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The Business of Being Born - Strangeness Abounds

The Business of Being Born

Buy It Now on Amazon: The Business of Being Born

Amazon’s Summary: Is it conceivable that in the United States, profit is increasingly driving the business of birthing–sometimes at the expense of the best possible outcome for mothers and babies? Should birth be viewed and treated as a natural process or a potential medical emergency? This documentary, produced by Ricki Lake and directed by Abby Epstein, opines that money and fear are changing the way Americans give birth, and not necessarily for the better. Beginning with shocking statistics that the United States has the second-worst newborn death rate in the developed world and one of the highest maternal mortality rates in industrialized countries, the film presents interviews with medical professionals including Dr. Jacques Moritz, OB/GYN from St. Luke’s Roosevelt Hospital; Dr. Michel Odent, OB/GYN researcher; and Masden Wagner, MD, former Director for Women’s and Children’s Health at the World Health Organization. Each expert paints a dismal picture of American birthing and emphasizes the frequent overuse of medical procedures in what are otherwise potentially normal deliveries. Stressing the prevalent use of midwives in birthing in other developed nations (70% of births are attended by midwives in Europe and Japan, versus 8% in the U.S.), the documentary then follows Cara Muhlhahn, a certified nurse midwife in New York City, as she attends a variety of home births. The footage is candid and sometimes very graphic, showing various home-delivery methods, including water birth. Interviews with Cara and her clients emphasize their shared philosophy on birthing as a normal life process that, when attended by a caring and well-trained midwife, can be both empowering and exhilarating. Though a midwife is often characterized as a supportive, but medically untrained birth attendee, the film dispels that stereotype, stressing a good midwife’s solid training and knowledge of when it’s appropriate to seek outside medical intervention. Key in every birth is a commitment to doing what’s best for mother and baby, regardless of pre-planned agendas. The filmmaker’s lament is that hospitals and doctors often too quickly advocate medical intervention in the interest of saving time and avoiding potential litigation. While unquestionably advocating midwifery over hospital birthing, this documentary presents solid expert opinions, concrete facts and statistics, and anecdotal experiences of both mothers and midwives that are crucial in making an informed decision about the use of midwifery in birthing as well as enlightening as to the current state of birthing in the United States

StrangenessAbounds’s Rating: 

StrangenessAbounds’s Review: (This review is based on a copy the author personally bought) I will admit to having already arrived at a firm decision as to what I’m going to do to control the birth of my children. Or rather, what I’m not going to do to control the birth of my children.

The Business of Being Born is a documentary by two women, Ricki Lake and Abby Epstein; both have either had children or about to have a child. Ms. Lake gave birth to one child in a regular hospital setting complete with pitocin (a chemical that’s used to ripen the cervix during labor and act as a catalyst for stronger contractions) and epidural, but her second child she had at home with a midwife. Ms. Epstein hopes to have her baby at home and is employing a midwife to help that dream come true. These two women filmed The Business of Being Born in the hopes that they will be able to educate women in the US specifically as to what kind of birth experience they’re giving themselves and their babies.

The Business of Being Born does not claim to be unbiased. It pits hospital-setting births with attending doctors against home-setting births with attending midwives and the Home/Midwife team clearly wins in this documentary. But for me, this is anything but the television show A Baby Story rehashed. I always cringe and look for the nearest cheese grater to claw out my eyes when Baby Story comes on. There’s just something to me that’s utterly repulsive. And yet with Business of Being Born (herewith dubbed BBB to save my fingers ;) ), I only received a warm, deeply moving experience.

When Lake and Epstein filmed BBB, they attended several births in homes with midwives attending. The documentary portrays it well, but anyone can see that there is a stark difference between a hospital birth and a home birth. They interview several OB/GYN’s and midwives, present crazy statistics (did you know that the US has one of the worst rates of babies who are DOA among the most developed countries? And yet the US spends more on hospital birth than most other developed countries?) and gives the history of the rise of the hospital birth. This is a documentary that challenges the regular way of thinking.

I give BBB five stars out of five and I would highly recommend picking up The Business of Being Born for yourself. It is was a thought-provoking, occasionally disturbing but overall very powerful in its presentation. Unfortunately, I’m concerned that this documentary is “preaching to the choir.” The types of people who enjoy documentaries often seem to be the type to seriously reconsider what US society regards as “the best way to have your baby.”


