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Haley Mathiot (9 KP) rated Crime and Punishment in Books
Apr 27, 2018
**spoilers**
Crime and Punishment by Fyodor Dostoevsky. read by Anthony Heald.
Genre: Fiction, classic
Rating: 5
Sin, Sentence, and Salvation
The allegory of Crime and Punishment
Crime and Punishment, one of the more famous works of Fyodor Dostoevsky, is considered “the first great novel of his mature period,” (Frank, 1995) and is one of his more famous books, rivaled only by The Brothers Karamazov. What makes Crime and Punishment such a classic? Perhaps because it is a picture of the only classic, and greatest story of all time. Crime and Punishment is an allegory of Salvation.
Self-justified
The main character, Rodion Romanovich Raskolnikov, was a poor student at a university, and was overcome with hate toward an old pawnbroker, and decided to rid the world of her for the greater good of everyone. He believed that she was a “louse,” and since everyone would be happier without her, his actions would be justified. He believed that he had broken the letter of the law only, but that it didn’t have any authority over him anyway because it was written by people just as low as himself. He didn’t believe in God, and in prison he was convinced that he didn’t deserve his treatment, and that it was something he simply needed to get over with. He had no higher authority, so he said “my conscience is at rest.” This is a picture of man before he is touched by the merciful salvation of Christ.
A Troubled Man
Although Raskolnikov justified his actions in killing the old woman, he still felt an overwhelming sense of guilt and fear over what he did. He worked very hard at keeping it a secret, and at first he thought he could live with the guilt that sat in back of his mind, but he was wrong. Raskolnikov had horrible dreams, was always sick, and one of the other characters noticed that he was constantly “set off by little things” for no apparent reason (though the reader knew that it was only because it reminded him of his crime). This represents a man who knows in his heart that he is a sinner, but who will not turn and repent from his sin.
Unending Love
Sonya Semyonovna Marmeladov was the daughter of a drunkard who “took the yellow card” and prostituted herself to support her family. Throughout the book, Sonya began to love Raskolnikov. Eventually, Raskolnikov told Sonya his secret. Sonya was horrified, but still loved him and forgave him after her initial shock wore off. As Raskolnikov was fighting inside with his conscience and his sins, he repeatedly snapped at her, refused her comfort, yelled at her, and so on. He was a bitter, angry, hateful man—and yet Sonya forgave him for everything he did to her, and everything he had done in his past. What redeeming quality Sonya saw in the wretch and why she forgave him, one cannot begin to comprehend; aside from the simple truth that Sonya was a loving, gentile, merciful girl. She saw that Raskolnikov needed someone to love him and she reached out to him, even when he repeatedly pushed her away. Sonya’s love for him is a picture of Christ’s unending and perfect love to His sinful people.
A Silent Witness
When Raskolnikov finally broke down and confessed his crime, Sonya moved to Siberia with him. Raskolnikov expected this, and knew that telling her not to come would be fruitless. She visited him often in prison and wrote to his family for him. But although Raskolnikov expected her to preach to him and push the Gospel in his face, she did not. Sonya followed the scripture’s instruction to Christian wives with non-Christian husbands in 1 Peter 3:1—“ Wives, in the same way be submissive to your husbands so that, if any of them do not believe the word, they may be won over without words by the behavior of their wives…” The verse tells women to be good examples of Christ to their non-Christian husbands rather than to preach to them and try to convert them, and that is exactly what Sonya did, even though she was not married to him. She did not try to convert him with words; rather she won him with her love. She did not push the Testament into Raskolnikov’s hands, he asked for it. When she did bring it, she did not pester him to read it. She had faith, and showed Raskolnikov the love of Christ through her actions. In the end, it paid off. Although Dostoevsky does not specifically say that Raskolnikov was converted, he does imply that he eventually became a Christian when he mused “Can not her own convictions now be mine?”
The truth will set you free
When Raskolnikov finally realized that he loved Sonya, he accepted that he was a criminal, and a murderer. When he finally accepted that he was a sinner, he repented and had a new life in him. He said he felt like “he had risen again” and that Sonya “lived only in his life.” By life, Dostoevsky refers to his mentality. Before, he had been a living dead man in prison. He was hated by his inmates, was almost killed by them in an outbreak, was unaffected by anything that happened to him or his family, and eventually became ill from it all. But after his resurrection, he repented from his sins, learned to move on with his life, and started to change. He began to converse with his inmates, and they no longer hated him. Sonya was alive in his “life” because of her love for him. When he was changed, she was so happy that she became sick with joy, to the point that she was ill in bed. Dostoevsky paints a picture of a redeemed man at the end of his novel—redeemed both by the law, and by God. This picture symbolizes the miracle of salvation through Christ.
An amazing Allegory
Dostoevsky was a wonderful writer because of his use of dialogue to tell the story, his descriptive scenes, his powerfully developed characters, and their inner dialogue. He often times told you that something was happening by only telling you what the character who was speaking at the time said in response to what was going on. For example, if Sonya was standing up, Dostoevsky would write “… ‘hey, what do you stand for?’ for Sonya had stood.”
He also painted such good descriptions of his characters, that by the middle of the book he didn’t have to say that Raskolnikov was musing in the corner of the room, glaring at anyone who was brave enough to look at him, while he stewed in grief under his old ratted cap, because you knew from how well he was described earlier and how well his character was developed from the dialogue, that he was doing exactly that.
His characters are so real, they almost frighten you because you see the things they do and feel and experience reflected in your own life. They are not perfect—in fact they are all incredibly flawed, but they are a joy to read.
His ending is superb, because he closes the story without actually telling you everything. He never says that Raskolnikov was converted, he never says when he got out of prison, and he never says that Sonya and he were married, but you know that it happened. The last scene of the story is so superb, it makes you want to read it again, just to experience the joy all over again.
But what really made Crime and Punishment the classic that it was is the picture of the best story in the world, the classic story of the world, showing through. The story of the Gospel, of Jesus Christ’s unending love and sin and salvation is clearly portrayed, and makes a joyous read.
Works cited:
Quotes are from Crime and Punishment by Fyodor Dostoevsky, 1886
Frank, Joseph (1995). Dostoevsky: The Miraculous Years, 1865–1871. Princeton University Press. ISBN 0-691-01587-2. (source found and taken from Wikipedia.com)
1 Peter 3:1 New International Version of The Holy Bible
Audio review: I had a hard time reading the book, simply because it was so huge that it was intimidating. I bought (ouch) the audio book of Crime and Punishment, recorded by Anthony Heald who did a fantastic job reading. His voices for the characters perfectly matched them, he felt for them, and he acted them. None of them were cheesy (yeah you all know how lame some male readers are at acting female voices). He read fast enough that the story didn't drag at all, but not so fast that you'd feel like you'd miss something if you didn't listen hard. I will definitely re-listen to the audio book.
Content: some gruesome descriptions of blood from the murder
Recommendation: Ages 14+
Crime and Punishment by Fyodor Dostoevsky. read by Anthony Heald.
Genre: Fiction, classic
Rating: 5
Sin, Sentence, and Salvation
The allegory of Crime and Punishment
Crime and Punishment, one of the more famous works of Fyodor Dostoevsky, is considered “the first great novel of his mature period,” (Frank, 1995) and is one of his more famous books, rivaled only by The Brothers Karamazov. What makes Crime and Punishment such a classic? Perhaps because it is a picture of the only classic, and greatest story of all time. Crime and Punishment is an allegory of Salvation.
