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Purple Phoenix Games (2266 KP) rated Buru in Tabletop Games
Feb 22, 2021
I would consider myself somewhat of a world traveler. I haven’t quite visited as many places as I would like, and certain worldwide pandemics have prevented me from scheduling any international travel plans. My family and I enjoy cruises and visiting all sorts of different countries. Now, Buru has never been specifically on our list of places to visit, but should we ever get the chance to head to Indonesia, now after playing this game I think I will want to visit this little island.
Buru (http://burugame.com/)is a mid-weight economic worker placement game with a large dose of bidding thrown in for fun. In it players are visitors to the island sent to compete to become the governor of Buru by hiring indigenous peoples to assist with tasks, by providing fish for the peoples, pleasing the island’s elders, and by paying homages to the spirits of the land. The emissary who can utilize all their resources efficiently and impactfully will be deemed governor of Buru and winner of the game.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are just too many steps to detail here and the rulebook is fantastic. Once setup, the play area should look similar to the photo below.
The game of Buru lasts five rounds, and each round consists of five phases of the day: Dawn, Morning, Noon, Afternoon, and Dusk. At the end of the fifth round the game is over and players will tally points to arrive at the winner.
During the Dawn phase players will flip over the top two Decrees tokens from the middle of the main circular board. These Decrees will be placed in certain areas and are worth bonus points or other advantages for the round. Also during this phase the Forest cards will be reset from the previous round. Once complete play moves to the Morning phase.
In the Morning players will be sending out their numbered Explorer tokens (from 1-5) onto the various board areas in turn starting with the current Emissary (first player). Each player will place one of their Explorer tokens at a time until each player has only one Explorer token left. Players may place multiple Explorers in a location to increase their bid for majority, but these Explorer tokens are placed face-up (literally with the face showing and the number on the board not showing) so that their values are hidden. Once Explorers are placed, play moves to the Noon phase.
At Noon the people must fish for food and have lunch. The leftover Explorer token that was not used in the Morning is then revealed and its value is converted to fish. Fish are needed to recruit islanders and are converted into other resources. Fish are tracked on the individual player boards. After a hearty lunch play continues into the Afternoon.
The Afternoon is where much of the action in Buru takes place. During this phase the Explorer tokens that were placed in the Morning are revealed and players take actions in each area by order of majority in each area. First the highest-bidding player will claim their chosen action space, then the next highest bidder, and so on. The Forest is resolved first. Players reveal the Explorer tokens in the Forest and whichever player has majority in this area is able to place their tokens a claim space on the board and will receive a Forest card of their choice. Forest cards are typically resources immediately earned by the player. Resources include Clay, Palm Leaves, and Ebony. The player with majority also earns the favor of Gunung (green spirit) and takes its giant statueeple.
Next, the Shore is resolved in the same manner. The Shore is where players may use their supplies of fish to recruit islanders to their taskforces and carry out tasks. The majority leader in this area chooses a space to place their Explorer tokens and resolves the action. This could include purchasing islander cards and refreshing the offer of islander cards in whichever order the player chooses. The player with the majority also earns the favor of Banyu (blue spirit) and takes its giant statueeple.
The Village is the area where islanders are able to complete tasks. The majority leader in this area chooses a space and takes the actions. These actions include activating islanders for the actions printed on the bottom of their cards and possibly even earning more fish. The player with the majority also earns the favor of Manuk (orange spirit) and takes its giant statueeple.
Finally, The Sacred Lake is resolved in the same manner. Here players are able to pay tributes to the spirits in order to earn bonuses from them. The majority leader in this area chooses a space to place their Explorer tokens, earns an immediate Esteem (VP tracked along the outer edge of the board), and takes the action of the space claimed. These spaces offer opportunities to pay tribute to one or more of the spirits as well as earning an Elder card, which provides conditions for earning bonus points at the end of the game. When a spirit is tributed they offer bonus Esteem cards and other benefits to be used. Once this area is completely resolved and players have all taken their turns play moves onto Dusk.
In Dusk players will reset the board for the next round of play. Players retrieve all their Explorer tokens from the board and untask their islanders that have completed tasks this day. After the fifth round the game is over and players tally their scores from their position on the Esteem track, any spirit Tribute cards earned, and Elder card point conditions met. The player with the most points will be crowned the winner!
Components. Okay, I have to give a giant shout-out to the team at Crafty Games. This is one of the highest-quality prototypes I have ever played in terms of component quality. When I opened the game box all components were separated into baggies and card cases and LABELED with the number of components, the titles, and even a picture of the components to be placed within. I don’t even organize my games to this level and I feel I am a tad OCD about my game organization. Kudos here. But also the components are all fine quality and the finished product promises to be just spectacular if this is what is received as a prototype.
I love the art and art style throughout this game. It is difficult to have theme shine through in a very Euro-style game, but I did feel the theme here. The art is very suggestive of island life, and Crafty Games even hired Cultural Consultants to assure all avenues are culturally appropriate. What a great call. I wish all publishers would be so thorough.
The gameplay is also quite stunning. The game just flows so naturally and everything makes complete sense. Of course you need to collect natural resources before recruiting islanders before asking said islanders to complete tasks before you pay respects to their spirits. I like the flow, and after a couple rounds I no longer needed the rulebook as a crutch.
I have very much enjoyed my plays of Buru for many reasons. The game is absolutely gorgeous. The art sings and truly adds to the gameplay. The rules are not light, but not over my head, and I appreciate that. The choices given to each player are crunchy without being too burdensome, and players of many skill levels will be able to find joy contemplating when and where to send their Explorers in each area. The game builds up to a big ending where many points are scored from places unknown to opponents and bulleting ahead from last place to first from exploiting bonus cards is so satisfying.
It is easy to understand why I love this game and would certainly recommend it to all gamers. If you have been looking for something a little heavier in your collection but don’t want to go TOO heavy, please do yourself a favor and consider backing Buru. Crafty Games has been working on some truly great games here the past couple years and I am excited to see where Buru ends up after another undoubtedly successful Kickstarter campaign. I will always be up for a game of Buru, and I hope to play it often as the years continue.
Buru (http://burugame.com/)is a mid-weight economic worker placement game with a large dose of bidding thrown in for fun. In it players are visitors to the island sent to compete to become the governor of Buru by hiring indigenous peoples to assist with tasks, by providing fish for the peoples, pleasing the island’s elders, and by paying homages to the spirits of the land. The emissary who can utilize all their resources efficiently and impactfully will be deemed governor of Buru and winner of the game.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are just too many steps to detail here and the rulebook is fantastic. Once setup, the play area should look similar to the photo below.
The game of Buru lasts five rounds, and each round consists of five phases of the day: Dawn, Morning, Noon, Afternoon, and Dusk. At the end of the fifth round the game is over and players will tally points to arrive at the winner.
During the Dawn phase players will flip over the top two Decrees tokens from the middle of the main circular board. These Decrees will be placed in certain areas and are worth bonus points or other advantages for the round. Also during this phase the Forest cards will be reset from the previous round. Once complete play moves to the Morning phase.
In the Morning players will be sending out their numbered Explorer tokens (from 1-5) onto the various board areas in turn starting with the current Emissary (first player). Each player will place one of their Explorer tokens at a time until each player has only one Explorer token left. Players may place multiple Explorers in a location to increase their bid for majority, but these Explorer tokens are placed face-up (literally with the face showing and the number on the board not showing) so that their values are hidden. Once Explorers are placed, play moves to the Noon phase.
At Noon the people must fish for food and have lunch. The leftover Explorer token that was not used in the Morning is then revealed and its value is converted to fish. Fish are needed to recruit islanders and are converted into other resources. Fish are tracked on the individual player boards. After a hearty lunch play continues into the Afternoon.
The Afternoon is where much of the action in Buru takes place. During this phase the Explorer tokens that were placed in the Morning are revealed and players take actions in each area by order of majority in each area. First the highest-bidding player will claim their chosen action space, then the next highest bidder, and so on. The Forest is resolved first. Players reveal the Explorer tokens in the Forest and whichever player has majority in this area is able to place their tokens a claim space on the board and will receive a Forest card of their choice. Forest cards are typically resources immediately earned by the player. Resources include Clay, Palm Leaves, and Ebony. The player with majority also earns the favor of Gunung (green spirit) and takes its giant statueeple.
Next, the Shore is resolved in the same manner. The Shore is where players may use their supplies of fish to recruit islanders to their taskforces and carry out tasks. The majority leader in this area chooses a space to place their Explorer tokens and resolves the action. This could include purchasing islander cards and refreshing the offer of islander cards in whichever order the player chooses. The player with the majority also earns the favor of Banyu (blue spirit) and takes its giant statueeple.
