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AmyBee (4 KP) rated Encyclopedia of Unusual Sex Practices in Books
Sep 6, 2018
This is a well entertaining book, packed full of some of the most bonkers things that people apparently do to one another in the bedroom. And the garden, and at work etc etc.
Prior to being given this book (unironically, by the most sexually adventurous man I've ever had the pleasure of...ahem.. moving swiftly on.), anyway, before he gave it to me (fnar!!) I always thought that I was pretty clued-up and knowledgeable when it came to matters of the naughty bits, but committing ruderies isn't *just* all about getting your kit off and bumping uglies...oh no... there are acts described between these sheets (of the book!!) that will make your eyes pop out.
Other body parts may also begin to protrude, if your personal kink features here (and if it doesn't, then you must be into some UBER freaky deaky shizz! .. and I'd like to meet you! *winkyface*)
.
I was a tad shocked to find that I hadn't heard of one or two of the "entries" (fnar) which is something that I didn't think at all likely before I opened it up (fnarrr). I'm not claiming to be the goddess of sex by any means but I was thrown right off guard by concepts such as "Taphephilia" which refers to "those who are aroused by being buried alive" ...
erm, say what now??
Do these people actually exist because quite frankly, that sounds made up.
Who am I kidding, we all know full well that there are some strange, strange people out there and if you think about it, you can't deny the fact that there truly isn't one single thing in existence that *doesn't* sexually arouse somebody, somewhere.
As the saying goes "there's no accounting for taste" and that has never been truer, as you will learn by page 4 at the latest.
On the flip side of all the strange and sexy fun and games (and criminal offences), there are some totally mundane entries. Along with describing all the more familiar concepts such as "bisexualism" and sex organs and all our favourite hanky-panky positions, there is also a (somewhat outdated) list of contraceptive methods. Given that the book was first published in 1992 however, I think the archaic qualities of the publication can be forgiven.
The "150+ Original Illustrations" are referenced several times at the beginning, as well as in the sub-title, but honestly, don't get too excited about this.
A porno mag in disguise it definitely isn't.
If you don't go in expecting visual titillation then you shouldn't be *too* disappointed when your expectations are not only met, but exceeded. the sketches ('cos that's all they really are), are crude (but not at all in the fun sense of the word), bland and banal in the extreme. Calling them "original" was a nice bit of editorial sneakiness, that's for sure.
I see what you did there Brenda Love (if she's not a 70's porn star, then that name is TOTALLY wasted on her, amirite?
There are some bad drawings of penises, vaginas in various states of open-ness but there's an equal amount of "Bush" in all examples. This is an outstanding example of the book's old age as we all know, pubic hair was rendered extinct circa 2001AD, so a picture of it in 2018 outside of a museum is likely to cause widespread confusion.
Overall, this is a hugely entertaining and informative book for anyone interested in anything at all to do with sex, which realistically, is the majority of us to some extent (everyone else is probably lying through their teeth).
Also a good reference book for budding sexologists (such as me), wannabe sex therapists (although a degree is probably also required for this profession), or anyone working in any part of the sex industry. (experience equals qualifications).
Prior to being given this book (unironically, by the most sexually adventurous man I've ever had the pleasure of...ahem.. moving swiftly on.), anyway, before he gave it to me (fnar!!) I always thought that I was pretty clued-up and knowledgeable when it came to matters of the naughty bits, but committing ruderies isn't *just* all about getting your kit off and bumping uglies...oh no... there are acts described between these sheets (of the book!!) that will make your eyes pop out.
Other body parts may also begin to protrude, if your personal kink features here (and if it doesn't, then you must be into some UBER freaky deaky shizz! .. and I'd like to meet you! *winkyface*)
.
I was a tad shocked to find that I hadn't heard of one or two of the "entries" (fnar) which is something that I didn't think at all likely before I opened it up (fnarrr). I'm not claiming to be the goddess of sex by any means but I was thrown right off guard by concepts such as "Taphephilia" which refers to "those who are aroused by being buried alive" ...
erm, say what now??