Self-justified
The main character, Rodion Romanovich Raskolnikov, was a poor student at a university, and was overcome with hate toward an old pawnbroker, and decided to rid the world of her for the greater good of everyone. He believed that she was a “louse,” and since everyone would be happier without her, his actions would be justified. He believed that he had broken the letter of the law only, but that it didn’t have any authority over him anyway because it was written by people just as low as himself. He didn’t believe in God, and in prison he was convinced that he didn’t deserve his treatment, and that it was something he simply needed to get over with. He had no higher authority, so he said “my conscience is at rest.” This is a picture of man before he is touched by the merciful salvation of Christ.
A Troubled Man
Although Raskolnikov justified his actions in killing the old woman, he still felt an overwhelming sense of guilt and fear over what he did. He worked very hard at keeping it a secret, and at first he thought he could live with the guilt that sat in back of his mind, but he was wrong. Raskolnikov had horrible dreams, was always sick, and one of the other characters noticed that he was constantly “set off by little things” for no apparent reason (though the reader knew that it was only because it reminded him of his crime). This represents a man who knows in his heart that he is a sinner, but who will not turn and repent from his sin.
Unending Love
Sonya Semyonovna Marmeladov was the daughter of a drunkard who “took the yellow card” and prostituted herself to support her family. Throughout the book, Sonya began to love Raskolnikov. Eventually, Raskolnikov told Sonya his secret. Sonya was horrified, but still loved him and forgave him after her initial shock wore off. As Raskolnikov was fighting inside with his conscience and his sins, he repeatedly snapped at her, refused her comfort, yelled at her, and so on. He was a bitter, angry, hateful man—and yet Sonya forgave him for everything he did to her, and everything he had done in his past. What redeeming quality Sonya saw in the wretch and why she forgave him, one cannot begin to comprehend; aside from the simple truth that Sonya was a loving, gentile, merciful girl. She saw that Raskolnikov needed someone to love him and she reached out to him, even when he repeatedly pushed her away. Sonya’s love for him is a picture of Christ’s unending and perfect love to His sinful people.
A Silent Witness
When Raskolnikov finally broke down and confessed his crime, Sonya moved to Siberia with him. Raskolnikov expected this, and knew that telling her not to come would be fruitless. She visited him often in prison and wrote to his family for him. But although Raskolnikov expected her to preach to him and push the Gospel in his face, she did not. Sonya followed the scripture’s instruction to Christian wives with non-Christian husbands in 1 Peter 3:1—“ Wives, in the same way be submissive to your husbands so that, if any of them do not believe the word, they may be won over without words by the behavior of their wives…” The verse tells women to be good examples of Christ to their non-Christian husbands rather than to preach to them and try to convert them, and that is exactly what Sonya did, even though she was not married to him. She did not try to convert him with words; rather she won him with her love. She did not push the Testament into Raskolnikov’s hands, he asked for it. When she did bring it, she did not pester him to read it. She had faith, and showed Raskolnikov the love of Christ through her actions. In the end, it paid off. Although Dostoevsky does not specifically say that Raskolnikov was converted, he does imply that he eventually became a Christian when he mused “Can not her own convictions now be mine?”
The truth will set you free
When Raskolnikov finally realized that he loved Sonya, he accepted that he was a criminal, and a murderer. When he finally accepted that he was a sinner, he repented and had a new life in him. He said he felt like “he had risen again” and that Sonya “lived only in his life.” By life, Dostoevsky refers to his mentality. Before, he had been a living dead man in prison. He was hated by his inmates, was almost killed by them in an outbreak, was unaffected by anything that happened to him or his family, and eventually became ill from it all. But after his resurrection, he repented from his sins, learned to move on with his life, and started to change. He began to converse with his inmates, and they no longer hated him. Sonya was alive in his “life” because of her love for him. When he was changed, she was so happy that she became sick with joy, to the point that she was ill in bed. Dostoevsky paints a picture of a redeemed man at the end of his novel—redeemed both by the law, and by God. This picture symbolizes the miracle of salvation through Christ.
An amazing Allegory
Dostoevsky was a wonderful writer because of his use of dialogue to tell the story, his descriptive scenes, his powerfully developed characters, and their inner dialogue. He often times told you that something was happening by only telling you what the character who was speaking at the time said in response to what was going on. For example, if Sonya was standing up, Dostoevsky would write “… ‘hey, what do you stand for?’ for Sonya had stood.”
He also painted such good descriptions of his characters, that by the middle of the book he didn’t have to say that Raskolnikov was musing in the corner of the room, glaring at anyone who was brave enough to look at him, while he stewed in grief under his old ratted cap, because you knew from how well he was described earlier and how well his character was developed from the dialogue, that he was doing exactly that.
His characters are so real, they almost frighten you because you see the things they do and feel and experience reflected in your own life. They are not perfect—in fact they are all incredibly flawed, but they are a joy to read.
His ending is superb, because he closes the story without actually telling you everything. He never says that Raskolnikov was converted, he never says when he got out of prison, and he never says that Sonya and he were married, but you know that it happened. The last scene of the story is so superb, it makes you want to read it again, just to experience the joy all over again.
But what really made Crime and Punishment the classic that it was is the picture of the best story in the world, the classic story of the world, showing through. The story of the Gospel, of Jesus Christ’s unending love and sin and salvation is clearly portrayed, and makes a joyous read.
Works cited:
Quotes are from Crime and Punishment by Fyodor Dostoevsky, 1886
Frank, Joseph (1995). Dostoevsky: The Miraculous Years, 1865–1871. Princeton University Press. ISBN 0-691-01587-2. (source found and taken from Wikipedia.com)
1 Peter 3:1 New International Version of The Holy Bible
Audio review: I had a hard time reading the book, simply because it was so huge that it was intimidating. I bought (ouch) the audio book of Crime and Punishment, recorded by Anthony Heald who did a fantastic job reading. His voices for the characters perfectly matched them, he felt for them, and he acted them. None of them were cheesy (yeah you all know how lame some male readers are at acting female voices). He read fast enough that the story didn't drag at all, but not so fast that you'd feel like you'd miss something if you didn't listen hard. I will definitely re-listen to the audio book.
Content: some gruesome descriptions of blood from the murder
Recommendation: Ages 14+

5 Minute Movie Guy (379 KP) rated Transformers: Age of Extinction (2014) in Movies
Jun 29, 2019
There's a lot of good, fun, over-the-top, explosive action! (2 more)
Age of Extinction features an incredible showcase of special effects.
Great acting from Tucci and Grammar, and a solid new star for the franchise with Mark Wahlberg.
With a 2 hour and 45 minute run-time, the movie goes on far too long and loses steam before the finale. (1 more)
The plot is completely overloaded with enough content to easily cover two films.
Transformers: Age of Extinction is a fun summer movie that sticks to Michael Bay's usual mode of operation, but it's jam-packed and overly ambitious, stretching the run time far longer than it ever should.
