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Blue Moon City
Blue Moon City
2006 | City Building, Fantasy
Ahh Blue Moon. Delicious on a hot Summer day night. Hefeweizen is my favorite type of beer, but most places do not serve my all-time fave Hefe: Paulaner Hefe-Weizen. If you haven’t yet tried it, you must. I’m no snob or anything, so I’ll take the Blue Moon when I can’t have the Paulaner, but I wanted you all to know my tastes. So when I heard about a game that was all about a city named after a beer I enjoy (but only with an orange slice) I had to try it. Did it live up to my expectations or did it- wait, this game isn’t about beer? Why the heck did I-


Blue Moon City is a fantasy-set, hand management, set collection, city rebuilding game for two to four players. In it players are attempting to help reconstruct the war-ravaged Blue Moon City to its former glory by utilizing its citizens at crucial construction sites in order to earn crystals. It sounds weird, and it is, but read further to understand why. Oh and there are dragons that act like supervisors or teachers when they come stand by you to watch you take a test and judge you from behind the whole time.
To setup, place the Courtyard tile in the middle of the table and build the city in a 5×5 grid minus the corner tiles. Each player chooses their color and takes the mini and discs of that color. Place the dragons nearby, along with the Obelisk token, draw deck of cards, crystal chits, and dragon scale chits. Deal each player a hand of eight cards and the game may begin!

Blue Moon City is played over a series of turns, and each turn is divided into four phases: Movement, Contribution, Reset, Pass Turn. During the optional Movement phase, a player may move their pawn one to two orthagonal spaces (N/E/S/W) or use cards from their hand for their special movement powers for player pawn AND/OR dragon movement.

Next, a player may discard cards from their hand to contribute to the reconstruction of a building during this optional Contribution phase. By discarding a number of cards whose values equal or exceed the printed value on the matching-colored building tile a player will be able to place a disc upon the tile. Once the tile’s contribution spaces have been filled with discs it can be scored. To score a building tile, determine majority presence on the tile and award the Majority Bonus to that player. Any disc presence in minority will receive the Construction Bonus, including the majority winner. If a player had contributed on a tile that also was hosting a dragon mini, that player would earn a dragon scale from said dragon supervisor. Players may also make their way back to the Courtyard tile in order to donate crystals to the Obelisk. Doing so will allow the player to place one of their discs on the Obelisk itself, and the game ends when a player has placed the proper number of discs upon the Obelisk per the number of players.

When the pile of dragon scale tokens has been exhausted, players will check who currently holds the majority of scales. They will be awarded with six crystals, and any player holding three or more will receive three crystals. Turn all the dragon scales back into the supply to be earned again.

During the Reset phase a player may discard any number of cards from their hand and draw back as many cards plus two. So if a player discards zero cards from hand they would still draw two from the deck. Discarded four cards? Well redraw six.

Finally the active player will Pass Turn to the player on their left, who will complete their turn of the same four phases.


Play continues in this fashion until one player has placed the target number of discs on the Obelisk token to claim victory and dragon approval!
Components. Okay, this is a tough one because overall I love the components in the game. The dragons and player pawns are cool minis (from CMON that just makes sense). The Obelisk token is huge and I love how it looks. The art overall is really creepy, but well done, and enjoyable to behold. The player discs, though poo-pooed by other more-renowned reviewers, I find to be just fine. They are a smooth plastic in the player color and I have no problems with their quality. But speaking of colors… I agree with others that have stated the colors of some cards (or suits, if you prefer) should have been made a different color. What I mean is that the game is very greige-heavy throughout. The card suits (except the red, yellow, and blue) are a variation of the same greige that makes eyes strain to determine exactly which color they are holding. I understand that a certain aesthetic was targeted, and they certainly achieved that, but these colors do make it more difficult to play, especially for us that are starting to over-ripen with age.

Those component gripes aside, this is an incredible game. The color choices aside, I love everything about it! The movement from tile to tile, and trying to align movement with the cards in hand and keeping some back so that you can use them to move the dragon to your spot as well is just fun mental exercise. Each value 1 and 2 card has a special ability, be it movement bonuses, changing other cards’ colors, or just being straight up wild cards, and having to choose to use the cards as either the special power or for contribution values creates tons of crunchy gamer choices. Not super-crunchy. Turns won’t be mentally debated for 10 minutes, but deciding how best to use the hand of cards you hold is great.

