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#Brian Fargo
ultimacodex · 1 year
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Through the Moongate 17 - Return Home
Through the Moongate 17 - Return Home #Ultima #Ultima5 #ThroughTheMoongate #OriginSystems
View on Zencastr Subscribe on Zencastr | Subscribe on iTunes | Subscribe on Google Play | Subscribe on Spotify | Subscribe on TuneIn | Subscribe on Stitcher Podcast Topic(s) Andrea Contato’sThrough the Moongate, per its Kickstarter page, “illuminates the path of the Ultima games’ history and the creative people behind this landmark series. It also covers some of Origin’s other games,…
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Happy Birthday to Interplay Games's Fallout which was released on October 10, 1997. Fallout changed the RPG landscape on PC and laid the foundation for the @bethesda Fallout game series.
#Fallout #Interplay #BrianFargo #PostApocalypticRPG #RPG #RolePlayingGame #ComputerGames #VideoGamesHistory #VideoGame #VideoGames #SiscosFavoriteComics
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lexcanium-moved · 1 year
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you guys will never understand how specials he is to MEEE
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badgaymovies · 2 years
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Kelly's Heroes (1970)
Kelly's Heroes by #BrianGHutton starring #ClintEastwood and #TellySavalas, "only go for this one if its familiarity is appealing to you",
BRIAN G. HUTTON Bil’s rating (out of 5): BB.5 USA/Yugoslavia, 1970. Metro-Goldwyn-Mayer, Katzka-Loeb, Avala Film, The Warriors Company. Screenplay by Troy Kennedy-Martin. Cinematography by Gabriel Figueroa. Produced by Sidney Beckerman, Gabriel Katzka. Music by Lalo Schifrin. Production Design by John Barry. Costume Design by Anna Maria Feo. Film Editing by John Jympson. A platoon of American…
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just-ornstein · 13 days
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
--
I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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rexsecuritieslaw · 2 years
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Brian Turner-Wells Fargo Broker-Discloses Customer Dispute- Ellicott City, MD
Brian Turner-Wells Fargo Broker-Discloses Customer Dispute- Ellicott City, MD
Brian Turner Investigation August 2022-Ellicott City, MD The FINRA records of Brian C. Turner,  a Wells Fargo Clearing Services broker discloses a pending customer dispute. The Financial Industry Regulatory Authority (FINRA) is the agency that licenses and regulates stockbrokers and brokerage firms. FINRA requires brokers and brokerage firms to report customer complaints and disputes as well as…
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tau1tvec · 2 months
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[ quote ]
Cain was invited by Bethesda's Todd Howard to the premiere event at the Chinese Theater in LA, and seemed to enjoy the big budget celebration of the Fallout series. As for the show itself, Cain had nothing but praise for the premiere, which consisted of the season's first two episodes. "I was literally at the edge of my seat," he said.
Cain appreciated the performances and storytelling, but singled out how the show nailed the Fallout "vibe" as its biggest achievement. "I was just looking at all the props," he said of one scene. "I realized after a few minutes went by that I had not followed the dialogue at all, because I was so engrossed by it visually."
On a more sour note, Cain took time to address the way fans of the series can behave poorly online, particularly regarding any perceived rivalry between Fallout entries developed by Bethesda (3, 4, and 76), and those from Interplay, Black Isle, and Obsidian (1, 2, and New Vegas). Cain spoke positively of Todd Howard, and said that "Some of the stuff you [series fans] say online is so off."
At the premiere Cain also caught up with Brian Fargo, founder of original Fallout publisher Interplay and currently the head of RPG studio inXile. In the past, Cain criticized Fargo when explaining why he left development on Fallout 2 to found his own studio, but Cain made it clear that their relationship is amicable, and that the development of Fallout 2 was a complicated situation from over 20 years ago: "People remember things differently, things happen differently, things affected people differently."
Unfortunately, Fargo seems to have experienced abuse online from fans reacting poorly to Cain's story, reactions which the developer strongly disavowed. "If we can get along, you guys can get along," Cain insisted.
"You guys can be really destructive," Cain said, "Which is odd, because you do it to people who are trying to make things."
[ end quote ]
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glamfellens · 4 months
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"todd howard has the confidence to allow other people to create within the fallout universe" like it wasnt tim cain and brian fargo and a whole other team of people from black isle who created fallout in the first place. lol
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Films the Crows would like:
Kaz: Trainspotting, Kill Bill, The Killing of a Sacred Deer (even though I think it's bad), Gone Girl, Parasite, Snowpiercer, A clockwork orange, Citizen Kane, Sin City, The Dark Knight, Tarantino films, the Godfather, Come and See, V for Vendetta, Prisoners, Silence of tbe Lambs, No country for old men, City of God, Shawshank Redemption, Kubrick's and Hitchcock's work (except lolita bc that's gross), Hunger Games Trilogy, All of Aronofsky's work (Black Swan, Requiem for a dream etc.), Memories of Murder, Donnie Darko, Fight Club, Taxi Driver, Oldboy, Blade Runner 2049,
As for series he would like Breaking Bad, Death Note, Aot and Vinland Saga, Berserk maybe, Prison Break but like only the first two seasons and The Walking Dead.
