magic, it was with the excitement of a child on Christmas morning. This was going to be good.
With that kind of buildup, there’s really no way this game could have met my expectations. And it didn’t, except maybe for a little while in the beginning. Then it hurdled over my expectations, vaulted beyond my wildest hopes, and landed somewhere in the stratosphere.
It’s that good.
In Freshman Magic, you’re a young man who has come to the prestigious magical college Briarthorn University on a dueling scholarship. Alongside your roommate and longtime best friend, Noel, you explore the campus, meet your professors, and maybe hit up a party or two. Your biggest challenge is balancing homework, dueling practice, and your social life - that is, until one of your fellow students goes missing. It turns out he’s not the first - and he won’t be the last. The mystery casts a pall over your first semester of college, but even that’s not enough to put a damper on your burgeoning attraction to someone special. Is it a fellow duelist? Your nerdy study buddy? An aloof hottie? An upperclassman who works in the library? Maybe it’s good old Noel.
Freshman Magic goes farther than anything I’ve seen since “Harry Potter” in the specifics of what a magical education would look like. We get to see what classes are like, the approaches different professors take, the kind of homework they assign. There are opportunities to study with other students, and we actually get to see what they’re talking about. Often, the player gets to decide what approach the PC should take to an assignment or exam question. It all feels authentically academic, but no less magical for that. And in between coffee-fueled magic-theory study sessions, there’s plenty else going on. The dueling scenes bring action and excitement, the student disappearances bring suspense and dramatic weight, and there’s certainly no shortage of romance.
Like Heart’s Choice’s previous m/m offering, All-World Pro Wrestling, Freshman Magic is rated three out of three chili peppers for its explicitly erotic content. Unlike AWPW, which is pretty thoroughly marinated in homoeroticism even if you choose to focus more on your character’s wrestling career, Freshman Magic leaves it entirely up to you what level of sexual content you prefer. Don’t get me wrong, the PC’s a red-blooded 18-year-old gay dude who’s in no hurry to avert his eyes when he’s walking behind a guy with a nice ass. And if you want to see how many guys you can blow in one semester, this game will let you do that. But if you’d rather read a sweet-ish romance where the PC and his prospective boyfriend bond by hanging out rather than hooking up, you can totally do that instead.
I’m so happy to have this game in my life. I want to explore all the romances, all the different kinds of magic I can specialize in. I want to see if my character can uncover more clues to the mystery next time before the big reveal. I want to see him succeed at everything, and fail at everything too just so I can see as much as possible of the world de Hart has created.
And nothing’s been announced yet, but I do hope Raven de Hart is already working on another project for Heart’s Choice. I’m sure I would enjoy whatever he did, but I can’t help wishing for a taste of Sophomore Magic …
[This review is a personal favorite, so I’ve posted it as written two years ago, and a couple of parts are out of date. Heart’s Choice now uses a five-pepper rating system, on which Freshman Magic rates four peppers to AWPW’s five. More excitingly, Raven de Hart has a new game coming out in a couple months - not the sequel I was hoping for, but I’m looking forward to These Thieving Hearts all the same.]
Gilded Rails
The year is 1874, and today is your first day as the provisional president of the McKressin Line. Under your direction, the railroad may expand in territory and prestige, revolutionize a corrupt industry … or collapse into bankruptcy. And as if that weren’t pressure enough, your father announces over breakfast that he expects you to find a spouse within the next few months - or lose his financial backing.
The setting of Anaea Lay’s Gilded Rails is an impressive feat of alt-history. There’s a short explanation available from the stats screen about how the historical background of the game diverges from reality to allow for a nineteenth-century America in which female captains of industry and same-sex marriages are, if not quite enthusiastically accepted, certainly well tolerated. The result is an inclusive game set with an air of authority and authenticity in a plausible 1874.
