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Winds of Fear (Fearless Series #3)
Winds of Fear (Fearless Series #3)
Gledé Browne Kabongo | 2019 | Crime, Thriller
7
7.0 (1 Ratings)
Book Rating
I have a thing about thrillers involving neighbors and false identities, so when I got the opportunity to read Winds of Fear by Glede Browne Kabongo, I jumped at the chance!

When Jenna and Charlie Payne move into the house next door, things start going bad for Abbie Rambally, especially after Jenna takes a special interest in Abbie's 10 year old son Lucas. Before long, Abbie starts suspecting that her neighbors aren't who they say they are and that their intentions could put her family in mortal danger.

The synopsis really sucked me in. I had to know what was up with Abbie's neighbors, so I dove into Winds of Fear right away. The pacing is fairly slow for the first half of the book as Kabongo sets up the backstory for each character. However, once I got to the second half of the novel, the pacing sped up, and I was hooked! I could not stop reading even though it was way past time for me to go to sleep. I felt like this was where the most action really happened and where the actually plot and the meat of the story was. Kabongo is heavily into describing each and every thing which was a bit tedious, but in the second half of the story, I was hooked on every word, so I didn't really mind. There were quite a few plot twists in Winds of Fear. In fact, every time I thought I had something figured out and felt smug about it, a plot twist would smack me right in the face! Though this book the third in the Fearless Series, I felt like it stands alone quite well without reading the first two books. Kabongo does a fantastic job of explaining what happened to Abbie (and her family) previously quite well. There is a fourth book that will be released in the series, but I found that all my questions were answered in Winds of Fear. However, I will be reading the next installment in the series because I want to know more about Abbie's life!

The characters in Winds of Fear were very fleshed out and well written thanks to all of Kabongo's backstory she added throughout the book. I enjoyed the character of Abbie although sometimes I felt like she was being a little too suspicious too early on after just meeting the Paynes...her paranoia just felt too rushed. However, Abbie was a very well written character besides that. I could feel how much she loved her kids, her husband, and her life. My heart went out to her when she was torn between her duties as a mother and advancing her career. I was beside myself when everything went down involving Lucas. Her pain and worry felt very realistic. I would have liked to see more of Ty, Abbie's husband. Ty came across as such a fantastic man. I couldn't help but love him myself after reading about him. His love for wife and children were obvious from the get-go. The Rambally children (Alexis, Blake, and Lucas) were all so smart and adorable. I just wanted to hug them all! I loved their close relationship and how they all wanted to help each other out. Blake and Lucas were fantastic with how inquisitive they were. I also loved Olivia (Liv). She seemed like such a sweet girl. I won't go into much more detail about her, but I was saddened that I didn't get to read more about her. Jenna and Charlie were also fantastic characters. I kept trying to figure out what they brought to the table and why they were so wrapped up with the Ramballys. Also, with the Iceman, I felt he really did live up to his nickname!

Trigger warnings for Winds of Fear include mentions of sexual assault (not graphic), drinking alcohol (although not to excess), violence, murder (not very graphic), kidnapping, and blackmail.

All in all, Winds of Fear is quite the psychological thriller. It's got relatable characters, an interesting plot, and it makes you try to guess just to be wrong. I would recommend Winds of Fear by Glede Browne Kabongo to those ages 18+ to those who love to be sucked into a good book!
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(A special thank you to Xpresso Tours for providing me with an eBook of Winds of Fear by Glede Browne Kabongo in exchange for a fair and unbiased review.)
  
Castles of Mad King Ludwig
Castles of Mad King Ludwig
2018 | Economic, Puzzle
“Well why CAN’T I just have a long hallway between my garden and my porch? How else am I going to get to the stairwell?” – Nobody ever.

