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Haley Mathiot (9 KP) rated 101 Family Meal-Time Devotions in Books
Apr 27, 2018
This book is such a great idea. The idea of spending meal-time talking about important things resonates with me, because that’s what my family did. They didn’t do it from a book, or from a list of questions. But I think on the days when our conversations didn’t happen organically, it would have been very useful to have this sort of book.
The stories are (I feel) mainly for younger children who are still feeling their way around in their personality and relationship with God, and still trying to apply basic truths like speaking with love, not getting frustrated, not being afraid to be friends with someone who is a little different.
There are some devotionals that kids read to adults, which I think awesome! Some of the most important moments for me as a kid (and even now) was when my parents were honest with me about their struggles. Some things I’ve heard from my parents that have impacted my life:
-“I wanted so badly to be mean to that person, and it was really hard not to.”
-“Your father frustrated me today but God told me to love him and respect him, and sometimes that means forgiving him even when he makes me upset.”
-“Your mother and I are very different people. But we don’t fight or argue. We love each other and that means sometimes we sit down and have to talk out our problems. Because it’s not about being right, it’s about keeping our relationship healthy and God-glorifying.”
-“Haley, I snapped at you this evening and that was wrong. Forgive me?”
And the thing about devotionals like this is, you don’t use them by themselves: they are a diving board you use to get to the good stuff. For instance, a devotional about wanting to snap at someone could remind you of a time you did snap at someone, and how you should have handled the situation, and then a story of a victory in a similar situation.
The text itself wasn’t edited very well, and I’m assuming it’s because I was reading an ARC. and even if those typos don’t get fixed, it won’t take away from the content.
I think this book is an awesome tool for young kids (ages 4-12) and their parents to get into the habit of having God-glorifying conversations that build each other up and prepare them for life, and empower them to make worshipful decisions.
The stories are (I feel) mainly for younger children who are still feeling their way around in their personality and relationship with God, and still trying to apply basic truths like speaking with love, not getting frustrated, not being afraid to be friends with someone who is a little different.
There are some devotionals that kids read to adults, which I think awesome! Some of the most important moments for me as a kid (and even now) was when my parents were honest with me about their struggles. Some things I’ve heard from my parents that have impacted my life:
-“I wanted so badly to be mean to that person, and it was really hard not to.”
-“Your father frustrated me today but God told me to love him and respect him, and sometimes that means forgiving him even when he makes me upset.”
-“Your mother and I are very different people. But we don’t fight or argue. We love each other and that means sometimes we sit down and have to talk out our problems. Because it’s not about being right, it’s about keeping our relationship healthy and God-glorifying.”
-“Haley, I snapped at you this evening and that was wrong. Forgive me?”
And the thing about devotionals like this is, you don’t use them by themselves: they are a diving board you use to get to the good stuff. For instance, a devotional about wanting to snap at someone could remind you of a time you did snap at someone, and how you should have handled the situation, and then a story of a victory in a similar situation.
The text itself wasn’t edited very well, and I’m assuming it’s because I was reading an ARC. and even if those typos don’t get fixed, it won’t take away from the content.
I think this book is an awesome tool for young kids (ages 4-12) and their parents to get into the habit of having God-glorifying conversations that build each other up and prepare them for life, and empower them to make worshipful decisions.
Phil Leader (619 KP) rated Cruise the Storm (John McBride #2) in Books
Nov 12, 2019
A group of terrorist hijackers on board a cruise ship. An ex SAS soldier on board teaching watercolour painting. A huge storm bearing down on the ship.
This might sound like the plot of some Hollywood blockbuster full of explosions and witty one liners from the hero but Chilcott delivers something a lot more cerebral than that. The story and characters have a sense of reality and this is more like a game of chess between the chief hijacker and the crew, a game where the ship is the board and the pawns the passengers which the terrorists are only too willing to dispose of to meet their aims.
Keith Bourne is the founder and leader of the White Christian League, an extreme right wing terrorist organisation who specialise in violent demonstration and the odd mosque burning. Bourne wants cash to further his rather nasty aims and decides that hijacking a cruise liner will fit the bill nicely. MI5 have been watching him and manage to get one of their agents onto the boat in an attempt to thwart Bourne and his cronies.