The combination of a railroad tycoon game and a dating sim makes for an unusual but winsome premise. Lay serves up a buffet of eleven possible courtship candidates, ranging from a lifelong friend to a ruthless rival and encompassing all manner of businesspeople, socialites, activists, and journalists. Running the railroad encompasses expansion and maintenance, customer and employee relations, public image, and finances; it’s genuinely challenging. The variety of possible management styles as well as the diversity of relationship possibilities makes for almost boundless replay value.
Unfortunately, this replayability comes at the expense of depth. With limits to how much can be done in any particular chapter, it’s easy to get so wrapped up in work that you miss out on social opportunities. Of course, work-life balance is a feature of the simulation - but there are some characters you might not get a second chance to meet if you pass up your first. And the game moves quickly - if you’d like to get to know a few prospective suitors before you make your choice, you could find yourself running out of time.
No, it’s not a perfect game, but I found it amply enjoyable. Now that I have a basic understanding of how it works, I’m sure that on my next playthrough I can avoid most of the pitfalls that tripped me up this time. Lay’s elegant prose is perfectly suited to the setting, and there are a number of appealing minor characters, including an incessantly mischievous cat.
And yes, there are ample opportunities to pet the cat.
I like Gilded Rails a lot! I think it is very funny and well-written, but yeah the management is hard and can be frustrating at times. Still it’s one of those games I’m glad I bought and enjoyed despite the rating .
Also, after some code-diving and managing to find a (pretty cheaty) way to actually marry Rochester, my thirst for rivalmace is quite satified .
I forget are you already review cch and infinity sea series or not but yeah if you not i gladly wait for it because love reading your review
I’ve reviewed Sabres of Infinity and the entire Community College Hero series on Reddit.
Ahh reddit. I rarely visit cog sub honestly gonna go there now
@AletheiaKnights can you maybe give me link if you not busy right now, i don’t know I’m searching for review of cch 2.5 and lord infinity is not giving results on reddit search or maybe I’m doing it wrong
https://www.reddit.com/r/hostedgames/s/iA7vIjGlla
https://www.reddit.com/r/hostedgames/s/8YnEmQYCnL
https://www.reddit.com/r/hostedgames/s/dJjPQEtIai
https://www.reddit.com/r/hostedgames/s/KanIsX0NWH
Love your review about cch 2.5. Many don’t like it but just like you i love the game but different opinions is okay in literally work. Seeing this review really make me little bit down remembering eric stop writing and see you on your review on gun of infinity, lord of infinity and other cch and hog👍🏻
Gladiator: Road to the Colosseum
I wanted so badly to love this game.
I’ve long been fascinated by ancient history and culture, so Foong Yi Zhuan’s Gladiator: Road to the Colosseum should have been right up my alley. As the title implies, this is the story of a young man or woman sold into slavery among the Romans and trained for gladiatorial combat. The character has nine possible backgrounds based on birthplace (Egypt, Gaul, or Greece) and socioeconomic status (noble, merchant, or peasant), with consequences for stats, skills, and relationships throughout the game. There are some exciting (and occasionally gruesome) action sequences and some tough choices that pit the PC’s survival instinct against their humanity or dignity. Foong’s descriptive prose imbues his setting and characters with life.
Unfortunately, for all that it has going for it, Gladiator is simply … not very good. Shallow characterization sucks most of the emotion out of what could have been some very poignant scenes. Anachronisms abound; I could forgive the overly modern attitudes of some of the characters, perhaps I could even grin and bear the presence of Julius Caesar in the Colosseum (which was built over a century after his death) for the sake of a good story, but what the ever-loving hell, there’s a reference to Craigslist. The writing is sloppy, most notably in the way it constantly shifts inappropriately between past and present tense, sometimes within a single sentence. Perhaps worst of all is the inconstancy of tone, with interjections of juvenile silliness in a game that touches upon some very serious themes.
To be fair, it isn’t an awful game either; Foong’s coding is competent and the story is entertaining. But if you’re in the mood to play as a gladiator, you’re better off checking out Fay Ikin’s Heart of Battle.