Castles of Mad King Ludwig is a game of castle construction in the most ridiculous fashion. Oh, there ARE rules, mind you, but what results can be a ludicrous display of asinine architectural planning but also hilarity at what monstrosity you have assembled.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. Also there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T

Ok, stop ranting about how stupid your castles always look at game’s end. In this game you are building a castle for an eccentric (and mad) king to appease his skewed vision of stylish housing. Setup is somewhat lengthy, so I will not detail all the steps here. Determine the starting player and give them the castleeple (grr) to denote them as the first Master Builder. As Master Builder, you will draw room tile cards that dictate from which size pile you will draw room tiles. The Master Builder will then assign each room tile a cost and place the tile next to the cost for all to see. Each player will then choose a room tile to add to their castle and pay the Master Builder the cost (or choose a corridor). The Master Builder will then choose their room tile and pay the bank the cost. For every room tile that did not get chosen a coin will be placed on it as consolation for whomever purchases it in the future.

Once you have placed your room tile you score the points printed on the room, add or subtract any bonus points for placing near other specific rooms, and check for room completion. If you have connected all entryways from a room to different rooms or corridors you may receive the benefits of room completion printed on a separate completion bonus tile. These bonuses could range from re-scoring the room, drawing extra bonus cards, or even receiving room tiles for free.

Game play continues this way until the room tile cards run out. Players take note of their position on the scoring tableau and count up any bonus cards they have completed as well as placement in the face-up public goals. Score any bonus points for leftover money and allow the winner to gloat and show off their preposterous castle… thing.

Components. There are quite a lot of components for this game. You are definitely getting your money’s worth here. The cards are of good quality. The room tiles, bonus tokens, scoring tableau, coins, and main organization board are thinner stock cardboard, but they have held up really well for me. The castleeple and scoring discs are nice, and the rule book is concise and easy to read and comprehend. The artwork is nice, and the whole package it put together really well. Ok, so I honestly don’t remember what the insert looks like because I tossed it right away, but I’m sure it was fine too?

So I gave this one some crap at the top of the review for being mostly ridiculous. And it is. But, I also really really like this game. It allows me to contrive a strategy and tactics as I play, and I feel great about what I have done by the end of the game. I did not really care for Suburbia when I played it, and though this is not a copy, it is similar. Why do I like this one so much but not the other? I really do not know. The art is way better on Castles, but surely that can’t be enough to overpower the game play right? Is it the Master Builder feature? It is the different sized and shaped room tiles that allow me to make a monster on the table in front of me? Must be all of these things. As you can see, I am not alone in my enjoyment of the game as Purple Phoenix Games gives this one an absurd 15 / 18. Get this one for all your architect aficionado friends.
  
NMBR 9
NMBR 9
2017 | Abstract Strategy, Numbers Game, Puzzle
When I first heard of NMBR 9, I thought it looked like a cool table-top version of Tetris. I was immediately drawn to the bright colors and the abstract concept, and it earned a spot high atop my wishlist. Luckily, I have a birthday every year, and even more luckily, I have great friends who know how to help me celebrate. So shoutout to Travis and his wife Kristin for getting me this gem for my birthday last year!

NMBR 9 is a tile-laying game of abstract strategy in which players are trying to accumulate the most end-game points. Setup is easy – just shuffle the deck of number cards, and you are ready to go! Here’s how you play. Every round, a card is drawn from the deck. Each player then takes the corresponding number tile and adds it to their arrangement following the specified placement restrictions. Those restrictions are as follows: tiles must be placed number-side up, tiles on the same level must be touching orthogonally, a tile placed on a level above other tiles must touch at least 2 tiles beneath it, and a tile placed on a level above other tiles must not have any gaps below it. Once everyone has placed their tile, a new card is drawn and play continues. The deck consists of 2 cards of each number (0-9), and once the deck runs out, the game ends and points are tallied. To count up your points, you multiply the number on each tile by the level on which the tile sits. The bottom-most level (on the table) is level 0, so any tiles there earn you no points. Let’s say you get an 8 tile on your 2nd level, so at the end of the game, that tile earns you 16 points. The highest score wins, so brush up on your multiplication tables!