John McBride is a watercolour artist of some renown who is drafted onto the cruise to teach any interested passengers how to paint in watercolours, the scenes in the various Mediterranean ports they will be visitng being ideal subjects. McBride also happens to be a former member of the elite SAS and when he is made aware of the plot to hijack the ship is able to advise the captain and MI5.
The tension cranks up nicely through the first half of the book, seen mostly from the point of view of Bourne and McBride as each becomes aware of each other and both their plans have to be changed by circumstance. Everything comes to a head on the night the storm hits the ship.
At this point, with everything poised on a knife edge of success or failure for both sides, Chilcott pulls a deft narrative twist and goes back and tells the story again from the point of view of the chairman of the cruise line and one of the passengers, once again building up to the crisis point. This has the nice effect of filling in details that were previously only mentioned but also did lose the momentum which took a while to get going again. It may have been better to tell the story purely sequentially but seeing events from different perspectives again was interesting.
The characters and situations are written with a real authenticity. There are no miraculous escapes, no amazing feats of marksmanship and this is a very real strength of Chilcott's writing. Everthing happens in a way that seems very authentic - and in the case of the actions of the hijackers, worryingly so. Every action and reaction of the characters is plausible and there are frequent points where the story could go one way or another just on a chance encounter or random event.
This realism also felt a little like a weakness to me. Some things happen which provide some dramatic tension at the time but ultimately don't really have a bearing on the eventual outcome. Although this is very much like real life, perhaps it is not what is expected in a thriller of this type. In particlar (and these aren't really spoilers) the ship is damaged in the storm but this doesn't really affect anything, and also what happens when events are told from the point of view of one of the passengers looks to be building to something interesting but ultimately fizzles away. I would have liked to see more of these sub plots carried forward to the end of the story.
Despite this, the book was a good and interesting read and I am looking forward to reading more of Chilcott's McBride novels. I would recommend this book to anyone who likes their thrillers character driven and cerebral rather than all action. Plus you will pick up some excellent tips on painting in watercolours as a bonus.
Rated: Some violence, language and sexual references
This might sound like the plot of some Hollywood blockbuster full of explosions and witty one liners from the hero but Chilcott delivers something a lot more cerebral than that. The story and characters have a sense of reality and this is more like a game of chess between the chief hijacker and the crew, a game where the ship is the board and the pawns the passengers which the terrorists are only too willing to dispose of to meet their aims.
Keith Bourne is the founder and leader of the White Christian League, an extreme right wing terrorist organisation who specialise in violent demonstration and the odd mosque burning. Bourne wants cash to further his rather nasty aims and decides that hijacking a cruise liner will fit the bill nicely. MI5 have been watching him and manage to get one of their agents onto the boat in an attempt to thwart Bourne and his cronies.
John McBride is a watercolour artist of some renown who is drafted onto the cruise to teach any interested passengers how to paint in watercolours, the scenes in the various Mediterranean ports they will be visitng being ideal subjects. McBride also happens to be a former member of the elite SAS and when he is made aware of the plot to hijack the ship is able to advise the captain and MI5.
The tension cranks up nicely through the first half of the book, seen mostly from the point of view of Bourne and McBride as each becomes aware of each other and both their plans have to be changed by circumstance. Everything comes to a head on the night the storm hits the ship.
At this point, with everything poised on a knife edge of success or failure for both sides, Chilcott pulls a deft narrative twist and goes back and tells the story again from the point of view of the chairman of the cruise line and one of the passengers, once again building up to the crisis point. This has the nice effect of filling in details that were previously only mentioned but also did lose the momentum which took a while to get going again. It may have been better to tell the story purely sequentially but seeing events from different perspectives again was interesting.
The characters and situations are written with a real authenticity. There are no miraculous escapes, no amazing feats of marksmanship and this is a very real strength of Chilcott's writing. Everthing happens in a way that seems very authentic - and in the case of the actions of the hijackers, worryingly so. Every action and reaction of the characters is plausible and there are frequent points where the story could go one way or another just on a chance encounter or random event.