After the events of Transformers: Dark of the Moon, referred to in the film as The Battle of Chicago, the surviving Autobots are being hunted to extinction. The United States government is bent on exterminating all Transformers, good and bad, believing them to be an unwelcome global threat. All the while, the hypocritical government has simultaneously partnered with a wealthy inventor who is trying to create his own superior, man-made variations of Transformers. Furthermore, they’re working with the help of the Transformer bounty hunter Lockdown to search out and annihilate Optimus Prime, the famed leader of the Autobots. Prime has been forced into hiding and has sent out a distress call encouraging his comrades to follow suit. When amateur inventor Cade Yeager inadvertently stumbles upon a disguised Optimus Prime, he helps to repair the damaged Transformer who must reunite with his remaining allies to fight for their right to live.
Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.
Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.
Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.
While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.
On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.
Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.
(This review was originally posted at 5mmg.com on 9.22.14.)
Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.
Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.
Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.
While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.
On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.
Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.
(This review was originally posted at 5mmg.com on 9.22.14.)

Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.

Purple Phoenix Games (2266 KP) rated Dungeon Drop in Tabletop Games
Feb 15, 2022
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.

graveyardgremlin (7194 KP) rated Fury of Fire (Dragonfury, #1) in Books
Feb 15, 2019
<b>NOTE:</b> I did not finish Fury of Fire. I reached page 207, out of 412, before I called it quits. My review reflects on what I read and no more, which is more than enough to be indicative to how the author creates her book.
During the course of reading, everyone comes across a book that just doesn't connect with them. That doesn't mean the book is bad or that others shouldn't read it, it just means the it isn't a good fit that particular person. This is that book for me. I had a very difficult time getting through what I read, mostly due to a bunch of little things that stood out and were what I consider oddities, especially in context to situations in the book. If I had to describe this book in one word, it'd be abrasive. The characters, the dialogue, and most importantly, the writing felt like rubbing sandpaper over a wound. Over and over again.
<b>THE BAD</b>
The constant bombardment of internalizing that both Myst and Bastian provide in this book was like a splinter under my fingernail. The more I dug, the more painful it became, and I started to dislike the book and main characters more and more as I read on. Admittedly, it was pretty easy to loathe Bastian and Myst when it became apparent that they are both boring and stupid, and I didn't find Bastian all that likeable in the first place. Call me crazy, but I just feel uneasy when a character wants to immediately jump the bones of a person he just met in horrific situation while she is frightened beyond belief. But apparently that's okay because he acknowledges his creepiness in a fit of mental self-flagellation. Sorry, but that doesn't fly with me. Maybe if that had been mentioned only once, I would have let it slide, but it keeps on like that for way too long. Apparently he's all alpha on the outside and emo on the inside. What a winning combination! Not. Myst herself starts off, uh, decent enough but then quickly becomes the nitwit I was hoping to avoid. She gets the fastest case of Stockholm Syndrome I've ever come across. For all intents and purposes, Bastian kidnapped her. Sure, we the readers know it's for Myst and the baby's safety from the evil Razorbacks, but she certainly doesn't know that, therefore I found her reactions extremely unrealistic and bizarre to the situations she was in. One minute she's fighting, and by fighting I mean being stubbornly spunky, or somewhat thinking of escape, the next she's imagining wild, hot monkey sex with Bastian. I'm sorry but if some big, six-foot-six (apparently every male is 6'6 in this book, even the human cop. Obviously, if a guy is under that height, he's not really a man.), scary dude who can turn into a dragon kidnaps me, I am so not going to be thinking about how hot they are or what they're like in the sack. Yeah, uh-huh, that makes perfect sense. Oy! Anyway, they end up making out that night due to Bastian's alpha going crazy and some supernatural roofie that dragons put out to females. God, this is not romantic at all. And it's only been a few hours since they "met"! The morning after Myst is kidnapped, she wakes up naked and finds out Bastian bathed her, can you say mondo creepy? So after she dresses, she goes meandering through the Nightfury's lair, admiring his artwork and crap, then ends up in the kitchen with the rest of the freaky-tall Nightfuries. I'd be high-tailing it out of there, in fact, I would have been plotting escape long before this point. It appears she only thinks of escape once a day. While she's in the kitchen, Bastian has her sit at the table so she can eat her breakfast. He sets down a plate in front of her and as she goes to have a bite, she notices he cut her waffles into little, perfect, bite-size pieces and she's apparently overcome by this act. How weird is that?! All feminist angles aside, who cuts up someone else's food unless: A, it's for a small child, two, their arms and hands are broken, or D, they're handicapped in some way that prevents them from feeding themselves? W.T.F.? Frankly, I think it's just odd. And then she gets misty-eyed (Myst is all misty, how cute. *gag*) when he asks her to help name the baby he kidnapped. I've already doubted her sanity before but now it's gone to even more ridiculous heights by this point.
The magical Rohypnol I mentioned before creeped me the heck out. So when a dragon guy needs his energy fix, he picks out a woman, roofies her, feeds off her energy, sleeps with her, and then wipes her memory! Say what? That's too close to rape for my liking. This wasn't just the bad guys doing this, but the next book's "hero" did that to a woman in a hospital (note: she wasn't a patient, I think she was a researcher or something, I don't remember). How sweet.
The excessive swearing needed edited down. Normally I don't mind a little cursing here and there, but so much of it didn't need to be added to the dialogue or characters and showed a lack of creativity.
The "dragons" are really shape-shifting vampires. They have to feed off women, only it's energy instead of blood, they can't be out in the sun, they heal quickly, live a long time, are super-strong, amongst other attributes. If you're going to have shape-shifting dragons, don't make them so similar to other paranormal species. Differentiate them so they're unique, not a near-clone.
I didn't like the whole reading of minds thing. If it was something that happened when mated, fine, but I don't like the thought of someone just arbitrarily getting into someone else's brain whenever they want. It's a violation. Bastian did this to Myst way too often.
The characters sound a lot like each other. They don't all have individual voices so there isn't much beyond a name separating one from the other.
<b>THE GOOD</b>
The first fight scene was actually quite well-done, although it was very early on in the book so it might not hold up on a second reading. The next fight scene wasn't too bad, maybe a little confusing at times.
The other characters in the Dragonfury series have the potential to be more interesting if they can be given some individuality, but since I didn't connect with the author's writing style and don't like most of the ideas, I won't be looking for any sequels to this oh-so-romantic series. I wouldn't recommend this book, but hey, if it sounds right up your alley or you have masochistic tendencies, by all means try it out for yourself.
As a final note, I just wanted to thank <a href="http://homealone.wikia.com/wiki/Buzz_McCallister" target="_blank">Buzz McCallister</a> for his mad counting/alphabetizing skillz in writing this review. I couldn't have done it without you, buddy.
<img src="http://kindbooksandcoronets.files.wordpress.com/2012/03/buzzmccallister1.jpg">
During the course of reading, everyone comes across a book that just doesn't connect with them. That doesn't mean the book is bad or that others shouldn't read it, it just means the it isn't a good fit that particular person. This is that book for me. I had a very difficult time getting through what I read, mostly due to a bunch of little things that stood out and were what I consider oddities, especially in context to situations in the book. If I had to describe this book in one word, it'd be abrasive. The characters, the dialogue, and most importantly, the writing felt like rubbing sandpaper over a wound. Over and over again.
