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The picky eater that I am, when I see a book such as this - that makes me want to eat everything on the page - they have surely outdone themselves! This is one of those books that seeing in eBook format makes me NEED to see and touch it. Images throughout this book are truly incredible - clean, fresh and beyond appealing. Love the simple, clean country look. Contains many incredibly helpful tips and techniques for both cooking and kitchen, that every cook or baker would benefit from as well as a collection of both basic and creative recipes! Steps are wonderfully detailed and illustrated - truly a work of art!
Pat Healy recommended Videodrome (1983) in Movies (curated)
Hazel (1853 KP) rated A Piece Of The World in Books
May 30, 2018
I received this book for free through Goodreads First Reads.
Until reading Christina Baker Kline’s note at the end of the book, it is impossible to guess that it is based on real people, although, admittedly, it is a little strange to name the main character after oneself. In fact, A Piece of the World is written around a single painting in the Museum of Modern Art, New York: Christina’s World (1948) by Andrew Wyeth, a man who appears and paints this work in the story.
Baker Cline researched thoroughly into the background story of the painting. Christina Olson, the main character of this book, was a real person who posed for Wyeth as he painted this striking picture. Although the overall story is a work of fiction, the dates and key characters are biographically accurate. Beginning in 1939, the narrative weaves too and fro, from Christina’s present day to her childhood and back again. Christina is an ageing woman who can barely walk and lives in a dilapidated cottage with her brother on a hill in the village of Cushing, Maine. Having lived in this state for so long, it is a welcome surprise to be visited by the young Andrew Wyeth who falls in love with the cottage and regularly comes to work on his canvases in their upper rooms. Through their peaceful relationship and flashbacks to her past, Christina’s character development is investigated and knitted together to explain why she has become this recluse on a hill.
Christina had problems from a very young age. After almost dying from a fever, she developed an undiagnosed degenerative disease that slowly ate away at the nerves in her arms and legs. Today, neurologists believe this to be Charcot-Marie-Tooth disease but there were no doctors able to provide this diagnosis at the time. Christina suffered aches and pains growing up and could barely walk in a straight line. Her determination to keep going is admirable and makes her a strong female protagonist.
One day in her early twenties, Christina meets a boy who pays her the kind of attention that she has never received before. Believing his promises that they will be together forever, she dares to dream of having a normal life. The reader, however, knows that the future Christina is alone with only her brother for company, making it heartbreaking to read of their developing romance knowing that it is not going to last.
There is no “happy-ever-after” to this story, nor is there a sad ending. It is an account of a woman who had been dealt a raw deal in life but continued getting on despite it. The end result, the painting Christina’s World, shows Christina as she sees herself. She may not be able to walk but she is still a woman; she made the most of her childhood, she never complained. This painting is her “letter to the World that never wrote to [Her].”
A Piece of the World is a powerful novel about purpose and determination. Christina may not have had a typical, successful life or become famous but she had her daily achievements: crawling through a field for an hour to visit a friend, cooking dinners despite not being able to stand up, carrying on after the end of a romantic relationship …
Written as gracefully as the brushstrokes of a painting with elements of Emily Dickinson thrown in here and there, A Piece of the World is a beautiful piece of work. It is something that can be enjoyed as you are mentally drawn into the storyline, leaving you wondering what happens to Christina and her brother after the completion of the painting. It is a novel the author can be proud of.
Until reading Christina Baker Kline’s note at the end of the book, it is impossible to guess that it is based on real people, although, admittedly, it is a little strange to name the main character after oneself. In fact, A Piece of the World is written around a single painting in the Museum of Modern Art, New York: Christina’s World (1948) by Andrew Wyeth, a man who appears and paints this work in the story.
Baker Cline researched thoroughly into the background story of the painting. Christina Olson, the main character of this book, was a real person who posed for Wyeth as he painted this striking picture. Although the overall story is a work of fiction, the dates and key characters are biographically accurate. Beginning in 1939, the narrative weaves too and fro, from Christina’s present day to her childhood and back again. Christina is an ageing woman who can barely walk and lives in a dilapidated cottage with her brother on a hill in the village of Cushing, Maine. Having lived in this state for so long, it is a welcome surprise to be visited by the young Andrew Wyeth who falls in love with the cottage and regularly comes to work on his canvases in their upper rooms. Through their peaceful relationship and flashbacks to her past, Christina’s character development is investigated and knitted together to explain why she has become this recluse on a hill.