Does NMBR 9 add up to everything you’d hoped for? Ok, bad pun. But really – how does this game hold up? For a game that is so easy to learn, it takes a lot of thought to play. The idea of tile-laying isn’t new, but because these tiles are all different shapes and have very specific placement restrictions, it takes this game to the next level – literally. The cards dictate the order in which tiles are played, so you are constantly adapting your strategy to fit the given tile into your array. One thing that helps make it a little easier to strategize is knowing that there are exactly 2 cards for every number in the deck. So as the game goes on, you can usually figure out which cards are left and try to set your grid up for maximum points. That being said, it still takes quite a bit more strategy than originally meets the eye. My first play was pretty brutal because I was not expecting to be that challenged!

The biggest drawback for me is that because of the abstract tile shapes and placement restrictions, it can be difficult to build a solid base upon which to earn yourself lots of points. Since you aren’t allowed to leave gaps under tiles, you really need to create as much unbroken space as possible to ensure that you can play any number of tiles on higher levels. That ultimately means that you have to sacrifice some tiles to your Level 0 (which scores no points) to eventually play tiles to any upper levels. If the bottom-most layer was Level 1, it would not feel like a waste to put, for example, a 9 on the table to create a platform for the next level. And another thing that can be rough at first is the scoring. Yeah yeah, simple multiplication isn’t that bad, but it still takes me a hot second to multiply everything and get it added up for my final score. Not a knock on the game necessarily, just a wake-up call for my lack of math skills I guess.

Overall, I think that NMBR 9 is a great game! It’s an easy game to learn, but definitely a tricky one to master. It is fast enough to play many times in a row, and I often find myself asking for one more play just to see if I can do better next time. All in all, it’s a great game, and I am so happy with this birthday gift! Purple Phoenix Games gives NMBR 9 a calculating 15 / 18.
  
Com-Pet-Ability
Com-Pet-Ability
2019 | Animals, Card Game, Kids Game
I have two dogs: a Yorkshire Terrier and a Powderpuff Chinese Crested. I love them dearly, but I just cannot see myself having any more 4-legged mammal pets. We promised our son a pet fish when we move (or a whole aquarium community if my wife will allow), but other than that, we will NOT be adding more pets to our household. So when I heard about a game that requires you to collect cards so that you have five pets to take home I immediate gave the deer-in-headlights look. No, I would not have a pet deer.

ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.

DISCLAIMER: We were provided a copy of the game for the purposes of this review. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!

The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.

So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!

Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).

So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
  
Creatrix Rising: Unlocking the Power of Midlife Women
Creatrix Rising: Unlocking the Power of Midlife Women
Stephanie Raffelock | 2021 | Mind, Body & Spiritual
10
10.0 (1 Ratings)
There was something about the synopsis of Creatrix Rising by Stephanie Raffelock that really sucked me in. When I read it, I knew that it was a book I would fall in love with. I wasn't wrong!

Creatrix Rising is full of great anecdotes. Reading them, I really felt like I was getting to know the author. Stephanie Raffelock does not hold back in some of the stories which helps to make her book all the more real. While reading, I felt as if Stephanie stripped herself down to her soul for me to see and bared it all especially while reading about her time as a teenager in Los Angeles. Reading Creatrix Rising made me want to actually meet Stephanie Raffelock because she just seems like such an inspiration and an amazing woman! In fact, reading some of what happened in Stephanie's life sort of paralleled mine.

Stephanie Raffelock does a fantastic job at describing what a "creatrix" is. She writes "Creatrix is a distinctly feminine word that simply means a woman who makes things." Raffelock says the world creatrix should replace crone which has such a negative connotation, and I agree! From there, Raffelock gives us plenty of personal stories about different women she has come across in her life that fit the creatrix characteristics. In each story, I felt like I was getting to know these women. I wanted to know these women. Stephanie Raffelock's writing is so beautiful and descriptive. It's hard not to feel like her stories are yours. In fact, it was difficult to not picture different women in my life that fit the bill of a creatrix. I put this down to Raffelock's wonderful writing. She definitely knows how to get her point across in such a sweet and beautiful way. Raffelock also teaches us that there is no shame in getting older and how we really should embrace aging as it's not a bad thing at all but quite the opposite.