This realism also felt a little like a weakness to me. Some things happen which provide some dramatic tension at the time but ultimately don't really have a bearing on the eventual outcome. Although this is very much like real life, perhaps it is not what is expected in a thriller of this type. In particlar (and these aren't really spoilers) the ship is damaged in the storm but this doesn't really affect anything, and also what happens when events are told from the point of view of one of the passengers looks to be building to something interesting but ultimately fizzles away. I would have liked to see more of these sub plots carried forward to the end of the story.
Despite this, the book was a good and interesting read and I am looking forward to reading more of Chilcott's McBride novels. I would recommend this book to anyone who likes their thrillers character driven and cerebral rather than all action. Plus you will pick up some excellent tips on painting in watercolours as a bonus.
Rated: Some violence, language and sexual references
Purple Phoenix Games (2266 KP) rated Haven in Tabletop Games
May 1, 2021
Have you ever been a spirit of the forest fighting to keep it from falling into the hands of a greedy nearby city? No? What about the greedy nearby city – ever been one of those? No?? Then you are in luck because Haven is all about pitting the inhabitants of the Forest against the expansion of the nearby City in a fight for the rights to the mysterious Forest. Who will champion the battlefield and further their agendas? Read on to find out!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
Midge (525 KP) rated Who (Stalker #1) in Books
Feb 9, 2019
A Touch Of Brilliance!
Who scares you the most, a complete stranger or a person you know that has you in their sight?
Megan Mitcham’s latest novel, "WHO," delivers an intensely evocative story in this first book of her new Stalker series. With intelligently crafted words and an intriguing plot that has plenty of suspenseful twists, this novel made me want to keep on turning the pages. At first, I found the book a little slow and I was worried that the story wouldn’t live up to its promise, however, the pace soon picked up and I knew I was reading a book that I would come to really enjoy.
Billionaire Larkin Ashford is the fiercely independent owner of her fashion empire which was founded on the back of wedlock. When her company has the opportunity to go public, her Board of Directors won’t give her the green light, unless she agrees to marry. A series of threatening messages aren’t making her decision any easier. As she retreats to her rooftop hideaway to clear her head, she finds herself imprisoned in the strong arms of a mysterious chap who thinks she was about to jump…
Despite her friends’ warnings that her knight in shining armour could be her stalker, she can’t get him out of her head. Determined to find the truth, she searches for her mystery man and discovers a dark secret that could destroy everything that she holds dear. With her empire in danger, she’ll have to uncover the truth before her fortune and her life are reduced to tatters.
I loved the character of Larkin who is efficient, imaginative and extremely shrewd. She has deep-rooted issues with trust from her past and she doesn’t believe in love or long-term relationships. Her mother died when she was thirteen, and she has a tense relationship with her emotionally distant father. She does have a few really close friends that are supportive and loyal. I loved that Megan Mitcham introduced us to an abundance of wonderful characters, especially Larkin’s girlfriends, Genevieve, Marlis and Libby. Their exuberance collectively provides many moments of fun, support and girlie laughter.
Larkin’s high profile life is very much lived in the limelight and with major personal and business decisions needing to be made, who is causing so much trouble for her and what will be the price she has to pay?
I had so many different scenarios playing out in my head, and even though I anticipated some of the twists, I couldn’t settle on the outcome and I was kept guessing until the end. The author definitely did not disappoint with the conclusion of this book!
If you love dramatic plots, intrigue and enjoy crime novels with a bit of romance, then Megan Mitcham delivers with abundance in "WHO."
Thank you to Hidden Gems and the author, Megan Mitcham for a free ARC of this book in exchange for a voluntary, honest review.
Megan Mitcham’s latest novel, "WHO," delivers an intensely evocative story in this first book of her new Stalker series. With intelligently crafted words and an intriguing plot that has plenty of suspenseful twists, this novel made me want to keep on turning the pages. At first, I found the book a little slow and I was worried that the story wouldn’t live up to its promise, however, the pace soon picked up and I knew I was reading a book that I would come to really enjoy.