Christina had problems from a very young age. After almost dying from a fever, she developed an undiagnosed degenerative disease that slowly ate away at the nerves in her arms and legs. Today, neurologists believe this to be Charcot-Marie-Tooth disease but there were no doctors able to provide this diagnosis at the time. Christina suffered aches and pains growing up and could barely walk in a straight line. Her determination to keep going is admirable and makes her a strong female protagonist.
One day in her early twenties, Christina meets a boy who pays her the kind of attention that she has never received before. Believing his promises that they will be together forever, she dares to dream of having a normal life. The reader, however, knows that the future Christina is alone with only her brother for company, making it heartbreaking to read of their developing romance knowing that it is not going to last.
There is no “happy-ever-after” to this story, nor is there a sad ending. It is an account of a woman who had been dealt a raw deal in life but continued getting on despite it. The end result, the painting Christina’s World, shows Christina as she sees herself. She may not be able to walk but she is still a woman; she made the most of her childhood, she never complained. This painting is her “letter to the World that never wrote to [Her].”
A Piece of the World is a powerful novel about purpose and determination. Christina may not have had a typical, successful life or become famous but she had her daily achievements: crawling through a field for an hour to visit a friend, cooking dinners despite not being able to stand up, carrying on after the end of a romantic relationship …
Written as gracefully as the brushstrokes of a painting with elements of Emily Dickinson thrown in here and there, A Piece of the World is a beautiful piece of work. It is something that can be enjoyed as you are mentally drawn into the storyline, leaving you wondering what happens to Christina and her brother after the completion of the painting. It is a novel the author can be proud of.
Hazel (1853 KP) rated A Piece Of The World in Books
Dec 14, 2018
<i>I received this book for free through Goodreads First Reads.</i>
Until reading Christina Baker Kline’s note at the end of the book, it is impossible to guess that it is based on real people, although, admittedly, it is a little strange to name the main character after oneself. In fact, <i>A Piece of the World</i> is written around a single painting in the Museum of Modern Art, New York: <i>Christina’s World</i> (1948) by Andrew Wyeth, a man who appears and paints this work in the story.
Baker Cline researched thoroughly into the background story of the painting. Christina Olson, the main character of this book, was a real person who posed for Wyeth as he painted this striking picture. Although the overall story is a work of fiction, the dates and key characters are biographically accurate. Beginning in 1939, the narrative weaves too and fro, from Christina’s present day to her childhood and back again. Christina is an ageing woman who can barely walk and lives in a dilapidated cottage with her brother on a hill in the village of Cushing, Maine. Having lived in this state for so long, it is a welcome surprise to be visited by the young Andrew Wyeth who falls in love with the cottage and regularly comes to work on his canvases in their upper rooms. Through their peaceful relationship and flashbacks to her past, Christina’s character development is investigated and knitted together to explain why she has become this recluse on a hill.
Christina had problems from a very young age. After almost dying from a fever, she developed an undiagnosed degenerative disease that slowly ate away at the nerves in her arms and legs. Today, neurologists believe this to be <i>Charcot-Marie-Tooth</i> disease but there were no doctors able to provide this diagnosis at the time. Christina suffered aches and pains growing up and could barely walk in a straight line. Her determination to keep going is admirable and makes her a strong female protagonist.
One day in her early twenties, Christina meets a boy who pays her the kind of attention that she has never received before. Believing his promises that they will be together forever, she dares to dream of having a normal life. The reader, however, knows that the future Christina is alone with only her brother for company, making it heartbreaking to read of their developing romance knowing that it is not going to last.
There is no “happy-ever-after” to this story, nor is there a sad ending. It is an account of a woman who had been dealt a raw deal in life but continued getting on despite it. The end result, the painting <i>Christina’s World</i>, shows Christina as she sees herself. She may not be able to walk but she is still a woman; she made the most of her childhood, she never complained. This painting is her “letter to the World that never wrote to [Her].”
<i>A Piece of the World</i> is a powerful novel about purpose and determination. Christina may not have had a typical, successful life or become famous but she had her daily achievements: crawling through a field for an hour to visit a friend, cooking dinners despite not being able to stand up, carrying on after the end of a romantic relationship …
Written as gracefully as the brushstrokes of a painting with elements of Emily Dickinson thrown in here and there, </i>A Piece of the World</i> is a beautiful piece of work. It is something that can be enjoyed as you are mentally drawn into the storyline, leaving you wondering what happens to Christina and her brother after the completion of the painting. It is a novel the author can be proud of.