Strangeness Abounds

StrangenessAbounds may be more of a truthful moniker than the author will admit to -- when she is not obsessively playing RPGs and arguing over what is canon in "The Legend of Zelda," she is planning her next sushi outing. Erin "StrangenessAbounds" Leanne is a writer of both fiction and non-fiction and plays "editor" to other authors' works. She graduated in 2009 with her BA in English and is returning for her MS in English in the Fall of 2010. She can be contacted through e-mail.

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Okami (Wii) Review by StrangenessAbounds

Okami (Wii) boxart courtesy of GameDesignReview.com

Buy Now on Amazon.com

Amazon.com’s Plot Summary:

Okami tells the story of a mythical sun god who sets out to restore a dismal world, decimating the forces of evil who stand in the way by commanding the elements and mythical abilities the deity possesses. Mixing Japanese folklore and a stunning traditional Japanese art style, players must utilize an inventive control scheme to overcome the challenges and evil that await. By enhancing the unique gameplay, visual style and story line of Okami with the control of the Wii Remote, it is sure to be the ultimate version of the game.

Originally designed for the PlayStation 2 computer entertainment system and released in 2006, Okami now comes alive in an entirely new way on the Wii with its visually stunning art style and beautiful scenic 3D levels that have the appearance and texture of paper scrolls brushed with watercolor-like calligraphy art. Throughout the vibrant and distinctive surroundings, players must use the Wii remote to interact with a dynamic world and cast of characters. The blend of stylized graphics, movements and unique gameplay will result in a rich and dynamic experience never seen before.

Courtesy of GameSpot.com Forums

StrangenessAbound’s Rating:

This review is based on a copy StrangenessAbounds bought.

StrangenessAbounds’s Review: Here, video gaming geeks, is a reason why you should buy/use a Wii: The word “beautiful” doesn’t really describe Okami (originally released in 2006 for the PS2, re-released in 2008 for the Wii) that well, but it might give you a fraction of an idea of how truly incredible this game is. It isn’t just the visuals that make this game put shivers in my spine, though the 3-dimensional, ancient Japanese art style is enough to make your eyes water. It’s the spirit behind the game and the poetry that is found in the text that bears reading and playing over and over again.

Additionally, I think this is the first game I’ve ever played where the entire plot is centered around a specific faith (Okami seems to have a mix between Shintoism and Taoism) – you play as the Japanese Sun Goddess Amaterasu, who is in wolf form. During the game, you (naturally) encounter harder and harder enemies and you must level up in order to meet the challenge of those enemies. You level up by gathering Praise from the lives you save, from the nature you re-create and from the people whom you better their outlook on life.

The one overarching mission is to gain all the main “brush skills” – this is where you learn specific techniques that make your quest to rid Nippon (the country in which this takes place) of evil. The really cool thing is that you can use your Wiimote to draw exactly what you want. For instance, since you are the Sun Goddess Amaterasu, you have a natural ability from the beginning of the game to draw a circle in the sky and bring out a brilliant sun, even in the nighttime. You can draw bombs, wind trails, water streams, vines, make trees bloom, pull fire across and even use the brush as a kind of sword (this particular technique is called “power slash”).

One main mission throughout the game is to bring all the cherry trees back to life with the stroke of your brush. When you revive a cherry tree, you get a little or a lot of Praise, depending on the size of the tree.

Screenshot courtesy of britishgaijin.wordpress.com

There really is no cohesive plotline in this game – it seems to be two or three adventures brought together by the defeat of the overseeing enemy at the end of the game (will not reveal due to spoiler-ish nature ;) ), but do not let that deter you from running to your nearest video game store or Amazon and getting Okami.

Drawbacks: This game received only the highest ratings at the time of its initial release and re-release and deserved every bit of applause. However, there is no such thing as a perfect game and despite Okami’s beauty and fun, it has its downsides.

One in particular is that you are required to fight one rather difficult and long-lasting boss battle not once, not twice, but THREE times. Towards the end of the game, when you are preparing to meet the challenge of the final boss, you cannot progress unless you fight each major boss you encountered earlier in the game. I wonder honestly if Clover Studios (the now defunct development team that created Okami) had run out of ideas for amping up to the final boss.