The Village is the area where islanders are able to complete tasks. The majority leader in this area chooses a space and takes the actions. These actions include activating islanders for the actions printed on the bottom of their cards and possibly even earning more fish. The player with the majority also earns the favor of Manuk (orange spirit) and takes its giant statueeple.
Finally, The Sacred Lake is resolved in the same manner. Here players are able to pay tributes to the spirits in order to earn bonuses from them. The majority leader in this area chooses a space to place their Explorer tokens, earns an immediate Esteem (VP tracked along the outer edge of the board), and takes the action of the space claimed. These spaces offer opportunities to pay tribute to one or more of the spirits as well as earning an Elder card, which provides conditions for earning bonus points at the end of the game. When a spirit is tributed they offer bonus Esteem cards and other benefits to be used. Once this area is completely resolved and players have all taken their turns play moves onto Dusk.
In Dusk players will reset the board for the next round of play. Players retrieve all their Explorer tokens from the board and untask their islanders that have completed tasks this day. After the fifth round the game is over and players tally their scores from their position on the Esteem track, any spirit Tribute cards earned, and Elder card point conditions met. The player with the most points will be crowned the winner!
Components. Okay, I have to give a giant shout-out to the team at Crafty Games. This is one of the highest-quality prototypes I have ever played in terms of component quality. When I opened the game box all components were separated into baggies and card cases and LABELED with the number of components, the titles, and even a picture of the components to be placed within. I don’t even organize my games to this level and I feel I am a tad OCD about my game organization. Kudos here. But also the components are all fine quality and the finished product promises to be just spectacular if this is what is received as a prototype.
I love the art and art style throughout this game. It is difficult to have theme shine through in a very Euro-style game, but I did feel the theme here. The art is very suggestive of island life, and Crafty Games even hired Cultural Consultants to assure all avenues are culturally appropriate. What a great call. I wish all publishers would be so thorough.
The gameplay is also quite stunning. The game just flows so naturally and everything makes complete sense. Of course you need to collect natural resources before recruiting islanders before asking said islanders to complete tasks before you pay respects to their spirits. I like the flow, and after a couple rounds I no longer needed the rulebook as a crutch.
I have very much enjoyed my plays of Buru for many reasons. The game is absolutely gorgeous. The art sings and truly adds to the gameplay. The rules are not light, but not over my head, and I appreciate that. The choices given to each player are crunchy without being too burdensome, and players of many skill levels will be able to find joy contemplating when and where to send their Explorers in each area. The game builds up to a big ending where many points are scored from places unknown to opponents and bulleting ahead from last place to first from exploiting bonus cards is so satisfying.
It is easy to understand why I love this game and would certainly recommend it to all gamers. If you have been looking for something a little heavier in your collection but don’t want to go TOO heavy, please do yourself a favor and consider backing Buru. Crafty Games has been working on some truly great games here the past couple years and I am excited to see where Buru ends up after another undoubtedly successful Kickstarter campaign. I will always be up for a game of Buru, and I hope to play it often as the years continue.
Purple Phoenix Games (2266 KP) rated Wicked & Wise in Tabletop Games
Jul 20, 2021
Who here has only thought of dragons as fearsome fire-breathing beasts of flight in fantastical worlds of magic and whimsy? I probably would be among you, if not for the cutey little Leafy Sea Dragons in our own world. That aside, not many would guess that dragons are actually smooth businesscreatures who employ simple, yet very professional, hordes of mice as their personal accountants. I guess you just don’t know what you don’t know. So thank you to designer Fertessa Allyse for cluing us all in on the inner workings of draconic wealth management.
Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.
The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.
Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.
This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.
Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.
The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.
Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.
This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.
Jamie (131 KP) rated What To Do With A Duke in Books
Jul 22, 2017
Mild humor (1 more)
Some good discussion about marriage and women
Unstable plot (2 more)
Frustrating characters
Vulgar male lead
A misguided curse
When it comes to historical romance, I look for one of two things: one, a compelling love story with some scenes that make me blush and fan myself; or two, a light and fluffy clean romance, sometimes with a touch of humor. What I demand from all historical romances is for both the romance and the setting to be believable. I’ve started to wonder if my standards are too high. When I went into this book, with the cute cover and hints at a curse, I figured this one might fall on the fluffy side of the spectrum (the cat on the cover may have influenced this assumption). I was sadly mistaken.
The characters seem so non-committal, not just with each other, but with upholding any of the values they claim to have. Catherine was constantly complaining about how she needed peace and solitude to write, but in the first half of the novel whenever she had it she didn’t do it. She blames family for her difficulties with not being able to be the next great novelist, but the problem was really with the fact that she was not all that committed to doing it. Just like she apparently was not all that committed to being a spinster, despite preaching about it constantly. I found Catherine’s character to be frustrating at every turn and had a hard time rooting for her.
Unfortunately, the other half of this love story was hardly any better. Marcus is dreamy for all of a few minutes, until he started talking about his manhood… Which he proceeded to do all the time. Every time the narration would switch to him, inevitably a thought would end with some note about what his cock wants. I suppose Marcus’ raw desire was supposed to be tantalizing, but I honestly just found it vulgar. It didn’t help that everything about Marcus and Catherine’s romance was a lust at first sight sort of scenario. I didn’t feel any real chemistry between them, even by the end when they are apparently in love with each other I still wasn’t feeling it. Literally everything always boiled back down to sex. The rest of the story and dialogue was not even all that funny, clever, or witty, it was just two stubborn people wanting to get in each other’s pants the entire book while being really over dramatic about, well, everything.
Then there is the curse plot line, which I could suspend my belief and go with it for a while, but even that felt like it was poorly thought out. Marcus has to control his desires and avoid marriage because he’s fearful of accidentally impregnating a woman, thus ending his life. Though somehow, he has no problem with brothel women and the risk of impregnating any of them? Because bastard children can’t be heirs? Sure, at that time period they certainly had a harder go of it, but it wasn’t unheard of. And even if that was the case, didn’t the curse start with an illegitimate child born to a woman jilted by her lover? The number of plot holes was staggering and it wouldn’t have been such a big deal if it wasn’t the central focus of the story.
I also didn’t buy the mildly magical ending with the cat. No I don’t hate the cat, on the contrary the cat was perhaps the best character in the entire book. It just seemed too convenient, too hastily put together. I was also bothered by the fact that, in order to I guess create some tension, Marcus had absolutely no interest in finding out the truth about the curse. That alone basically undid all of the effort, all of the worry, all of the focus this character had on this family curse that has weighed so heavily on him for his entire life. It made absolutely no sense for his character. I don’t even want to go into how his character contradicts himself again once the mystery is solved. I hated Marcus.
I almost put this book down after the first couple of chapters, but things picked up around the half way mark. After one scene that actually made me chuckle with the eye brow waggling old ladies, I had hope that maybe the story would redeem itself with the added bit of comedy. I was disappointed that things started to go downhill again once the book attempted to flesh out the curse and develop the romance between Catherine and Marcus. Which, while I’m on that subject – I absolutely hated how that turned out. Catherine spends the entire novel preaching about never wanting to get trapped in a marriage and to never have children, then finds herself trapped. It wasn’t romantic, it was just frustrating.
On a slightly random note, I also noticed at one point an expletive is used that I was fairly certain did not exist in the context that it was used during that time period. After looking it up my assumption was correct – while the word had existed in the more vulgar sense that it is commonly used, as a curse or slang word it didn’t come about until the 1920’s. I know it’s being overly nit picky, but things like that really ruin the immersion in the time period for me.
The characters seem so non-committal, not just with each other, but with upholding any of the values they claim to have. Catherine was constantly complaining about how she needed peace and solitude to write, but in the first half of the novel whenever she had it she didn’t do it. She blames family for her difficulties with not being able to be the next great novelist, but the problem was really with the fact that she was not all that committed to doing it. Just like she apparently was not all that committed to being a spinster, despite preaching about it constantly. I found Catherine’s character to be frustrating at every turn and had a hard time rooting for her.
Unfortunately, the other half of this love story was hardly any better. Marcus is dreamy for all of a few minutes, until he started talking about his manhood… Which he proceeded to do all the time. Every time the narration would switch to him, inevitably a thought would end with some note about what his cock wants. I suppose Marcus’ raw desire was supposed to be tantalizing, but I honestly just found it vulgar. It didn’t help that everything about Marcus and Catherine’s romance was a lust at first sight sort of scenario. I didn’t feel any real chemistry between them, even by the end when they are apparently in love with each other I still wasn’t feeling it. Literally everything always boiled back down to sex. The rest of the story and dialogue was not even all that funny, clever, or witty, it was just two stubborn people wanting to get in each other’s pants the entire book while being really over dramatic about, well, everything.