<b>THE BAD</b>
The constant bombardment of internalizing that both Myst and Bastian provide in this book was like a splinter under my fingernail. The more I dug, the more painful it became, and I started to dislike the book and main characters more and more as I read on. Admittedly, it was pretty easy to loathe Bastian and Myst when it became apparent that they are both boring and stupid, and I didn't find Bastian all that likeable in the first place. Call me crazy, but I just feel uneasy when a character wants to immediately jump the bones of a person he just met in horrific situation while she is frightened beyond belief. But apparently that's okay because he acknowledges his creepiness in a fit of mental self-flagellation. Sorry, but that doesn't fly with me. Maybe if that had been mentioned only once, I would have let it slide, but it keeps on like that for way too long. Apparently he's all alpha on the outside and emo on the inside. What a winning combination! Not. Myst herself starts off, uh, decent enough but then quickly becomes the nitwit I was hoping to avoid. She gets the fastest case of Stockholm Syndrome I've ever come across. For all intents and purposes, Bastian kidnapped her. Sure, we the readers know it's for Myst and the baby's safety from the evil Razorbacks, but she certainly doesn't know that, therefore I found her reactions extremely unrealistic and bizarre to the situations she was in. One minute she's fighting, and by fighting I mean being stubbornly spunky, or somewhat thinking of escape, the next she's imagining wild, hot monkey sex with Bastian. I'm sorry but if some big, six-foot-six (apparently every male is 6'6 in this book, even the human cop. Obviously, if a guy is under that height, he's not really a man.), scary dude who can turn into a dragon kidnaps me, I am so not going to be thinking about how hot they are or what they're like in the sack. Yeah, uh-huh, that makes perfect sense. Oy! Anyway, they end up making out that night due to Bastian's alpha going crazy and some supernatural roofie that dragons put out to females. God, this is not romantic at all. And it's only been a few hours since they "met"! The morning after Myst is kidnapped, she wakes up naked and finds out Bastian bathed her, can you say mondo creepy? So after she dresses, she goes meandering through the Nightfury's lair, admiring his artwork and crap, then ends up in the kitchen with the rest of the freaky-tall Nightfuries. I'd be high-tailing it out of there, in fact, I would have been plotting escape long before this point. It appears she only thinks of escape once a day. While she's in the kitchen, Bastian has her sit at the table so she can eat her breakfast. He sets down a plate in front of her and as she goes to have a bite, she notices he cut her waffles into little, perfect, bite-size pieces and she's apparently overcome by this act. How weird is that?! All feminist angles aside, who cuts up someone else's food unless: A, it's for a small child, two, their arms and hands are broken, or D, they're handicapped in some way that prevents them from feeding themselves? W.T.F.? Frankly, I think it's just odd. And then she gets misty-eyed (Myst is all misty, how cute. *gag*) when he asks her to help name the baby he kidnapped. I've already doubted her sanity before but now it's gone to even more ridiculous heights by this point.
The magical Rohypnol I mentioned before creeped me the heck out. So when a dragon guy needs his energy fix, he picks out a woman, roofies her, feeds off her energy, sleeps with her, and then wipes her memory! Say what? That's too close to rape for my liking. This wasn't just the bad guys doing this, but the next book's "hero" did that to a woman in a hospital (note: she wasn't a patient, I think she was a researcher or something, I don't remember). How sweet.
The excessive swearing needed edited down. Normally I don't mind a little cursing here and there, but so much of it didn't need to be added to the dialogue or characters and showed a lack of creativity.
The "dragons" are really shape-shifting vampires. They have to feed off women, only it's energy instead of blood, they can't be out in the sun, they heal quickly, live a long time, are super-strong, amongst other attributes. If you're going to have shape-shifting dragons, don't make them so similar to other paranormal species. Differentiate them so they're unique, not a near-clone.
I didn't like the whole reading of minds thing. If it was something that happened when mated, fine, but I don't like the thought of someone just arbitrarily getting into someone else's brain whenever they want. It's a violation. Bastian did this to Myst way too often.
The characters sound a lot like each other. They don't all have individual voices so there isn't much beyond a name separating one from the other.
<b>THE GOOD</b>
The first fight scene was actually quite well-done, although it was very early on in the book so it might not hold up on a second reading. The next fight scene wasn't too bad, maybe a little confusing at times.
The other characters in the Dragonfury series have the potential to be more interesting if they can be given some individuality, but since I didn't connect with the author's writing style and don't like most of the ideas, I won't be looking for any sequels to this oh-so-romantic series. I wouldn't recommend this book, but hey, if it sounds right up your alley or you have masochistic tendencies, by all means try it out for yourself.
As a final note, I just wanted to thank <a href="http://homealone.wikia.com/wiki/Buzz_McCallister" target="_blank">Buzz McCallister</a> for his mad counting/alphabetizing skillz in writing this review. I couldn't have done it without you, buddy.
<img src="http://kindbooksandcoronets.files.wordpress.com/2012/03/buzzmccallister1.jpg">

Gareth von Kallenbach (980 KP) rated Shining Resonance Refrain in Video Games
Aug 14, 2019
I’ll be the first to admit that I’ve never been a huge fan of JRPG’s, but I really don’t have any reasons why. Growing up I loved watching the Shogun Warrior feature length cartoons and I’m a huge fan of RPG’s in general, so you’d think they’d be right up my alley. I’ve tried and tried to figure out why I have such a hard time sinking into them, and while I have never completed a Final Fantasy game, I continue to buy them in the hopes that one of these days I’ll just get it. So, I’m probably not the first person that would come to mind to review a game like Shining Resonance Refrain, a game that was released exclusively in Japan on PS3 back in 2014. Yet here we are, 4 years later, with a version released for the PS4, Xbox One, PC, and Nintendo Switch, with updated graphics and English voice acting.
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects

Purple Phoenix Games (2266 KP) rated Talisman: Kingdom Hearts in Tabletop Games
Dec 10, 2020
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.

Bong Mines Entertainment (15 KP) rated Damn. by Kendrick Lamar in Music
Jun 7, 2019
Kendrick Lamar is an iconic hip-hop artist outta Compton, California. Not too long ago, he released his fourth studio album, entitled, “DAMN.”.
1) Kendrick Lamar – “BLOOD.”
Lamar tackles the issue of life and death. He poses several questions over a melodic instrumental produced by Lamar, Bēkon, and Anthony “Top Dawg” Tiffith. One of them being, “Are we gonna live or die?” Lamar tells a brilliant story about him walking down a block, and he sees a blind lady in search of something she had lost. He goes over to help, and then he asks, “Hello, ma’am, can I be of any assistance? It seems to me that you have lost something. I would like to help you find it.” She replied, “Oh yes, you have lost something. You’ve lost your life.” And then we hear a gunshot. Lamar is shot. Did he lose his life? The dire ending answers the probing question posed in the beginning—we gonna die.
2) Kendrick Lamar – “DNA.”
Lamar explains why his DNA differs from a sucker’s DNA. His deoxyribonucleic acid consists of going through the school of hard knocks. He endured a rugged street life, prisons, money, drugs, alcohol, sex, murder, mayhem, loyalty, royalty, joy, etc. This is because his DNA comprises of things shared collectively by African-Americans who have been through the struggle. Lyrically, Lamar leaves earth, while rapping over an explosive track produced by Mike WiLL Made-It. From beginning to end, he doesn’t take a bar off and shows why conscience rap has resurrected into the new norm.
3) Kendrick Lamar – “YAH.”
Lamar let it be known that he’s diagnosed with real ni^^a conditions, and keeps it a hunnit by calling out Geraldo Rivera because of criticism Lamar received from a FOX NEWS segment. The kid Capri intro adds a classic east coast authenticity over a laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, Sounwave, and DJ Dahi. Preconceived lies told by White slave masters to African slaves are melting like hot butter in the sun. Lamar, a descendant of those slaves, has awakened and knows himself.