Billionaire Larkin Ashford is the fiercely independent owner of her fashion empire which was founded on the back of wedlock. When her company has the opportunity to go public, her Board of Directors won’t give her the green light, unless she agrees to marry. A series of threatening messages aren’t making her decision any easier. As she retreats to her rooftop hideaway to clear her head, she finds herself imprisoned in the strong arms of a mysterious chap who thinks she was about to jump…
Despite her friends’ warnings that her knight in shining armour could be her stalker, she can’t get him out of her head. Determined to find the truth, she searches for her mystery man and discovers a dark secret that could destroy everything that she holds dear. With her empire in danger, she’ll have to uncover the truth before her fortune and her life are reduced to tatters.
I loved the character of Larkin who is efficient, imaginative and extremely shrewd. She has deep-rooted issues with trust from her past and she doesn’t believe in love or long-term relationships. Her mother died when she was thirteen, and she has a tense relationship with her emotionally distant father. She does have a few really close friends that are supportive and loyal. I loved that Megan Mitcham introduced us to an abundance of wonderful characters, especially Larkin’s girlfriends, Genevieve, Marlis and Libby. Their exuberance collectively provides many moments of fun, support and girlie laughter.
Larkin’s high profile life is very much lived in the limelight and with major personal and business decisions needing to be made, who is causing so much trouble for her and what will be the price she has to pay?
I had so many different scenarios playing out in my head, and even though I anticipated some of the twists, I couldn’t settle on the outcome and I was kept guessing until the end. The author definitely did not disappoint with the conclusion of this book!
If you love dramatic plots, intrigue and enjoy crime novels with a bit of romance, then Megan Mitcham delivers with abundance in "WHO."
Thank you to Hidden Gems and the author, Megan Mitcham for a free ARC of this book in exchange for a voluntary, honest review.
BeagleBone Home Automation Blueprints
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Automate and control your home using the power of the BeagleBone Black with practical home...
Joe Goodhart (27 KP) rated Ultimate Comics Spider-Man by Brian Michael Bendis, Volume 1 in Books
Nov 30, 2020
So, before I begin my review of ULTIMATE COMICS: SPIDER-MAN Vol. 1, I feel the need to confess something: there was a point in life where I was a lot less liberal, a lot less "forward thinking". I felt heroes like Miles Morales were unnecessary, examples of "lazy writing". I felt that instead of creating a non-white Spider-Man, he should have been a newly created hero, not a copy of one already in existence.
Since that time, I have experienced what I can think of no word to better describe it other than an <I>awakening</I>. Much of it was the ignorance I was raised in - a racist father, a mother who followed his ideals because she was co-dependent, lacking any autonomy. It's like a veil was lifted from my eyes and I can see/think a lot more clearly. Far more acceptance and understanding now in my life, and I quite like me much more.
Now, that said, since my <I>awakening</I>, I went and checked out the first volume, as it was on sale on Comixology. Can't think of a better reason to check out what was previously, for me, a much overlooked tpb!
Man, I just want to say that I share many of the others' feelings: this was a fun series! The 616 Spider-Man hasn't been that much fun in far too long a time! He captured the youthful innocence of the character, but also exhibiting maturity and sense of honor that was not common for his age.
Those who have known me are aware that I am not a fan of Brian Michael Bendis. I felt he excelled more with his own characters (like SCARLETT, which I loved immensely) than taking on the task of writing for existing characters. However, here, I felt that he was top of his game, offering us a Spider-Man that this world truly needs!
I don't really want to do this, as 95% of the book was beyond awesome, but the inclusion of ULTIMATE FALLOUT #4 (of 6) was the only negative thing I can offer about this book. The story is awkward as it shows us Miles already in costume, already testing out his newfound powers and abilities. I felt that it made reading Miles' story after it confusing at first. It really brought nothing to the story.
Other than that, the book was solid! Bendis' writing was hot as heck, fun yet not as overly wordy as he can be known for. And assigning Sara Pichelli the task of illustrating Miles' adventures was gold! Her pencils are always tight, giving each character their own distinct visual persona! All across the board, this book was so much win!
Don't be like I used to be: read this book, because you, too, will believe in Heroes again!