Then there is the curse plot line, which I could suspend my belief and go with it for a while, but even that felt like it was poorly thought out. Marcus has to control his desires and avoid marriage because he’s fearful of accidentally impregnating a woman, thus ending his life. Though somehow, he has no problem with brothel women and the risk of impregnating any of them? Because bastard children can’t be heirs? Sure, at that time period they certainly had a harder go of it, but it wasn’t unheard of. And even if that was the case, didn’t the curse start with an illegitimate child born to a woman jilted by her lover? The number of plot holes was staggering and it wouldn’t have been such a big deal if it wasn’t the central focus of the story.
I also didn’t buy the mildly magical ending with the cat. No I don’t hate the cat, on the contrary the cat was perhaps the best character in the entire book. It just seemed too convenient, too hastily put together. I was also bothered by the fact that, in order to I guess create some tension, Marcus had absolutely no interest in finding out the truth about the curse. That alone basically undid all of the effort, all of the worry, all of the focus this character had on this family curse that has weighed so heavily on him for his entire life. It made absolutely no sense for his character. I don’t even want to go into how his character contradicts himself again once the mystery is solved. I hated Marcus.
I almost put this book down after the first couple of chapters, but things picked up around the half way mark. After one scene that actually made me chuckle with the eye brow waggling old ladies, I had hope that maybe the story would redeem itself with the added bit of comedy. I was disappointed that things started to go downhill again once the book attempted to flesh out the curse and develop the romance between Catherine and Marcus. Which, while I’m on that subject – I absolutely hated how that turned out. Catherine spends the entire novel preaching about never wanting to get trapped in a marriage and to never have children, then finds herself trapped. It wasn’t romantic, it was just frustrating.
On a slightly random note, I also noticed at one point an expletive is used that I was fairly certain did not exist in the context that it was used during that time period. After looking it up my assumption was correct – while the word had existed in the more vulgar sense that it is commonly used, as a curse or slang word it didn’t come about until the 1920’s. I know it’s being overly nit picky, but things like that really ruin the immersion in the time period for me.
Heather Cranmer (2721 KP) rated In The Shadow of Blackbirds in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I'm a sucker for ghost stories, so when I heard about this book through numerous blogs, I knew it was a book that I would have to read. Luckily, I wasn't disappointed.
Mary Shelley Black is a 16 year old girl who is sent to live in California with her aunt after her father gets arrested for helping men avoid the draft in 1918. She meets up with her childhood friend, and they fall in love with each other. Unfortunately, when they realize they're in love with each other, it's too late. He is being shipped off to war the next day. When she receives word that Stephen, her childhood friend and sweetheart, has died in battle, Mary Shelley is devasted. She's never believed in ghosts before, but when Stephen's ghost comes to here asking for help, she'll do whatever it takes to help him.
I found the title of this book to be very interesting. In fact, before I read the book, I was quite confused about how that title would fit in with a ghost story. After reading the book, I understood what it was all about.
The cover is rather interesting as well. I like the way there's pretty Mary Shelley Black sitting on a chair with what looks like a spirit beside her. The cover is what caught my attention in the first place. When I saw it, I knew I had to read it.
The world building in this book is quite good and believable. It's very obvious that Miss Winters has done her homework about life back in 1918. I'm not a history buff, but from what I was reading, everything seemed to be historically accurate. I even had to look up stuff myself that I never knew about such as people using onions to ward off the flu!! Personally, I think I would've been a bit more scared when it came to Stephen's ghostly visits to Mary Shelley though, but this may just be a me thing.
The pacing did start off a bit slow, and I was feeling disappointed as I had heard great things about this book. However, once I got about 100 pages in, the pacing picked right up, and I was hooked. I only put this book down because real life interfered with my reading. I could definitely tell why people were loving In the Shadow of Blackbirds!
The plot was fantastic and very interesting. I had never read a book dealing with the whole spiritualist movement of the early 20th century. I loved how the plot incorporated everything about that period of time such as the war and the flu. The spiritualism in the book portrayed how gullible and desperate people were back then with all their loved ones dying. I loved the fiction aspect of a girl whose first love dies despite all these other things going on. I loved how he returned as a ghost and the major twist in the story.
The characters were definitely thought out and well written. I loved how Mary Shelley was so passionate when it came to what she loved. I loved her vulnerability at times but how strong she was. I just loved how great of a character Mary Shelley was. I did find Stephen to be a bit annoying as a ghost though. I just thought he was too whiney, and at times, I wanted to exorcise him! I know it sounds mean, but boy, he was just so annoying! I understand that he was suffering but still. I just felt that he put a lot of pressure on Mary Shelley to save him considering how much he loved her! Julius made a great meanie! I hated him, and there were so many times I wish I could've yelled at him! He wasn't a poorly written character; he was quite the opposite actually! I did love Mary Shelley's Aunt Eva too. She came across a lot older than her 26 years, but I think I would've as well if I'd been through what she had. I loved the way she was willing to take Mary Shelley in, and I loved how she always made a fuss over her. Eva definitely had a big heart.
I found the dialogue to be most fascinating! I enjoyed reading about each character as well as reading about history. If only learning about history were this fun in school. I think I would've paid more attention! I loved reading about how Mary Shelley felt about everything. I loved the way people spoke back then as well. As for language, there are a few swear words, but nothing too major.
Overall, In the Shadow of Blackbirds by Cat Winters was a super interesting read!! The world building, plot and characters were all written fantastically, and I never even knew I was getting a history lesson in the process.
I'd recommend this book to those aged 15+ who are after an interesting read. I think mostly everyone would enjoy it.
In the Shadow of Blackbirds gets a 4.25 out of 5 from me.
I'm a sucker for ghost stories, so when I heard about this book through numerous blogs, I knew it was a book that I would have to read. Luckily, I wasn't disappointed.
Mary Shelley Black is a 16 year old girl who is sent to live in California with her aunt after her father gets arrested for helping men avoid the draft in 1918. She meets up with her childhood friend, and they fall in love with each other. Unfortunately, when they realize they're in love with each other, it's too late. He is being shipped off to war the next day. When she receives word that Stephen, her childhood friend and sweetheart, has died in battle, Mary Shelley is devasted. She's never believed in ghosts before, but when Stephen's ghost comes to here asking for help, she'll do whatever it takes to help him.
I found the title of this book to be very interesting. In fact, before I read the book, I was quite confused about how that title would fit in with a ghost story. After reading the book, I understood what it was all about.
The cover is rather interesting as well. I like the way there's pretty Mary Shelley Black sitting on a chair with what looks like a spirit beside her. The cover is what caught my attention in the first place. When I saw it, I knew I had to read it.
The world building in this book is quite good and believable. It's very obvious that Miss Winters has done her homework about life back in 1918. I'm not a history buff, but from what I was reading, everything seemed to be historically accurate. I even had to look up stuff myself that I never knew about such as people using onions to ward off the flu!! Personally, I think I would've been a bit more scared when it came to Stephen's ghostly visits to Mary Shelley though, but this may just be a me thing.
The pacing did start off a bit slow, and I was feeling disappointed as I had heard great things about this book. However, once I got about 100 pages in, the pacing picked right up, and I was hooked. I only put this book down because real life interfered with my reading. I could definitely tell why people were loving In the Shadow of Blackbirds!
The plot was fantastic and very interesting. I had never read a book dealing with the whole spiritualist movement of the early 20th century. I loved how the plot incorporated everything about that period of time such as the war and the flu. The spiritualism in the book portrayed how gullible and desperate people were back then with all their loved ones dying. I loved the fiction aspect of a girl whose first love dies despite all these other things going on. I loved how he returned as a ghost and the major twist in the story.
The characters were definitely thought out and well written. I loved how Mary Shelley was so passionate when it came to what she loved. I loved her vulnerability at times but how strong she was. I just loved how great of a character Mary Shelley was. I did find Stephen to be a bit annoying as a ghost though. I just thought he was too whiney, and at times, I wanted to exorcise him! I know it sounds mean, but boy, he was just so annoying! I understand that he was suffering but still. I just felt that he put a lot of pressure on Mary Shelley to save him considering how much he loved her! Julius made a great meanie! I hated him, and there were so many times I wish I could've yelled at him! He wasn't a poorly written character; he was quite the opposite actually! I did love Mary Shelley's Aunt Eva too. She came across a lot older than her 26 years, but I think I would've as well if I'd been through what she had. I loved the way she was willing to take Mary Shelley in, and I loved how she always made a fuss over her. Eva definitely had a big heart.
I found the dialogue to be most fascinating! I enjoyed reading about each character as well as reading about history. If only learning about history were this fun in school. I think I would've paid more attention! I loved reading about how Mary Shelley felt about everything. I loved the way people spoke back then as well. As for language, there are a few swear words, but nothing too major.
Overall, In the Shadow of Blackbirds by Cat Winters was a super interesting read!! The world building, plot and characters were all written fantastically, and I never even knew I was getting a history lesson in the process.
I'd recommend this book to those aged 15+ who are after an interesting read. I think mostly everyone would enjoy it.