Factions: Raids of the Divided
In the land of Alfarid there are four factions: Aganbad, Badalpani, Kelisgar, and Safistan. Each faction has its own leader and its own geographically and culturally unique territory. When a series of recent border raids threatens to end decades of peace among the factions, one of the realm’s peacekeepers comes to you to help him figure out what’s really going on. You’ll have a chance to investigate all four factions before you present your findings at a meeting of the faction leaders.
Waseeq Mohammad’s Factions: Raids of the Divided is completely free to play, and it isn’t the worst Hosted Games has to offer, but there’s nothing particularly good about it, either. There’s not enough worldbuilding to inspire interest in the factions themselves, nor enough character development to interest the reader in the investigators; there are a few questions shoehorned in about the PC’s tastes and background, but they never feel relevant to the story. A few riddles and brainteaser puzzles worked into the investigation do nothing to enhance the narrative. It might be a tolerable way to kill twenty minutes, but all in all, Factions is eminently forgettable.
Coming in late to your review of Fox Spirit: A Two-Tailed Adventure. Its been on my Steam wishlist for ages but I’ve never been sure if its me or not, but now I want to give it a try! I enjoy something a little bit different every now and then!
Oh dear, you are such a wicked enabler, lol!
Fallen Hero: Rebirth
I really don’t know why I’m writing this review.
I mean, yes, I write reviews because I enjoy it. But the purpose of a review is to help other people make a decision about how best to spend their time and/or money, so there isn’t much point in reviewing a game that everyone has already played, is there? And it was starting to feel as if I were the last person on Earth - or in the ChoiceScript game fandom, anyway - who hadn’t played Fallen Hero.
I figured it was about time I hop on the bandwagon too.
Fallen Hero: Rebirth, the first game in a planned tetralogy by Malin Rydén, is set in 2020, 75 years into an alternate timeline in which the technological arms race continued in earnest after the end of World War II and a series of natural disasters devastated much of the west coast of the United States in 1980. The city once known as Los Angeles, rebuilt under the name of Los Diablos, has long attracted cybernetically and chemically enhanced humans of both the heroic and the villainous stripe. A powerful telepath, you emerged onto the scene a decade ago as a hero by the name of Sidestep. Seven years ago, you were killed in action - or so everybody thought. Now you’re lying low, biding your time, planning your comeback - but not as Sidestep. Maybe it’s revenge you want, maybe power for its own sake, or maybe you’re just tired of getting stepped on at every turn - but this time you’ll be suiting up as the villain. Just as all your plans are coming together, however, you’re faced with a complication as tantalizing as it is unwelcome: a chance run-in with someone very important from your past.
If by some chance you haven’t played Fallen Hero yet, let me tell you: the hype? It’s totally justified. This game is amazing. The pacing, the character development, the worldbuilding all come together into a compelling drama that’s hard to set aside. Rydén serves up Sidestep’s past a little at a time, but she has the chops to invest the reader in her protagonist’s journey into villainy even before we understand what’s driven them to it. Sidestep’s psychology is a brooding, cynical, perseverating portrait of trauma that still leaves plenty of room for the player to interpret the character: self-sufficient or desperately lonely? bloodthirsty or careful to avoid causing serious injury? wistful or gleeful in the act of burning bridges? And for a game that can get very dark, Rebirth is surprisingly fun. I enjoyed the heady mix of caution and bravado it took to navigate Sidestep’s world, overcoming the awkward obstacles that stood in the way of my villainous debut.
Rebirth is easily the most promising series opener I have read since Choice of Rebels: Uprising, and I’m excited to see what further twists and turns Rydén has in store for the villain formerly known as Sidestep.
Silverworld
There’s an old saying: You can’t judge an interactive novel by its box art. (That is how the saying goes, right?) That said, everything you need to know about Kyle Marquis’s Silverworld is captured in Marcelo Gallegos’s artwork.