Since that time, I have experienced what I can think of no word to better describe it other than an <I>awakening</I>. Much of it was the ignorance I was raised in - a racist father, a mother who followed his ideals because she was co-dependent, lacking any autonomy. It's like a veil was lifted from my eyes and I can see/think a lot more clearly. Far more acceptance and understanding now in my life, and I quite like me much more.
Now, that said, since my <I>awakening</I>, I went and checked out the first volume, as it was on sale on Comixology. Can't think of a better reason to check out what was previously, for me, a much overlooked tpb!
Man, I just want to say that I share many of the others' feelings: this was a fun series! The 616 Spider-Man hasn't been that much fun in far too long a time! He captured the youthful innocence of the character, but also exhibiting maturity and sense of honor that was not common for his age.
Those who have known me are aware that I am not a fan of Brian Michael Bendis. I felt he excelled more with his own characters (like SCARLETT, which I loved immensely) than taking on the task of writing for existing characters. However, here, I felt that he was top of his game, offering us a Spider-Man that this world truly needs!
I don't really want to do this, as 95% of the book was beyond awesome, but the inclusion of ULTIMATE FALLOUT #4 (of 6) was the only negative thing I can offer about this book. The story is awkward as it shows us Miles already in costume, already testing out his newfound powers and abilities. I felt that it made reading Miles' story after it confusing at first. It really brought nothing to the story.
Other than that, the book was solid! Bendis' writing was hot as heck, fun yet not as overly wordy as he can be known for. And assigning Sara Pichelli the task of illustrating Miles' adventures was gold! Her pencils are always tight, giving each character their own distinct visual persona! All across the board, this book was so much win!
Don't be like I used to be: read this book, because you, too, will believe in Heroes again!
Rebecca Billcliff (2409 KP) rated The Simpsons in TV
Nov 26, 2019 (Updated Nov 26, 2019)
Going down hill
When I was a child, I loved the Simpsons. Even now, as an adult, I re-watch episodes and find subtle and adult jokes I missed entirely as a child. Those fist 8 or so seasons were very good. Full of little details, great humour, and plenty of theme variety. After that, things started to go down hill.
My new sustain of the more modern show, culminated in an episode involving a screaming caterpillar.... after that, I lost all hope they would produce a good episode again.
The characters have now become very one dimensional, with personalities in the extremes. For example, homer is no longer just quite dim, with a fair few moments of total stupidity, but with a good heart; now he is mentally defective, and to dumb to realy feel love. This is seen right across the board, with each story now being a rip off of either a film, tv series or book, or some crazy nonsense that seems to fizzle out by the third act.
All in all, the original seasons, up to 10, are either great or at least worth a watch, after that, I would not bother.
How sad the fall from greatness, if only they had quite while they were ahead, instead of milking this yellow cow dry.
My new sustain of the more modern show, culminated in an episode involving a screaming caterpillar.... after that, I lost all hope they would produce a good episode again.
The characters have now become very one dimensional, with personalities in the extremes. For example, homer is no longer just quite dim, with a fair few moments of total stupidity, but with a good heart; now he is mentally defective, and to dumb to realy feel love. This is seen right across the board, with each story now being a rip off of either a film, tv series or book, or some crazy nonsense that seems to fizzle out by the third act.
All in all, the original seasons, up to 10, are either great or at least worth a watch, after that, I would not bother.
How sad the fall from greatness, if only they had quite while they were ahead, instead of milking this yellow cow dry.
Ultimate Wrap Bracelets Kit: Instructions to Make 12 Easy, Stylish Bracelets (Includes 600 Beads, 48pp Book; Closures & Charms, Cords & Video Tutorial)
Patrizia Valsecchi and Antonio Attini
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This wrap bracelets kit contains everything you need to get started wrapping right away! Wrap...
Eight Arms to Hold You: 50 Years of Help! and the Beatles
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"Remarkable as it may seem, but this is the first book on The Beatles' film Help! and that in itself...
USS Constitution Pocket Manual
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Launched in 1797, USS Constitution is a wooden-hulled, three-masted heavy frigate of the United...