Image courtesy of Destructoid.com

As for the final boss itself/herself/himself, maybe I’m just a mediocre game-player who takes a while to develop strategies to end the battle quickly, but the final fight took far too long for me personally. I started the battle one day at 11:00 in the morning and was STILL fighting it at 3:00 that afternoon. I’m probably a very bad player in regards to that particular final battle, but I know the final boss can be defeated and even quickly (YouTube speedruns on the actual PS2/Wii consoles, not ROMs, are proof).

However, when I finally finished the final boss, the ending was very much worth the effort and in my opinion, cancelled out the downsides.

Final Conclusion: Despite its drawbacks, I give Okami five stars and I would give it more if I could. I am currently playing Okami through again because it is simply that stunning. You can watch videos of people playing the game, but it is absolutely not the same as playing it yourself. Though it is not as well-known as other games, I sincerely believe that it is one of those games you must play in order to call your gaming experience complete. This game was one of the very few to put tears in my eyes.

Okami Announcement Trailer in 2006 @ E3


Strangeness Abounds

StrangenessAbounds may be more of a truthful moniker than the author will admit to -- when she is not obsessively playing RPGs and arguing over what is canon in "The Legend of Zelda," she is planning her next sushi outing. Erin "StrangenessAbounds" Leanne is a writer of both fiction and non-fiction and plays "editor" to other authors' works. She graduated in 2009 with her BA in English and is returning for her MS in English in the Fall of 2010. She can be contacted through e-mail.

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The Legend of Zelda: Spirit Tracks

StrangenessAbound’s Rating: — This review is based upon a copy the author bought.

Buy It Now: on Amazon.com

Amazon.com Product Description: The Legend of Zelda: Spirit Tracks is an action/adventure game for the Nintendo DS and DSi that sets Link, the iconic hero of the Legend of Zelda series, on a daring new adventure. The game provides players with a new story, more puzzles, a new mode of transportation–by train–and a new companion in combat, the Phantom. Together these offer up new possibilities for problem-solving, adventure and fun to both longtime and new fans of the franchise alike.

StrangenessAbounds’s Review: I have been a Legend of Zelda fan since I was twelve years old – this was about the time the award-winning Ocarina of Time addition to the series was released. The basic storyline is almost always the same: a princess (whose name is always Zelda) is in need of aid and summons a boy or teenaged boy (whose name is always Link) to fight off the evil encroachment of Ganon/Ganondorf (who appears in the vast majority of Legend of Zelda games) who desires a sacred relic called the Triforce (which also appears in the majority of LoZ games). Rarely does a LoZ game deviate from this basic formula, but with Nintendo’s latest addition to the LoZ saga, this formula is changed. Some long-time Zelda fans might even call it a dramatic change.

The game’s premise is simple: Princess Zelda’s body has been stolen away to provide a foothold to the evil spirit, Malladus. Her spirit is left behind and she and Link must team up to stop Malladus’s rebirth into Zelda’s body. The journey to the final battle, however, is anything but simple. They must overcome multiple hurdles before they can reach Malladus.

Spirit Tracks is decidedly different for a variety of reasons, the first being perhaps the most obvious: it has trains. Many Zelda fan’s hackles stood up when Nintendo announced that the next DS LoZ title would revolve around locomotive engines. The LoZ series has almost always been set in a medieval or tribal type setting since the series’ inception – I don’t need to say that trains and medieval settings don’t go together. However, once I began the adventure, I didn’t think even once that the combination didn’t work. I easily became wrapped up in controlling Link’s train and selecting new routes – such is the subtle magic of Spirit Tracks.

Another clear change is that Ganon/Ganondorf, the Triforce and the Master Sword (Link hero’s weapon of choice) are missing altogether, but I would say that this works just as well as the presence of trains in Spirit Tracks.

Princess Zelda’s constant companionship is also a marked change to this particular LoZ game. In previous games, Zelda had to be rescued. If she worked in tandem with Link, she worked from a distance and often in disguise. In Spirit Tracks, her body is separated from her spirit and taken away to become the new body of Malladus, the evil character of the game. Zelda’s spirit is left to linger the earth, but instead of waiting for Link to make things right, she goes along with him. The player is encouraged to utilize Zelda’s spirit and her abilities to the fullest extent. I loved that Zelda took a much more active role in Spirit Tracks than she has ever had before.