4) Kendrick Lamar – “ELEMENT.”
Lamar, who Capri calls the ‘New Kung Fu Kenny’, continues his Shaolin-rap assault over a Wu-Tang-like track produced by Bēkon, Tae Beast, James Blake, Sounwave, and Ricci Riera. Lamar is simply on another level than his peers. He’s been through more sh*t than them, and he’s ready to put the Bible down and go eye for an eye for this sh*t. When he said, “I been stomped out in front of my mama / my daddy commissary made it to commas / B*tch, all my grandmas dead / So, ain’t nobody prayin’ for me, I’m on your head.”
5) Kendrick Lamar – “FEEL.”
Lamar beautifully expresses how he feels on a dope Sounwave-produced track, where Lamar raps, “I feel like the whole world want me to pray for ’em / But who the f*ck prayin’ for me?” Lamar feels that nobody ain’t prayin’ for him, and this void has him with a chip on his shoulders, looking at life from a dark, and troubled point of view. He feels pain and doesn’t see hope. Did the incident with the blind lady cause him to feel this way? Why does he feel this way? Kendrick raps, “I feel like it ain’t no tomorrow f*ck the world / The world is endin’, I’m done pretendin’… I feel like this gotta be the feelin’ what ‘Pac was…”
But Lamar knows ill-thinking is bad for his health, and he acknowledges the source of his negative thinking, “The feelin’ is toxic, I feel like I’m boxin’ demons / Monsters, false prophets schemin’,” and the list goes on and on. If no one is, just know that we are praying for you Kendrick, YAH-willing.
6) Kendrick Lamar – “LOYALTY” (FEAT. RIHANNA.)
Lamar and Rihanna explore one of the key elements in Lamar’s DNA, loyalty; and they pose a simple question—who are you loyal to? Is it your family? Friends? Or yourself? Maybe it’s money, weed, or alcoholic? Where does it begin and where does it end? Lamar and Rihanna do a wonderful job over a beautify track produced by Anthony “Top Dawg” Tiffith, Terrace Martin, Sounwave, and DJ Dahi.
7) Kendrick Lamar – “PRIDE.”
The Steve Lacy’s intro, “Love’s gonna get you killed, but pride’s gonna be the death of you and me,” fits perfect in the scheme of things. Lamar, a spiritual intellectual, understands Proverbs 16: 18, which states, “Pride goes before destruction, and a haughty spirit before a fall.” So, Lamar uses those reference points to further expound his faith. In the beginning, Lamar’s love for the blind lady got him shot. And now, will his pride, the great satisfaction he feels when he reviews all that he has achieved, will that be the death of him? Over a smooth/laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, and Steve Lacy, Lamar states that he can’t fake being humble, just because people are insecure.
He answers the question of pride
Lamar raps, “Sick venom in men and women overcome with pride. A perfect world is never perfect, only filled with lies. Promises are broken and more resentment come alive. Race barriers make inferior of you and I. See, in a perfect world, I’ll choose faith over riches. I’ll choose work over b*tches, I’ll make schools out of prison. I’ll take all the religions and put ‘em all in one service. Just to tell ’em we ain’t sh*t, but He’s been perfect.”
If Lamar maintains his Israelite faith over riches, and keep that equation as the top priority, he won’t be a victim of pride. But the question is—can Lamar remain humble amidst all the madness?
8) Kendrick Lamar – “HUMBLE.”
Lamar shows that being humble is easier said than done. Over a bouncy-head-nodding track produced by Mike WiLL Made-It, Lamar speaks his mind and gives zero f*cks on what people think about him. He’s braggadocios, confident, and asserts himself as the king of rap music. He sends a cryptic message to his competition, “Watch my soul speak, you let the meds talk. If I kill a ni^^a, it won’t be the alcohol. I’m the realest ni^^a after all, b*tch, be humble.”
9) Kendrick Lamar – “LUST.”
Lamar tackles the issue of lust, one of the main causes that fuel what we do. He begins by creating a scene, where lust has him trying to stick the tip of his phallus inside a woman’s vagina. She agrees, causing blood to run through his favorite vein. His logic, it doesn’t matter what you do—just make it count.
So, over a chilled- track produced by BADBADNOTGOOD, Sounwave, and DJ Dahi, Lamar raps, “Hop in the shower, put on your makeup, lace your weave up. Touch on yourself, call up your ni^^a, tell him he ain’t sh*t. Credit card scam, get you a Visa, make him pay your rent. Hop on the ‘Gram, flex on the b*tches that be hatin’ on you. Pop you a pill, call up your b*tches, have ‘em waitin’ on you. Go to the club, have you some fun, make that ass bounce. It’s whatever, just make it count.”
10) Kendrick Lamar – “LOVE.” (FEAT. ZACARI.)
Lamar turns the lights down over a contemporary R&B love song, produced by Anthony “Top Dawg” Tiffith, Greg Kurstin, Sounwave, and Teddy Walton. The theme of love and lust continues, but this time, into a more unchartered direction. Zacari’s melodic cadence compliments Kung Fu Kenny’s intimate love-lyrics to the love of his life, probably his fiancé Whitney Alford, Lamar’s high school sweetheart.
11) Kendrick Lamar – “XXX.” (FEAT. U2.)
Lamar gets political over an NWA-type track produced By Bēkon, Anthony “Top Dawg” Tiffith, DJ Dahi, Sounwave, and Mike WiLL Made-It. The theme is America and the plight and strife of young African-American males trying to make ends meet. Lamar talks about a man who calls him, needing prayer and advice because his son had been murdered. He wants to know what to do and seeks advice from Lamar because he’s anointed.
But Lamar doesn’t sugarcoat his advice. He tells the man straight up, “If somebody kills my son, that means somebody’s gettin’ killed.” Then, Lamar goes on to tell the man how he would go about doing the killing. America is an eye-for-an-eye nation, and forgiveness is hardly practiced.
12) Kendrick Lamar – “FEAR.”
Lamar deeps dig into his soul to confront his fears. He does so over a conversation track produced by The Alchemist. Lamar uses Deuteronomy 28:28 to make sense of his damnation, where the title track derived from. “The Lord shall smite thee with madness, and blindness, and astonishment of heart…,” states the biblical commandment. Lamar reasons that YAH cursed the Israelites (so-called Blacks, Hispanics, and Native American Indians) because of their iniquity. So, that explains their conditions in the wilderness of North America.
Pride
So, Lamar’s fear of lose it all like the biblical character forced him or scared him to not spend a dime. Not because he is cheap, but because he didn’t want to spend money because he feared running out of money, and going back to Section 8. Lamar raps, “30 shows a month and I still won’t buy me no Lexus.” Not a lot of people can say this.
13) Kendrick Lamar – “GOD.”
Lamar talks about the success that he doesn’t want to lose. He compares it to what it was like when he didn’t have fame and fortune. Even though he chooses faith over riches, he’s still feeling good laughing to the bank like aha. Over a laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, Cardo, Sounwave, Ricci Riera, and DJ Dahi, Lamar tells listeners, “Don’t judge me,” because this is what God feels like. Matthew 7:1 states,
14) Kendrick Lamar – “DUCKWORTH.”
