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Amy (7 KP) rated Goddess of Troy in Books

Jan 17, 2018 (Updated Jan 17, 2018)  
GO
Goddess of Troy
P.C. Cast | 2008 | Erotica, Fiction & Poetry, Young Adult (YA)
1
1.0 (1 Ratings)
Book Rating
Nice premise. Interesting characters profiles. Some lovely vivid description. (0 more)
Everything Else. (0 more)
Terrible. Total destruction.
Contains spoilers, click to show
The premise is one that P.C. Cast recycles throughout her work which is of taking modern women and dropping them into the worlds of myth and magic.
A brilliant idea, occasionally well done in her other novels...not unfortunately for this one.
The problem begins with the plot the goddesses send the women back to end the war...okay, but why not do it themselves? The flimsy excuses just don't hold up. The plot is weakly manipulated and transparently executed to make the neccessity of the modern women going back possible.
Problem 2-is the blatant racism of making the indipendant modern black woman into a white slave girl.
Problem 3- problematic sex scenes which read as thinly disguised rape scenes. A male character is hypnotises and the main female character has sex with him....this is made okay by him giving her consent afterwards. Which is not how consent works. This book being intended for young women just becoming sexual is at best concerning and at most incredibly damaging whilst promoting male rape under the guise of female empowerment.
The dialogue when more old fashioned from the warriors is charming and engaging...from the modern women we are forced to deal with censored cringy curse words, way too much teenage level gossip, and not a smidge of maturity in sight...from grown ass women.
For thirty plus successful women the character profiles should have engaged and fascinated, unfortunately those profiles were ignored during in-story application and replaced with twittering, childish teens who giggle over the word penis and lose their minds over the most vacuous and senseless things.
The plot centres around a boring, romance, and changes the original relationship of Achilles and Patroclus from its canonical implied romance to one of cousins...this at best is a misguided deviation from the canonical Iliad relationship they had.
It could easily be read as a blatant attack and hideous misuse of the original content, that could given the sheer overwhelming heteronormaty we are forced to endure be at its worst an erasure of rare LGBT representation from historical content.
The relationships are forced, and their happy endings so saccharine it hurts to read.
The siege of Troy is horrifically rewritten to make the main female lead the deciding factor that ensured victory and removed nearly all canonical battle events.
Throughout the novel not much happens, and by time something does you just want the novel over with.
It doesn't read as mythology inspired, the myths and characters are used as cheap prop and staging whilst removing the deep themes, and messages that ensured their endurance throughout time.
The vocabulary is below pre-teen level, the grammar is sub-par, and the pacing and plotting absolutely abysmal.
How this book ever made it to print in this state is a large and curious mystery for me.
I cannot urge you to skip this book enough, Margaret George's 'Helen of Troy' is a far more valuable use of your time if you are in want of mythology inspired fantasy...and does so without annihilating the entire original stories.
  
Justice League Dark, Volume 1: The Last Age of Magic
Justice League Dark, Volume 1: The Last Age of Magic
James Tynion IV | 2019 | Comics & Graphic Novels, Horror, Young Adult (YA)
8
8.0 (2 Ratings)
Book Rating
I finally finished up the first JLD volume from new series writer James Tynion IV. I already remarked on how I was quite pleased with his handle of the core members, bringing a real sense of belonging in a very dark (but not THE BOYS dark! THANK GOD!) setting.

I am 50, right? I remember when Zatanna was simply a top hat, coat and tails, plus fishnets. I was a totally fanboying her character back in the day. I even went so far as to request a sketch (back when sketches could run you simply $20, and no attendees were trying to make money off the art acquired) of her from then-new artist Adam Hughes.

When I first saw the art for JLD, wherein Zee's token "top hat and fishnets" were gone. Instead, she was now attired in black slacks, thigh-high black leather boots, white bodice, and stockings are now on her arms as sleeves of a sort. I have to admit, by the end of this volume, as well as the subsequent one (WW + JLD: THE WITCHING HOUR), it gives her a more "sensible sorceress" look. It feels less objectifying, no?

Oh, Constantine, how you've grown as a character! No longer just a likeable (sort of) a-hole with a flair for dark things magical, he seemed to have matured as a character. He seems to, indirectly or otherwise, fit in the team, despite being more akin to a lone wolf character. Tynion really should be given a chance at writing a Constantine mini, perhaps. just sayin'!