Do these people actually exist because quite frankly, that sounds made up.
Who am I kidding, we all know full well that there are some strange, strange people out there and if you think about it, you can't deny the fact that there truly isn't one single thing in existence that *doesn't* sexually arouse somebody, somewhere.
As the saying goes "there's no accounting for taste" and that has never been truer, as you will learn by page 4 at the latest.
On the flip side of all the strange and sexy fun and games (and criminal offences), there are some totally mundane entries. Along with describing all the more familiar concepts such as "bisexualism" and sex organs and all our favourite hanky-panky positions, there is also a (somewhat outdated) list of contraceptive methods. Given that the book was first published in 1992 however, I think the archaic qualities of the publication can be forgiven.
The "150+ Original Illustrations" are referenced several times at the beginning, as well as in the sub-title, but honestly, don't get too excited about this.
A porno mag in disguise it definitely isn't.
If you don't go in expecting visual titillation then you shouldn't be *too* disappointed when your expectations are not only met, but exceeded. the sketches ('cos that's all they really are), are crude (but not at all in the fun sense of the word), bland and banal in the extreme. Calling them "original" was a nice bit of editorial sneakiness, that's for sure.
I see what you did there Brenda Love (if she's not a 70's porn star, then that name is TOTALLY wasted on her, amirite?
There are some bad drawings of penises, vaginas in various states of open-ness but there's an equal amount of "Bush" in all examples. This is an outstanding example of the book's old age as we all know, pubic hair was rendered extinct circa 2001AD, so a picture of it in 2018 outside of a museum is likely to cause widespread confusion.
Overall, this is a hugely entertaining and informative book for anyone interested in anything at all to do with sex, which realistically, is the majority of us to some extent (everyone else is probably lying through their teeth).
Also a good reference book for budding sexologists (such as me), wannabe sex therapists (although a degree is probably also required for this profession), or anyone working in any part of the sex industry. (experience equals qualifications).
Charlie Cobra Reviews (1840 KP) rated The Seven Deadly Sins in TV
Jul 6, 2020
No Sins Deadlier - 8/10
The Seven Deadly Sins anime was created by A-1 Pictures and directed by Tensai Okamura. It was written by Shotaro Suga with Keigo Sasaki providing character designs and music by Hiroyuki Sawano. (Season1) The second season which is actually 4 television specials or episodes featured a story by Nakaba Suzuki. It was produced by A-1 Pictures and directed by Tomokazu Tokoro, Season 2 was also written by Yuniko Ayana and Yuichiro Kido, with character designs by Keigo Sasaki and music by Hiroyuki Sawano and Takafumi Wada. (Season2) Season 3 was an actual 24 episode season again with some changes to the creative team as well. Takeshi Furuta and Takao Yoshioka replaced Tensai Okamura and Shotaro Suga as director and series composer while most first season staff members to reprise their roles.
Once an active group of knights in the region of Britannia, "The Seven Deadly Sins" disbanded after supposedly plotting to overthrow the Liones Kingdom. Their defeat was believed to have been at the hands of the Holy Knights of Liones however persistent rumors continued that they were alive. Ten years later, the third princess, Elizabeth, begins her journey to find the "Seven Deadly Sins". She must get their help to save the Kingdom of Liones from the corrupt Holy Knights and those who plan to take over the kingdom.