I also very much enjoy the theme of the game, even though I was hoodwinked by the title (not really, just trying to tie it all back). I love fantasy worlds and having a unique theme is a definite plus for me. I haven’t yet thrown in the expansion tiles, but I will the next time I play. If you need a relatively quick-playing jaunt through a ravaged city, I recommend you check out Blue Moon City. Purple Phoenix Games give it a 10 / 12. It has nothing to do with beer, which would be another great theme idea – drunken dragons – but I will be holding onto this one for quite a while.
  
Scythe (Arc of a Scythe #1)
Scythe (Arc of a Scythe #1)
Neal Shusterman | 2016 | Science Fiction/Fantasy, Young Adult (YA)
8
9.0 (22 Ratings)
Book Rating
Well written (3 more)
Unique plot
Less YA tropes
No teen angst and romance
Varying character development (0 more)
Not your typical YA
I approached this book with little expectation. I saw it cluttering up my feed on Instagram and being posted by everyone. I liked the cover (I'm a sucker for good covers and any YA without a photo manipulated monstrosity catches my eye). However every time I picked it up in the store and read the back and I just wasn't interested.
   
       So in a New year new me moment, I forced myself to pick up two popular books that I was not interested in. Since they were both YA, they'd be quick reads and my expectations could below. I also forced my picks to not be hard SciFi, as I need to step out of my comfort zone. I picked this up, and developed more concern when I noticed how divided the reviews were, I noticed people were either firmly in the "this is my most favorite book ever" or in the "this is the most boring book ever I hated it" camps. I rarely rate books 1 or 5, so I wanted to see how I felt.
      
             Honestly, I was very pleasantly surprised. This book is YA, and obviously has some YA aspects, but it doesn't follow the tropes unless stripped down to bullet points and is surprisingly well written. This well written aspect, with no intentions of making people mad, I think is why so many found it boring. If you primarily read YA, and are used to it's over the top writing, it's over the top dialogue and relationships and emotions, then yes, this book was probably horribly boring.
      
           We do open with the standard tropes of uninteresting, normal girl and boy get thrown into something extraordinary. But that's where the stereotypes ended for me. The author quickly throws us into the world and the events of the story. We're in the future, who knows how far past the present, where society has overcome death. AI has evolved and "The Cloud" is now "The Thunderhead" a massive AI database that has solved most of the world's problems, eliminated poverty, war, government, created jobs for everyone, and even defeated death. We all have healing nanites that prevent illness and repair injury, and even in the case of death, we can be revived at a revival center and be greeted with some tasty ice cream. If we start feeling our age, we can just "turn a corner" resetting ourselves to a younger version of ourselves while retaining our memories.
    
        Now, in a world without death, but babies are still being born, some form of population control is in order, the balance must be restored. So the world created the Scythedom. An organization outside the authority of "The Thunderhead" because death has and always should be a responsibility of the living. Those who become Scythes, must "Glean" (permanently kill) a quota of people every year to maintain population control. How they do so is up to them, but there are rules, a Scythe cannot show bias or malice in their choices, they cannot marry or have a family, they cannot kill another Scythe (but they can glean themselves) or someone with immunity, They may grant immunity to those they feel worthy, they must kill the families of those who resist, and they are above all other laws. The vagueness of these laws worked when the Scythedom was first created, but the world has become complicated, and some people have decided to find joy in what they do, even if it's killing.
  
         Our story follows two teenagers who recently encountered the Honorable Scythe Faraday, Citra, and Rowan. Citra showed gumption and sass and moral balance, and Rowan held the hand of a boy that was not his friend as he was gleaned. Faraday is considered old school and chooses all that is gleaned by old school, age of mortality statistics. If a percentage of teenagers died in alcohol-related car accidents, he found a teenager with a penchant for drinking, who just got a car, and gleaned them. He believes the job is necessary, but should never be enjoyed, you need to be moral and compassionate and hurt every time. He is granted permission to take on an apprentice, and he takes on two, Rowan and Citra. Neither want it, nor should they, but should they become a Scythe, their families will receive immunity as long as they shall live, which in this day in age could be forever. So, reluctantly they both take it. There is a glamour to Scythedom as well, they'll wat for nothing, people will bend over backward to provide them with their desires in the hopes of immunity. If these two follow the teachings of Faraday, they won't be tempted by this, they won't abuse it, but not everyone feels the same way.
    