It doesn’t illustrate any particular scene; rather, it collects a bunch of plot and setting elements in a colorful collage: some kind of crash landing, a ziggurat, prehistoric animals, a jungle lush and untamed. It’s a perfect bruit of harmonies and contrasts and color and shape; dizzying, even Escheresque, in its perspective. It’s frenetic, even overstimulating, but strangely compelling: it’s hard to look away.
It looks the way playing Silverworld feels.
In Silverworld, you play as a soldier who has traveled to steampunk Byzantium to guard a time machine. The inventor invites you to step on board for a quick trip to the dawn of existence, but a rogue god causes the machine to crash into a time that never actually happened, leaving you stranded in a world of lush savagery alongside a querulous theologian, an opportunistic merchant, and a collective of robots.
That’s when things start to get really weird.
It is always a privilege to spend time in the overgrown bizarrerie of Marquis’s imagination, and Silverworld is no exception. It’s just as dense and rich as the forests the characters venture through to find what they need to repair their broken time machine, and as it hums along through surprising turns and fast-paced action sequences, it explores issues of power, justice, and civilization.
Silverworld was the second of the eight ChoiceScript games Marquis has written to date, and it doesn’t quite rise to the brilliance of his more recent work. Pon Para and the Great Southern Labyrinth and The Book of Hungry Names are better paced and feature more complex and interesting characters. But there are already hints here of the heights to which he would rise: a dynamic world full of characters pursuing their own goals, a trio of quests that can be tackled in any order and play out somewhat differently based on the order you choose, a peculiar convergence of the erudite and the bestial.
More importantly, Silverworld is a lot of fun.
In my professional, unbiased opinion: Hell yeah.
These Thieving Hearts
I was looking forward to These Thieving Hearts before I knew exactly what it was I was looking forward to. All I needed to know was that Raven de Hart was working on another title for Heart’s Choice. His first, Freshman Magic: Spellbooks and Tangled Sheets, was one of my most eagerly anticipated titles of 2022 and somehow managed to exceed my expectations. Whatever the author chose to do next, I was eager to be on board for the ride.
And These Thieving Hearts is one heck of a ride. In this game, you play as a celebrated (or notorious, I suppose, depending on whom you ask) thief, hired by a billionaire to lead a team on a dangerous - yet irresistible - quest. He’s obtained a copy of the Thief’s Demise, a list of heavily guarded magical artifacts rumored to be all but impossible to steal. He and his brother, who has assembled a team of his own, intend, between the two of them, to steal every item on that list - and the brother whose team collects the most artifacts will win a hefty bet. Suddenly you find yourself on a race around the world, dividing your time between luxury hotels and ominous vaults in which the marriage of magic and mechanics is elevated to its highest art. And maybe it’s just the heady mix of adrenaline and decadence getting to you, but there’s one companion on your journey you suddenly find yourself wanting to know more intimately: your billionaire benefactor? one of the skilled thieves on your team? your dashing, confident rival?
These Thieving Hearts doesn’t come anywhere near dethroning Freshman Magic from its place on my short list of favorites. Part of that’s simply a matter of personal preference - school stories are a favorite genre of mine, while heist capers I can take or leave - but TTH suffers a bit from trying to do too much at once. It’s modern low fantasy and a heist and a race and a romance, just for starters, but there’s also a god of thieves who takes a special interest in the PC, and a mystic cult looking to thwart said god, so suddenly it’s a chase, too. As for the potent magical artifacts of the Thief’s Demise, they came across as little more than a series of MacGuffins - I never even found out what some of them did.
That said, there’s a lot about this game that I liked. Although there wasn’t much time for sightseeing, I couldn’t help enjoying the fantasy of a trip around the world by way of private jets and posh hotels. The PC can employ a variety of techniques to accomplish each heist, from the subtleties of nimble fingers and charismatic manner to showier displays of magic and explosives. There are five ROs, all comfortably tropey and each appealing in his own way. There are plenty of opportunities for flirtatious banter - and quite a few very steamy encounters, if you’re so inclined. I wasn’t necessarily convinced in the end that my character had met the love of his life, but he and his boyfriend had a sweet, sexy connection they were excited to explore further, and that felt more right for them than if I were supposed to be convinced they were head over heels in love.