This is a really great anime series. I can't believe it took me so long to get around to finishing it. They really left us hanging, waiting for season 2, and when Netflix released those 4 episodes as a whole season I was really confused. I was told by other fans of the series not to even watch them but to also not worry. A real season 2, or in this case season 3 was in the works and on the way. And not only were they right but a full length anime film released not long after. Anyways, sorry for getting off topic. The first thing I have to say when talking about this series is that there is a lot of "fan service". If you are not familiar with the term, in general fan service refers to scenes designed to excite or entice the viewer, usually of a racy or sexual nature. If that bothers you, this series is not for you. But if you can get past that there is a fantastical land of magic and knights with an epic tale of adventure waiting. At first I didn't like the character designs because to me the faces were very different from what I was use to at the time but then they grew on me and didn't seem to bother me as much. There are a lot of different looking characters, which I really enjoy seeing in anime, which was a plus to me. They also had a very interesting group dynamic since they were all based off of the seven deadly sins. There was good chemistry between the characters and a lot of camaraderie. I really enjoyed the enemies that they encountered in antagonist as well. Overall I give this series a 8/10.
If you liked this anime, after watching the entire series then watch the movie The Seven Deadly Sins Movie: Prisoners of the Sky.
Once an active group of knights in the region of Britannia, "The Seven Deadly Sins" disbanded after supposedly plotting to overthrow the Liones Kingdom. Their defeat was believed to have been at the hands of the Holy Knights of Liones however persistent rumors continued that they were alive. Ten years later, the third princess, Elizabeth, begins her journey to find the "Seven Deadly Sins". She must get their help to save the Kingdom of Liones from the corrupt Holy Knights and those who plan to take over the kingdom.
This is a really great anime series. I can't believe it took me so long to get around to finishing it. They really left us hanging, waiting for season 2, and when Netflix released those 4 episodes as a whole season I was really confused. I was told by other fans of the series not to even watch them but to also not worry. A real season 2, or in this case season 3 was in the works and on the way. And not only were they right but a full length anime film released not long after. Anyways, sorry for getting off topic. The first thing I have to say when talking about this series is that there is a lot of "fan service". If you are not familiar with the term, in general fan service refers to scenes designed to excite or entice the viewer, usually of a racy or sexual nature. If that bothers you, this series is not for you. But if you can get past that there is a fantastical land of magic and knights with an epic tale of adventure waiting. At first I didn't like the character designs because to me the faces were very different from what I was use to at the time but then they grew on me and didn't seem to bother me as much. There are a lot of different looking characters, which I really enjoy seeing in anime, which was a plus to me. They also had a very interesting group dynamic since they were all based off of the seven deadly sins. There was good chemistry between the characters and a lot of camaraderie. I really enjoyed the enemies that they encountered in antagonist as well. Overall I give this series a 8/10.
If you liked this anime, after watching the entire series then watch the movie The Seven Deadly Sins Movie: Prisoners of the Sky.
Bob Mann (459 KP) rated Life Itself (2018) in Movies
Sep 28, 2021
Love Actually with all the saccharine squeezed out.
Not the documentary of the same name from 2014 about the critic Rogert Ebert. This is an Amazon Studios/Sky Cinema Original Film (trying to follow where Netflix is boldly going), and as such it only had a very limited release in UK cinemas which I managed to miss.
The plot.
This is an anthology film in the style of “Crash” or – actually, “Love Actually” – featuring a series of inter-linked stories. We start with a depressed Will (Oscar Isaac) flashing back to his apparently idyllic life with pregnant wife Abby (Olivia Wilde). Apparantly? Well, perhaps the narrator is unreliable. So what actually happened? Where is Abby now? Where is his child?
Mid-film we switch into a Spanish-language section, set in Spain, featuring an ambitious olive-picker Javier González (Sergio Peris-Mencheta), his sweetheart Isabel (Laia Costa) and his employer Mr. Saccione (Antonio Banderas).
(“What the F!”, you are saying to yourself at this point, “How is this all related?”).
To say any more would provide spoilers: but, confused as you may be, it’s a journey worth sticking with.
Messing with time and your mind.
The film plays fast and loose with chronology and we zap backwards and forwards through the story which can be unsettling. It’s a film that keeps you on your toes, and you need to listen to director/writer Dan Fogelman‘s dialogue as there are clues as to where you are going next. It’s certainly not the ‘sit-back-and-relax’ “rom-com” that I mistakenly sold it to my wife as for our evening viewing!
