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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.
Purple Phoenix Games (2266 KP) rated Space Kraken in Tabletop Games
Jul 22, 2021
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Purple Phoenix Games (2266 KP) rated Sheriff of Nottingham in Tabletop Games
Nov 16, 2021
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!
Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L
Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!
To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.
The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!
Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!
I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.
Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.
Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.
So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L
Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!
To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.
The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!
Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!
I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.
Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.
Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.
So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
LilyLovesIndie (123 KP) rated Honour in Books
Nov 5, 2018
This review was originally carried out as part of a blog tour on Lily Loves Indie and can be seen here http://lilylovesindie.co.uk/?p=209
This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....
Honour
A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.
Deserter
Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.
Silence is Deafening
I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!
Letters to No One
This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.
Night Terrors
Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.
Welcome Home
The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.
One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.
Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.
Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.
In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!
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I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.
This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....
Honour
A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.
Deserter
Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.
Silence is Deafening
I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!
Letters to No One
This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.
Night Terrors
Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.
Welcome Home
The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.
One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.
Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.
Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.
In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!
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I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.
Hadley (567 KP) rated Those Bones Are Not My Child in Books
Nov 12, 2019
A different type of True Crime book (1 more)
Things you probably didn't know about the case
Writing transitions are confusing (1 more)
Smash poetry breaks up the flow
Toni Cade Bambara, a writer, documentary filmmaker and screenwriter, gives True Crime readers a unique viewpoint of the real Atlanta Child Murders. Bambara mostly writes from the eyes of Marzala, a mother of three whose oldest son goes missing during one of the worst murder sprees in Atlanta's history. Marzala and her family were not actual people during this time- - - all of them are based off of parents and siblings of the real victims. Not soon after Marzala does everything she can with the police to find her son, she joins a group of African-Americans that are outraged by the lack of progress to catch who is killing Atlanta's black children. This group forms what is called STOP (a citizen-run task force). For the majority of the book, Marzala with most of the black community in the area typed out letters to prominent government officials asking for help to stop the murders, also using Vietnam vets in the area to use their tracking skills to keep an eye on suspects, and investigating buildings that police refused to believe had anything to do with the childrens' disappearances and/or murders, which Bambara did an amazing job putting all the real facts together of the actual community members that were involved with this at the time. This story is upsetting, but enlightening on how politics may have caused so many children to be murdered. This is a story no reader will ever forget.
Bambara writes not in a normal narrative - - - just telling a story from specific viewpoints, but she often breaks off into smash poetry to depict a character's state-of-mind, which, sometimes can be off putting for the reader, breaking the flow of the story. Yet, the use of smash poetry combined with the era and the heart breaking subject at hand, separates Those Bones Are Not My Child from every True Crime book I have ever read. But a note for fans of True Crime, this story is from the view point of the victims' families and the search they went through to try and catch the murderer(s), unlike most TC books, which follow the police through the investigation leading to, usually, the capture of the perpetrator. From living in Atlanta during the time of the murders, Bambara was able to reconstruct the life of a black family in 1980's Georgia, while focusing on the effect these terrible crimes had on the surrounding community. Bambara did an amazing job on what most writers cannot.
The amount of characters, specifically the fictional ones, are very well created. She describes just enough to give readers the ability to tell them apart, showing every now and then from their own viewpoints. Out of all the characters, I came to really like Zala's two other children: Kenti and Kofi. One particular scene shows the strain of Sonny's disappearance on their family: " Zala parked the comb again and sat back. 'Listen, you two.' Kofi dropped down onto his knees. 'The police and the newspapers don't know what the hell is going on, so they feel stupid, because they're supposed to know, they're trained to know, they're paid to know. It's their job. Understand? But it's hard for grown-ups to admit they're stupid, especially if they're professionals like police and reporters. So they blame the children. Or they ignore them and fill up the papers with the hostages in Iran. Understand? And now... Jesus... they've got people calling those kids juvenile delinquents.'
'Don't cry.' Kenti tried to lean into her lap and got pushed away.
'They don't know a damn thing and they act like they don't want to know. So they blame the kids 'cause they can't speak up for themselves. They say the kids had no business being outdoors, getting themselves in trouble.'
'You let us go outdoors.'
'Of course I do, baby. We go lots of places, 'cause a lot of people fought hard for our right to go any damn where we please. But when the children go out like they've a right to and some maniac grabs them, then it's the children's fault or the parents who should've been watching every minute, like we don't have to work like dogs just to put food on the table.'
Kofi walked on his knees towards the bed, but he didn't lean on her like he wanted 'cause she might push him away. So he just put his hand on the mattress next to hers."
During the Atlanta Child Murders, victims were random, except for that they were children from the same neighborhood, and they were African-American. At first, police didn't believe a serial murderer was going around abducting children, but rather that 'poor, broken' families were killing their own. In the Prologue, Bambara shows that the victims' families and private detectives came up with more ideas of the motive than the police did:
" White cops taking license in Black neighborhoods.
The Klan and other Nazi thugs on the rampage.
