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Neon's Nerd Nexus (360 KP) rated Weathering with You (2019) in Movies

Feb 1, 2020 (Updated Feb 1, 2020)  
Weathering with You (2019)
Weathering with You (2019)
2019 | Animation, Drama, Fantasy
Change The World
Weathering With You is such an original and blissfully delightful tale that it successfully draws you in and immerses you into its breathtakingly realistic world the moment you enter it. I think we can all safely say that when Makoto Shinkai makes a movie he turns heads because he's without a doubt up there with Studio Ghibli in regards to quality, imagination, beauty and magic. Whats great about Weathering with you is just how grounded in reality it is and as we meet our lead character we get to see/feel just how tuff life can be for a young adult trying to live/survive in the world especially with no help, guidence or someone to look up to. This really helps form an instant connection to him as a character and while some of his actions maybe considered bad you sympathies and relate to him on a personal level just the same. As the film plays out a more spiritual/fantasy like plot starts to unfold and at first I did struggle to grasp what the film was actually trying to say over all but this does become clear the further in you get. To me its a story about pressure/burdens we ourselves and the world put on our heads which eventually/inevitably will lead to anxiety, emotions running wild, stress, depression and in some cases giving a person such a warped negative outlook on life that they may be lead to believe that their existence is what is causing the pain and misery of everyone else. Surprisingly climate change is a big theme here too and this has become a huge stress in its self weighing down on not only us but on our characters heads equally. However the film does have a lovely way of looking at this issue towards the end which helps manifest a more positive way of dealing with/coming to terms with this huge problem helping to take some of that pressure off us and giving us peace of mind. As you can imagine all this does get extremely heavy at times but it gives what moments of happiness we get such power and weight that by the time they appear I guarantee you will be struggling to contain your emotions as they try to escape from you. With clear influences from the likes of Spirited Away Weathering with you is animated flawlessly and is so beautiful to watch that it even makes simple actions such as preparing food absolutely captivating. Huge cassical scores gracefully a company the striking visualls too but every so often these pices distort, fracture and skip giving them a more modern/slightly futuristic feel to them which i was really impressed by. Makoto Shinkai has done it again and its nice to see his films are getting the attention they deserve with every seat filled in our showing. Honestly go see this film it really is a perfect example of animation at its absolute finest.
  
Etude (The Dark Nocturne #2)
Etude (The Dark Nocturne #2)
Morgan Shamy | 2022 | Mystery, Paranormal, Science Fiction/Fantasy, Young Adult (YA)
8
8.0 (1 Ratings)
Book Rating
After reading and loving Serenade, the first book in The Dark Nocturne series by Morgan Shamy, I automatically started the second book in the series, Etude, right away. Morgan Shamy proved, yet again, that she's making the paranormal fantasy genre her own with this book!

In Etude, November has been away from St. Paul's Academy for a month. She wants nothing to do with the school or anyone from the school after what happened in Serenade. When kids start falling into comas, she thinks she may be the cause thanks to Vincent. Reluctantly, she returns to the school to try to save the day. However, bad things start happening (again) to November and her friends.

Just like with the plot of Serenade, Etude's plot is very original. I have never read anything like it, and that's a good thing! It is refreshing to read something original in a given genre especially when all previous books you've read in that genre start sounding the same. Anyway, I will admit that the plot of Etude does start off a bit slow. However, about sixty percent or so into the book, the pacing definitely picks up. I couldn't put the book down after that! I had suspicions about who would be the bad people and who were the good all throughout this book. I had to keep reading to see if I was right and to find out what would happen between Vincent and November. I loved the introduction of the dream world in Etude as well. With witches and blood walkers (vampires) roaming around in the novel, the action was there all throughout the book! Two plot twists were easy for me to figure out, but there were a couple of more plot twists (including a major one), that I just didn't see coming! Turns out that you really never know who you can trust in the Dark Nocturne universe. The book does end on a minor cliff hanger.