A star of the film is the editor Julie Monroe (“Midnight Special“). There are some significant twists in the film, some of which are well signposted; others very much not so!
The turns
Has Oscar Isaac done a bad film? (I’m sure some haters of the latest Star Wars episodes might have an answer!). Here he has to execute an enormous range and he just about pulls it off. Olivia Wilde is also convincing as Abby.
In the Spanish section, Antonio Banderas is as impressive as you expect, and Laia Costa – an actress not previously known to me – is initially good as the young love interest, but I thought she was rather over-extended in the later scenes in her story.
Elsewhere, the rising star Olivia Cooke again impresses as a troubled teen; Annette Bening is a psychologist; “Homeland”‘s Mandy Patinkin plays Will’s father; and an f-ing and blinding Samuel L Jackson even appears at the start of the film (a blink and you’d miss it line of dialogue explains the context).
Good?
I wasn’t expecting to, but I really enjoyed this one. I’ve read some completely eviscerating reviews of the movie, but I’ve not sure where those were coming from. I found it a non-standard journey requiring a level of intelligence to appreciate the nuances of the script. My guess would be that many of the naysayers on IMDB never made it past the Spanish interlude. Others will not have liked the coincidence in the final reel (no spoilers). I do appreciate that it needs a suspension of belief. But this is a movie about the random coincidences of life. I remember running into a work colleague on the backstreets of Lone Pine in California, 5,271 miles away from where we both worked. Coincidences DO happen.
I’m not a fan of this whole new “almost straight to streaming” approach: I wish I could have seen this one on the big screen. But my view would be that it’s well worth catching if you have access to Amazon or Sky services (Sky or Now TV in the UK).
The plot.
This is an anthology film in the style of “Crash” or – actually, “Love Actually” – featuring a series of inter-linked stories. We start with a depressed Will (Oscar Isaac) flashing back to his apparently idyllic life with pregnant wife Abby (Olivia Wilde). Apparantly? Well, perhaps the narrator is unreliable. So what actually happened? Where is Abby now? Where is his child?
Mid-film we switch into a Spanish-language section, set in Spain, featuring an ambitious olive-picker Javier González (Sergio Peris-Mencheta), his sweetheart Isabel (Laia Costa) and his employer Mr. Saccione (Antonio Banderas).
(“What the F!”, you are saying to yourself at this point, “How is this all related?”).
To say any more would provide spoilers: but, confused as you may be, it’s a journey worth sticking with.
Messing with time and your mind.
The film plays fast and loose with chronology and we zap backwards and forwards through the story which can be unsettling. It’s a film that keeps you on your toes, and you need to listen to director/writer Dan Fogelman‘s dialogue as there are clues as to where you are going next. It’s certainly not the ‘sit-back-and-relax’ “rom-com” that I mistakenly sold it to my wife as for our evening viewing!
A star of the film is the editor Julie Monroe (“Midnight Special“). There are some significant twists in the film, some of which are well signposted; others very much not so!
The turns
Has Oscar Isaac done a bad film? (I’m sure some haters of the latest Star Wars episodes might have an answer!). Here he has to execute an enormous range and he just about pulls it off. Olivia Wilde is also convincing as Abby.
In the Spanish section, Antonio Banderas is as impressive as you expect, and Laia Costa – an actress not previously known to me – is initially good as the young love interest, but I thought she was rather over-extended in the later scenes in her story.
Elsewhere, the rising star Olivia Cooke again impresses as a troubled teen; Annette Bening is a psychologist; “Homeland”‘s Mandy Patinkin plays Will’s father; and an f-ing and blinding Samuel L Jackson even appears at the start of the film (a blink and you’d miss it line of dialogue explains the context).
Good?