Inej: Ladybird, Little Women, Anna Karenina, The Virgin Suicides, Marie Antoinette, Lost in Translation, Girl, Interrupted, Everything Everywhere all at once, Nomadland, The Florida Project, Alice in Wonderland (the Tim burton one), Hard Candy, In the Corner of this World, portrait of a lady on fire and Princess Mononoke. I can't really think of other ones to be honest.
I'm not really sure what series she would like. Maybe Ai Yazawa's animes? I'm not sure.
Jesper: Star Wars (the original trilogy and the prequels), Indiana Jones, Life of Brian, Ferris Bueller's Day off, American Pie, MIB, Terminator, Ghostbusters, Scream, Back to the future etc. He definitely likes fun adventure movies. Also a lot of animated movies like The Lego Movie and Lego Batman (masterpieces) and Pixar and Dreamwork's Movies (his favorites being Toy story and Shrek). Also Disney classics like treasure planet and Atlantis. Probably also western movies and he'd idolize Clint Eastwood.
Favorite Series are The Office, Cowboy Bebop, Samurai Champloo etc.
Wylan: Perks of being a wallflower, Ladybird, Howl's moving castle, Billy Elliot, Your Name, Dead Poet's society, Stardust, Narnia, La La Land, Lotr trilogy (his comfort movies), Call me by your name and all of Wes Anderson's movies. I think he'd be secretly a huge filmnerd who also loves A24 movies, David Fincher, arthouse movies etc. But I think he would be a bit embarrassed by it.
His favorite series are Doctor Who (David Tennant Version because that's the best one), Fargo and Good Omens.
Nina: A sucker for romance and chick flicks, especially romantic comedies. The Notebook, Mamma Mia!, When Harry met Sally, Mean Girls, She's the Man, badly written Netflix romantic comedies,
She likes reality TV and desperate housewives, sex and the city, friends and modern family.
Matthias: 1917, Saving Private Ryan, All quiet on the western front, Hacksaw Ridge, The Notebook, Dunkirk, John Wick movies and other action movies. My taste is completely different so it's very difficult for me to think of other movies he would like.
I don't think he would watch a lot of series because it takes up a lot of time. Not the guy to concern himself with entertainment and media really but does enjoy a good story.
Feel free to criticize me or suggest other media. Maybe I should also make a list about the music they'd like?
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crynwr-drwg · 2 months
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youtube
Career RPG designer and project lead on the original Fallout game, Tim Cain, has released a near-17 minute video on his YouTube channel to talk about the Hollywood premiere of the Fallout TV show. Cain had a lot of praise for the new series, but also expressed frustration with how fans project onto and treat many of the people who have worked on Fallout.
Cain was invited by Bethesda's Todd Howard to the premiere event at the Chinese Theater in LA, and seemed to enjoy the big budget celebration of the Fallout series. As for the show itself, Cain had nothing but praise for the premiere, which consisted of the season's first two episodes. "I was literally at the edge of my seat," he said.
Cain appreciated the performances and storytelling, but singled out how the show nailed the Fallout "vibe" as its biggest achievement. "I was just looking at all the props," he said of one scene. "I realized after a few minutes went by that I had not followed the dialogue at all, because I was so engrossed by it visually."
On a more sour note, Cain took time to address the way fans of the series can behave poorly online, particularly regarding any perceived rivalry between Fallout entries developed by Bethesda (3, 4, and 76), and those from Interplay, Black Isle, and Obsidian (1, 2, and New Vegas). Cain spoke positively of Todd Howard, and said that "Some of the stuff you [series fans] say online is so off." See also: the debate about whether the show somehow overrode or ignored the events of those non-Bethesda games, which has since been denied by a senior developer at the studio.
At the premiere Cain also caught up with Brian Fargo, founder of original Fallout publisher Interplay and currently the head of RPG studio inXile. In the past, Cain criticized Fargo when explaining why he left development on Fallout 2 to found his own studio, but Cain made it clear that their relationship is amicable, and that the development of Fallout 2 was a complicated situation from over 20 years ago: "People remember things differently, things happen differently, things affected people differently." Unfortunately, Fargo seems to have experienced abuse online from fans reacting poorly to Cain's story, reactions which the developer strongly disavowed. "If we can get along, you guys can get along," Cain insisted.
"You guys can be really destructive," Cain said, "Which is odd, because you do it to people who are trying to make things."