Lamar uses his last name, Duckworth, as a song to explain the relationship between his father, Ducky, and Anthony Tiffith, CEO of Top Dawg Entertainment. Lamar explained if Tiffith had killed Ducky, then he would be serving life, and Lamar would’ve grown up without a father. And there would have been no Top Dawg Entertainment, and probably no Kendrick Lamar.
1) Kendrick Lamar – “BLOOD.”
Lamar tackles the issue of life and death. He poses several questions over a melodic instrumental produced by Lamar, Bēkon, and Anthony “Top Dawg” Tiffith. One of them being, “Are we gonna live or die?” Lamar tells a brilliant story about him walking down a block, and he sees a blind lady in search of something she had lost. He goes over to help, and then he asks, “Hello, ma’am, can I be of any assistance? It seems to me that you have lost something. I would like to help you find it.” She replied, “Oh yes, you have lost something. You’ve lost your life.” And then we hear a gunshot. Lamar is shot. Did he lose his life? The dire ending answers the probing question posed in the beginning—we gonna die.
2) Kendrick Lamar – “DNA.”
Lamar explains why his DNA differs from a sucker’s DNA. His deoxyribonucleic acid consists of going through the school of hard knocks. He endured a rugged street life, prisons, money, drugs, alcohol, sex, murder, mayhem, loyalty, royalty, joy, etc. This is because his DNA comprises of things shared collectively by African-Americans who have been through the struggle. Lyrically, Lamar leaves earth, while rapping over an explosive track produced by Mike WiLL Made-It. From beginning to end, he doesn’t take a bar off and shows why conscience rap has resurrected into the new norm.
3) Kendrick Lamar – “YAH.”
Lamar let it be known that he’s diagnosed with real ni^^a conditions, and keeps it a hunnit by calling out Geraldo Rivera because of criticism Lamar received from a FOX NEWS segment. The kid Capri intro adds a classic east coast authenticity over a laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, Sounwave, and DJ Dahi. Preconceived lies told by White slave masters to African slaves are melting like hot butter in the sun. Lamar, a descendant of those slaves, has awakened and knows himself.
4) Kendrick Lamar – “ELEMENT.”
Lamar, who Capri calls the ‘New Kung Fu Kenny’, continues his Shaolin-rap assault over a Wu-Tang-like track produced by Bēkon, Tae Beast, James Blake, Sounwave, and Ricci Riera. Lamar is simply on another level than his peers. He’s been through more sh*t than them, and he’s ready to put the Bible down and go eye for an eye for this sh*t. When he said, “I been stomped out in front of my mama / my daddy commissary made it to commas / B*tch, all my grandmas dead / So, ain’t nobody prayin’ for me, I’m on your head.”
5) Kendrick Lamar – “FEEL.”
Lamar beautifully expresses how he feels on a dope Sounwave-produced track, where Lamar raps, “I feel like the whole world want me to pray for ’em / But who the f*ck prayin’ for me?” Lamar feels that nobody ain’t prayin’ for him, and this void has him with a chip on his shoulders, looking at life from a dark, and troubled point of view. He feels pain and doesn’t see hope. Did the incident with the blind lady cause him to feel this way? Why does he feel this way? Kendrick raps, “I feel like it ain’t no tomorrow f*ck the world / The world is endin’, I’m done pretendin’… I feel like this gotta be the feelin’ what ‘Pac was…”
But Lamar knows ill-thinking is bad for his health, and he acknowledges the source of his negative thinking, “The feelin’ is toxic, I feel like I’m boxin’ demons / Monsters, false prophets schemin’,” and the list goes on and on. If no one is, just know that we are praying for you Kendrick, YAH-willing.
6) Kendrick Lamar – “LOYALTY” (FEAT. RIHANNA.)
Lamar and Rihanna explore one of the key elements in Lamar’s DNA, loyalty; and they pose a simple question—who are you loyal to? Is it your family? Friends? Or yourself? Maybe it’s money, weed, or alcoholic? Where does it begin and where does it end? Lamar and Rihanna do a wonderful job over a beautify track produced by Anthony “Top Dawg” Tiffith, Terrace Martin, Sounwave, and DJ Dahi.
7) Kendrick Lamar – “PRIDE.”
The Steve Lacy’s intro, “Love’s gonna get you killed, but pride’s gonna be the death of you and me,” fits perfect in the scheme of things. Lamar, a spiritual intellectual, understands Proverbs 16: 18, which states, “Pride goes before destruction, and a haughty spirit before a fall.” So, Lamar uses those reference points to further expound his faith. In the beginning, Lamar’s love for the blind lady got him shot. And now, will his pride, the great satisfaction he feels when he reviews all that he has achieved, will that be the death of him? Over a smooth/laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, and Steve Lacy, Lamar states that he can’t fake being humble, just because people are insecure.
He answers the question of pride
Lamar raps, “Sick venom in men and women overcome with pride. A perfect world is never perfect, only filled with lies. Promises are broken and more resentment come alive. Race barriers make inferior of you and I. See, in a perfect world, I’ll choose faith over riches. I’ll choose work over b*tches, I’ll make schools out of prison. I’ll take all the religions and put ‘em all in one service. Just to tell ’em we ain’t sh*t, but He’s been perfect.”
If Lamar maintains his Israelite faith over riches, and keep that equation as the top priority, he won’t be a victim of pride. But the question is—can Lamar remain humble amidst all the madness?
8) Kendrick Lamar – “HUMBLE.”
Lamar shows that being humble is easier said than done. Over a bouncy-head-nodding track produced by Mike WiLL Made-It, Lamar speaks his mind and gives zero f*cks on what people think about him. He’s braggadocios, confident, and asserts himself as the king of rap music. He sends a cryptic message to his competition, “Watch my soul speak, you let the meds talk. If I kill a ni^^a, it won’t be the alcohol. I’m the realest ni^^a after all, b*tch, be humble.”
9) Kendrick Lamar – “LUST.”
Lamar tackles the issue of lust, one of the main causes that fuel what we do. He begins by creating a scene, where lust has him trying to stick the tip of his phallus inside a woman’s vagina. She agrees, causing blood to run through his favorite vein. His logic, it doesn’t matter what you do—just make it count.
So, over a chilled- track produced by BADBADNOTGOOD, Sounwave, and DJ Dahi, Lamar raps, “Hop in the shower, put on your makeup, lace your weave up. Touch on yourself, call up your ni^^a, tell him he ain’t sh*t. Credit card scam, get you a Visa, make him pay your rent. Hop on the ‘Gram, flex on the b*tches that be hatin’ on you. Pop you a pill, call up your b*tches, have ‘em waitin’ on you. Go to the club, have you some fun, make that ass bounce. It’s whatever, just make it count.”
10) Kendrick Lamar – “LOVE.” (FEAT. ZACARI.)
Lamar turns the lights down over a contemporary R&B love song, produced by Anthony “Top Dawg” Tiffith, Greg Kurstin, Sounwave, and Teddy Walton. The theme of love and lust continues, but this time, into a more unchartered direction. Zacari’s melodic cadence compliments Kung Fu Kenny’s intimate love-lyrics to the love of his life, probably his fiancé Whitney Alford, Lamar’s high school sweetheart.
11) Kendrick Lamar – “XXX.” (FEAT. U2.)
Lamar gets political over an NWA-type track produced By Bēkon, Anthony “Top Dawg” Tiffith, DJ Dahi, Sounwave, and Mike WiLL Made-It. The theme is America and the plight and strife of young African-American males trying to make ends meet. Lamar talks about a man who calls him, needing prayer and advice because his son had been murdered. He wants to know what to do and seeks advice from Lamar because he’s anointed.