In the Shadow of Blackbirds gets a 4.25 out of 5 from me.
Chris Sawin (602 KP) rated The Box (2009) in Movies
Jun 22, 2019
Norma (Cameron Diaz) and Arthur Lewis (James Marsden) don't seem to be any different than any other hardworking family in the late 1970s on the surface, but things aren't always what they seem. After a freak accident at the doctor's office when she was 18, Norma suffers from a disfigurement on her foot and has a noticeable limp. A student humiliates her in front of her class while she's teaching and Norma is under the impression that would be the worst part of her day until she's informed that the discount faculty had been getting on tuition would be cut next semester. Meanwhile, Arthur works for NASA and had been counting on being recruited as an astronaut since he aced every test, but is rejected for failing the psychological exam. Already living paycheck to paycheck, Norma and Lewis wonder how they'll support their son Walter and themselves until an opportunity presents itself in the form of a box. Arlington Steward (Frank Langella), a man who's missing half of his face, shows up at the Lewis' home and makes them an offer that could solve all of their financial situations at the expense of somebody else with the simple push of a button. But the consequences that unfold for Norma and Arthur ar far greater than what they bargained for.
Richard Kelly is capable of making pretty fantastic films. Donnie Darko is still his crowning achievement. People seem to either love the film or think it's highly overrated, but with repeat viewings over the years it's become a favorite and has a cult like status. Southland Tales showed promise, but just felt like the second half of an already established franchise. That turned out to be true when the three graphic novels were published and were recommended to be read before seeing the film. I admire the fact that they took a different approach to the filmwatching experience, but since I didn't hear about the reading material until after I saw the film it seemed like a lost cause. Possibly too much to be bothered with. So Kelly offers his take on a Twilight Zone episode with The Box and the result leaves the viewer with mixed reactions.
The film seems to drag a bit in the first half hour as it introduces us to the Lewis family. The Box is dropped off on their doorstep, but then we're offered a glimpse into the daily lives of Norma and Arthur Lewis; mostly what their careers and daily struggles are like. Once Mr. Steward shows up and explains what The Box does is when the film begins to gain momentum. From that point until around the time Arthur gets knee deep into his investigation is when The Box is at its peak. There's at least one twist in there that's actually pretty satisfying, but it's unfortunate that the film can't keep that up for its entire duration. From then on, it just seems like the film adds more and more weird plot twists and ridiculous explanations. You'll want the film to have ended 20 minutes prior by the time Mr. Steward makes his second offer to the Lewis family.
The dialogue seemed to fluctuate between sounding natural and sounding forced throughout the film. The film takes place in 1976 and it's established rather well, for the most part. At times, it felt like some of the dialect from today slipped through the cracks and made it into a film that took place over 30 years ago. The acting wasn't entirely satisfying either. Was Cameron Diaz's accent noticeable in the trailer for the film? It didn't really click until around the five minute mark of the actual film and seemed to kind of come and go depending on how much dialogue Diaz actually had in a particular scene. Frank Langella was the most enjoyable, but if he wasn't missing half of his face or being so mysterious then his character would probably be kind of dull since he doesn't actually show any range of emotion in the film. The CG also seemed to look a bit low budget during the three gateways scene, which is odd since the pool scene was pulled off incredibly well. With all of these superbly CG animated films coming out as of late like Disney Pixar's Up, Disney's A Christmas Carol, and even next year's Toy Story 3, if CG of a lower quality is contained in a film after that it becomes extremely evident in comparison.
Richard Kelly's The Box puts a modern day spin on a classic story and while it isn't entirely satisfying, it does have its high points. As the puzzle the film is wrapped in unravels, its first few reveals are interesting, but it was like they tried to cram in as many twists and turns as possible as the film went on. While Kelly has at least one great film under his belt, it seems like he still hasn't found a specific stride to being a great director. That doesn't mean he's not capable of doing so and he certainly has his trademarks that seem to bleed through in his films (usually something relating to another gateway or dimension), but that he hasn't been able to channel a similar formula to what made Donnie Darko his standout film. That, in itself, is disappointing.
Richard Kelly is capable of making pretty fantastic films. Donnie Darko is still his crowning achievement. People seem to either love the film or think it's highly overrated, but with repeat viewings over the years it's become a favorite and has a cult like status. Southland Tales showed promise, but just felt like the second half of an already established franchise. That turned out to be true when the three graphic novels were published and were recommended to be read before seeing the film. I admire the fact that they took a different approach to the filmwatching experience, but since I didn't hear about the reading material until after I saw the film it seemed like a lost cause. Possibly too much to be bothered with. So Kelly offers his take on a Twilight Zone episode with The Box and the result leaves the viewer with mixed reactions.
The film seems to drag a bit in the first half hour as it introduces us to the Lewis family. The Box is dropped off on their doorstep, but then we're offered a glimpse into the daily lives of Norma and Arthur Lewis; mostly what their careers and daily struggles are like. Once Mr. Steward shows up and explains what The Box does is when the film begins to gain momentum. From that point until around the time Arthur gets knee deep into his investigation is when The Box is at its peak. There's at least one twist in there that's actually pretty satisfying, but it's unfortunate that the film can't keep that up for its entire duration. From then on, it just seems like the film adds more and more weird plot twists and ridiculous explanations. You'll want the film to have ended 20 minutes prior by the time Mr. Steward makes his second offer to the Lewis family.
The dialogue seemed to fluctuate between sounding natural and sounding forced throughout the film. The film takes place in 1976 and it's established rather well, for the most part. At times, it felt like some of the dialect from today slipped through the cracks and made it into a film that took place over 30 years ago. The acting wasn't entirely satisfying either. Was Cameron Diaz's accent noticeable in the trailer for the film? It didn't really click until around the five minute mark of the actual film and seemed to kind of come and go depending on how much dialogue Diaz actually had in a particular scene. Frank Langella was the most enjoyable, but if he wasn't missing half of his face or being so mysterious then his character would probably be kind of dull since he doesn't actually show any range of emotion in the film. The CG also seemed to look a bit low budget during the three gateways scene, which is odd since the pool scene was pulled off incredibly well. With all of these superbly CG animated films coming out as of late like Disney Pixar's Up, Disney's A Christmas Carol, and even next year's Toy Story 3, if CG of a lower quality is contained in a film after that it becomes extremely evident in comparison.
Richard Kelly's The Box puts a modern day spin on a classic story and while it isn't entirely satisfying, it does have its high points. As the puzzle the film is wrapped in unravels, its first few reveals are interesting, but it was like they tried to cram in as many twists and turns as possible as the film went on. While Kelly has at least one great film under his belt, it seems like he still hasn't found a specific stride to being a great director. That doesn't mean he's not capable of doing so and he certainly has his trademarks that seem to bleed through in his films (usually something relating to another gateway or dimension), but that he hasn't been able to channel a similar formula to what made Donnie Darko his standout film. That, in itself, is disappointing.
Chris Sawin (602 KP) rated Fast & Furious Presents: Hobbs & Shaw (2019) in Movies
Aug 6, 2019
Before you read this review of Fast & Furious Presents: Hobbs & Shaw, I just want you to know that I can’t stand this franchise. I gave up keeping up with them after Furious 7 and felt like the Fast & Furious franchise peaked/was tolerable around Fast Five and never really went anywhere worthwhile before or since. I have not seen all the films and really only seemed to watch every other entry, but whether you’re in a heist or a drag race that lethal dose of masculinity being projectile vomited all over you by an entire cast (women included) for two hours straight is dull and tiresome. In fact, just call this franchise “Dull & Tiresome” from here on out and I doubt anyone would notice. It’s even got “tire” in there for car…stuff.
Ignoring the fact that screenwriters Chris Morgan (writer of every Fast and Furious entry since Tokyo Drift) and Drew Pearce (writer and director of the flop known as Hotel Artemis) were involved, I actually like David Leitch’s work (co-director of John Wick, director of Deadpool 2 and Atomic Blonde) even if he is probably going to screw up that Enter the Dragon remake. The trailers also made Hobbs & Shaw look like the stupid kind of action film I might enjoy; a bunch of fight scenes and chase sequences that give the middle finger to physics. But when a big moment in the film is a group of the good guys willingly bringing a bunch of sharp sticks to a battle where the villains are loaded to the teeth with highly advanced firearms, then you know you’ve jumped headfirst into the deep end of ridiculous without a special needs helmet.