<imgsrc="https://www.moma.org/media/W1siZiIsIjE2NTQ1NyJdLFsicCIsImNvbnZlcnQiLCItcmVzaXplIDIwMDB4MjAwMFx1MDAzZSJdXQ.jpg?sha=33c151dba7f8de4c"width="100"height="40"alt="ChristinasWorld"/>
Until reading Christina Baker Kline’s note at the end of the book, it is impossible to guess that it is based on real people, although, admittedly, it is a little strange to name the main character after oneself. In fact, <i>A Piece of the World</i> is written around a single painting in the Museum of Modern Art, New York: <i>Christina’s World</i> (1948) by Andrew Wyeth, a man who appears and paints this work in the story.
Baker Cline researched thoroughly into the background story of the painting. Christina Olson, the main character of this book, was a real person who posed for Wyeth as he painted this striking picture. Although the overall story is a work of fiction, the dates and key characters are biographically accurate. Beginning in 1939, the narrative weaves too and fro, from Christina’s present day to her childhood and back again. Christina is an ageing woman who can barely walk and lives in a dilapidated cottage with her brother on a hill in the village of Cushing, Maine. Having lived in this state for so long, it is a welcome surprise to be visited by the young Andrew Wyeth who falls in love with the cottage and regularly comes to work on his canvases in their upper rooms. Through their peaceful relationship and flashbacks to her past, Christina’s character development is investigated and knitted together to explain why she has become this recluse on a hill.
Christina had problems from a very young age. After almost dying from a fever, she developed an undiagnosed degenerative disease that slowly ate away at the nerves in her arms and legs. Today, neurologists believe this to be <i>Charcot-Marie-Tooth</i> disease but there were no doctors able to provide this diagnosis at the time. Christina suffered aches and pains growing up and could barely walk in a straight line. Her determination to keep going is admirable and makes her a strong female protagonist.
One day in her early twenties, Christina meets a boy who pays her the kind of attention that she has never received before. Believing his promises that they will be together forever, she dares to dream of having a normal life. The reader, however, knows that the future Christina is alone with only her brother for company, making it heartbreaking to read of their developing romance knowing that it is not going to last.
There is no “happy-ever-after” to this story, nor is there a sad ending. It is an account of a woman who had been dealt a raw deal in life but continued getting on despite it. The end result, the painting <i>Christina’s World</i>, shows Christina as she sees herself. She may not be able to walk but she is still a woman; she made the most of her childhood, she never complained. This painting is her “letter to the World that never wrote to [Her].”
<i>A Piece of the World</i> is a powerful novel about purpose and determination. Christina may not have had a typical, successful life or become famous but she had her daily achievements: crawling through a field for an hour to visit a friend, cooking dinners despite not being able to stand up, carrying on after the end of a romantic relationship …
Written as gracefully as the brushstrokes of a painting with elements of Emily Dickinson thrown in here and there, </i>A Piece of the World</i> is a beautiful piece of work. It is something that can be enjoyed as you are mentally drawn into the storyline, leaving you wondering what happens to Christina and her brother after the completion of the painting. It is a novel the author can be proud of.