    Citra and Rowan begin training (it gets a bit YAish here) studying history, poisons, combat, weapons. The goal to make them perfect, moral, compassionate, killing machines. Everything is going as well as it can, and luckily the book doesn't do what every other YA author would do and give us pages upon pages of the two falling in love, awkward encounters, stolen kisses. We have none of that thankfully. The dialogue is all purposeful and helps propel the plot, not flowery passages talking about teenage angst and feelings. But, it is a book, after all, so everything starts falling apart when a group of "New Age" Scythes, Scythes that believe they should enjoy their jobs, who take pleasure in mass killings (entire flights, festivals, food courts) stir things up at a Scythe Conclave meeting. They question if having two apprentices hurts whether or not the Conclave can judge the worthiness of either, or if them being friends will result in them always helping each other. How can they truly judge their ability if they always have each other's support? So they propose, since no law prevents it, that whichever apprentice should be chosen (remember Faraday was given permission to have ONE apprentice) will have to Glean the other. The Lead Scythe allows it, and honestly, this is one aspect of the book I struggled with, but I think was supposed to express the corruption of the Scythedom, at times when things aren't in writing they say "welp can't do it" and other times they say "welp nothing says we can't do it". Faraday attempts to free our two protagonists from their apprenticeships, but instead, they are separated, one going to a respected Old School Scythe, one going to the very modern group that started this whole problem, thrusting them into a world excess, deprivation, and honestly psychotic murdering. They now train, separately, knowing that one will die unless they can figure out a way to change things.
     
        Even writing that sounds so Yaish, but it doesn't feel that way because it's so well written. The author doesn't give us Romeo and Juliet, no pining, no romance, just two kids trying to be that, good. Even when surrounded by something very bad. So, if you want to star crossed lovers, you won't like this book. If you like character development and struggle, you might like this book. We arguably see more of Rowan's development, Citra for me felt less focused on or given fewer opportunities for growth, and she had a bit of an attitude that made me no like her much, but given her circumstances, I UNDERSTOOD why she was the way she is, and I can't say I wouldn't be just as grumpy. If anything her response to the corruption and the situation felt very real, even if it sacrificed having a manic pixie daydream mary sue to project myself into. While appearances weren't really given for the two, setting them up to be good old fashioned Mary Sue and Gary Stu, they were very much their own people, with little room for the reader to pretend to be them. So another star in the breaking the YA mold category. We watch them struggle with where they are, and how to come to terms with their inevitable future, either being takers of life or having their life taken.
  
       Overall this was refreshing, while it was an easy read and was a good "palette cleanser" and m boyfriend calls my YA marathons in between books that actually linger in my soul. It felt elevated, sure it was still very much YA, but it was more thought out than the standard, it focused on the story and not the romance, it focused on important things, and it never lost sight of its story. I started at 11am on a Sunday and Finished by noon on Monday, eager for the next. It was an unexpected, refreshing read, with a unique concept that has room for more. The sequel doesn't feel forced, and if I never got it, this story is finished, but the world and situation created to allow for more, without feeling like a forced trilogy. I wanted to know how this story was going to play out, and now that it has, I want to know how the next story in this set up plays out.
  
The Grimm Forest
The Grimm Forest
2018 | Fantasy
I am so psyched to be reviewing another board game based on fairytale lore. The Brothers Grimm material is such an enchanting (eh? eh?) theme and games can be taken in so many wonderful directions. Though I have never actually read any of the Grimm’s Fairy Tales (I know, I know), I have seen most of the movies based on the stories. I also know that the source material happens to be way darker than what Disney puts out, so when I heard we would be receiving The Grimm Forest to review, and not having really researched it much beforehand, I had a feeling it would be darker fare. But how dark does it go? Let’s find out.

The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.

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


To setup, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.

After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.

The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.


The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.

Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.

Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.

I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.