I wasn’t expecting to, but I really enjoyed this one. I’ve read some completely eviscerating reviews of the movie, but I’ve not sure where those were coming from. I found it a non-standard journey requiring a level of intelligence to appreciate the nuances of the script. My guess would be that many of the naysayers on IMDB never made it past the Spanish interlude. Others will not have liked the coincidence in the final reel (no spoilers). I do appreciate that it needs a suspension of belief. But this is a movie about the random coincidences of life. I remember running into a work colleague on the backstreets of Lone Pine in California, 5,271 miles away from where we both worked. Coincidences DO happen.
I’m not a fan of this whole new “almost straight to streaming” approach: I wish I could have seen this one on the big screen. But my view would be that it’s well worth catching if you have access to Amazon or Sky services (Sky or Now TV in the UK).
Sophia (Bookwyrming Thoughts) (530 KP) rated Eon: Dragoneye Reborn (Eon, #1) in Books
Jan 23, 2020
Both books are extremely long, but Eon and Eona are one of the best dragon books I've read - out of the few I've read so far.
Eon does start out pretty slow. It takes awhile for something to happen, and there's a political struggle for a good chunk in the middle - a complete (and perhaps unnecessary at times) possibility as to why the book was extremely long in the first place.
Eona, as Eon at the time, was an extremely annoying character. It takes her AGES to connect all the dots and she's extremely desperate to fit in. It's almost as though she hates being a female, even though she gets points for being a sword-wielding, kick-butt, no-nonsense character.
Eona, on the other hand, is longer than Eon. After the events of Eon, the Empire of Celestial Dragons are in chaos, and Eona and her allies are on the run.
Eon has now stopped with her disguise, but I don't like her any better than I liked Eona puttering around like a boy. In Eon, Eona was just desperate to fit in and make herself seem worthy. In the sequel, Eona just argues FAR too much with Kygo.
Eona, however long, definitely makes up for the many dull moments in the first book. It's much more engrossing and action-packed, bringing a fantastic end to two very long books.
<b>Eon</b> - Full Review
Blog: <a href="http://bookwyrming-thoughts.blogspot.com/2014/12/review-eon-by-alison-goodman.html">http://bookwyrming-thoughts.blogspot.com/2014/12/review-eon-by-alison-goodman.html</a>
Goodreads: <a href="https://www.goodreads.com/review/show/1038182170?book_show_action=false">https://www.goodreads.com/review/show/1038182170?book_show_action=false</a>
<b>Eona</b> - Full Review
Blog: <a href="http://bookwyrming-thoughts.blogspot.com/2015/01/review-eona-by-alison-goodman.html">http://bookwyrming-thoughts.blogspot.com/2015/01/review-eona-by-alison-goodman.html</a>
Goodreads: <a href="https://www.goodreads.com/review/show/1134057091?book_show_action=false">https://www.goodreads.com/review/show/1134057091?book_show_action=false</a>
Merged review:
The entire idea behind Eon, according to the Alison Goodman's note at the very last page of the book, was inspired by the cultures and histories of China and Japan. Of course I would be completely excited because I'm Chinese myself and dragons are wonderfully majestic and mystic creatures. I had to read it!
I also had to read it because I would then have the opportunity to not only debate with the only guy in book club (who actually recommended the book to me in the first place... are you happy?), but I would also get to throw a book at said guy. Actually, it would be throwing the book first, run away, and then maybe debate about it. But one can't debate when one runs away.
In reality, I did get the chance to smack him with Eon. He then "abused" me with his scarf throughout Lit class. One day, I plan to steal that scarf and hide it.
I don't intend to ever give it back either.
Eon is a fabulous idea. And I mean, phenomenal. The best dragon book I've ever read despite the flaws and not so phenomenal things, even though the amount of dragon books I've read in the past is relatively small. Goodman has certainly done a fantastic job with the world building of the Empire of Celestial Dragons and the dragons itself – a brief history of the Dragoneyes and the Dragons are compressed at the very beginning of the book (it was a bit confusing to me) and the rest is filled in throughout the process of the book.