<imgsrc="https://www.moma.org/media/W1siZiIsIjE2NTQ1NyJdLFsicCIsImNvbnZlcnQiLCItcmVzaXplIDIwMDB4MjAwMFx1MDAzZSJdXQ.jpg?sha=33c151dba7f8de4c"width="100"height="40"alt="ChristinasWorld"/>
Ben Howkins (7 KP) rated How To Train Your Dragon: The Hidden World (2019) in Movies
Feb 14, 2019 (Updated Feb 17, 2019)
Visuals (1 more)
Story
A fitting farewell to Hiccup and Toothless
The basic plot of the movie is: 1 year after the events of the 2nd film, the new chief of Berk, Hiccup and his friends have taken to rescuing captured dragons and taking them back to Berk, which Hiccup has decided make a Viking/ Dragon utopia. This, unfortunately, gets the attention of a band of a group of Warlords, who wish to use the dragons themselves for their plans. The Warlords enlist a legendary dragon hunter called “Grimmel The Grisly” to kidnap Hiccup’s Night Fury dragon Toothless as he is the alpha and all the other dragons will obey him. To do this, Grimmel uses a female, white Night Fury (dubbed a Light Fury) as bait to play with Toothless emotions. As a way of helping Toothless with his matters of the heart and to get away from Gimmel, Hiccup decides to go looking for a legendary place which his dad used to talk of, where all dragons came from, called “The Hidden World”
Because this was an animated film I find it really hard to do any sort of proper performance reviews of the characters and associated performers. In all honesty, in my opinion, it is very hard to muck up read lines off of a sheet (though it can be done). This is, in my opinion, a double-edged sword, as though it is really hard to really stand out in voice performances (though some people always do aka Mr Hayter, Mr North and Mr Baker), the fact that I believed this to be a very good film shows the quality of the script, story and animation. The people of Berk still feel like a group of empty-headed, muscular idiots just like they were in the first film, whilst at the same time all growing as characters. All the relationships show on screen have their own distinct elements which add to the story, be it the romance between Hiccup and girlfriend Astrid, the awkward and silly crush Snotlout has for Hiccup’s mum Valka or of course the eternal friendship between Hiccup and Toothless. And finally, the visual art style and animation work amazingly well and capture the scenery perfectly at times, be it the giant waterfalls of “Old” and “New” Berk, the bright and vibrant colours of inside “The Hidden World” or even just the effects of making the Light Fury look so elegant and mysterious.
Overall I feel like this is a fitting end to what I feel is Dreamwork’s best made and least loved series. It is filled with laughs, cheers and unless you have a soul of stone, DEFINITELY some tears.
Because this was an animated film I find it really hard to do any sort of proper performance reviews of the characters and associated performers. In all honesty, in my opinion, it is very hard to muck up read lines off of a sheet (though it can be done). This is, in my opinion, a double-edged sword, as though it is really hard to really stand out in voice performances (though some people always do aka Mr Hayter, Mr North and Mr Baker), the fact that I believed this to be a very good film shows the quality of the script, story and animation. The people of Berk still feel like a group of empty-headed, muscular idiots just like they were in the first film, whilst at the same time all growing as characters. All the relationships show on screen have their own distinct elements which add to the story, be it the romance between Hiccup and girlfriend Astrid, the awkward and silly crush Snotlout has for Hiccup’s mum Valka or of course the eternal friendship between Hiccup and Toothless. And finally, the visual art style and animation work amazingly well and capture the scenery perfectly at times, be it the giant waterfalls of “Old” and “New” Berk, the bright and vibrant colours of inside “The Hidden World” or even just the effects of making the Light Fury look so elegant and mysterious.
Overall I feel like this is a fitting end to what I feel is Dreamwork’s best made and least loved series. It is filled with laughs, cheers and unless you have a soul of stone, DEFINITELY some tears.
Emma @ The Movies (1786 KP) rated The Art of Racing in the Rain (2019) in Movies
Jun 20, 2020
Another crying dog movie... just what my life needs.
Denny picks up a golden retriever puppy from a farm and the two become firm friends. Enzo learns all about racing and is a constant fixture at the track, it's going to be the two of them forever feeling the wind in their faces.
Then one day Eve comes along, she's there a lot and it doesn't look like she's leaving. Can Enzo adapt to family life?
The card on the film states "scenes of emotional upset"... accurate, and right from the very start too. This was made by a savage person. Originally I had a quadruple bill planned but I wasn't sure I could do this film followed by The Sun Is Also A Star and come out the other end as anything but a gibbering wreck so I split it out. That was probably one of the most sensible things I've ever done, there was so much crying.
The way they show Enzo reacting to everything is spot on. If you've watched those dog videos on Facebook where they subtitle in what the dog's thinking, it's just like that but Enzo has a much better grasp of the English language and the sultry tones of Kevin Costner. Some of the moments are wonderful and it made me wonder if my dog did any of them, and then I cried a bit more.
Milo Ventimiglia plays out leading human, Denny, and he's very convincing with the obsession Denny has for racing. The flipside with the struggle of having to be a dad came across too and there are some poignant scenes that came off beautifully.
I wasn't overly engaged with Amanda Seyfried as Eve until the midpoint of the film. Perhaps I was indifferent about her on Enzo's behalf, we may never know, but at the point where it all turned I thought she gave a wonderful and respectful performance.
There's not a huge extended cast, but it's filled with talented actors who bring something great to their characters, Kathy Baker and Martin Donovan were particularly good as Eve's parents, though you can't help but hate them.