So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
  
The Philadelphia Story (1940)
The Philadelphia Story (1940)
1940 | Classics, Comedy, Romance
10
9.0 (4 Ratings)
Movie Rating
It's as good (maybe better) than you've heard
We all know of movies that you hear are considered a "classic", but you've never seen, and the few clips of the film you've seen does not, exactly, motivate you to check out the entire film. THE PHILADELPHIA STORY was one such film for me. This 1940 George Cukor production is lauded for it's dialogue, direction and the stellar performances of the cast - particularly the 3 leads, Katherine Hepburn, Cary Grant and Jimmy Stewart.

Recently, I attended our monthly "Secret Movie Night" where we pack the Willow Creek Movie Theater on the 2nd Thursday of every month and get treated to a "Classic" Film (made before 1970) or a "New Classic" (made after 1970), but we don't know what the film is until it starts playing on the screen.

So...imagine how much my eyes rolled back into my head when I saw that this month's film was the aforementioned THE PHILADELPHIA STORY. I sighed to myself and said "all right, time to endure this one all the way through."

And...I couldn't have been more wrong. Almost from the start the script, pacing and witty dialogue of this Broadway-Play-Turned-Movie swept me away. Most certainly aided by the fact that 3 of the best movie stars of all time - at the peak of their abilities - were letting this wonderful dialogue roll off their tongues. This film is a "classic" in every sense of the word.

The plot is...inconsequential. Basically...Philadelphia socialite Tracy Lord (Hepburn) is getting remarried. Her ex-husband (Cary Grant) enlists the aid of a Journalist (Jimmy Stewart) to create havoc at the wedding.

But...this is a film where the journey, not the destination, is the fun of the flick. The 3 leads banter back and forth with each other, arming and disarming (and charming) one another with their quick wit and biting criticism. The Broadway Stage play was written, specifically, for Hepburn and she exceeds in this role. Here is a newsflash - KATHERINE HEPBURN IS A VERY GOOD ACTRESS - and I think this is the very best performance of the very best actress of all time (with apologies to Meryl Streep). She was nominated (but did not win) the Oscar for Best Actress for her performance (losing to a very deserving Ginger Rogers in KITTY FOYLE, I would have voted for Hepburn, but gotta give Rogers her due, she is very good as the titular KITTY FOYLE).

Stepping up to the plate - and matching Hepburn blow for blow - is, surprisingly, Stewart. I didn't really know the story of this film, so I was surprised where Stewart's character-arc went, especially in relation to his relationship with Hepburn. Stewart lost the Oscar in 1939 for his bravura performance in MR. SMITH GOES TO WASHINGTON (inexplicably losing to Robert Donat in GOODBYE MR. CHIPS), so the Academy made up for it's mistake by awarding Stewart the Oscar for Best Actor of 1940. This most certainly was a worthy Oscar-winning performance, but (if I"m going to be honest), pales in comparison to his work in MR. SMITH...

Looming over these two (and Tracy's impeding marriage to another person) is Cary Grant as Tracy's ex-husband, C.K. Dexter Haven. While Grant's role is the least showy of the 3, he commands the screen just with his presence whenever he shows up and strengthens this triangle with his strength of character.

The supporting cast is just as strong - Ruth Hussy (Oscar nominated for Best Supporting Actress) as a photographer, Roland Young (as the lecherous Uncle Willy) and, especially, 13 year old Virginia Weidler who is spunky, fun and smart as Tracy's kid sister. The only performer relegated to the back of the scenery is the bland John Howard as George Kittredge (the man Tracy is slated to marry). With Grant and Stewart on the scene, you know that Kittredge has no shot at getting Tracy Lord to the altar (or does he?).

All of these fine actors and the wonderful dialogue were put into the hands of the great Director George Cukor - who had 1 of his 5 Best Director Oscar Nominations for this film (he will win for MY FAIR LADY in 1964). He handles this film with skilled hands letting the actors (and the dialogue) "do their thing" without letting any of them overstay their welcome. It is a masterful job of directing and with strong actors (and off-screen personalities) like Hepburn, Grant and Stewart, he had his hands full.

Sure...it's a 1940's movie, so some of the "social situations" (mostly male/female dynamics) do not age particularly well, but Hepburn was a strong personality - certainly well ahead of the game in terms of equality of strength of the sexes, so these dynamics do not jump at us as strongly as it might have been in a lesser actress's hands.