But Lamar doesn’t sugarcoat his advice. He tells the man straight up, “If somebody kills my son, that means somebody’s gettin’ killed.” Then, Lamar goes on to tell the man how he would go about doing the killing. America is an eye-for-an-eye nation, and forgiveness is hardly practiced.
12) Kendrick Lamar – “FEAR.”
Lamar deeps dig into his soul to confront his fears. He does so over a conversation track produced by The Alchemist. Lamar uses Deuteronomy 28:28 to make sense of his damnation, where the title track derived from. “The Lord shall smite thee with madness, and blindness, and astonishment of heart…,” states the biblical commandment. Lamar reasons that YAH cursed the Israelites (so-called Blacks, Hispanics, and Native American Indians) because of their iniquity. So, that explains their conditions in the wilderness of North America.
Pride
So, Lamar’s fear of lose it all like the biblical character forced him or scared him to not spend a dime. Not because he is cheap, but because he didn’t want to spend money because he feared running out of money, and going back to Section 8. Lamar raps, “30 shows a month and I still won’t buy me no Lexus.” Not a lot of people can say this.
13) Kendrick Lamar – “GOD.”
Lamar talks about the success that he doesn’t want to lose. He compares it to what it was like when he didn’t have fame and fortune. Even though he chooses faith over riches, he’s still feeling good laughing to the bank like aha. Over a laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, Cardo, Sounwave, Ricci Riera, and DJ Dahi, Lamar tells listeners, “Don’t judge me,” because this is what God feels like. Matthew 7:1 states,
14) Kendrick Lamar – “DUCKWORTH.”
Lamar uses his last name, Duckworth, as a song to explain the relationship between his father, Ducky, and Anthony Tiffith, CEO of Top Dawg Entertainment. Lamar explained if Tiffith had killed Ducky, then he would be serving life, and Lamar would’ve grown up without a father. And there would have been no Top Dawg Entertainment, and probably no Kendrick Lamar.

Kyera (8 KP) rated Empire of Storms in Books
Feb 1, 2018
Re-Read Update:
This book destroyed me. I cheered when my baby, Abraxos, appeared (legitimately out loud cheered) and wanted to cry at those fateful words. If you've read this book, you know which ones I'm referring to and if not, I can't say because there would be spoilers. Despite the issues and shift in the characterization of some of our leads, this book takes you on an incredible emotional journey with highs that make you cheer (see above) and lows that bring you to tears (almost).
Despite the length of the book, I didn't feel as though the story lagged or the pacing was poor. Any free minute I had, I immediately turned to the book to continue where I left off. Even knowing what was going to happen, it managed to enthrall me.
One of the problems that I have with this book is its portrayal of relationships. There are aspects of it that are so swoon-worthy and make your heart hurt, but there are some that are not healthy. It's nice to see diverse portrayals of love and relationships, but my concern is that a young adult reader might see the territorial Fae nonsense in the book and not realize that it's an extreme. It might seem normalized. As I am not a teenager, I am aware of the intricacies and can roll my eyes at the "nonsense" without putting any weight on the idea. That may not be the same for teen readers.
There are aspects of the character development that seems off and others that, although regrettable, are completely valid. For example, Dorian has gone through an incredible amount of turmoil and emotional upheaval in the last two books. It's understandable that his personality would not quite be the same carefree, flirty scholar that we met in the first book who wished to stand up to his father but could never garner the courage to do so.
In a similar vein, we watch other characters develop into multi-faceted people and understand them more. Manon and Lysandra have become much more interesting characters as they were expanded upon, and at least for me have become some of my favourites. Despite the huge cast of fairly main characters, each is still given the time to shine and grow.
Finally, the world building continues in this book to an immense degree. A combination of the book's size and the various viewpoints has allowed Sarah J Maas to expand the world we have come to know. Erilea has been developed and we are able to see more pieces of Nehemia's homeland, Aelin's kingdom, and so much in between.
I still love this series and highly recommend it to young adult/teen readers who enjoy fantasy books.
Original Review:
These novels are so addicting, emotional and indescribable - but I'm going to try to do them justice. If you've not yet read up to Empire of Storms, please avoid this review as it has spoilers. I try to leave out the major plot points and just focus on the characters/world, but it's not free from them. Please read on only if you've read the series.
Our main cast of beloved and some tolerated, main/supporting characters grows throughout the series. Although we lose Nehemia, which I am still so sad about - we are introduced to the Fae. Their inclusion in the series brings the genre into high fantasy and makes it even more enjoyable. Prior to this series, I hadn't read many novels in which the supernatural creatures were the Fae but now I am obsessed. The world of the Fae isn't experienced or explained much, but I would love to see more of it. Their powers or abilities are so intriguing and well written. Just enough information is given that you can understand what is going on, then beautifully populate the world and battles in your mind.
Sarah J Maas makes you fall in love with each of the characters, whether you liked them when they were first introduced or not. One of the first perspective shifts we experience is when we are introduced to the bloodthirsty Manon Blackbeak. At first, you wish her scenes weren't there as they take away from time with our main characters but by the fifth novel she's one of the characters you're rooting for. Although she's a witch and over one hundred years old, she is given the ability to develop and change over the course of the novels. It takes time because she's learning that things she believed her entire life aren't true and don't need to affect how she views life.
Even characters that we were originally introduced to, like Lysandre are able to evolve and change over the course of the books. She and Celaena start off butting heads and competing, but that doesn't last. They join together and made a formidable pair (especially once magic is restored to the land). Lysandre grows into one of my favourite characters and her wholehearted commitment to the cause is inspiring.
Seeking more information about the Wyrdkeys, Celaena seeks knowledge from the Fae Queen Maeve. Unwilling to give her information away for nothing, Queen Maeve makes a deal that Celaena must train with and impress one of her trusted warriors, Rowan. Prince Rowan is able to manipulate ice and wind, whilst also transforming into a hawk. Her inner circle are sworn to her with a blood oath and a group of Fae warriors that include Rowan, Lorcan, Gavriel, Vaughen, Fenrys and Connall. Later on, this group is affectionately titled Rowan's cadre and some join our heroes on their journey.
Unsurprisingly, we discover that Celaena is actually the Princess (or Queen) of Terrasen and that revelation brings with it some people from her past. Her cousin, Aedion was forced for years to do the bidding of the King of Adarlan whilst secretly helping his people. He is a general and his legion of warriors called the Bane are loyal to him rather than the King. We also meet another person from Terrasen, the daughter of the woman who sacrificed herself to allow Aelin to escape as a child - Elide. She was mistreated by her Uncle for years, until Manon Blackbeak helped her escape. After only a few days, she crosses paths with Lorcan who is a member of Rowan's cadre and they begin to journey together.
Lorcan is not well liked by Rowan or Aelin when we first come across him in Rifthold. He is still bound to Queen Maeve and is seeking to find and destroy the Wyrdkeys. Throughout his journey across Erilea, he discovers that he has a soft spot for Elide and protects her. Some of the other cadre are viewed in a more favourable light by Aelin and her friends, as they attempt to delay their orders from Maeve to help on the quest.