The characters in Etude are just as fleshed out and well developed as before. (I would even go as far as to say they're even more developed in this book than in the first in the series, and they were fleshed out well in that story.) While November is written well, I found her annoying in Etude. I don't know if it's because I'm about 20 years older than her, so I have more wisdom, but I found her lack of telling people about suspicious people and not trusting those around her more a bit infuriating. The fact that she would trust a stranger over her friends and not tell them when said stranger shares something major that could end up harming everyone really infuriated me. I wanted to bang my head against a brick wall! I kept screaming at November (in my head) to just tell someone about the suspicious character and what they would do to her (and to others). Yet November just seemed to let it slide until it becomes too late. I wish Vincent was in the story more because I loved Vincent in Serenade, but I know why he's not around as much in Etude. Cam was more more likeable in this book, and I loved how he seemed to be a better friend to everyone in Etude. Margaret was also really sweet in this book, and I think she ended up being my favorite character even if she wasn't featured a lot throughout the novel. Marcus was written well, but I always had my reservations about him. He seemed very selfish throughout the book (even if he said he wanted to help save his sisters). I also really liked Deva, although she was another character that wasn't featured that much in Etude. Be sure not to get attached to any one character though because Morgan Shamy is not afraid of killing anyone off (like in the first book)! That's another think I love about this series.

Trigger warnings for Etude include violence, death, murder, and mind control.

All in all, Etude is a fantastic follow up to the very well written Serenade. If you like figuring out which characters are the baddies, a plot that will consume you, and being whisked off to a magical world, then Etude is for you. I would definitely recommend Etude by Morgan Shamy to those aged 14+ who love an original take on paranormal fantasy where character loyalties aren't always as they seem. As for me, I've already started reading Promenade, the third book in the series because I'm addicted!
  
The Road to Canterbury
The Road to Canterbury
2011 | Humor, Medieval, Religious
I am not a sinless man. In fact, it’s been years since I’ve been to confession, and at this point I’m afraid I would be there for hours just spilling the beans. I know many pious people, but alas, I am not one. However, I do appreciate those that attempt to live that holy life. It takes a lot of guts and a lot of hard work. I guess I’m a little slothy when it comes to that, personally. Anyway, I know of the Seven Deadly Sins, Cardinal Sins, Capital Vices, or whatever you’d like to call them. In fact, I really like the movie Seven – I think it’s great! That said, let’s find out just “what’s in the box?”

The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.

DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) 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 rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.

After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.

Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.


Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.

So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.

It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.

For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!

Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.
  
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On the Rocks
On the Rocks
2021 | Dice Game
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.

“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.

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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.

Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.

When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.


Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.

I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.

These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.

Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.

Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
  
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Purple Phoenix Games (2266 KP) rated Shuffle Grand Prix in Tabletop Games

Jun 12, 2019 (Updated Jun 12, 2019)  
Shuffle Grand Prix
Shuffle Grand Prix
2019 | Card Game, Comic Book / Strip, Racing
I very rarely reference video games in my reviews. Mostly because I have never really been a big video gamer. I was always more into RPG style video games (Final Fantasy XI ftw), but some styles of video games I also enjoyed quite a bit. Among those were the battle racing style games of Crash Team Racing and Mario Kart. So much fun not only to race to the finish but also to plant traps and equip weapons to slow your opponents’ progress. Such is your plight as you play Shuffle Grand Prix by new-to-the-board-game-scene publisher Games by Bicycle.

DISCLAIMER: While I will not be delving completely into the rulebook and describing every rule and scenario, I will give you a good idea of how the game plays and what I think of it. -T

Okay let’s setup this game in our minds. Shuffle the large deck of Distance Cards (in denominations of 25, 50, 75, and 100 distance) to form a draw deck. Each player will draft a team of racer and co-pilot, which means taking the racer’s deck and co-pilot’s deck to form their team. Each pilot is a different character with different decks and different special abilities that can be used throughout the game. For example, my first team was the wizard and the musician. Place the driver’s character card on top of the wheel (health) card at maximum wheel strength, and tuck the co-pilot’s card underneath them. You cannot use the co-pilot’s ability until they become the driver (when your main pilot spins out due to your opponents and their dastardly play). Now shuffle the driver’s and co-pilot’s decks together (a la Smash Up) to form your personal draw deck, draw three cards, and you are ready to begin!