Another thing I really loved about Creatrix Rising is at the end of each chapter, there is a section entitled "For Reflection, Activity, and Journaling." This section summarizes the main point of each chapter and asks a few in depth questions for the reader to ponder on. Be prepared to have a journal next to you because you will want to answer these questions. They will really make you think long and hard and look deeper into yourself and others. It's such a great and relaxing mental exercise. At the end of the book, if you decide to write down your answers to Stephanie Raffelock's questions, you will have your own little mini book either to keep for yourself or to share with others. If you need a little bit of help, Raffelock lists some fantastic resources to help you on your journey. I also feel that these questions would be great for a book group's discussion if this was a book picked for a book group which I would totally recommend that!

If you decide to read Creatrix Rising (which you really should), here's my personal advice. Do NOT skip the epilogue. Stephanie Raffelock says that she wrote this book in 2020 when the Corona Virus had just really taken off. Raffelock's epilogue for Creatrix Rising is all about the Corona Virus, but she uses symbolism painting the Corona Virus as a beautiful woman that takes everyone by surprise. My jaw was on the floor the whole time I was reading the epilogue. Again, Raffelock's talent for writing really did shine through in her epilogue. I would have never thought to compare Corona Virus to a beautiful woman, but reading Stephanie's story, I realized just how right she was.

Trigger warnings for Creatrix Rising include profanity, some drug use, death, some violence, and some politics.

All in all, Creatrix Rising is a beautiful masterpiece of a book that will leave its reader thinking of all the women in their life that they have come across and how these women have affected them. Although this book mentions unlocking the power of midlife women, I really think men would enjoy it just as much as they also think about the women that have touched their lives. I would definitely recommend Creatrix Rising by Stephanie Raffelock to everyone aged 18+ who are after a beautifully written book that will really make them think.
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(A special thank you to Lone Star Literary Life and Stephanie Raffelock for providing me with a hardcover of Creatrix Rising in exchange for an honest and unbiased review.)
  
Crimes & Capers: High School Hijinks
Crimes & Capers: High School Hijinks
2021 | Murder & Mystery, Puzzle
High School. While many have horrible memories of that time period of life, I personally did not have many negative experiences. However, I do remember the different cliques, and those that could and could not be trusted. So when I heard about the new Crimes & Capers series from Renegade Game Studios, and that one of the options was a high school, I knew we had to take a look at it. Come see why we enjoy it.

A popular student among many different social circles is in trouble and it is up to her friends (the players) to suss out the entire situation armed with merely small pieces of information. Each player takes on the role of one such student, and their information is vital to the overall story behind these High School Hijinks.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover everything, but will describe the overall game flow so that our readers may get a sense of how the game plays. For more in depth coverage, you may purchase a copy online or from your FLGS. -T


To setup, each player chooses a character, receives the corresponding booklet of information, and the padlocked locker is placed on the table. The locker contains more vital information, and it is up to the players to arrive at the correct combination to unlock it. Open the envelope entitled, “Opening Materials,” and the game is on!

Now, there is so much to this game that I wish I could relay to you, the reader, but without spoiling anything, my hands are almost literally tied. I wish I could explain what kind of information is found in each player’s materials, and what the locker contains, and even a little of the story, but in doing so I fear I would spoil at least SOMETHING. That’s not what I’m about, so unfortunately, this portion of the review will need to remain a mystery. Apologies, but it benefits you this way.
Components. Inside this box is a bunch of folios and envelopes and one of the coolest components I’ve ever seen in a game box: a fully-formed and padlocked personal locker. Yes, one could easily tear the cardboard locker apart to get to the materials inside, but what kind of monster would do such a thing? I have no problems with any of the components, and the artwork throughout is excellent.

The game itself is also incredibly solid. We really had no idea what to expect going into this one, but were pleasantly surprised with the included puzzles and deductions. There were many times when we just HAD to exchange folios and information belonging to the individual player because we just needed a second set of eyes on it. There is a lot of stuff going on in this box, and it definitely was a great time playing.