The film is quick to point out that even though Luke Hobbs (Dwayne Johnson) is in Los Angeles and Deckard Shaw (Jason Statham) is in London, they’re essentially similar characters. Hobbs is a big dude who likes to Hulk smash everything while Shaw likes to think he has more class and finesse to his ass beatings and exaggerated torture devices. Despite their different cultures and supposedly unique way of approaching their work, they do nothing but talk trash, jack things up, simultaneously kick unsuspecting guys in the balls, and track stuff that needs tracking because that’s what trackers do. They reluctantly join forces and are in constant competition with one another to find some CT17 virus, which is currently inside Shaw’s MI6 operative sister Hattie Shaw (Vanessa Kirby) and is being hunted by formerly dead, cyber genetically altered, and current superhuman criminal mastermind Brixton Lore (Idris Elba). Don’t get too attached to the whole virus thing since even the film can’t keep up with what the hell it’s supposed to be.
The highlight of Hobbs & Shaw is the amount of cameos it’s able to squeeze into its excruciating two-hour-and-fifteen-minute runtime. The film utilizes about a third of the cast of a certain sequel to a certain film starring a certain Regenerating Degenerate and that cast is responsible for the humor that works best in whatever this spinoff is supposed to accomplish. Idris Elba is unbelievably cool as Brixton Lore. He’s this cocky and unstoppable bad ass who has a history with Shaw and his car chase on his self-driving motorcycle where he slides under a bus in slow motion is too sick for words. Vanessa Kirby has this on-screen presence that outshines the consistent bickering between Hobbs and Shaw. She’s the one capable female character in the film (Helen Mirren sitting behind glass doesn’t count) who seems to be the only one thinking logically, but it took her doing the dumbest thing imaginable at the beginning of the film to get that way.
This action film smorgasbord rides on the chemistry between Dwayne Johnson and Jason Statham, but that gets old as soon as they start sort-of working together. Their incessant ribbing of each other, desire to always outdo one another, and nonstop unfiltered machismo being this palpable elephant in the room leads to nothing but verbal dick size comparisons and leaves you thinking that maybe they’ll make out or grope each other by the end of the film. Spoiler alert: maybe they’re saving that for the sequel.
There isn’t enough of a differentiation between action sequences in Hobbs & Shaw to make it feel worthwhile. There’s chemistry between the cast that is undeniable and some of its outrageousness is entertaining, but it all begins to feel similar and falls apart far sooner than it should. For those who care, there is a mid-credits and after-credits scene but neither is surprising. The cheesy motivational speeches, forced heartfelt stories, and, “all technology in the world doesn’t beat heart,” mumbo jumbo doesn’t help matters. The supposed story for this film is basically a dunce cap disguised as a pocket protector. There are intelligent elements used in ludicrous ways and maybe that’s what could describe the Fast & Furious franchise as a whole. You can bury a diamond in a dog turd and say it’s extravagant and that it’s valuable, but it’s still a dog turd that smells awful and lingers long after it’s been flushed away.
Ignoring the fact that screenwriters Chris Morgan (writer of every Fast and Furious entry since Tokyo Drift) and Drew Pearce (writer and director of the flop known as Hotel Artemis) were involved, I actually like David Leitch’s work (co-director of John Wick, director of Deadpool 2 and Atomic Blonde) even if he is probably going to screw up that Enter the Dragon remake. The trailers also made Hobbs & Shaw look like the stupid kind of action film I might enjoy; a bunch of fight scenes and chase sequences that give the middle finger to physics. But when a big moment in the film is a group of the good guys willingly bringing a bunch of sharp sticks to a battle where the villains are loaded to the teeth with highly advanced firearms, then you know you’ve jumped headfirst into the deep end of ridiculous without a special needs helmet.
The film is quick to point out that even though Luke Hobbs (Dwayne Johnson) is in Los Angeles and Deckard Shaw (Jason Statham) is in London, they’re essentially similar characters. Hobbs is a big dude who likes to Hulk smash everything while Shaw likes to think he has more class and finesse to his ass beatings and exaggerated torture devices. Despite their different cultures and supposedly unique way of approaching their work, they do nothing but talk trash, jack things up, simultaneously kick unsuspecting guys in the balls, and track stuff that needs tracking because that’s what trackers do. They reluctantly join forces and are in constant competition with one another to find some CT17 virus, which is currently inside Shaw’s MI6 operative sister Hattie Shaw (Vanessa Kirby) and is being hunted by formerly dead, cyber genetically altered, and current superhuman criminal mastermind Brixton Lore (Idris Elba). Don’t get too attached to the whole virus thing since even the film can’t keep up with what the hell it’s supposed to be.
The highlight of Hobbs & Shaw is the amount of cameos it’s able to squeeze into its excruciating two-hour-and-fifteen-minute runtime. The film utilizes about a third of the cast of a certain sequel to a certain film starring a certain Regenerating Degenerate and that cast is responsible for the humor that works best in whatever this spinoff is supposed to accomplish. Idris Elba is unbelievably cool as Brixton Lore. He’s this cocky and unstoppable bad ass who has a history with Shaw and his car chase on his self-driving motorcycle where he slides under a bus in slow motion is too sick for words. Vanessa Kirby has this on-screen presence that outshines the consistent bickering between Hobbs and Shaw. She’s the one capable female character in the film (Helen Mirren sitting behind glass doesn’t count) who seems to be the only one thinking logically, but it took her doing the dumbest thing imaginable at the beginning of the film to get that way.
This action film smorgasbord rides on the chemistry between Dwayne Johnson and Jason Statham, but that gets old as soon as they start sort-of working together. Their incessant ribbing of each other, desire to always outdo one another, and nonstop unfiltered machismo being this palpable elephant in the room leads to nothing but verbal dick size comparisons and leaves you thinking that maybe they’ll make out or grope each other by the end of the film. Spoiler alert: maybe they’re saving that for the sequel.
There isn’t enough of a differentiation between action sequences in Hobbs & Shaw to make it feel worthwhile. There’s chemistry between the cast that is undeniable and some of its outrageousness is entertaining, but it all begins to feel similar and falls apart far sooner than it should. For those who care, there is a mid-credits and after-credits scene but neither is surprising. The cheesy motivational speeches, forced heartfelt stories, and, “all technology in the world doesn’t beat heart,” mumbo jumbo doesn’t help matters. The supposed story for this film is basically a dunce cap disguised as a pocket protector. There are intelligent elements used in ludicrous ways and maybe that’s what could describe the Fast & Furious franchise as a whole. You can bury a diamond in a dog turd and say it’s extravagant and that it’s valuable, but it’s still a dog turd that smells awful and lingers long after it’s been flushed away.
Hadley (567 KP) rated Voices in the Snow in Books
Feb 16, 2021
Horror (2 more)
Well-written detail
Atmosphere
Awkward characters (1 more)
Some inconsistencies
Winter is beginning to really show up for 2021 by blanketing the States in snow, which made this novel seem fitting to read this month, along with the isolated climate of quarantine which the two main characters go through in Darcy Coates' Voices in the Snow. This story is the first book in a four book series that is full of horror and mystery, and I couldn't seem to put it down - - - after the first 100 pages, the story steers off in a direction I didn't see coming.
Voices in the Snow is set in today's world, but at the beginning of a dystopian future in the UK, which mostly takes place at a large, desolate manor that sits just outside a forest called Banksy Forest. From the second chapter until the end, readers make their home here with the two main characters Clare and Dorran, but very shortly into the story, we realize that they aren't the only 'people' in the house.
The main question of the novel is whether or not Dorran can be trusted - - - Clare wakes up in his family's manor after a car accident, and she can't exactly remember how the accident happened, but she also can't remember why she was driving out in a blizzard in the first place, but she does recall that she was on the phone with her sister, Beth, and we learn that her sister worries about Clare like she's her mother. Clare becomes focused on trying to somehow contact Beth to let her know she's still alive.
We find out later that Dorran comes from a prestigious family that makes their money from being in the wood distribution business. His family, the Morthornes, aren't a typical family. Not only does Dorran's relatives live at the manor during the warmer months, but so do the servants, all 60 of them. Dorran makes it obvious that he doesn't enjoy this type of lifestyle:
" ' All right. I guess not. Especially in this house. How large is it [the house] ?'
'Inconveniently large.' He shrugged. 'It does not only house our family, but the servants as well.'
Clare's eyebrows rose. 'Servants?'
'Staff,' he corrected quickly. Clare thought she saw a flicker of embarrassment, but it was hidden almost immediately. 'My apologies. That is another part of tradition that is well outdated. My mother wishes for the staff to be referred to as servants.' "
Soon the two are discussing whether or not they could survive for months at the manor due to the blizzard not seeming to let up, with this discussion, readers find out there is an inside garden located in the depths of the manor, unfortunately, food wasn't planted since the family and servants leave the home for the winter, but there are plenty of seeds to start cultivating. One day while Clare is trying to get the seeds planted, she decides to go get Dorran, who left to go check on the many furnaces that heat the manor, but Clare easily gets lost in the house she has barely walked around in, and ends up in a wine cellar: here, Clare hears scraping noises that lead her to a creature huddled in the dark.