Diabolical scientists experimenting on Third World people.
Demonic cults engaging in human sacrifices.
A 'Nam vet unable to make the transition.
UFO aliens conducting exploratory surgery.
Whites avenging Dewey Baugus, a white youth beaten to death in spring '79, allegedly by Black youths.
Parents of a raped child running amok with 'justice.'
Porno filmmakers doing snuff flicks for entertainment.
A band of child molesters covering their tracks.
New drug forces killing the young (unwitting?) couriers of the old in a bid for turf.
Unreconstructed peckerwoods trying to topple the Black administration.
Plantation kidnappers of slave labor issuing the pink slip.
White mercenaries using Black targets to train death squadrons for overseas jobs and for domestic wars to come. "
All of these theories are explored with evidence in Those Bones Are Not My Child. One scene in Part III, Zala's cop friend, B.J. shows up to her house to tell her to stop bringing attention to the investigation, " 'That Eubanks woman - - - your husband's friend? - - - she said you were bringing in the TV networks to blow the case open. I thought we had an agreement to keep each other informed. This morning I find out through the grapevine that you parents got a medium stashed in a hotel here in town, some woman who's been making headlines up north with cases that supposedly have the authorities stumped. If you knew how much work has been done on this case - - - no, listen, don't interrupt me. Then I find out - - - and not from you - - - that some of you parents are planning to tour the country cracking on the investigation. That's not too smart. And you should have told me.' " These two may have been fictional characters, but in Bambara's Acknowledgments, she states that all scenarios were true, and that she made B.J. to tell about the actual police officers who were involved with the investigation.
The tension between the police and the public is felt throughout the entire story. Despite all of the work the citizen task force put in, police arrested a man named Wayne Williams for the murder of two adult victims (who, due to their mental age, which was stated to be that of children, were placed on the victims' list of the Atlanta Child Murders): " Wayne Williams, charged with the murder of twenty-seven-year-old Nathaniel Cater and implicated in the murder of the other adults and children on the official list..." Zala, having worked for almost a year at the STOP offices, she, along with most of the community, doubt that Williams was a lone killer or even the killer at all. Williams never stood trial for the childrens' murders, but the police informed the public that he did it, case closed - - - although, after Williams' arrest, children were still being abducted and their bodies were still being found. Even after Williams' trial and the guilty verdict for two adult victims, some people stuck around to continue to investigate and claim Williams a 'scapegoat' of politics: " There were still pockets of interest and people who wouldn't let the case go. James Baldwin had been coming to town off and on; a book was rumored. Sondra O'Neale, the Emory University professor, hadn't abandoned her research, either. From time to time, TV and movie types were in the city poking around for an angle. Camille Bell was moving to Tallahassee to write up the case from the point of view of the STOP committee. The vets had taken over The Call now that Speaker was working full-time with the Central American Committee. The Revolutionary Communist Party kept running pieces on the case in the Revolutionary Worker. Whenever Abby Mann sent down a point man for his proposed TV docudrama, the Atlanta officials and civil rights leaders would go off the deep end. " At the end of it all, the questions still remain: did Williams kill all of those children by himself? Was he part of a pornographic cult that killed the children? Or is Williams completely innocent, and the murderer(s) are still out there? In Those Bones Are Not My Child, I guarantee you will be left questioning if the police were right.
All in all, the writing transitions can become confusing sometimes, especially the interludes of smash poetry, but I highly recommend this book to people who like the True Crime genre, especially of any interest in this specific case.
Bambara writes not in a normal narrative - - - just telling a story from specific viewpoints, but she often breaks off into smash poetry to depict a character's state-of-mind, which, sometimes can be off putting for the reader, breaking the flow of the story. Yet, the use of smash poetry combined with the era and the heart breaking subject at hand, separates Those Bones Are Not My Child from every True Crime book I have ever read. But a note for fans of True Crime, this story is from the view point of the victims' families and the search they went through to try and catch the murderer(s), unlike most TC books, which follow the police through the investigation leading to, usually, the capture of the perpetrator. From living in Atlanta during the time of the murders, Bambara was able to reconstruct the life of a black family in 1980's Georgia, while focusing on the effect these terrible crimes had on the surrounding community. Bambara did an amazing job on what most writers cannot.
The amount of characters, specifically the fictional ones, are very well created. She describes just enough to give readers the ability to tell them apart, showing every now and then from their own viewpoints. Out of all the characters, I came to really like Zala's two other children: Kenti and Kofi. One particular scene shows the strain of Sonny's disappearance on their family: " Zala parked the comb again and sat back. 'Listen, you two.' Kofi dropped down onto his knees. 'The police and the newspapers don't know what the hell is going on, so they feel stupid, because they're supposed to know, they're trained to know, they're paid to know. It's their job. Understand? But it's hard for grown-ups to admit they're stupid, especially if they're professionals like police and reporters. So they blame the children. Or they ignore them and fill up the papers with the hostages in Iran. Understand? And now... Jesus... they've got people calling those kids juvenile delinquents.'