However, this game is one of those that is a one-and-done play, because once you have played through it, it is impossible to replay with the same components. Renegade Games does provide a recharge pack, of sorts, so that the game may be enjoyed by another group, but I have not checked into that, so I will not comment on it. I believe our scores are indicative of the great time we had, but the fact that we are unable to play it again, and that is both a very very cool feature, but also very saddening. We would love to be able to salvage some components and have a different scenario be made from them, but alas, we are not designers, so we have not yet figured out how.

The official recommendation here is that everyone should definitely try this one. If you are a fan of mystery games and games that have interesting themes and mechanics working together, then this is a no-brainer. Purple Phoenix Games gives this one a nostalgic 12 / 18. If it were replayable in any fashion that would not rehash the same story, this would easily earn a higher rating from us. That said, we are very much looking forward to trying the other game(s) in the series as they release. So come on back to high school and join your friends for the High School Hijinks that are certain to be a good time.
  
Raccoon Tycoon
Raccoon Tycoon
2018 | Animals, Economic
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.

Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.

What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.

I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.

Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).

I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.

https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
  
WP
When Patty Went Away
6
6.0 (1 Ratings)
Book Rating
(This review can be found on my blog <a href=http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>.


The blurb intrigued me a lot. This was a book I really wanted to read. However, I was a bit disappointed when I finally got a chance to read it.

The title definitely fits the book for at least the second half. (I'll go into more detail about that later). The title reminds me of someone who checks out of reality though.

I like the serene look of the cover. I don't really know how it ties into the book though. The cover made me think more of a holiday romance type.

I can't really fault the world building. I thought it was done rather well and very believable. From a historic viewpoint, the facts and events were all correct. It was interesting that Ms. Burt chose to narrate through the point of view of a man. She did a great job of making it work though. There was one or two times I felt a bit confused, but I put it down to just a personal thing like maybe I wasn't paying as much attention as I should've been. The only thing that bothered me was when the narrator of the book would suddenly start talking about a memory. It was too sudden, and I didn't know if it was happening in present time or if it was indeed a memory. I felt as if a memory could've had a better introduction so the audience was aware that it happened at another time in the book.

I felt that the pacing was too slow for about the first two-thirds of the book. It seemed to drone on and on about a topic I wasn't that interested in (farming). I realize that Ms. Burt was setting up a back story, but there was too much focus on the whole farming aspect of the book and not about Patty disappearing as the title and the blurb would suggest. Once the main character goes to Montreal, the pacing picks up decently, and it becomes a book that I had a hard time putting down.

The whole story line was a bit weak, I felt. First off, it reads like two books. The first two-thirds of the book is about a family who has lost their farm due to a bad storm. The reader then takes a journey into finding out how this family struggles to survive without their means of income. I found it a bit tedious because I don't really care about farming, and this book used a lot of farming terminology. The last third of the book is when Jack goes to Montreal to look for Patty. This explores the seedy side of Montreal (which could be just about anywhere) and prostitution involving runaways. I thought the story line was strong during this bit.

I felt that Jack was a well developed character and very likable. It was easy to feel what he was feeling and to feel sorry for him with all that he was going through. Molly is a strict God fearing woman. However, I felt that there was too much focus on her being overweight which was uncalled for. I didn't really like how Christianity was portrayed when it came to Molly. I'm sure there are people in the world like her, but there were times when I just felt a bit offended. I would've loved to know more about Patty and Edie as individuals. I just felt like they didn't get enough time throughout the book, Patty especially. I found it a bit hard to care about Edie and Patty especially as I felt like I didn't have enough information on them to care.

The dialogue fit this book very well. However, I think a lot of people will struggle with the farming terminology and have a hard time relating to the whole farm scenario. As I've said before, this book reads like two books in one. To further prove my point, even the dialogue is different. During the whole family losing their farm scenario, the language isn't vulgar nor is there any swearing (that I could remember). Once Jack gets to Montreal, the language turns a bit vulgar, and there is some swearing.

Overall, When Patty Went Away is just an alright read. The plot could've been better and the merging of ideas could've been smoother. Saying that, the main character is very likable and the world building was good.