On your turn you will flip over the top Distance Card and place it in front of yourself. This is how far you have driven this turn, and ultimately is your VP stack. From there you may play cards from your hand to affect your own cards, the cards of your opponents, or place traps. You may equip items to your car (max 2), switch out equipment, or pass your turn ? This structure continues until there are no more Distance Cards to draw, then the game ends and you count Distance to see who is the winner! I have intentionally left some rules out because they are fun to discover and play – like making your opponent spin out (for trophies), nerfing your opponents, card combo play, etc.

Components: this game is relatively light on components as it is a large number of playing cards and a collection of trophy chits. The chits are good quality, and were definitely too numerous for our plays. The cards are of great quality, which is what you expect from Bicycle, the playing card giant. The art in this game is VERY quirky. I wouldn’t say the art is amazing, but it’s fun and fits the theme. Think Munchkin art. In fact, think of this game as a whole as a combination of CTR/Mario Kart meets Munchkin.

Overall, I really dig this game. It’s pretty fast-playing, though those AP-prone players will hold up the game a bit on their turns. The rules are light, the game play is really fun, and the flavor text on the cards is quite humorous. I thought out loud as we were playing that this is a replacement for Munchkin for me, and I like Munchkin a lot. The take-that/screw-your-neighbor aspect is certainly there, but even when you pile on it doesn’t seem to slow you down so much that you can no longer do much on your turn. I appreciate that. The eight provided playable character decks feels like I can play this game for a really long time with different combinations and enjoy it each time. So for the ease of play, enjoyment of play, different combos we are excited to try, and absolute silliness, Purple Phoenix Games gives this one a bashin’ 14 / 18. Check it out!


https://purplephoenixgames.wordpress.com/2019/06/06/shuffle-grand-prix-review/
  
Copper Creek (Sawyer's Ferry #3)
Copper Creek (Sawyer's Ferry #3)
Cate Ashwood | 2019 | Contemporary, LGBTQ+, Romance
10
10.0 (1 Ratings)
Book Rating
such a fun read!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is book 3 in the Sawyer’s Ferry series. You don’t NEED to have read the other books, but I think you should. Not least because they are 4 and 5 stars from me, but they are really REALLY good!
Frankie is Holden’s best friend. He worked for Holden’s father. When the senior Prescott was arrested, his job went down the pan with the company. Now his cousin needs him out for the new baby, and he has no job. Holden calls him to Alaska to plan his wedding to Gage. In two freaking months! Meeting the mess that is at Cooper Creek brewery send him a little in to panic mode but working with Barrett has its benefits. The man is a magnet to Frankie. Barrett also is attracted to Frankie. But Jackson will leave in two months, and Barrett has to live in Sawyer’s Ferry.
This was a FUN read, but so so good!
Frankie is unique and makes no bones about it. He’s loud, and proud. Barrett, however, is not. Barrett is just trying to keep his business afloat after his assistant left. He can’t manage the business and the paperwork, and he feels like he is drowning in his beer. Frankie walks into his office and Barrett’s life will never be the same again!
What I particularly LOVED about this one was, while Barrett has immediate attraction to Frankie, he doesn’t act on it. And then the news that Barrett had been married, to a woman, comes out. And Barrett is not AT ALL questioning his attraction to Frankie. What he questions is whether he can KEEP Frankie. There is NO, not a single line, about him wondering if he’s gay, or bi, or has been in the closet forever. He just WANTS Frankie, and that Frankie is a man, is totally irrelevant. Loved that!
It is a much lighter read than books one and two, and I loved that it was. Neither Frankie nor Barrett have any deep dark secrets, or major trauma, but Barrett’s wife did leave him. There is no violence, unless you count what Frankie wanted to do to the woman who had been sharing Barrett’s bed in Juneau (is that spelt right?)
It’s sexy, oh yes ma’am it is! Frankie is a Master at the innuendo, and he makes Barrett squirm a lot! But Frankie knows what he wants, he knows what Barrett wants, even if he doesn’t say the words, and Frankie is nothing if not determined!
I loved Frankie’s reaction to Barrett’s declaration of love, I really did. Not gonna say what he does, but it made me laugh so much!
Some stunning scenery described here and why Holden and Gage chooses a bloody BARN over the lighthouse I will never know, (even if it was Logan’s refitted space!) but I loved what Barrett did there in the epilogue.
Are there any more planned? I have the short that comes between one and two to read, and the Christmas special that Holden plans for Gage, but are there any more MAIN books planned?? I hope so! Thoroughly enjoying these stories, and hope they continue!
5 full and shiny stars
**same worded review will appear elsewhere**
  