'Don't cry.' Kenti tried to lean into her lap and got pushed away.
'They don't know a damn thing and they act like they don't want to know. So they blame the kids 'cause they can't speak up for themselves. They say the kids had no business being outdoors, getting themselves in trouble.'
'You let us go outdoors.'
'Of course I do, baby. We go lots of places, 'cause a lot of people fought hard for our right to go any damn where we please. But when the children go out like they've a right to and some maniac grabs them, then it's the children's fault or the parents who should've been watching every minute, like we don't have to work like dogs just to put food on the table.'
Kofi walked on his knees towards the bed, but he didn't lean on her like he wanted 'cause she might push him away. So he just put his hand on the mattress next to hers."
During the Atlanta Child Murders, victims were random, except for that they were children from the same neighborhood, and they were African-American. At first, police didn't believe a serial murderer was going around abducting children, but rather that 'poor, broken' families were killing their own. In the Prologue, Bambara shows that the victims' families and private detectives came up with more ideas of the motive than the police did:
" White cops taking license in Black neighborhoods.
The Klan and other Nazi thugs on the rampage.
Diabolical scientists experimenting on Third World people.
Demonic cults engaging in human sacrifices.
A 'Nam vet unable to make the transition.
UFO aliens conducting exploratory surgery.
Whites avenging Dewey Baugus, a white youth beaten to death in spring '79, allegedly by Black youths.
Parents of a raped child running amok with 'justice.'
Porno filmmakers doing snuff flicks for entertainment.
A band of child molesters covering their tracks.
New drug forces killing the young (unwitting?) couriers of the old in a bid for turf.
Unreconstructed peckerwoods trying to topple the Black administration.
Plantation kidnappers of slave labor issuing the pink slip.
White mercenaries using Black targets to train death squadrons for overseas jobs and for domestic wars to come. "
All of these theories are explored with evidence in Those Bones Are Not My Child. One scene in Part III, Zala's cop friend, B.J. shows up to her house to tell her to stop bringing attention to the investigation, " 'That Eubanks woman - - - your husband's friend? - - - she said you were bringing in the TV networks to blow the case open. I thought we had an agreement to keep each other informed. This morning I find out through the grapevine that you parents got a medium stashed in a hotel here in town, some woman who's been making headlines up north with cases that supposedly have the authorities stumped. If you knew how much work has been done on this case - - - no, listen, don't interrupt me. Then I find out - - - and not from you - - - that some of you parents are planning to tour the country cracking on the investigation. That's not too smart. And you should have told me.' " These two may have been fictional characters, but in Bambara's Acknowledgments, she states that all scenarios were true, and that she made B.J. to tell about the actual police officers who were involved with the investigation.
The tension between the police and the public is felt throughout the entire story. Despite all of the work the citizen task force put in, police arrested a man named Wayne Williams for the murder of two adult victims (who, due to their mental age, which was stated to be that of children, were placed on the victims' list of the Atlanta Child Murders): " Wayne Williams, charged with the murder of twenty-seven-year-old Nathaniel Cater and implicated in the murder of the other adults and children on the official list..." Zala, having worked for almost a year at the STOP offices, she, along with most of the community, doubt that Williams was a lone killer or even the killer at all. Williams never stood trial for the childrens' murders, but the police informed the public that he did it, case closed - - - although, after Williams' arrest, children were still being abducted and their bodies were still being found. Even after Williams' trial and the guilty verdict for two adult victims, some people stuck around to continue to investigate and claim Williams a 'scapegoat' of politics: " There were still pockets of interest and people who wouldn't let the case go. James Baldwin had been coming to town off and on; a book was rumored. Sondra O'Neale, the Emory University professor, hadn't abandoned her research, either. From time to time, TV and movie types were in the city poking around for an angle. Camille Bell was moving to Tallahassee to write up the case from the point of view of the STOP committee. The vets had taken over The Call now that Speaker was working full-time with the Central American Committee. The Revolutionary Communist Party kept running pieces on the case in the Revolutionary Worker. Whenever Abby Mann sent down a point man for his proposed TV docudrama, the Atlanta officials and civil rights leaders would go off the deep end. " At the end of it all, the questions still remain: did Williams kill all of those children by himself? Was he part of a pornographic cult that killed the children? Or is Williams completely innocent, and the murderer(s) are still out there? In Those Bones Are Not My Child, I guarantee you will be left questioning if the police were right.
All in all, the writing transitions can become confusing sometimes, especially the interludes of smash poetry, but I highly recommend this book to people who like the True Crime genre, especially of any interest in this specific case.
Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games
Mar 1, 2020 (Updated Mar 1, 2020)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?
Apparently you get something that doesn't feel like Star Wars.
I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.
First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.
I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.
The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.
I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.
Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?
My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.
There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.
So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.
Apparently you get something that doesn't feel like Star Wars.
I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.
First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.
I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.
The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.
I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.
Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?
My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.
There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.
So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.