The art by Alvaro Martinez Bueno and Daniel Sampiere, with inks by Raul Fernandez and Juan Albarran, is super spot-on. All the regular characters are rendered well, never once veering away from their token looks. Fortunately, DC at least recognizes some good fits, as this seems to be the ongoing art team on the series going forward. Good stuff, indeed!

Now, while the main story held my attention until the very end, the last story, "Tales From The Otherkind", not so much. I get what Tynion was going for, but it just wasn't doing it for me. It was this final story in the volume which prevented this from being a 5-Star review.

But, don't let that sway you! There's some solid creepiness within, as well as some real tense moments. You may even enjoy that last story in the volume. So, that said, I urge you to check this one out. No disappointments, even if you don't like the last story as much as I did!
  
The Lighthouse (2019)
The Lighthouse (2019)
2019 | Drama, Horror
Weird - and I couldn't look away
I have viewed some really strange films in my day. When asked, I often mention MIRRORMASK (based on a Neil Gaiman story) and mother! (the Darren Aronofsky oddity) as the strangest films I have ever seen.

Add Robert Eggers’ THE LIGHTHOUSE to this list.

Based on a real life tragedy from 1801, THE LIGHTHOUSE follows 2 isolated Lighthouse keepers as they interact with each other, slowly going mad in the process…or did they? Is one of them mad and the other sane? Are they both mad? Or…is it the viewer who is going mad? Eggers let’s you, the viewer, decide.

And…good for him. I have now encountered 2 films directed by former Production Designer Eggers - THE WITCH and now this film. In both cases, the movies are interestingly shot and intriguing to view but almost incomprehensible. The more so with THE LIGHTHOUSE, it is almost as if Eggers heard the criticism of THE WITCH of being incomprehensible and said “hold my beer”.

Besides the production values - which really are quite good (especially Eggers use of Black and White) - what holds this movie in high regards is the acting of the 2 people in film. These 2 characters are the only speaking parts in this movie.

Willem Dafoe portrays the older, veteran Lighthouseman who tells the tales of Mermaids and Curses and has a generally air of foreboding from the start. It is a masterwork by Dafoe - his best work of his career (and that’s saying something). He is unnerving to view from the start. The only thing the viewer needs to figure out is whether he is insane or very, very, very sane.

The surprise for me in this movie is the work of Robert Pattinson, the younger Lighthouseman who is in his first assignment. He is the audience’s eyes into this weird world and he is very much sane at the beginning. At the end…well…you decide. He was able to go toe-to-toe with DaFoe and held his own very well. This young actor has made a conscious choice following the Twilight films and with this movie and with Christopher Nolan's TENANT he is establishing himself as a darn good performer.

As for the film itself, my one recommendation for you is to not be too concerned of making sense of what is going on in the scene you are watching…you’ll drive yourself mad doing this (at least it was driving me mad). After awhile I just sat back and drank in the weirdness - and the quality acting and production values - that was enfolding in front of me and the ending was satisfying (enough).

All in all one of the stranger times I’ve had at the movies.

Letter Grade: B

7 stars (out of 10) and you can take that to the Bank (ofMarquis)
  
Gem Blenders
Gem Blenders
2020 | Card Game, Collectible Components
Collectible Card Games (CCG) and Living Card Games (LCG) are enjoyed by the members of Purple Phoenix Games. From these genres we primarily play Lord of the Rings LCG, A Game of Thrones (2e) LCG, and DiceMasters (ok we kinda cheated here but it still applies). So we are no strangers to constructing decks or teams and going head-to-head to defeat opponents. When I heard about Gem Blenders being a CCG with an interesting theme, I knew we had to try it.

Gem Blenders is a competitive card game of upgrading (blending) heroes into stronger forces that will attack your opponent’s HP. The winner is the player who can decrease their opponent’s HP to zero first.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. Similarly, our copy came with two pre-constructed decks ready to duel. -T

To setup, players will need to construct their decks according to the construction requirements and limitations found in the rulebook. I will not be covering every rule found in the rulebook here, as the rules are very extensive. Once the four heroes per player are chosen, they must be arranged in a diamond pattern with the Left, Center, and Right heroes being on the “front line” and the Back hero being the sole back liner. Front line heroes can attack, but the hero in back cannot. Draw your opening hand of six cards and you are ready to play! Wait, you don’t like your initial draw? Ok then, shuffle back into your deck and draw a new set of six. You are ready to play!