I'd recommend this book to those 18+ who know something about farming or those who want a book that will last awhile.

<b>I'd give When Patty Went Away by Jeannie Burt a 2.5 out of 5.</b>


(I received a free paperback of this book from LibraryThing for free in exchange for a fair and honest review).
  
Escape Plan (2013)
Escape Plan (2013)
2013 | Action, Mystery, Sci-Fi
80s action stars Arnold Schwarzenegger and Sylvester Stallone have teamed up to power a 21st century prison break in the new film “Escape Plan”. The film was originally to be called “The Tomb” but underwent a title change during production.

Stallone plays Ray Breslin, a former prosecutor who now runs a company that evaluates the security of maximum security installations throughout the country. As such Ray has himself incarcerated under an assumed identity and devices ways to escape from the institutions so they can better understand flaws in their security systems.

Ray is very good at what he does and has been able to escape from every facility that he has tested. While this does not make him popular with Warden’s he is in high demand and as such charges a premium for his services.

Following his most recent escape, Ray and his associated are approached by the government to test a new ultra security facility, one that houses the most dangerous and undesirable elements the world has to offer. Ray is told that the inmates in the facility are there to essential disappear as they would be game changers to security if they should ever find freedom.

Despite the concerns of his staff, and buoyed by the double his usual fee payment, Ray agrees to be taken to the facility under the guise of an explosives maker.

Ray is soon captured in New Orleans and has his tracking chip removed before he blacks out and awakens in a glass walled prison with no windows to locate his position.

During his orientation with a brutal guard named Drake (Vinnie Jones) who killed an inmate during his trip to the facility and sadistic warden named Hobbs (Jim Caviezel), Ray learns that he is in serious trouble as he attempts to trigger his removal from the facility by uttering his extraction code to the Warden. What should have resulted in an immediate removal from the prison is instead greeted by scoffs as Ray is informed that he is there as the people who put him there do not want him ever to see the light of day again.

Enter Emil Rottmayer (Arnold Schwarzenegger), a fellow inmate who takes an interest in Ray and eventually wins over his skepticism. Emil is in the facility as he was a top lieutenant for a crime figure and the Warden is convinced that if he leans on Emil hard enough, he will give up the location of his boss and former associates and thus usher in a huge payday for the Warden.

Despite the bleak, brutal, and seemingly hopeless life in the prison, Ray and Emil work with one another to devise a plan to escape from the facility and the dangerous Warden and his minions before it is too late.

What follows is a tense thriller with some good action in the final act as the two veterans deliver what they have been known for. The film is more a drama than an action film as aside from a few prison fights, there is not much action until the finale when the guns come out.

Faran Tahir does some very good supporting work to the film as a fellow inmate named Javed and it was refreshing to see a person of Middle Eastern origins play a criminal for something other than terrorism. He is a very interesting character who despite having a past and a dangerous side to him is a man of faith who never lets the bleakness of his situation undermine his faith.

Caviezel is very good as the cold and evil Warden who places profits over the lives of his inmates as he is truly a loathsome individual who is every bit the match for the stars.

Stallone and Schwarzenegger seem to be having a great time working with one another and there is some humor filled moments in the film especially during some of their disagreements where jokes are bantered back and forth which seem to also play upon their age and action images.

The audience went crazy during the finale when in trademark style; Schwarzenegger grabbed a massive gun in slow motion, and with a knowing smirk, mowed down waves of bad guys. He is very aware of what audiences expect from his characters and he wanted to ensure that he is still up to the task of piling up the body count.

Sam Neill is sadly underused in the film as the facilities doctor. He has a small part and my wife and I had to wonder why he took the part when an actor of his stature would likely not be interested in something that small.