Sarah J Maas writes the best pairings that fill your heart with so much feeling then she rips it out and stomps all over it. Rowan loves Aelin with his whole heart, every part, the good, the bad, the broken and beaten, the assassin, the Queen, the Fae and no one else has ever done that for her. Their love is true and enduring. Heartwrenching and pure. Even though they didn't start off on the best footing, after training her for a time and even breaking his blood oath to Maeve - Rowan is completely enamored. Plus, they're mates so there's nothing more important and bonding. Each relationship is authentic and pulls at your heartstrings.
Throughout the novels, you are able to experience more of the lands with Erilea from the dark, twisted towers of Morath to the Queen's home of Terrasen. They are welcome additions to our mental maps of the land and wonderfully illustrated through words.
This is one of my favourite series by far and is highly recommended to all - also specifically to young adult readers who enjoy well writen novels with developed characters, immersive world-building and fantasy.
This book destroyed me. I cheered when my baby, Abraxos, appeared (legitimately out loud cheered) and wanted to cry at those fateful words. If you've read this book, you know which ones I'm referring to and if not, I can't say because there would be spoilers. Despite the issues and shift in the characterization of some of our leads, this book takes you on an incredible emotional journey with highs that make you cheer (see above) and lows that bring you to tears (almost).
Despite the length of the book, I didn't feel as though the story lagged or the pacing was poor. Any free minute I had, I immediately turned to the book to continue where I left off. Even knowing what was going to happen, it managed to enthrall me.
One of the problems that I have with this book is its portrayal of relationships. There are aspects of it that are so swoon-worthy and make your heart hurt, but there are some that are not healthy. It's nice to see diverse portrayals of love and relationships, but my concern is that a young adult reader might see the territorial Fae nonsense in the book and not realize that it's an extreme. It might seem normalized. As I am not a teenager, I am aware of the intricacies and can roll my eyes at the "nonsense" without putting any weight on the idea. That may not be the same for teen readers.
There are aspects of the character development that seems off and others that, although regrettable, are completely valid. For example, Dorian has gone through an incredible amount of turmoil and emotional upheaval in the last two books. It's understandable that his personality would not quite be the same carefree, flirty scholar that we met in the first book who wished to stand up to his father but could never garner the courage to do so.
In a similar vein, we watch other characters develop into multi-faceted people and understand them more. Manon and Lysandra have become much more interesting characters as they were expanded upon, and at least for me have become some of my favourites. Despite the huge cast of fairly main characters, each is still given the time to shine and grow.
Finally, the world building continues in this book to an immense degree. A combination of the book's size and the various viewpoints has allowed Sarah J Maas to expand the world we have come to know. Erilea has been developed and we are able to see more pieces of Nehemia's homeland, Aelin's kingdom, and so much in between.
I still love this series and highly recommend it to young adult/teen readers who enjoy fantasy books.
Original Review:
These novels are so addicting, emotional and indescribable - but I'm going to try to do them justice. If you've not yet read up to Empire of Storms, please avoid this review as it has spoilers. I try to leave out the major plot points and just focus on the characters/world, but it's not free from them. Please read on only if you've read the series.
Our main cast of beloved and some tolerated, main/supporting characters grows throughout the series. Although we lose Nehemia, which I am still so sad about - we are introduced to the Fae. Their inclusion in the series brings the genre into high fantasy and makes it even more enjoyable. Prior to this series, I hadn't read many novels in which the supernatural creatures were the Fae but now I am obsessed. The world of the Fae isn't experienced or explained much, but I would love to see more of it. Their powers or abilities are so intriguing and well written. Just enough information is given that you can understand what is going on, then beautifully populate the world and battles in your mind.
Sarah J Maas makes you fall in love with each of the characters, whether you liked them when they were first introduced or not. One of the first perspective shifts we experience is when we are introduced to the bloodthirsty Manon Blackbeak. At first, you wish her scenes weren't there as they take away from time with our main characters but by the fifth novel she's one of the characters you're rooting for. Although she's a witch and over one hundred years old, she is given the ability to develop and change over the course of the novels. It takes time because she's learning that things she believed her entire life aren't true and don't need to affect how she views life.
Even characters that we were originally introduced to, like Lysandre are able to evolve and change over the course of the books. She and Celaena start off butting heads and competing, but that doesn't last. They join together and made a formidable pair (especially once magic is restored to the land). Lysandre grows into one of my favourite characters and her wholehearted commitment to the cause is inspiring.
Seeking more information about the Wyrdkeys, Celaena seeks knowledge from the Fae Queen Maeve. Unwilling to give her information away for nothing, Queen Maeve makes a deal that Celaena must train with and impress one of her trusted warriors, Rowan. Prince Rowan is able to manipulate ice and wind, whilst also transforming into a hawk. Her inner circle are sworn to her with a blood oath and a group of Fae warriors that include Rowan, Lorcan, Gavriel, Vaughen, Fenrys and Connall. Later on, this group is affectionately titled Rowan's cadre and some join our heroes on their journey.
Unsurprisingly, we discover that Celaena is actually the Princess (or Queen) of Terrasen and that revelation brings with it some people from her past. Her cousin, Aedion was forced for years to do the bidding of the King of Adarlan whilst secretly helping his people. He is a general and his legion of warriors called the Bane are loyal to him rather than the King. We also meet another person from Terrasen, the daughter of the woman who sacrificed herself to allow Aelin to escape as a child - Elide. She was mistreated by her Uncle for years, until Manon Blackbeak helped her escape. After only a few days, she crosses paths with Lorcan who is a member of Rowan's cadre and they begin to journey together.
Lorcan is not well liked by Rowan or Aelin when we first come across him in Rifthold. He is still bound to Queen Maeve and is seeking to find and destroy the Wyrdkeys. Throughout his journey across Erilea, he discovers that he has a soft spot for Elide and protects her. Some of the other cadre are viewed in a more favourable light by Aelin and her friends, as they attempt to delay their orders from Maeve to help on the quest.
Sarah J Maas writes the best pairings that fill your heart with so much feeling then she rips it out and stomps all over it. Rowan loves Aelin with his whole heart, every part, the good, the bad, the broken and beaten, the assassin, the Queen, the Fae and no one else has ever done that for her. Their love is true and enduring. Heartwrenching and pure. Even though they didn't start off on the best footing, after training her for a time and even breaking his blood oath to Maeve - Rowan is completely enamored. Plus, they're mates so there's nothing more important and bonding. Each relationship is authentic and pulls at your heartstrings.
Throughout the novels, you are able to experience more of the lands with Erilea from the dark, twisted towers of Morath to the Queen's home of Terrasen. They are welcome additions to our mental maps of the land and wonderfully illustrated through words.
This is one of my favourite series by far and is highly recommended to all - also specifically to young adult readers who enjoy well writen novels with developed characters, immersive world-building and fantasy.

Kirk Bage (1775 KP) rated The Umbrella Academy in TV
Sep 19, 2020 (Updated Jan 22, 2021)
I came to this gloriously colourful, energetic and super smart comic book adaptation in August (when Netflix advertised season 2), at a time of lockdown where I really needed something cheerful and fun to keep me going. It worked so well I watched both full seasons twice over, back to back, and key episodes 3 times! A rare thing indeed for me and a TV show.
Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.
The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.
For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.
The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.
As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.
I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.
I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.
I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.
There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.
It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.
At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.
If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.
Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.
The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.
For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.
The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.
As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.
I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.
I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.
I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.
There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.
It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.
At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.
If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.