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ultimacodex · 1 year
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Through the Moongate 16 - Ultima IV: Quest of the Avatar
Through the Moongate 16 - Ultima IV: Quest of the Avatar #Ultima #Ultima4 #ThroughTheMoongate #OriginSystems
View on Zencastr Subscribe on Zencastr | Subscribe on iTunes | Subscribe on Google Play | Subscribe on Spotify | Subscribe on TuneIn | Subscribe on Stitcher Podcast Topic(s) Andrea Contato’sThrough the Moongate, per its Kickstarter page, “illuminates the path of the Ultima games’ history and the creative people behind this landmark series. It also covers some of Origin’s other games,…
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felassan · 10 months
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Article: ''A triumph': Brian Fargo, Mike Laidlaw, and other RPG architects weigh in on Baldur's Gate 3'
Creative forces behind series like Fallout, Dragon Age, The Elder Scrolls, and Pillars of Eternity react to Baldur's Gate 3.
[source]
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freddieraimbow74 · 2 months
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ON THIS DAY In Queen History - 21 March
QUEEN: 1976 Elektra held reception for band, Tokyo.
1981 Estádio do Morumbi, Sao Paulo,
BRIAN MAY: 1993 Fargodome, Fargo, ND.
Q+PR: 2006 Quicken Loans Arena, Cleveland, OH.
BRIAN: 2012 interview on badger problem BBC R Wales.
FREDDIE MERCURY: 2012 Nominated in NME search for “Ultimate Musical Icon” of last 60 years.
BRIAN: 2013 Presented cover and details “Diableries: Stereoscopic Adventures In Hell”, book;
2013 Invited Tomlinscote School and 6th Form College students to home to interview him for “BBC School Report Project”.
2014 + Kerry Ellis The Great Hall, Palace of the Republic, Minsk.
MORE FOR THE DAY.... GO HERE: https://brianmay.com/on-this-day/on-this-day-in-queen-history-21-march/
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mrcatin123 · 3 months
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Enemies from wasteland 1988. Brian Fargo’s post apocalyptic rpg before fallout.
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ecopportunityx · 5 months
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What would the gangs fave shows be?
Kid likes Bluey now :-) Maybe some kid's anime like Doraemon too, mostly because of Chantal.
Ashley likes Community I think, but also likes older scifi shows? Doctor Who, TNG and DS9, plus probably stuff like Red Dwarf and Farscape. He's really not either solidly into comedy or drama but has a bit of a preference for comedy. Plus he can appreciate some cheesy affects here and there.
Brian is absolutely a trashy reality TV guy, but can appreciate "prestige TV" type shows too, and really likes when they can sink their teeth into characterization and dynamics. I think they'd like Fargo :-)
Chantal is an anime fan! Definitely one of those people that like, keeps track of what studios do what shows and their history and such (like, you could set her off on a tirade about the history of Trigger and Ginax). Lots of insight and appreciation for the medium. For specific shows, I can see her liking Mushi-Shi and Girl's Last Tour.
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the-forest-library · 1 year
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January 2023 Reads
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Partners in Crime - Alisha Rai
Never Ever Getting Back Together - Sophie Gonzales (thank you, carrie!)
The Key to My Heart - Lia Louis
A Little Bit Country - Brian D. Kennedy
Funny You Should Ask - Elissa Sussman
A Guide to Being Just Friends - Sophie Sullivan
Mysteries of Thorn Manner - Margaret Rogerson
Emily Wilde’s Encyclopaedia of Faeries - Heather Fawcett
Wildwood Dancing - Juliet Marillier
Really Good, Actually - Monica Heisey
Dead Collections - Isaac Fellman
Ms. Demeanor - Elinor Lipman
They Never Learn - Layne Fargo
Five Survive - Holly Jackson
The Silence Between Us - Alison Gervais
6 Times We Almost Kissed - Tess Sharpe
The Star That Always Stays - Anna Rose Johnson
Illuminations - T. Kingfisher
The Witch Boy - Molly Knox Ostertag
Witchlight - Jessi Zabarsky
Hawkeye, Vol 1 - Matt Fraction
Hawkeye, Vol 2 - Matt Fraction
You Can Do All Things - Kate Allan
Divergent Mind - Jenara Nuremberg
The Swedish Art of Aging Exuberantly - Margareta Magnusson
Unraveling - Peggy Orenstein
Windfall - Erika Bolstad
Quit - Annie Duke
Portable Magic - Emma Smith
Little Pieces of Hope - Todd Doughty (thanks, kim!)
This is Not a Book About Benedict Cumberbatch - Tabitha Carvan
Two Old Broads - Dr M.E. Hecht and Whoopi Goldberg
Year of the Tiger - Alice Wong 
Spare - Prince Harry
Hello, Molly! - Molly Shannon
Ottolenghi Test Kitchen: Shelf Love - Yotam Ottolenghi
The Blue Zones American Kitchen - Dan Buettner
Bold = Highly Recommend Italics = Worth It Crossed out = Nope
Thoughts:
This was a really good reading month to start the year with. I was able to get to quite a few of the books on my physical TBR and really enjoyed the two books I was most looking forward to: Mysteries of Thorn Manor and Emily Wilde’s Encyclopaedia of Faeries.
Goodreads Goal: 37/400 
2017 Reads | 2018 Reads | 2019 Reads | 2020 Reads | 2021 Reads |
2022 Reads | 2023 Reads 
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