If you haven't seen this film in sometime (or if you haven't seen it at all) - check out THE PHILADELPHIA STORY - you'll be glad you did.

Letter Grade: A+

10 (out of 10) stars and you can take that to the Bank(ofMarquis)
  
40x40

Hazel (1853 KP) rated Red Rising in Books

May 30, 2017  
Red Rising
Red Rising
Pierce Brown | 2014 | Dystopia, Fiction & Poetry, Young Adult (YA)
5
8.5 (35 Ratings)
Book Rating
Mildly boring
This eBook was provided by the publisher via NetGalley in exchange for an honest review

Red Rising by debut author Pierce Brown is a very difficult book to review. It is clear that Brown is an excellent writer with amazing ideas, but at the same time it does not feel possible to rate the book any higher that two or three stars. This first book of three is somewhat alike The Hunger Games Trilogy by Suzanne Collins and has some very exciting themes. However at other times it provoked a range of emotions from disgust to almost verging on boredom.

Set thousands of years in the future, the world has become colour coded. Gold are the elite, the ruling colour, and at the bottom of the pile are the Reds. Darrow is a Red and lives below the surface of the planet Mars in the mines with the responsibility of helping to make the planet’s surface habitable for humans in the future. He soon discovers that the ruling societies have been lying to him all his life, and to the many generations before him. But there is an uprising brewing and Darrow has been chosen to play a vital role in it, even though that means pretending to be the enemy.

Although it was difficult to get into the novel it appeared to be clear what the plot would be about. Wrong! Once Darrow has been trained to behave like a Gold the storyline changes completely. It is almost as though it is a different book altogether. Red Rising suddenly becomes Hunger Games-esque and the situations with the Reds, while being referred to once or twice, was all but forgotten. Presumably those original themes will continue within the final books of the trilogy.

Living under the surface of Mars with no sunlight speeds up the aging process of the inhabitants. People in the thirties are considered old; therefore even though Darrow is a teenager in Earth years, he is portrayed as a man – an image that is difficult to shake off throughout the entire book. Once Darrow is living with the Golds and, supposedly, resembling his true age, it is still easy to forget that he is young. This may change the way the reader pictures the scenes compared with how the author intended them to be imagined. The characters are still only children but may be mistaken for adults due Darrow’s opening scenes.

It cannot be denied that Brown is a very knowledgeable writer. As well as writing in an exceptionally well-structured way, he incorporates a vast amount of high culture into his story. A lot of the novel is influenced by Greek and Roman mythology and he also quotes famous philosophers such as Cicero and Plato. So despite its science fiction genre it also has a slight educational nature.

Something interesting about Red Rising was the character development of Darrow. At the beginning he was rather naïve, believing everything he was told, following orders etc. But soon he becomes more confident, clever, Gold-like. However he then becomes like a wild beast, killing to survive, to win. Thankfully his cleverness takes control and he realises that he needs to become a leader and not a tyrant. Towards the end he even becomes messiah-like. As Darrow progresses through these changes he becomes a more likable character.

I am not sure whether I want to read the next installment of Red Rising. For the beginning storyline to continue and become the main focus, the book would need to be completely different. This could be a good thing because, as mentioned, there were times when it was a little boring, however there’s the risk that it will not feel like a follow on from the first book. I do not want to put anyone off from reading it, but I will honestly say that it was not really what I was expecting.
  