This is a game I can definitely see myself playing a few times to explore different heist strategies, as well as romantic possibilities. And I can’t help wrapping up this review the same way I did my review for Freshman Magic: already looking forward to whatever Raven de Hart is (I hope!) working on next.
Fields of Asphodel
When it comes to creative writing, “indulgent” is usually a bad thing. It suggests a writer in love so in love with their own voice that the reader’s experience becomes a distant consideration: metaphors that distract with their tortured elegance, the ostentatious erudition of sesquipedalianism, irrelevant tangents about an author’s particular opinions.
I’ve seen JJ Laurier’s Fields of Asphodel described as an obvious authorial wish-fulfillment fantasy, and that’s hard to argue with. But somehow, it manages to be indulgent in the best sense: settling into this story is like slipping into a warm bath.
Fields of Asphodel is, essentially, a retelling of the Greek myth of Persephone. You play as the demigod child of Demeter, raised on Olympus but not entirely welcome there. It’s not the most exciting existence, cooped up under your mother’s protection, but it’s the only life you’ve ever known, so it comes a shock when Zeus announces he’s made arrangements to marry you to his brother Hades, who presides over the Underworld. It’s a daunting prospect - you’ve always heard the Underworld was a terrible place - but Demeter promises she’ll do everything in her power to get you out of this and bring you home as soon as she can. But the Underworld isn’t at all what you’d been led to expect, and as you begin to make new friends, try new things, even help manage the occasional crisis, you’re forced to consider where you truly belong.
Laurier clearly knows their mythology, but they haven’t hesitated to make the story their own, from making “Persephone” (who can be any gender) the child of a mortal instead of Zeus, to introducing modern understandings of gender into the ancient world. The result is a retelling that’s comfortably full of predictable elements while still managing to surprise and delight.
Laurier’s world, or at least their Underworld, is marked by a rare degree of kindness and consideration. The PC’s marriage to Hades is on paper only; there are no sexual demands, or even expectations. Everyone, even a child, asks before intentionally touching the PC in any way, for any reason, even within the context of a thriving friendship. It’s almost always up to the PC (though not necessarily up to the player, to the same extent) how to spend their time and with whom, whether they want any responsibilities or to attend social gatherings. There are never any hard feelings if they say no. It’s a little too gentle to feel entirely plausible, and I can’t deny I might have preferred more of the kind of tension that gives a story dramatic heft, but damn this game was a nice place to visit.
If I had a pet peeve with this game, it would have to be with the way it handles a couple of characters who are referred to by more than one set of gender pronouns. Genderfluid characters don’t bother me - I loved Tira Misu in The Bread Must Rise - but Laurier’s use pronouns so interchangeably they sometimes switch in the middle of a sentence, which can be confusing. It’s also fair to mention that, although this game does stand alone, a lot of the romance is of the slow-burn variety and will be explored much further in the planned sequel.
On the whole, however, what little I didn’t love about this game was greatly outweighed by everything I did. I got to pet Kerberos and feed him treats three at a time, so how could I possibly complain?
Love Undying: A Kiss Before Dawn
The year is 1876. In the century or so since you became a vampire, you’ve seen quite a bit of the world. All too often, your attempts to settle down have ended the same way: fleeing the torches and pitchforks of a furious mob. It was just such a mob that recently drove you out of Bucharest, but you’ve found a new haven in the Cornish village of Boscawen. Posing as an eccentric aristocrat, you settle in and make yourself known among the townsfolk, the local high society, and a coven of your fellow vampires. You’ve managed to deflect suspicion while keeping your blood-hunger at bay, but another vampire’s reckless behavior threatens to undermine your careful balancing act. With a tenacious vampire hunter back on your trail, and the loyal servant who has served you for a decade starting to want more out of life, you wouldn’t think it was an ideal time to fall in love … and yet it’s possible there’s someone you just can’t stop thinking about.