The music in Spirit Tracks is beautiful, quite catchy and easy to dance to. Koji Kondo has composed music for the LoZ series since 1986. His scores seldom disappoint and Spirit Tracks is not the exception. I was raised with a wide variety of music and I was also taught to notice the emotion in each piece. Many of the LoZ games have stunning scores, but I would rank Spirit Track’s soundtrack as one of my five top game musical scores.

The sidequests are enough to entertain even the most jaded gamer. One of my favorites is called The Bunny Rescue in which you must find 50 bunnies, catch them in your net and bring them back to the bunny shelter. The problem is that they like to run away and go about in random directions – there is little predictability here. Another sidequest is safely escorting passengers from one destination to another. It sounds easy, but there are plenty of enemies on the tracks who would love to derail your trip. The passenger also has the choice to bail if your driving is too bad.

The dungeon levels become less and less linear as you play, adding to the challenge in addition to monsters trying to kill you. Many Zelda fans will understand the general set up of a certain area in a dungeon (e.g. light a pair of torches, get a treasure box), but the puzzles are difficult enough to work on for at least several minutes.

The stylus is used for all parts of gameplay and not once did it feel awkward to move Link forward, to slow down/speed up/brake the train, or to attack an enemy. Wherever you point the stylus, Link runs over immediately.

The graphics are the last thing I’ll mention and I say that because graphics come secondary to storyline, easy and precise control and an interesting end goal. Spirit Track’s graphics are vivid and fluid, especially considering that this game is set up for the DS console.

The game is intuitive, fun and easy to become obsessed with, like many LoZ games. Spirit Tracks is also a repeatable game – soon after I completed my first adventure, I began a new save file so that I could begin again. I give Spirit Tracks five stars because I often lost track of time while playing this game.


Strangeness Abounds

StrangenessAbounds may be more of a truthful moniker than the author will admit to -- when she is not obsessively playing RPGs and arguing over what is canon in "The Legend of Zelda," she is planning her next sushi outing. Erin "StrangenessAbounds" Leanne is a writer of both fiction and non-fiction and plays "editor" to other authors' works. She graduated in 2009 with her BA in English and is returning for her MS in English in the Fall of 2010. She can be contacted through e-mail.

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Lego Indiana Jones - The Original Adventures

Lego Indiana Jones: The Original Adventures

Buy It Now: on Amazon.com

Strangeness Review:

Strangeness Abound’s Review: I’ll preface this review by stating that I’m a casual gamer, but I’m a hardcore casual gamer. I may not touch a video game for several months, but when I find a game I love, I will play it TO THE END at the risk of getting bad grades in school and letting the food on the dishes in the sink dry to tough crusts.

But moving onto the review: you’d think it would be a great combination – Indiana Jones meets Legos© meets the Nintendo DS and several other gaming consoles. Despite the fact that it’s a game aimed more at older children, I find it to be fun most of the time. Lego Indiana Jones – The Original Adventures was released in 2008, but thanks to a friend of mine, I’m able to play it for free and on my DSi.

As you play through the adventures you see in the movies, you have the chance to play through a variety of key scenes from the movies (i.e. the rolling rock from the beginning of Raiders of the Lost Ark, the runaway mine trains in Temple of Doom and the Nazi castle in Last Crusade). If a character dies, you do not see blood or them dissolving into a puff of smoke – they fall apart per the Lego© style.

RUN AWAY! Image courtesy of IGN.com

Several times I exclaimed, “Aww, how cute!” And indeed, there were several instances, especially in the beginning of the game play where it was quite endearing. Seeing Marion Ravenwood gain the ability to turn into a monkey when she stands upon her special pad was particularly darling to me (Marion has always been my favorite character in the Indiana Jones film series). Getting to “build” structures to help Indy and his assistants along their merry way with enormous Legos was a blast as well. I never got tired to listening to the cute clicking noises as things were built – I’m easily amused, LOL. The theatrical sequences were quite a bit of fun to watch as they contained a bit of slapstick and a lot of situational comedy. Much of the tension that would be found in the original three movies was gone from these sequences. I wondered how the programmers would handle the violence found in Temple of Doom in developing Lego Indiana Jones, but I felt they handled it very well, especially considering that this is a game aimed at kids.