While action fans may be disappointed with having to wait for the big guns to come out, the film is a very good drama than gets good performances from its stars and supporting cast and is a very enjoyable outing which shows that the two stars still have gas left in the tank.

http://sknr.net/2013/10/18/escape-plan/
  
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Ryan Hill (152 KP) rated Spider-Man 3 (2007) in Movies

Jul 1, 2019 (Updated Jul 3, 2019)  
Spider-Man 3 (2007)
Spider-Man 3 (2007)
2007 | Action, Mystery, Sci-Fi
Tobey maguire as Peter Parker/Spider-man James franco as Harry osborne Kirsten dunst as MJ Jk simmons as J.Jonah jameson The action sequences Harry's arc and redemption The final battle (0 more)
Too many villains (0 more)
"None of that matters now, you're my friend"
After the worldwide success of the first two "Spider-Man" films, director Sam Raimi and the cast decided to take a break. The first two had been shot almost back-to-back, with very little "down time" in between. So, in late 2005, about 18 months after the release of "Spider-Man 2", Raimi began fleshing out ideas for a third storyline. For this chapter, the director wanted to teach Peter Parker about forgiveness; to do so, he'd need a villain with personal ties. The problem was that, besides the Osborn family and Otto Octavius, no villains in the comics had such a huge connection. Raimi didn't want to contradict a well-established character, so he sought one out whose backstory had never been fully realized: the Sandman, whose literary incarnation was little more than a random thief. Connecting the character to the death of Ben Parker gave Peter a huge obstacle that needed facing. Wrapping up Harry Osborn's story was also necessary, since Marvel wasn't sure if James Franco would agree to more chapters in the franchise. The addition of Gwen Stacy (who in the comics, was Peter's first love) was done mainly for the fans, and to create a conflicted love triangle with Peter & Mary Jane. Satisfied with his concept, Raimi told his plans to Marvel Comics; the result was less than expected.


Therein lies my biggest problem with "Spider-Man 3". I liked the Venom character as a kid, but in all honesty having 4 villains in the same film (Harry, Marko, the black symbiote itself, and eventually Venom) was just too much at once. From the standpoint of a fan, I'd have preferred that Venom be saved for a future entry, so he could have taken center stage. By having him alongside both Marko and Harry Osborn, the story became rather confusing for many fans, and the film's box office suffered as a direct result. Overall, this film made less money across the board than its predecessor...all because of corporate greed.

That being said, I still enjoy the film on many levels, but knowing what caused the multi-arc story makes some moments bittersweet. The actors clearly enjoyed this ride, but something in general seemed a bit lacking. Looking back, I realize it was the Venom character. The fact of it essentially being forced into the narrative only made the tale confusing and hard to follow. It became one of those films many people have to watch more than once, just to understand it...and these days, audiences don't have a lot of patience for films with too many angles. Rightfully so, in my opinion.

Tobey Maguire, slipping into the spandex suit for a third try, really shows his acting range here, even more so than his diverse performance in "Spider-Man 2". From intense love to seething hatred (and everything in between), he really brings his game up to a whole new level. Kirsten Dunst shines again as Parker's star-crossed love, Mary Jane Watson. I liked her performance very much, and her singing in the film is beautiful. She's less helpless than in either prior entry, and far more confident. Bryce Dallas Howard (daughter of acclaimed director Ron) makes her first apearance in the franchise as the bubbling, exuberant, and gorgeous Gwen Stacy. I liked her character, but felt she didn't have much to do in the long run.

James Franco does an equally-remarkable turn, finally completing the journey that began at the end of the original film. He gives Harry a blend of jealousy, mystique, and severe determination. He also revisits the lighter tones of his role, for the scenes where Harry has amnesia. And in the finale, he shows that in his heart, Harry was truly a hero. Thomas Haden Church gave Marko both sentiment and menace, and turned what was originally a two-bit thug into a far more interesting character. Topher Grace played the "creepy" card as Venom, and gave Eddie Brock a know-it-all arrogance that makes you almost feel disgusted.


Aside from the criticisms surrounding Venom, I honestly didn't have a lot for this entry. Mary Jane is no longer in a water-drenched position (thank God!), so I was very relieved. I guess my main concern was that there were too many villians should of just stuck with Harry and Venom or Harry and sandman. And for anyone who asks why i haven't put the dancing scenes as a negative. I get a kick out of them what can i say?