Sons of Anarchy  - Season 1
Sons of Anarchy - Season 1
2008 | Drama
Clever Writing (0 more)
The Sins of The Father Are Visited On The Sons…
When this show initially premiered I dismissed it entirely. I instantly assumed that it was just some manly, cheesy rubbish that wasn’t worth my time. How small minded of me. It was only after the caretaker in my work recommended that I give it a go that I went back to it. For the first few episodes, it seemed as though I was right. A bunch of leather clad manly bikers shooting up rival gangs and blowing stuff up, but stick with this show and you will see just how deep the rabbit hole really goes. The writing here is phenomenal, the show was created and co-written by Kurt Sutter, who also plays Otto in the show. He is clearly a literary genius, as he also penned The Shield, as well as the recent, brilliantly written Jake Gyllenhall boxing movie, Southpaw. The show follows a gang of bikers called SAMCRO, (the Sons of Anarchy Motorcycle Club Redwood Original,) loosely based on the real life biker gang, The Hell’s Angels, (a few of which’s members actually have cameo roles in the show,) our protagonist is a young man named Jackson Teller, he is the son of John Teller, the original founder of the biker gang. Soon after Jax was born, his father was killed in a traffic collision, although it is suspected that there is more to his death than just that. Since then his mother Gemma has remarried to the current President of the gang, a man called Clay Morrow, who was also John Teller’s best friend and who co-founded the gang along with JT. When the show begins Jax is Clay’s Vice president, or VP and when Clay begins to lead the club on what Jax sees as a more violent, destructive path, he opposes him and he seeks a way to maintain the club, without having to kill anyone or take part in any shady business. Clay sees Jax as an idealist and tells him so, but Jax is persistent in his ideals, as he believes that this is the way that his Father would have wanted the club to be ran. The supporting cast of characters also add a lot to the overarching plot and each have their own respective back stories. There is Tara, Jax’s ex girlfriend, whom he falls back in love with, Gemma, who is Jax’s mother and the matriarch of the club, then there is Tig, Clay’s triggerman initially, but as the show goes on we see that he has a softer side, then there is Opie, Jax’s best friend from a young age who initially wants to leave the biker life behind, but after certain events in the first season of the show unfold, circumstances force him to stay by Jax’s side. There is also Chibs, the Scotsman who doesn’t mess about when it comes to dealing with a problem, there is also Happy, an emotional psychopath who is also played brilliantly by a real life ex Hell’s Angel member. Then there is Juice, a young Latino man who struggles with his personal demons throughout the show and lastly there is Bobby Elvis, another older member of the group who may be a big softie on the cover, but can also handle himself if anyone tries to cross him. From after the first season, the plot begins to twist and turn as we witness several double crosses and multiple agendas come into play and one of my favourite things about this show is that even though Jax is clearly the protagonist, he isn’t always the good guy and he makes some questionable decisions when he is put under pressure. I don’t want to say much else as I’m worried that I will spoil the show, but it definitely is worth your time and I would definitely recommend this show to anyone who is interested in a good crime saga.
  
Spider-Man: Far From Home (2019)
Spider-Man: Far From Home (2019)
2019 | Action, Sci-Fi
Jaw Dropping Action (3 more)
Mysterio
Mid Credit Scene
Nice Romance
Road Trip Troupes (2 more)
Slow Start
End Credit Scene
Wrapping a bow on an excellent phase.
In Spider-Man's return from the Thanos 'blip' in Avengers Infinity War shows a different world for the MCU.

We are shown with a strong start. A mediocre high school presentation of how the world was affected by the blip, such as the age transitions of some characters. It was a great addition in wanting to expand the aftermath, and Spider-Man uses it humorously. But after that introduction becomes a run of the mill superhero film. At least for the first half.

We see a lot of troupes from this genre, or even road trip movies. Peter Parker is in pursuit for this outlandish plan of asking MJ out. While being a romantic, a force of nature called The Eternals are attacking the cities that Peter and his friends are venturing on. A figure called Mysterio saves Peter from the huge destruction creating a bond between the two heroes. Nick Fury is also caught in the mix as well wanting Peter to stop this problem. Peter refuses because he wants to be normal for a while. And you can't blame Peter. Especially after being snapped and revived to save the world from Thanos. Who wouldn't be tired? But it gets tiring when his only mission is to get MJ to like him when it is clear that she is giving him hints over and over again. It is sweet but becomes trite after a while. The humor is effective at points, but some moments can slow the movie down.

As for the second half, the film twists around with a strong second act. Probably some of the best action in the MCU to date. Yes, it even holds up to Endgame in some regards. It approaches into very psychedelic areas where you really are in the perspective of Peter. We see character depth, tension, and a stronger balance of humor thrown in. Plus a strong mid credit scene at the end which will please fans of Spider-Man. It will create a strong stir of events to come for Phase 4. For only Spider-Man...while we are left wondering what is going to come next for Marvel. In a way, it was kind of disappointing that there wasn't a stronger end credits stinger to help establish another Phase. While some say that it might, it only affects Spider-Man greatly.