I have to say I'm impressed. Quite impressed compared to my latest reads (Okay, they're not shabby, but I wasn't overly excited about them either).
The beginning of the book lacked a bit of what would have made the book so much better. All Eon and the other Dragoneye candidates do is train, train, train. Eon is made fun of by everyone – including his Swordmaster! – because he's not like the others, etc. Basically, life is all about that misery for Eon and the book follows the same pattern over and over again: train, disdain, train, disdain, train, disdain.
Oh, and it doesn't help he's really a girl, though approximately 99.9% of the people don't know (they do know he's crippled). I'm pretty confused as to what gender to use in this particular review. That, however, does not mean I'm a sexist. All I can say to this entire ordeal is the mere fact that it seems Eon is trying too hard to hide her true self. Not a problem with me because of the time period Goodman sets Eon in. But with the amount of Sun drugs she takes later in the book – I think those so called Sun drugs are simply crack – in an attempt to connect with the Mirror Dragon, it's really obvious Eon is desperate enough to fit in and prove herself worthy of being a part of the Dragoneye council.
It's not until the anticipation of finding out who the new Rat Dragoneye apprentice will be does the book become interesting. The majority of the rest becomes more of a political struggle among the Dragoneye council and the Empire of Celestial Dragons as Eon continues her training as the one and only Mirror Dragoneye since the last 500 years, with the pressure of the Emperor's supporters resting on her shoulders.
Quite a burden to bear. Plus, the middle seemed to drag a bit (read: political struggle). It even got to the point where I actually thought Eon would be better off if the story had been split into two books and the series into a trilogy instead of duology.
It didn't help with Eon as a character either. She is, by far, one of the most annoying characters I've ever met. Here's a bit of a sidenote: There aren't many Asians as main characters. They're usually the peeps on the sidelines, and even that rarely happens. When they ARE main characters, they're usually a sword-wielding, kick-butt, no-nonsense type of character (or they seem to be annoyingly stereotyped and I hate it, so I don't even bother reading it in the first place). And while Goodman does incorporate all of that in Eon's character (the kick-butt, not the stereotype), it was still very annoying to see Eon puttering about and taking forever to connect the dots (read: desperate to fit in).
The ending gets better – much better – than the beginning and the middle (read: beginning = training + disdain, middle = political struggle + desperation). The fantastic ending probably made up for the hiccups earlier throughout and possibly changed my mind about wanting to split the book in half. Eon is a semi-phenomenal ending to a phenomenal idea in a not so phenomenal first book in a duology, and I've yet to decide whether I should give the sequel a whirl to see if it improves compared to Eon.
<blockquote>Friendship is not something that can be forced.</blockquote>
(Except for one of my friends. According to him, he forced his way into us being friends. *sigh*)
--------------------
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/12/review-eon-by-alison-goodman.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://3.bp.blogspot.com/-cG5gfBqJVzk/VA5BIojjZ9I/AAAAAAAAD1g/7srLUfpAGEU/s1600/banner.png" /></a>
Eon does start out pretty slow. It takes awhile for something to happen, and there's a political struggle for a good chunk in the middle - a complete (and perhaps unnecessary at times) possibility as to why the book was extremely long in the first place.
Eona, as Eon at the time, was an extremely annoying character. It takes her AGES to connect all the dots and she's extremely desperate to fit in. It's almost as though she hates being a female, even though she gets points for being a sword-wielding, kick-butt, no-nonsense character.
Eona, on the other hand, is longer than Eon. After the events of Eon, the Empire of Celestial Dragons are in chaos, and Eona and her allies are on the run.
Eon has now stopped with her disguise, but I don't like her any better than I liked Eona puttering around like a boy. In Eon, Eona was just desperate to fit in and make herself seem worthy. In the sequel, Eona just argues FAR too much with Kygo.
Eona, however long, definitely makes up for the many dull moments in the first book. It's much more engrossing and action-packed, bringing a fantastic end to two very long books.