On a turn a player will complete three phases. Firstly, draw a card. The next phase is to play cards from your hand. You are allowed to play one gem card per turn, so initially players will probably be attaching gems to heroes. Simply slide the gem card under the top of the hero card so that the colored gem graphic can be seen (see below). Other actions include attack (once per turn), blend or de-blend heroes, discard gems, activate hero effects, and play action cards.

Heroes will have effects printed on their cards with instructions on how to use them. You may use all four heroes’ effects if possible in any turn. Discarding gems is self-explanatory, and there are cards in the game that can activate or become more powerful depending on having gems in the discard pile. Action cards can help players manipulate their decks, search for specific cards, or even cancel another player’s action out of turn. They can be severely powerful, so there are strict limitations as to which Action cards and how many of them you may keep in your deck.

Blending heroes is a crux of the game and the way to make your heroes stronger in battle. By collecting the gems and attaching them to your heroes you are providing them with requirements for blending. You may only blend a hero when they have the appropriate gems attached to them according to the Blend card you wish to play. The hero then becomes the blended hero with the new effects and stronger Attack and Defense values. These are important stats for the Attack action. When a player Attacks, they choose which of their front line heroes they would like to send into battle (or all of them). The attackers may only attack the heroes directly opposite them on the table. So a Center hero may only attack the other Center hero across from them (in a 2 player game). Stats are simply compared and any attack power that remains undefended will be deducted from the defender player’s HP.

The last step of a turn is declaring your turn over. Then the next player may take their turn. Play will continue in this fashion until one player has zero HP and a winner is figured.

Components. To reiterate, we were provided a prototype copy of the game, so I will not comment on aspects that may be changed as a result of a successful Kickstarter campaign or through any stretch goals. I was given no information or scoops about what is planned, so I will merely comment on what I can here. This is a card game, and came to us in a box similar to that of the Tiny Epic series, but a bit smaller. It was enough for two constructed decks of 54 cards each and a couple reference cards. We were able to play the game right out of the box this way and that was very appreciated.

However, the card layout and art style of the game is where we have our issues. I recently turned 40 and, well, my eyesight isn’t what it used to be. When playing Gem Blenders, much of the game is about upgrading your forces and attacking your opponent(s). So when I look across the table at my opponent’s card, I want to be able to clearly see their Attack and Defense. Unfortunately, the text is so small in this version of the game that we were constantly asking each other what the A and D numbers were. Now, I mentioned earlier that we play and love DiceMasters as well, and that game also suffers from readability issues, so we can begrudgingly overlook that. I hope the finished version of the game addresses this and makes adjustments on visibility of important stats.

Also, the art style of the game just did not resonate with us at all. Again, it could be such that the art will change once the game is truly finished, but considering the cards we were provided, we were hoping for something a bit flashier or more polished. As you can see from the shots here on this review, the hero cards are all black and white, the gem cards have a colorful gem in the middle of the white background of the card with a smaller iteration of the gem in the upper portion of the card. The action cards are also the stark black and white similar to the hero cards. The blend cards feature different wallpapers with a somewhat improved illustration on the front. I found that I would rather see more of the text and battle stats than the illustrations of this game.

That all said, the game is really solid, the theme is interesting, and the game play is quite fun. If it looked better it would be a great option for a quick head-to-head CCG with an excellent and inventive theme. I do hope improvements to the game are planned, and if that’s the case then I will definitely be keeping it on my radar.
  
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Shadow Hunters
Shadow Hunters
2005 | Adventure, Bluff, Card Game, Deduction, Horror
Playing board games has enlightened me so much and given me wishes to follow career paths I would not have considered otherwise. One career I would NOT want to take on is that of a Shadow Hunter: the warriors who seek out and destroy beings from the demon realms walking in our midst. I’d rather stay blissfully ignorant to their existence and simply hope we can be friends. However, in board game worlds I will seek and destroy like a good little Shadow Hunter does.


Shadow Hunters is a hidden identity survival card game for groups of 4-8 players. Each player’s drawn persona will belong to the Shadows, the Hunters, or Neutrals (common bystanders). The goals of the players may all be completely different and the game may end at any time due to fulfilling personal agendas. Players may even win when their characters are dead!
To setup place the board on the table and randomly populate the card spaces on the board with the Area Cards. Shuffle the White Cards, Black Cards, and Hermit Cards (why didn’t they just name these the Green Cards?) into their own stacks and place them on the side of the board in their slots. Players choose their preferred colors, take the boards and pieces with that color, and place one of their wooden markers on the No Damage space on the board. The other wooden marker will be used for movement on the board Area cards. Shuffle and deal each player one Character Card to be kept secret from the other players. Determine start player and the game is ready to begin!