As for newcomer Jake Gyllenhaal who is playing Mysterio. He is a veteran actor already playing down to an MCU film. Especially when he is recieving Oscar nominated performances. It was a weird situation for him to come in and play this character. I've had to analyze his performance and found it very strong throughout. He may be the best performance in this movie. Tom Holland and Zendaya had great chemistry throughout. They really gave a sense of an awkward teenage relationship trying to bloom out of their shyness, and while it was meandering after a while, it turned into something that was strong and a nice way of showing depth to their characters. The rest of the cast are there for comedic effect. Even Marisa Tomei's Aunt May is kind of sidelined here.

For any MCU fan, seek it out in a theater as soon as you can. It's a lot of fun. As for Spider-Man fans, it kind of sits in the middle when it comes to listing it. Especially after the triumphant Into the Spider Verse and Homecoming really defined who Spider-Man is.
  
The Toll (Arc of a Scythe, #3)
The Toll (Arc of a Scythe, #3)
9
9.3 (3 Ratings)
Book Rating
Characters (3 more)
Worldbuilding
Plot
Pacing
A fantasic finale
After the amazing cliffhanger of Thunderhead, I rushed to pick up this because I just HAD TO KNOW. This cover is even prettier, they really nailed this series (sans the transformers font) and I hope it inspires more YA books to hire illustrators and not photo manip garbage. I'm an Illustrator though, so I'm biased. This review will have spoilers for Thunderhead, so don't read if you haven't read that!
    
      The Toll picks up immediately after Thunderhead. Goddard has returned the MidMerica, no one knows that he was demoted to apprentice and with the death of Scythe Curie he stands uncontested for replacing Xenocrates. Anastasia and Rowan rest at the bottom of the ocean, and Goddard has made the site a site of remembrance to avoid any evidence being drudged up. The sinking of Endura is also squarely blamed on Rowan, and the world suffers as the Thunderhead punishes everyone, marking them unsavory. Cutting off communication with all but one, our former unsavory, Greyson.
  
    With the rise of Goddard, the Schism amongst the Scythedom widens. He seizes more power, overturns rules and makes new ones and slowly starts taking control of other nations. Dubbing himself the Overblade. The story arches over 3 years post Thunderhead, and we jump around a little bit. During the three years Goddard continues to take a chokehold on the world, Greyson suddenly finds himself a living god amongst the tonists and humanity, as the only one able to speak to the thunderhead, he takes on the role of the Tonist's mythological figure, The Toll. Acting as a go-between, and manipulating those around him to fulfill the Thunderhead's goals.

   Meanwhile, Faraday continues his search for the land of nod, making serious headway and discovering something that makes the Thunderhead uncertain. So the Thunderhead starts making plans. Faraday finds himself stranded with his helper, far away from the Scythedom, the Thunderhead and the horrible things that have been happening far away. He knows nothing of the fate of Marie, Goddard, Citra, Rowan, or the world. Finally, in the third year since the sinking of Endura, Rowan and Citra are raised from the depths, squirreled away by the Amazonian Scythes before Goddard knows they aren't dead. Being raised from the dead did wonders for Goddard's cause, so can Anastaisa's return do wonders for the plight of the old guard? But first Anastasia must plan and play her cards right, digging deep in the Thunderheads back brain to piece together mysteries long since written off and uncover the secrets of the Scythedom.

   This book was really good, and a very satisfying finale to the series. The already rich worldbuilding is made richer by his choice to cut the world off from the Thunderhead, showing us what happens when people lose their connection to the world. He believably shows the influence one charismatic politician can have, and how easy it is for things to fall into disarray. You can tell he had a gameplan when he wrote these books, because everything comes together just right, not loose ends, everything had a purpose. Characters are tested, grow and develop. New parts of the world are further explored, completing the picture he begun in the other two books. I thoroughly enjoyed his take on the age-old sci-fi trope of "How does the benevolent computer protect humans from themselves". Well written, and elevated, especially in terms of other YA fiction. Shusterman really wrote a fantastic series. Once again, the romance is understated, but the emotions run deep enough at this point to pull at your heartstrings and make you believe in their love, even if it came from somewhat unbelievable beginnings.

 This series is well worth the read, and a breath of fresh air in an otherwise stale and formulaic YA world.