" The figure turned toward her. Eyes glinted - - - horrible, inhuman eyes peering out from behind long, greasy hair. Then the figure darted away, escaping from her circle of light, disappearing into a narrow doorway in the stone wall.
A sharp, broken scream cut through the cold air. Clare didn't realize it had come from her until she felt the ache in her throat. She stumbled backward, and her shoulders hit one of the shelves. Muffled clinking noises surrounded her as the bottles rocked.
She couldn't stop shaking. The thudding footsteps echoed around her, beating fast, like her own heart. The scraping noise joined it, louder this time. It surrounded her and overwhelmed her. "
Although Clare tells Dorran what she saw, he doesn't believe her. He believes that the stress from the car accident has caused her to hallucinate. Clare slowly begins to tell herself that he's probably right, but then the human-like creatures begin to show up more and more, always disappearing right before Dorran can see them. Shortly after an incident with another one of the creatures, Clare runs into Banksy Forest, set on getting the radio she remembered having in her car, to contact her sister Beth.
There are so many twists and turns in this story that it makes it wonderfully unpredictable. If I said anymore about it, it would give away too many of the surprises waiting inside. Voices in the Snow may not have been the best title for this book, but it is a really well-written horror story. The only annoyance I had with the novel is the awkwardness between the two main characters, which didn't seem natural. Most of what happens between Clare and Dorran are seen a mile away before it happens. During some scenes, I found myself rolling my eyes at the dialogue between Clare and Dorran, but the horror in the story makes up for the predictability of the characters.
I highly recommend this book to horror lovers; the scenes of scares and creatures were well-detailed. I was not disappointed at all. There were only a few inconsistencies throughout, but I think they would be easily over looked for the story is really enjoyable. I look forward to reading the rest of the series.
Voices in the Snow is set in today's world, but at the beginning of a dystopian future in the UK, which mostly takes place at a large, desolate manor that sits just outside a forest called Banksy Forest. From the second chapter until the end, readers make their home here with the two main characters Clare and Dorran, but very shortly into the story, we realize that they aren't the only 'people' in the house.
The main question of the novel is whether or not Dorran can be trusted - - - Clare wakes up in his family's manor after a car accident, and she can't exactly remember how the accident happened, but she also can't remember why she was driving out in a blizzard in the first place, but she does recall that she was on the phone with her sister, Beth, and we learn that her sister worries about Clare like she's her mother. Clare becomes focused on trying to somehow contact Beth to let her know she's still alive.
We find out later that Dorran comes from a prestigious family that makes their money from being in the wood distribution business. His family, the Morthornes, aren't a typical family. Not only does Dorran's relatives live at the manor during the warmer months, but so do the servants, all 60 of them. Dorran makes it obvious that he doesn't enjoy this type of lifestyle:
" ' All right. I guess not. Especially in this house. How large is it [the house] ?'
'Inconveniently large.' He shrugged. 'It does not only house our family, but the servants as well.'
Clare's eyebrows rose. 'Servants?'
'Staff,' he corrected quickly. Clare thought she saw a flicker of embarrassment, but it was hidden almost immediately. 'My apologies. That is another part of tradition that is well outdated. My mother wishes for the staff to be referred to as servants.' "
Soon the two are discussing whether or not they could survive for months at the manor due to the blizzard not seeming to let up, with this discussion, readers find out there is an inside garden located in the depths of the manor, unfortunately, food wasn't planted since the family and servants leave the home for the winter, but there are plenty of seeds to start cultivating. One day while Clare is trying to get the seeds planted, she decides to go get Dorran, who left to go check on the many furnaces that heat the manor, but Clare easily gets lost in the house she has barely walked around in, and ends up in a wine cellar: here, Clare hears scraping noises that lead her to a creature huddled in the dark.
" The figure turned toward her. Eyes glinted - - - horrible, inhuman eyes peering out from behind long, greasy hair. Then the figure darted away, escaping from her circle of light, disappearing into a narrow doorway in the stone wall.
A sharp, broken scream cut through the cold air. Clare didn't realize it had come from her until she felt the ache in her throat. She stumbled backward, and her shoulders hit one of the shelves. Muffled clinking noises surrounded her as the bottles rocked.
She couldn't stop shaking. The thudding footsteps echoed around her, beating fast, like her own heart. The scraping noise joined it, louder this time. It surrounded her and overwhelmed her. "
Although Clare tells Dorran what she saw, he doesn't believe her. He believes that the stress from the car accident has caused her to hallucinate. Clare slowly begins to tell herself that he's probably right, but then the human-like creatures begin to show up more and more, always disappearing right before Dorran can see them. Shortly after an incident with another one of the creatures, Clare runs into Banksy Forest, set on getting the radio she remembered having in her car, to contact her sister Beth.
There are so many twists and turns in this story that it makes it wonderfully unpredictable. If I said anymore about it, it would give away too many of the surprises waiting inside. Voices in the Snow may not have been the best title for this book, but it is a really well-written horror story. The only annoyance I had with the novel is the awkwardness between the two main characters, which didn't seem natural. Most of what happens between Clare and Dorran are seen a mile away before it happens. During some scenes, I found myself rolling my eyes at the dialogue between Clare and Dorran, but the horror in the story makes up for the predictability of the characters.
I highly recommend this book to horror lovers; the scenes of scares and creatures were well-detailed. I was not disappointed at all. There were only a few inconsistencies throughout, but I think they would be easily over looked for the story is really enjoyable. I look forward to reading the rest of the series.
Ivana A. | Diary of Difference (1171 KP) rated The Nothing Man in Books
Oct 5, 2020
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I am so excited to be part of the Ambassador Book Buzz for The Nothing Man by Catherine Ryan Howard. Thank you to the amazing team at LoveReading and Corvus for this opportunity.
Needless to say, this book made me stay up all night, just to find out how it ends.
<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/The-Nothing-Man.jpg"/>
<b><i>I was the girl who survived the Nothing Man.
Now I am the woman who is going to catch him...</i></b>
You've just read the opening pages of The Nothing Man, the true crime memoir Eve Black has written about her obsessive search for the man who killed her family nearly two decades ago.
The Nothing Man starts when Jim is at work, walking through the supermarket, and he notices that a girl has a book with the name "The Nothing Man" with her. His heart starts racing - because he knows what it means. The Nothing Man is a mysterious man that has assaulted and killed many people in the area, and even after twenty years, no one has found him yet. But Jim knows the truth - because he is the man who did all these crimes.
Eve Black is one of the survivors, that managed to escape his attack by hiding in her bathroom. She writes a book about her experiences and the experiences of the other victims. With her whole family dead and nothing to lose, she is set to find out, once and for all, who the mysterious man is.
I loved the writing style - the book within the book - it was unusual and very interesting for me to engage with. I was so intrigued and invested, and that did not change at all. There are many twists and turns in this book, and you will enjoy them all, especially the very ending, where everything just comes to a big climax. It kept me glued to my seat, and I want more.
I loved the difference between Jim and Eve - their different recollections to how things happened, and why they did. In her book, Eve is explaining how the attacks and murders took place, and right after that, we also witness Jim's reaction to Eve's writing, and whether he agrees or not with how correct her facts are. It was very scary at times, to read from the killer's perspective, and the reasons of why he made some choices.
The more Jim reads, the more he realizes how dangerously close Eve is getting to the truth. He knows she won't give up until she finds him. He has no choice but to stop her first...
Usually, in our standard crime books, we have a crime scene, then suspects, and then we figure our way to finding the murderer. But here - we already know who the murderer is at the beginning of the story. But the rest of the world doesn't. And this is a concept that I haven't encountered yet, but really enjoyed it. Because this is something we don't think about often - when we have a crime, and we don't know who did it, the person that is guilty is out there somewhere, and knows he's deceived us.
The other important message from this book is to remember the victims.
Everyone remembers the name of a serial killer - but only few remember the victim's names.
<b><i>"It's fine to be fascinated by serial killers," she tells me in her office after the lecture. "I am myself, obviously. They are fascinating because even though they look just like the rest of us, they do things the rest of us would never, ever do. But they are not especially intelligent. They don't outsmart authorities. You know David Berkowitz? Son of Sam? They caught him because he got himself a parking ticket at the scene of one of his crimes.
They are boring, ordinary, failures of men - not always men, of course, but predominately - who can't even manage to live, love and process their feelings in a world where the rest of us have all managed to master it by the time we're in our teens. These are no dark magicians. They have no special skills. People seem to forget that we know their names because they got caught. In fact, the only remarkable thing about them is what they took from the world: their victims. It's their names we should know."</i></b>
Eve's book and her investigation behind the book had some powerful psychological lessons, and I enjoyed learning everything. If you already love true crime, and psychological thrillers, you have to absolutely read this and soon. This book is too good to be skipped.