Lauren O’Donoghue’s Love Undying: A Kiss Before Dawn is almost everything I was hoping for from a historical vampire romance. O’Donoghue is clearly well-versed in vampire lore - the first chapter is all but an homage to Bram Stoker - but isn’t afraid to tweak the standard formula where it suits her purposes. She doesn’t gloss over the gruesome and violent realities of life as a predator, but leaves it up to the player whether to revel in bloodlust or wallow in guilt. It’s a romance, but it’s also very much a vampire story.
It’s hard not to compare Love Undying to Dash Casey’s Vampire’s Kiss, HC’s earlier tale of love among the fanged set. They’re about the same length, and even contain some of the same romantic tropes (from the ever-popular “mortal enemies to lovers” to the oddly specific “dominant redheaded female vampire leader with big plans”). Vampire’s Kiss is set 250 miles and 150 years away from Love Undying, in modern London. It’s faster paced and a little more plot-driven, and offers much more explicit sex scenes. Love Undying, although there’s a lot going on in Boscawen, unfolds with a little less urgency, and gives its relationships a little more time and depth to develop. (For the record, I enjoyed both, and look forward to replaying them both to pass the time while I wait for Casey’s promised follow-up historical vampire epic, Dance of the Night.)
Love Undying isn’t the most original take on vampire romance, but it really doesn’t need to be. It’s just a solid story with some great character-building and intriguing love interests, and that left me hoping O’Donoghue’s first ChoiceScript title won’t be her last.
Breach: The Archangel Job
Michael Maxwell and S. Ben Luigi’s dark venture into the Chicago underworld, Breach: The Archangel Job, was the highest-rated Hosted Games title I hadn’t played yet. I figured it was about time to do something about that.
In Breach, you and your longtime best friend Mouse are recruited together into the Archangels, a gang that has risen to control organized crime in New York and plans to do the same in Chicago. They want you as a team leader, code-named “Raphael,” serving under the direction of the mysterious, always-masked “Michael” and “Gabriel.” You settle in to your new apartment, grab what you need from your friendly local black-market dealer, choose the rest of your team, and start planning your first heist. But even as you build your skills and bond with your crew, there’s trouble brewing: the FBI has their sights set on the Archangels, and so do a rival outfit or two.
Breach is, quite simply, larger than life. It has chapters longer than some entire perfectly enjoyable games. It has nearly a dozen romanceable characters, each with their own personality, background, and hangout opportunities. There are so many narrative possibilities to explore: you can be a hardened criminal or an undercover cop, casually bloodthirsty or careful to avoid killing, loyal to the end or flexible in your allegiances. The plot is sheer cinematic spectacle: madcap, ultraviolent, over the top, set in a world where every law of nature yields to the Rule of Cool, yet not without moments of surprising gravitas.
The outcomes of the player’s choices are determined by a combination of skills and randomness that will feel familiar to TTRPG players; those who prefer a more traditional stat-based interactive novel experience can turn off the random factor, although I found it exciting to know that there was always a possibility things would go catastrophically wrong or miraculously right. I found it surprisingly hard to die - at one point I was able to keep fighting even though my Health had dropped to zero, and a little first aid and a lot of bed rest had me back at 100% within a day or two - but it’s definitely possible, although dying simply sends you back to an earlier point in the chapter to try again. (There’s actually an Achievement you can’t get without dying multiple times in a single playthrough.)
Breach certainly isn’t perfect - the characters’ quirky personalities devolve at times into silliness, some of the action scenes drag on much too long, and the copyediting is shoddy - but I had a lot of fun playing it. If you’re up for a dark criminal odyssey that pulls no punches and provides hours of entertainment, this is a ride worth strapping in for.