It's nicely done overall, nothing seems out of place, there weren't any frivolous scenes. The way we get to engage with the racing is brilliantly executed, especially the scene at the beginning where he actually races in the rain, very exciting to watch. It's a lovely crying dog film (at what point do we declare this an actual genre?), is it predictable? Yes, but it's still a nice easy watch if you've got a box of tissues handy.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/08/the-art-of-racing-in-rain-movie-review.html
Denny picks up a golden retriever puppy from a farm and the two become firm friends. Enzo learns all about racing and is a constant fixture at the track, it's going to be the two of them forever feeling the wind in their faces.
Then one day Eve comes along, she's there a lot and it doesn't look like she's leaving. Can Enzo adapt to family life?
The card on the film states "scenes of emotional upset"... accurate, and right from the very start too. This was made by a savage person. Originally I had a quadruple bill planned but I wasn't sure I could do this film followed by The Sun Is Also A Star and come out the other end as anything but a gibbering wreck so I split it out. That was probably one of the most sensible things I've ever done, there was so much crying.
The way they show Enzo reacting to everything is spot on. If you've watched those dog videos on Facebook where they subtitle in what the dog's thinking, it's just like that but Enzo has a much better grasp of the English language and the sultry tones of Kevin Costner. Some of the moments are wonderful and it made me wonder if my dog did any of them, and then I cried a bit more.
Milo Ventimiglia plays out leading human, Denny, and he's very convincing with the obsession Denny has for racing. The flipside with the struggle of having to be a dad came across too and there are some poignant scenes that came off beautifully.
I wasn't overly engaged with Amanda Seyfried as Eve until the midpoint of the film. Perhaps I was indifferent about her on Enzo's behalf, we may never know, but at the point where it all turned I thought she gave a wonderful and respectful performance.
There's not a huge extended cast, but it's filled with talented actors who bring something great to their characters, Kathy Baker and Martin Donovan were particularly good as Eve's parents, though you can't help but hate them.
It's nicely done overall, nothing seems out of place, there weren't any frivolous scenes. The way we get to engage with the racing is brilliantly executed, especially the scene at the beginning where he actually races in the rain, very exciting to watch. It's a lovely crying dog film (at what point do we declare this an actual genre?), is it predictable? Yes, but it's still a nice easy watch if you've got a box of tissues handy.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/08/the-art-of-racing-in-rain-movie-review.html
Purple Phoenix Games (2266 KP) rated Macaron in Tabletop Games
Oct 20, 2020
The only game I have ever been able to play with my extended family on a regular basis, and provided us an excuse to get together every Sunday, is Euchre. My family loves Euchre. It took me a long time to finally learn it, and I did so on a tour bus traveling from Paris to Barcelona. I played so much Euchre on that tour. I still play Euchre somewhat regularly with my wife and in-laws. What does this all have to do with a delicious-looking game about difficult to nail baked goods? Well, I described Macaron to my wife as, “A more intense Euchre with a baking theme, where the bowers may actually kill someone.”
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly 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
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly 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
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
KalJ95 (25 KP) rated The Last of Us Part II in Video Games
Jun 23, 2020
You Won't Find A Better Game In Terms Of Presentation. (4 more)
Level Design Is Astounding.
Like The First Game, This Will Create A Conversation For Years To Come
Sound Design Is Incredible.
Takes Risks, And Some Do Pay Off.
A Flawed Sequel. (4 more)
Awful Pacing.
Structure Of Narrative Is Bad.
Some Terrible Dialogue.
Shoehorned Agenda.
The last of The Last of Us.
The video game industry doesn't get enough credit as a source of entertainment, in my humble opinion. Time and time again, the industry has proven that it can produce something magical, memorable, mesmerising to play, and even more so, something engaging to watch as someone not even holding the controller. Naughty Dog’s 2013 masterpiece, The Last of Us, became an overnight classic game because it was cinematic in presentation, and a rollercoaster of emotions in narrative. I sat and played the remastered version on my PlayStation 4 in 2017, and fell in love with the chemistry, love and heartbreak Joel and Ellie took with them, as they crossed a post-apocalyptic America. I was satisfied with the conclusion, and felt the story of these two characters was finished. I didn't need, or ever want a sequel. Then a few months pass, The Last of Us Part II is announced. Obviously, I was ecstatic, but also concerned. Trailers came and went, delays happened over and over, and leaks began to drip onto the internet. I was even more concerned with the leaks, and how this game was taking shape, but I remained open minded, and began playing the game.
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)