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/Book-Review-Banner-75.png"/>
I am so excited to be part of the Ambassador Book Buzz for The Nothing Man by Catherine Ryan Howard. Thank you to the amazing team at LoveReading and Corvus for this opportunity.
Needless to say, this book made me stay up all night, just to find out how it ends.
<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/The-Nothing-Man.jpg"/>
<b><i>I was the girl who survived the Nothing Man.
Now I am the woman who is going to catch him...</i></b>
You've just read the opening pages of The Nothing Man, the true crime memoir Eve Black has written about her obsessive search for the man who killed her family nearly two decades ago.
The Nothing Man starts when Jim is at work, walking through the supermarket, and he notices that a girl has a book with the name "The Nothing Man" with her. His heart starts racing - because he knows what it means. The Nothing Man is a mysterious man that has assaulted and killed many people in the area, and even after twenty years, no one has found him yet. But Jim knows the truth - because he is the man who did all these crimes.
Eve Black is one of the survivors, that managed to escape his attack by hiding in her bathroom. She writes a book about her experiences and the experiences of the other victims. With her whole family dead and nothing to lose, she is set to find out, once and for all, who the mysterious man is.
I loved the writing style - the book within the book - it was unusual and very interesting for me to engage with. I was so intrigued and invested, and that did not change at all. There are many twists and turns in this book, and you will enjoy them all, especially the very ending, where everything just comes to a big climax. It kept me glued to my seat, and I want more.
I loved the difference between Jim and Eve - their different recollections to how things happened, and why they did. In her book, Eve is explaining how the attacks and murders took place, and right after that, we also witness Jim's reaction to Eve's writing, and whether he agrees or not with how correct her facts are. It was very scary at times, to read from the killer's perspective, and the reasons of why he made some choices.
The more Jim reads, the more he realizes how dangerously close Eve is getting to the truth. He knows she won't give up until she finds him. He has no choice but to stop her first...
Usually, in our standard crime books, we have a crime scene, then suspects, and then we figure our way to finding the murderer. But here - we already know who the murderer is at the beginning of the story. But the rest of the world doesn't. And this is a concept that I haven't encountered yet, but really enjoyed it. Because this is something we don't think about often - when we have a crime, and we don't know who did it, the person that is guilty is out there somewhere, and knows he's deceived us.
The other important message from this book is to remember the victims.
Everyone remembers the name of a serial killer - but only few remember the victim's names.
<b><i>"It's fine to be fascinated by serial killers," she tells me in her office after the lecture. "I am myself, obviously. They are fascinating because even though they look just like the rest of us, they do things the rest of us would never, ever do. But they are not especially intelligent. They don't outsmart authorities. You know David Berkowitz? Son of Sam? They caught him because he got himself a parking ticket at the scene of one of his crimes.
They are boring, ordinary, failures of men - not always men, of course, but predominately - who can't even manage to live, love and process their feelings in a world where the rest of us have all managed to master it by the time we're in our teens. These are no dark magicians. They have no special skills. People seem to forget that we know their names because they got caught. In fact, the only remarkable thing about them is what they took from the world: their victims. It's their names we should know."</i></b>
Eve's book and her investigation behind the book had some powerful psychological lessons, and I enjoyed learning everything. If you already love true crime, and psychological thrillers, you have to absolutely read this and soon. This book is too good to be skipped.
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Chris Sawin (602 KP) rated Lightyear (2022) in Movies
Jun 17, 2022
Visually gorgeous animation (2 more)
Sox
Designs of the insects, robots, and especially Zurg
Too much Star Wars influence (1 more)
Writing is a bit underwhelming
A Visually Gorgeous Nod to Science Fiction
Lightyear has a simple premise that fits it into the Toy Story timeline while also giving the film the freedom to creatively do just about whatever it wants. This on-screen version of Buzz Lightyear is what inspired the toy and this film was Andy’s favorite film.
Test pilot Buzz Lightyear (now voiced by Chris Evans) wakes up from hyper sleep to research and explore a nearby planet that is off the course of his ship’s destination. The mission results in Buzz’s entire crew being marooned on a planet overrun by giant insects and bothersome vines. With guilt weighing heavily on his shoulders, Buzz takes it upon himself to be the pilot responsible for hyper speed tests.
After spending a year on the planet, there’s finally enough resources for a test flight. But the mission fails and when Buzz returns, four years have passed. Intending to finish the mission despite the consequences, Buzz pilots test flight after test flight as each mission results in years passing while he’s away. He watches his friends age and die until he finally returns to a planet that now cowers to the ominous Zurg and his battalion of relentlessly inhuman robots.
After co-directing Finding Dory and while working as an animator for Pixar since 1998’s A Bug’s Life, Lightyear is the directorial debut of Angus MacLane. Written by MacLane, Matthew Aldrich (Coco), and Jason Headley (Onward), Lightyear is receiving a lot of backlash for including a same sex relationship as well as an on-screen lesbian kiss (some countries are refusing to release the film in theaters because of it). The relationship involves another Space Ranger named Alisha Hawthorne (Uzo Aduba, Orange is the New Black, Steven Universe). Hawthorne and the life she builds on a planet she is essentially stuck on ends up being the inspiration for not only Buzz, but as well as Alisha’s granddaughter, Izzy (Keke Palmer). Even if you’re against homosexuality, Alisha’s relationship is undeniably the most sentimental aspect of the film. Lightyear wouldn’t be the same without its inclusion.
The film does some different stuff with Zurg as far as who he is and how he relates to Buzz that may or may not retcon what was established in Toy Story 2. Both the story and the writing of the film seem to play it safe as they take a predictable approach to what essentially could have been something more unique. The discussion that’s been floating around about the film is that the jokes, sillier moments, and more absurd lines of dialogue seem to always disrupt the film whenever it tries to take a step towards being a thrilling sci-fi film. It’s difficult to argue with this statement, especially since Mo Morrison’s (Taika Waititi) whole purpose in the film is to broadcast his incompetence and the film revolves around a team of misfits attempting to save the planet despite their shortcomings.
The film is visually one of the year’s best looking films; animated or otherwise. Taking inspiration from early sci-fi films and space operas like Star Wars, Angus MacLane wanted Lightyear to look, “cinematic,” and, “chunky.” If you see the film in IMAX, this is the first animated film to ever have sequences shown in the 1.43:1 aspect ratio (it’s usually 2.39:1) as visual effects supervisor Jane Yen states that a virtual IMAX camera was developed to shoot said sequences, which were then cropped to standard definition. The film is gorgeous and even looks different in comparison to other Pixar films. With its lush colors, heavy use of shadows, bright lighting for highlights, and character designs for insects and robots that seem to be directly inspired by the likes of Starship Troopers and Gundam, Lightyear is a visually delicious treat.
Angus MacLane has his love for Star Wars showcased a bit too often in Lightyear as certain sequences seem to be directly lifted from the George Lucas created franchise. Many of Zurg’s scenes are a direct homage to various Darth Vader sequences in the Star Wars films. When Buzz is carried upside down by a Zyclops as Izzy and the others try to help him free borrows heavily from The Empire Strikes Back when Luke is hanging upside down in the icy Wampa cave; Buzz is even wearing an orange and white outfit that resembles Luke’s when he pilots the X-Wing. The love for Star Wars is as much a hindrance as it is an inspiration. The film spends more time referencing its origins rather than putting more of a focus on establishing its own identity.
Sox is legitimately the most fun character of the film. He’s humorous and resourceful; a robot cat that is Buzz’s most useful tool and companion. If Disney doesn’t resurrect Teddy Ruxpin technology for a new Sox animatronic toy then it will end up being wasted potential to a soul crushing extent.
Like Toy Story 4, Lightyear is an unnecessary installment to the Toy Story franchise, but is enjoyable nevertheless. Its homage to science fiction makes the animated film feel more like a sci-fi actioner rather than an animated film the majority of the time. It has a rich and palpable atmosphere that is gorgeously animated and is filled with the laugh out loud and heartfelt moments Pixar is typically known for.
Test pilot Buzz Lightyear (now voiced by Chris Evans) wakes up from hyper sleep to research and explore a nearby planet that is off the course of his ship’s destination. The mission results in Buzz’s entire crew being marooned on a planet overrun by giant insects and bothersome vines. With guilt weighing heavily on his shoulders, Buzz takes it upon himself to be the pilot responsible for hyper speed tests.
After spending a year on the planet, there’s finally enough resources for a test flight. But the mission fails and when Buzz returns, four years have passed. Intending to finish the mission despite the consequences, Buzz pilots test flight after test flight as each mission results in years passing while he’s away. He watches his friends age and die until he finally returns to a planet that now cowers to the ominous Zurg and his battalion of relentlessly inhuman robots.