<b>Eon</b> - Full Review
Blog: <a href="http://bookwyrming-thoughts.blogspot.com/2014/12/review-eon-by-alison-goodman.html">http://bookwyrming-thoughts.blogspot.com/2014/12/review-eon-by-alison-goodman.html</a>
Goodreads: <a href="https://www.goodreads.com/review/show/1038182170?book_show_action=false">https://www.goodreads.com/review/show/1038182170?book_show_action=false</a>
<b>Eona</b> - Full Review
Blog: <a href="http://bookwyrming-thoughts.blogspot.com/2015/01/review-eona-by-alison-goodman.html">http://bookwyrming-thoughts.blogspot.com/2015/01/review-eona-by-alison-goodman.html</a>
Goodreads: <a href="https://www.goodreads.com/review/show/1134057091?book_show_action=false">https://www.goodreads.com/review/show/1134057091?book_show_action=false</a>
Merged review:
The entire idea behind Eon, according to the Alison Goodman's note at the very last page of the book, was inspired by the cultures and histories of China and Japan. Of course I would be completely excited because I'm Chinese myself and dragons are wonderfully majestic and mystic creatures. I had to read it!
I also had to read it because I would then have the opportunity to not only debate with the only guy in book club (who actually recommended the book to me in the first place... are you happy?), but I would also get to throw a book at said guy. Actually, it would be throwing the book first, run away, and then maybe debate about it. But one can't debate when one runs away.
In reality, I did get the chance to smack him with Eon. He then "abused" me with his scarf throughout Lit class. One day, I plan to steal that scarf and hide it.
I don't intend to ever give it back either.
Eon is a fabulous idea. And I mean, phenomenal. The best dragon book I've ever read despite the flaws and not so phenomenal things, even though the amount of dragon books I've read in the past is relatively small. Goodman has certainly done a fantastic job with the world building of the Empire of Celestial Dragons and the dragons itself – a brief history of the Dragoneyes and the Dragons are compressed at the very beginning of the book (it was a bit confusing to me) and the rest is filled in throughout the process of the book.
I have to say I'm impressed. Quite impressed compared to my latest reads (Okay, they're not shabby, but I wasn't overly excited about them either).
The beginning of the book lacked a bit of what would have made the book so much better. All Eon and the other Dragoneye candidates do is train, train, train. Eon is made fun of by everyone – including his Swordmaster! – because he's not like the others, etc. Basically, life is all about that misery for Eon and the book follows the same pattern over and over again: train, disdain, train, disdain, train, disdain.
Oh, and it doesn't help he's really a girl, though approximately 99.9% of the people don't know (they do know he's crippled). I'm pretty confused as to what gender to use in this particular review. That, however, does not mean I'm a sexist. All I can say to this entire ordeal is the mere fact that it seems Eon is trying too hard to hide her true self. Not a problem with me because of the time period Goodman sets Eon in. But with the amount of Sun drugs she takes later in the book – I think those so called Sun drugs are simply crack – in an attempt to connect with the Mirror Dragon, it's really obvious Eon is desperate enough to fit in and prove herself worthy of being a part of the Dragoneye council.
It's not until the anticipation of finding out who the new Rat Dragoneye apprentice will be does the book become interesting. The majority of the rest becomes more of a political struggle among the Dragoneye council and the Empire of Celestial Dragons as Eon continues her training as the one and only Mirror Dragoneye since the last 500 years, with the pressure of the Emperor's supporters resting on her shoulders.
Quite a burden to bear. Plus, the middle seemed to drag a bit (read: political struggle). It even got to the point where I actually thought Eon would be better off if the story had been split into two books and the series into a trilogy instead of duology.