On a player’s turn they will be completing at least one task and then possible other tasks. First, the active player will roll both the 1d6 and 1d4 together to arrive at a number between two and 10. The player will place their marker on the matching Area card on the board. Should a player roll a seven they may choose any location other than the space they are on and move. Each location will have an action printed on its card that a player may choose to complete. These could be drawing cards from the White, Black, or Hermit decks, damaging other players, or stealing equipment cards from them. Lastly, the active player may straight up attack another player within the same Area range (the three different areas are two cards linked together, so either the card the marker shares or the one that is linked).


As soon as a character has suffered damage equal to or greater than the HP shown on their Character Card, that character dies. Once a character dies, the owning player flips the Character Card over to reveal the character and, more importantly, their faction to which they belong. If this causes one player to fulfill their character’s goals, they must announce that the game is over. If not, play continues in this fashion until a player’s goal has been achieved to end the game. This could mean the Shadow team or Hunter team wins as a group, or that one player wins alone.
Components. Oddly, this edition of Shadow Hunters is now almost 10 years old, so it fall within the “older games” group. That said, the components are still excellent quality, even by today’s standards. The cards have a faint linen finish, the cardboard components are all thick and matte finished, the wooden player markers are chunky and fun to move around. The only issues I have with components are that I wish the colors matched more on the wooden markers and the player boards. Not a huge deal, but something that makes me cringe just a little inside. The other issue I have is most definitely a personal preference: the numbers on the d4 are on the bottom and I prefer them on the top. I know, purely personal preference and I’m dumb for even mentioning it.

This is a game I love but irks my wife. And not even because she doesn’t like the game. It irks her because of how I play it. Until I use the Hermit Cards to try to help figure out which player is on my team I will certainly be attacking everyone I can every chance I get. That’s not the best way to make friends, and I get it, but I’m not taking that chance of allowing a potential opponent to get a leg up on me. That bothers my wife because many times I’m attacking my teammates. Oh well.

I have played this game so many times with different groups and have had great success with it almost every single time. It’s an easy teach, the theme makes sense, and having different end goals is something that many people can rally behind. I know there are about 3,000 hidden identity games out there, but I consider this one of the best. Even 10 years later it sill holds that sheen and gives us a little different experience than just spamming The Resistance: Avalon every time. Purple Phoenix Games gives this one a hot 17 / 24. Pick this one up if you find it in the wild and want a different feel for your hidden identity collection. I love it and you might too.
  
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Erika (17789 KP) rated X-Men: Dark Phoenix (2019) in Movies

Jun 8, 2019 (Updated Jun 8, 2019)  
X-Men: Dark Phoenix (2019)
X-Men: Dark Phoenix (2019)
2019 | Action, Adventure, Sci-Fi
Jessica Chastain (0 more)
Better than Last Stand
Last Stand didn't exactly set a high bar for the Dark Phoenix story line, and luckily, this film surpassed it. To be honest, the only reason they got my butt in a seat was for Michael Fassbender and James McAvoy.
The story goes the way you expect it to go. I'm not completely convinced Sophie Turner is a good actress. I'm also glad that they killed Raven (not a spoiler, it's common knowledge), though it wasn't quick enough in my opinion.
I'm unsure as to why Jessica Chastain was cast (or why she's ever cast in ANYTHING); her 'villain' was completely useless. The movie didn't even need that subplot, they would have had a better movie without it and her. Pro-tip: don't introduce new characters in the last film of a saga because no one will care enough about them. Seriously, I felt like my time was wasted having to watch her.
I will say, this film FINALLY gave us good scenes with the X-Men kicking some ass, all using their unique powers. They really gave Nicholas Hoult something to do, and he was great!
Finally, the reason I was there, McFassy. This was one of McAvoy's best Professor X performances, he wasn't black or white, he was more gray and it really worked. They didn't give Magneto much to do, but I loved that they introduced Genosha. This will be below the 'see more' line, so, the best flexing his power scene was when he lifted the subway through the concrete, it was almost on par with the submarine being lifted out of the sea in First Class, and pulling up the Auschwitz gate in Apocalypse.
The last scene shows the entire new saga go first circle. Of course, it's very Dark Knight Rises, but it was perfect. I'm only rating it a 6 because of that.
  
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