After co-directing Finding Dory and while working as an animator for Pixar since 1998’s A Bug’s Life, Lightyear is the directorial debut of Angus MacLane. Written by MacLane, Matthew Aldrich (Coco), and Jason Headley (Onward), Lightyear is receiving a lot of backlash for including a same sex relationship as well as an on-screen lesbian kiss (some countries are refusing to release the film in theaters because of it). The relationship involves another Space Ranger named Alisha Hawthorne (Uzo Aduba, Orange is the New Black, Steven Universe). Hawthorne and the life she builds on a planet she is essentially stuck on ends up being the inspiration for not only Buzz, but as well as Alisha’s granddaughter, Izzy (Keke Palmer). Even if you’re against homosexuality, Alisha’s relationship is undeniably the most sentimental aspect of the film. Lightyear wouldn’t be the same without its inclusion.
The film does some different stuff with Zurg as far as who he is and how he relates to Buzz that may or may not retcon what was established in Toy Story 2. Both the story and the writing of the film seem to play it safe as they take a predictable approach to what essentially could have been something more unique. The discussion that’s been floating around about the film is that the jokes, sillier moments, and more absurd lines of dialogue seem to always disrupt the film whenever it tries to take a step towards being a thrilling sci-fi film. It’s difficult to argue with this statement, especially since Mo Morrison’s (Taika Waititi) whole purpose in the film is to broadcast his incompetence and the film revolves around a team of misfits attempting to save the planet despite their shortcomings.
The film is visually one of the year’s best looking films; animated or otherwise. Taking inspiration from early sci-fi films and space operas like Star Wars, Angus MacLane wanted Lightyear to look, “cinematic,” and, “chunky.” If you see the film in IMAX, this is the first animated film to ever have sequences shown in the 1.43:1 aspect ratio (it’s usually 2.39:1) as visual effects supervisor Jane Yen states that a virtual IMAX camera was developed to shoot said sequences, which were then cropped to standard definition. The film is gorgeous and even looks different in comparison to other Pixar films. With its lush colors, heavy use of shadows, bright lighting for highlights, and character designs for insects and robots that seem to be directly inspired by the likes of Starship Troopers and Gundam, Lightyear is a visually delicious treat.
Angus MacLane has his love for Star Wars showcased a bit too often in Lightyear as certain sequences seem to be directly lifted from the George Lucas created franchise. Many of Zurg’s scenes are a direct homage to various Darth Vader sequences in the Star Wars films. When Buzz is carried upside down by a Zyclops as Izzy and the others try to help him free borrows heavily from The Empire Strikes Back when Luke is hanging upside down in the icy Wampa cave; Buzz is even wearing an orange and white outfit that resembles Luke’s when he pilots the X-Wing. The love for Star Wars is as much a hindrance as it is an inspiration. The film spends more time referencing its origins rather than putting more of a focus on establishing its own identity.
Sox is legitimately the most fun character of the film. He’s humorous and resourceful; a robot cat that is Buzz’s most useful tool and companion. If Disney doesn’t resurrect Teddy Ruxpin technology for a new Sox animatronic toy then it will end up being wasted potential to a soul crushing extent.
Like Toy Story 4, Lightyear is an unnecessary installment to the Toy Story franchise, but is enjoyable nevertheless. Its homage to science fiction makes the animated film feel more like a sci-fi actioner rather than an animated film the majority of the time. It has a rich and palpable atmosphere that is gorgeously animated and is filled with the laugh out loud and heartfelt moments Pixar is typically known for.
Daniel Boyd (1066 KP) rated NieR: Automata in Video Games
Oct 2, 2017 (Updated Oct 25, 2017)
Well developed characters, with a good amount of depth. (3 more)
Character motivations are clear and logical.
A visual feast.
A stunningly effective score.
A Genre Bending Masterclass In Game Design
There have been a good number of excellent games this year and before I played Nier it was difficult to choose my favourite game of the year so far. It is now extremely obvious.
This is one of the best games I have ever had the pleasure of playing through and it has pushed the boundaries of what I thought action RPG's could do. I had heard a lot of amazing things about this game before picking it up and I was sceptical that it was going to meet my expectations. I am happy to report that not only did it meet my expectations, but it greatly exceeded them.
The characters in this game are so well crafted. You will form an immediate opinion on each of the characters when you are first introduced to them, but be prepared to have your opinion changed multiple times. Initially likeable characters will commit despicable acts and the character you thought was a cold machine, will do something genuinely heart-warming. Even though these characters are prone to committing acts that don't necessarily match their character type, character motivations are always understandable, which is a mark of great writing.
The visuals in this game are incredible, not only in the graphical sense. The way that certain shots are framed, the way that lighting is implemented in certain environments, the fluid animations, the vast, lush natural environment; all of it is utterly stunning. Combat looks incredible, cutscenes are well timed and effective, character design is fantastic, all of this adds to the impressive visual flair of the game overall.
The audio is also significant during your playthrough, the soundtrack is so effective and well implemented. The tone is complimented by a different piece of music in each area of the game to the point that the music alone could tell you what area of the game that you are in without having to look at the screen.
The only negative feeling I have towards the game after finally completing it, was the exhaustion I felt towards the game's ending. Without spoiling anything, this game ends multiple times, each of them emotionally draining and leading to another even more complex layer of the game's overall story, to the point that finishing the entire thing feels like an endurance test and I'm not even anywhere near earning the platinum trophy! I didn't know exactly what I was getting into when I started the game and that is how I would recommend most players go into this game because you will truly be blown away, but you should know how much of your life this game is going to demand from you. If you don't have between 60-100 hours to spend, (depending on what completion rate you are aiming for,) then this will probably be too vast of an experience for you. And after finally completing the game in it's entirety, I feel exhausted and I'm not in any hurry right now to go back to the game to tackle the remaining sidequests. I feel that I have earned some time away from the game, at least for a few weeks. Normally I relish an epically long adventure, but even this pushed my limits of what a lengthy saga should be. This is the only thing that keeps me from scoring the game a perfect 10.
There is no denying that this game is very close to being a masterpiece and for those that do regard the game to be a perfect 10, I can see your point. There aren't any flaws within the game itself, mine is more of a personal problem and is proof to me at least, that you can have too much of a good thing. However, this doesn't disregard what I said previously in any way, this game does so many unique things and it does all of them impressively well. This is definitely Platinum's best game and I am glad that this fantastic experience is receiving the high level of praise that it deserves.
This is one of the best games I have ever had the pleasure of playing through and it has pushed the boundaries of what I thought action RPG's could do. I had heard a lot of amazing things about this game before picking it up and I was sceptical that it was going to meet my expectations. I am happy to report that not only did it meet my expectations, but it greatly exceeded them.
The characters in this game are so well crafted. You will form an immediate opinion on each of the characters when you are first introduced to them, but be prepared to have your opinion changed multiple times. Initially likeable characters will commit despicable acts and the character you thought was a cold machine, will do something genuinely heart-warming. Even though these characters are prone to committing acts that don't necessarily match their character type, character motivations are always understandable, which is a mark of great writing.
The visuals in this game are incredible, not only in the graphical sense. The way that certain shots are framed, the way that lighting is implemented in certain environments, the fluid animations, the vast, lush natural environment; all of it is utterly stunning. Combat looks incredible, cutscenes are well timed and effective, character design is fantastic, all of this adds to the impressive visual flair of the game overall.
The audio is also significant during your playthrough, the soundtrack is so effective and well implemented. The tone is complimented by a different piece of music in each area of the game to the point that the music alone could tell you what area of the game that you are in without having to look at the screen.
The only negative feeling I have towards the game after finally completing it, was the exhaustion I felt towards the game's ending. Without spoiling anything, this game ends multiple times, each of them emotionally draining and leading to another even more complex layer of the game's overall story, to the point that finishing the entire thing feels like an endurance test and I'm not even anywhere near earning the platinum trophy! I didn't know exactly what I was getting into when I started the game and that is how I would recommend most players go into this game because you will truly be blown away, but you should know how much of your life this game is going to demand from you. If you don't have between 60-100 hours to spend, (depending on what completion rate you are aiming for,) then this will probably be too vast of an experience for you. And after finally completing the game in it's entirety, I feel exhausted and I'm not in any hurry right now to go back to the game to tackle the remaining sidequests. I feel that I have earned some time away from the game, at least for a few weeks. Normally I relish an epically long adventure, but even this pushed my limits of what a lengthy saga should be. This is the only thing that keeps me from scoring the game a perfect 10.
There is no denying that this game is very close to being a masterpiece and for those that do regard the game to be a perfect 10, I can see your point. There aren't any flaws within the game itself, mine is more of a personal problem and is proof to me at least, that you can have too much of a good thing. However, this doesn't disregard what I said previously in any way, this game does so many unique things and it does all of them impressively well. This is definitely Platinum's best game and I am glad that this fantastic experience is receiving the high level of praise that it deserves.