However, as I continued to play the game, I noticed that in order to move Indy through the side-scrolling format, I had to mash the D-pad in a variety of directions all at once to aim Indy exactly where I needed him to go. Aiming Indy’s whip was not an issue – the game did that for me automatically. However, I got the feeling that this game would be better suited for a console that utilized a joystick instead of a D-pad.

For the DS version, you do not need to use the stylus at any point – your “A,” “B,” “X” and “Y” buttons are all you need. “A” lets you crack the whip if you are Indy, “B” lets you jump, “X” lets you punch or attack and “Y” lets you switch between Indy and his partners for gameplay flexibility. I will admit to becoming easily confused between the functions of the “A” and “B” buttons in the heat of battle. The “A” button is traditionally used to jump or roll and the “B” button is traditionally used for attack (at least, this is the case with the Nintendo Entertainment System, however the DS is modeled after the Super Nintendo Entertainment System controller).

I also discovered several small glitches/programming oversights as I played through the story. More than once, I tried to use Indy’s whip to smash something and it wouldn’t smash. I had to come at it from a certain angle or else it wouldn’t come apart. There are also two occasions (in the Raiders arc and the Last Crusade arc) in which you must jump across the tops of moving vehicles. Several times, I unwittingly moved my partner down and under the wheels of the moving buses simply because I was trying to prepare for a jump to the next vehicle and they were in the way. The partners (with the exception of Marion – she rained bottles upon enemies without pause) were practically useless in battle. They often just stood around and got shot.

Frustration! Image courtesy of the Angry Video Game Nerd (http://www.cinemassacre.com)

Also, it would have been nice to hear something besides the music from the Raiders of the Lost Ark film recycled over and over for all three adventures. I often listened to my iPod instead of the game, but I would argue that the developers at LucasArts just got lazy and didn’t bother creating any more mp3 loops.

This is not the first game from LucasArts I have played. When I played Indiana Jones and the Infernal Machine back in the day when it first came out for the Nintendo 64 (I’m a Nintendo baby all the way, can’t you tell? ;)), I noticed that it had several programming errors similar to those found in Lego Indiana Jones, so this may not be an isolated incident found just in Lego Indiana Jones, but rather something faulty in the way LucasArts programs their video games.

All in all, I give this game three and a half stars. It was fun when it first began, but the programming oversights were a bit of an irritant. The theatrical sequences and character introductions (see Dr. Elsa Schneider’s entrance in the Last Crusade game) were funny and worth playing the game. Clearly, I’d recommend this game to Indiana Jones fans simply because it was fun – when I was winning. ;)

I'd make out with that.


Strangeness Abounds

StrangenessAbounds may be more of a truthful moniker than the author will admit to -- when she is not obsessively playing RPGs and arguing over what is canon in "The Legend of Zelda," she is planning her next sushi outing. Erin "StrangenessAbounds" Leanne is a writer of both fiction and non-fiction and plays "editor" to other authors' works. She graduated in 2009 with her BA in English and is returning for her MS in English in the Fall of 2010. She can be contacted through e-mail.

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Sense and Sensibility and Sea Monsters: An Odd Mix

Product Description courtesy of Amazon.com: From the publisher of Pride and Prejudice and Zombies comes a new tale of romance, heartbreak, and tentacled mayhem.

Sense and Sensibility and Sea Monsters expands the original text of the beloved Jane Austen novel with all-new scenes of giant lobsters, rampaging octopi, two-headed sea serpents, and other biological monstrosities. As our story opens, the Dashwood sisters are evicted from their childhood home and sent to live on a mysterious island full of savage creatures and dark secrets. While sensible Elinor falls in love with Edward Ferrars, her romantic sister Marianne is courted by both the handsome Willoughby and the hideous man-monster Colonel Brandon. Can the Dashwood sisters triumph over meddlesome matriarchs and unscrupulous rogues to find true love? Or will they fall prey to the tentacles that are forever snapping at their heels? This masterful portrait of Regency England blends Jane Austen’s biting social commentary with ultraviolent depictions of sea monsters biting. It’s survival of the fittest—and only the swiftest swimmers will find true love!