I Let You Go
I Let You Go
Clare Mackintosh | 2015 | Fiction & Poetry
8
8.3 (11 Ratings)
Book Rating
One rainy evening, an accident occurs on a quiet neighborhood street. Walking home from school with his mother, young Jacob is hit by a car, and killed. Even worse, the car quickly backs up and drives away, leaving Jacob's mother shattered and Detective Inspector Ray Stevens and his team, particularly eager young DC Kate, to seek out answers.

With her world ruined by the accident, Jenna Gray seeks refuge by the coast. She finds a small cottage, gets a dog, and tries to escape the nightmares of the accident that haunt both her dreams and waking hours. Meanwhile, Ray and Kate are forced to close Jacob's case, no closer to the suspect than when they started. But the two remain undaunted, working on the case in their off hours, and an anniversary plea one year after the accident turns up some potential leads. What exactly happened that rainy night? Will justice ever come for Jacob--and peace for Jenna?

This was an excellent thriller-- a real surprise, honestly. The beginning of the novel started out slow, and was so horrendously sad, what with Jacob's accident and his mother's terrible grief. It was one of several book's I'd read lately involving the death of a child, and I was so saddened that I almost set it aside. I'm glad I didn't though, because while the book is gut-wrenchingly sad, it's excellent, tense, and suspenseful. Divided into several parts, things pick up immensely at the end of the first part, when Mackintosh throws in an excellent plot twist (I shan't say anymore so as not to ruin it).

Mackintosh is excellent at conveying Jenna's anguish and the sadness that the accident causes. We also have a side-plot of Ray and his feelings toward his subordinate, Kate. Ray's home life is unbalanced: he's dealing with issues with his son, Tom, and his wife. These are a bit distracting at times, but serve to humanize him as well. The police subplot (watching them try to piece things together) is interesting, also. In fact, the book alternates in perspectives: we hear from Ray, Jenna, and one more character. In part 2, we go back in time for some of the characters, but remain in the present with Ray and Kate as they (much like us, the readers) try to solve this crime. It's an interesting technique and works surprisingly well. Jenna is a complicated character, but a well-drawn one.

Overall, I quite enjoyed this book. I won't spoil anything, but I will say that there is definitely a trigger for domestic abuse/violence, so please be forewarned for that. There's a character in the novel who reminds me of the husband in that creepy Julia Roberts' film "Sleeping with the Enemy" (I'm totally dating myself here). As such I was up late reading one night, completely creeped out. However, that's the sign of an excellent thriller in my opinion. I raced through the last 2/3 of the book and really wasn't disappointed. There are several more twists, but they actually are pretty believable, not outlandish like in many thrillers. Definitely recommend this one (with the abuse caveat thrown in). A unique psychological thriller that's worth your time, for sure.

I received an ARC of this novel from Netgalley - thank you! The U.S. edition is available everywhere on 5/3/16. You can find a review of this book and many more at my <a href="http://justacatandabookatherside.blogspot.com/">blog</a>;.
  
His Dark Materials
His Dark Materials
2019 | Adventure, Fantasy
Any fan of Phillip Pullman’s epic trilogy will tell you that His Dark Materials is one of the best stories ever told. There is so much scope to adapt and interpret the narrative, so rich are the textures, characterisation and pure weight of its many themes. Which is perhaps why any re-imagining will always come under such intense and divisive scrutiny.