Buy it now: on Amazon.com

StrangenessAbound’s Rating:

StrangenessAbound’s Review: All in all, I think it was a pretty well-done book. Ben H. Winters definitely has a creative imagination to put something like crazed sea creatures in together with the adventures of the Dashwoods. Winters has inserted his own dialogue, situations, settings, and even changed some details in characters (most notably in Colonel Brandon) to make Sense and Sensibility and Sea Monsters. For the most part, Winters does a good job of keeping in line with the period dialect and manner of speech, but this standard of Winters’ seems to relax towards the end of the book when several characters use out-of-period words and sentence structure. Some readers may be put off by the sheer goriness and graphic nature that Winters seems to take delight in and expect the reader to do the same (I was one of those, heehee).

Winter’s plot inventions along with the original plot of Jane Austen’s make for an interesting mix. In the original Sense and Sensibility, Marianne and Elinor Dashwood venture out with Mrs. Jennings and the Palmers to London. This is soon after Willoughby leaves Marianne in tears and without an explanation as to why he must leave. But in Sense and Sensibility and Sea Monsters, the destination is not London; rather, Sub-Marine Station Beta, an enormous dome (think The Simpson’s Movie) that has an entire population underneath. This Sub-Marine Station Beta is the source of many experiments and exhibits as to how to tame the evil sea monsters that try to attack human beings whenever the opportunity arises.

Also, in the instance when Lucy Steele reveals her engagement to Edward Ferrars, Elinor’s secret love, instead of being at a party given by Mrs. Jennings and Sir John, Lucy and Elinor are rowing on the sea to Elinor’s home when they are interrupted and attacked by the Fang-Beast, a fearsome sea monster that haunts Pestilent Island (the name given to the Dashwoods’ home).

This fearsome, two-headed beast had been thriving in this dank weather, expanding its bulk, waiting for its chance to strike (Sense and Sensibility and Sea Monsters, 2009).

Throughout the book, Winters weaves in his own sub-plots that had me turning pages to find the mystery of the matter – for instance, the upside-down five point star that flashes in Elinor’s mind whenever Lucy Steele is mentioned or comes close to her. However skillfully and subtly Winters wrote these sub-plots, I was disappointed to read how they ended. The sub-plots and their finales were interesting enough, but it was the way in which they were finished that disappointed me. It felt like the author was in a hurry and simply wanted to be done with the whole project. The sub-plots turned into somewhat momentous events in the lives of the Dashwoods and yet they were given less than seven and a half pages to make their mark on the reader. In this case, the sub-plots were a swing and a miss.

Also, there is the matter of Colonel Brandon’s octopus face. Colonel Brandon and Marianne’s plot in Sense and Sensibility was my favorite out of the entire book, but here, Colonel Brandon’s character seems to be run through by the business end of a spear. Initially, in the original, Marianne made fun of Colonel Brandon’s age and the complaints that come with that particular office, but in Sense and Sensibility and Sea Monsters, it feels the entire cast and even the narrator make fun of Colonel Brandon’s affliction behind his back. I didn’t particularly care for this portrayal, especially when I tried to imagine Alan Rickman with an octopus face (I REALLY didn’t like that).

That brings me to the inevitable question of whether or not it is ethical to take a classic work like Sense and Sensibility or Pride and Prejudice and give it a new twist, for which a modern author is responsible. A literary purist (and others) might say, “No, absolutely not, under no circumstances,” and I would completely understand their point of view. At the beginning of Sense and Sensibility and Sea Monsters, I saw no reason why it would be unethical, but as the novel progressed and I wondered if an editor had combed the entire book before publication, I began to think that maybe it was unethical; especially if the new twist on the novel is not as well-done as the original. With the exception of Jane Austen’s original fingerprint, Sense and Sensibility and Sea Monsters seemed to fall apart towards the end, which was disappointing. The novel had a funny kick-off and was highly addictive to read.

In the end, I give the book three and a half stars. I would definitely read it again. Despite its flaws, it’s still a book that Austen fans or connoisseurs should pick up to enjoy. But I think I’ll go try Pride and Prejudice and Zombies next.


Strangeness Abounds

StrangenessAbounds may be more of a truthful moniker than the author will admit to -- when she is not obsessively playing RPGs and arguing over what is canon in "The Legend of Zelda," she is planning her next sushi outing. Erin "StrangenessAbounds" Leanne is a writer of both fiction and non-fiction and plays "editor" to other authors' works. She graduated in 2009 with her BA in English and is returning for her MS in English in the Fall of 2010. She can be contacted through e-mail.

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