The American studio version, patronisingly renamed The Golden Compass for the hard of thinking, was absolutely woeful, despite some canny casting. Choosing to focus too much on the potential of spectacular effects, rather than concentrating on the key elements of plot that make Northern Lights the perfect exposition for a much larger message.

You could always trust the BBC in conjunction with HBO not to make that same mistake. Which is why this version largely succeeds, regardless of some valid criticism concerning clunky dialogue and some creative re-arranging of events from the book. Yes, there is still a lot of telling rather than showing, in an attempt to engage an audience that have yet to read the source material; but, really, it didn’t bother me at all.

Casting Logan’s Dafne Keen as Lyra was the first stroke of genius. This girl has some serious potential, and, as the episodes unfold, she more than holds her own against more experienced actors in key roles. Her presence is a driving force from the get go that at times left me breathless at just how much she understands this complex young character. Truly exciting for the next chapter…

Of course, Ruth Wilson is more than capable of fulfilling the nuance of the sinister Mrs Coulter. And James McAvoy does an admirable job also, in a pivotal, but thankless role (for now) as Lord Asriel. But, no part is neglected, in this cast of dozens, which depends hugely on the idea of adults trying to control a world (eventually many worlds) in crisis!

The casting throughout is immensely bold – hardly a single actor matched my inner vision of them from the book, but the more I came to trust the production, the more I appreciated the clever choices made in this respect. Again, story-telling is always more important than spectacle, and episode to episode I simply began to believe in this version whole-heartedly – and I include in that all the voice actors who bring to life the demons, bears and all other CGI characters.

It is easy to gripe about what is wrong about it all. I can’t ever imagine a perfect visual re-telling of HDM that doesn’t disappoint at some level… but, more important to see what is very right about it! I felt moved, shocked, excited and elated at all the right moments! Basically, I got onboard and allowed myself to enjoy the story.

And what a story! Northern Lights exists as a phenomenon on its merits, but The Subtle Knife is where the themes of this idea really take off! Almost a year to wait for the next season… All I can say is, what an opportunity to make this one of the best things BBC has ever done.

Too many debating points for a brief summary. Keep watching is all I would say to anyone. Or perhaps I just want it too much…
  
Red Queen
Red Queen
Victoria Aveyard | 2015 | Young Adult (YA)
10
8.0 (64 Ratings)
Book Rating
Earlier today, I finished listening to the audiobook of Red Queen by Victoria Aveyard and I absolutely loved it. Amanda Dolan is also an excellent narrator, with a pleasant voice and a perfect pace.
 
Red Queen takes place in the country of Norta, one of many lands where every day people like Mare Barrow (humans, like us) face oppression from the elite. In a story that echoes the fight for equality, readers are carried along for the ride as Mare, whose blood is red, strives to bring equality to her people when a mishap and mutation put her in the lap of good fortune. The Silvers, or the elite, rule the Reds, and though they look much the same as a normal human, their blood is silver and they have special abilities. It is because of these abilities that they hold themselves superior to the far weaker Reds, forcing them into a life of submission and servitude.
 
With her new responsibilities, Mare finds herself caught up in a revolution – one where you can expect betrayal at any point. Aveyard’s characters are written in such a believable way that it is difficult to pinpoint their true natures. In the same manner that one might say beauty is only skin deep, the characters of Red Queen all wear masks – or do they?
 
Many books lose me when there is a lull in the plot. Oftentimes if I feel like I have to force-feed myself several pages, I am far less likely to finish the book. I am also more likely to be lost if the major plot is romance oriented, rather than conflict. While Red Queen does have some elements of romance, there’s never any definite answer as to who gets the girl (I suppose that’s something we’ll see in the later books), and that’s because Mare’s focus is solely on herself, her loved ones, and the cause for which she serves. The main function of the book is to tell the story of the Reds rising up against the Silvers, rather than focus on a forbidden romance, like many of the young adult books I’ve read have done.
 
I can’t wait for it to be my turn with Glass Sword, the second book in the series. Red Queen has also been optioned for a film, so here’s to hoping it’s at least somewhat as good as the book.