It didn't help with Eon as a character either. She is, by far, one of the most annoying characters I've ever met. Here's a bit of a sidenote: There aren't many Asians as main characters. They're usually the peeps on the sidelines, and even that rarely happens. When they ARE main characters, they're usually a sword-wielding, kick-butt, no-nonsense type of character (or they seem to be annoyingly stereotyped and I hate it, so I don't even bother reading it in the first place). And while Goodman does incorporate all of that in Eon's character (the kick-butt, not the stereotype), it was still very annoying to see Eon puttering about and taking forever to connect the dots (read: desperate to fit in).
The ending gets better – much better – than the beginning and the middle (read: beginning = training + disdain, middle = political struggle + desperation). The fantastic ending probably made up for the hiccups earlier throughout and possibly changed my mind about wanting to split the book in half. Eon is a semi-phenomenal ending to a phenomenal idea in a not so phenomenal first book in a duology, and I've yet to decide whether I should give the sequel a whirl to see if it improves compared to Eon.
<blockquote>Friendship is not something that can be forced.</blockquote>
(Except for one of my friends. According to him, he forced his way into us being friends. *sigh*)
--------------------
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/12/review-eon-by-alison-goodman.html">Bookwyrming Thoughts</a>
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Mark @ Carstairs Considers (2204 KP) rated Drowned Under in Books
Mar 20, 2019
Cyd’s Cruising to Find Missing Passengers
It’s the week before Christmas, and Cyd is dreading the upcoming holiday filled with rumors, whispers, and awkward family moments. Then Barry Manzoni comes to her for help. Barry is a childhood friend and Cyd’s ex-husband. His parents are on an Australian cruise, and they vanished part way through. Even though they didn’t book with Redondo Travel, Cyd still begins to use her contacts to see what she can learn. In fact, she uses one of those contacts to get herself booked on the next cruise their ship is taking, which is following the same route. Okay, so she might be using the trip to avoid Christmas with her family, but she does want to help Barry.
After a whirlwind trip half way around the world, she arrives on the ship only to find a dead body. The crew want to say it is a tragic accident, but Cyd suspects foul play. Does this tie into the disappearance of the Manzonis? Can Cyd trust anyone on board?
If you haven’t read the first book in the series, a warning – this book does by necessity spoil some of the events of the first book in the series. If you have read the first book, you know exactly what to expect here, and you won’t be disappointed. We’ve got a fast-paced story with twists that keep Cyd hopping as she tries to uncover what exactly is happening. There is a strong screwball comedy element that keeps us laughing, although some events and Cyd herself keeps us grounded. I did feel the book got a bit frantic at times, but it never lasted too long. The characters are a little caricature as well, but that just makes them fit perfectly into this world. There is a smattering of foul language here. We also have a very strong sub-plot with another endangered animal, but there is no animal cruelty involved this time around. I enjoyed the different take on the Christmas setting – since the book is set mostly off the coast of Australia, we don’t have cold and snow, after all. This is a fun ride, so pick up this book and hold on tight.
After a whirlwind trip half way around the world, she arrives on the ship only to find a dead body. The crew want to say it is a tragic accident, but Cyd suspects foul play. Does this tie into the disappearance of the Manzonis? Can Cyd trust anyone on board?
If you haven’t read the first book in the series, a warning – this book does by necessity spoil some of the events of the first book in the series. If you have read the first book, you know exactly what to expect here, and you won’t be disappointed. We’ve got a fast-paced story with twists that keep Cyd hopping as she tries to uncover what exactly is happening. There is a strong screwball comedy element that keeps us laughing, although some events and Cyd herself keeps us grounded. I did feel the book got a bit frantic at times, but it never lasted too long. The characters are a little caricature as well, but that just makes them fit perfectly into this world. There is a smattering of foul language here. We also have a very strong sub-plot with another endangered animal, but there is no animal cruelty involved this time around. I enjoyed the different take on the Christmas setting – since the book is set mostly off the coast of Australia, we don’t have cold and snow, after all. This is a fun ride, so pick up this book and hold on tight.
Kristina (502 KP) rated Thirteen Reasons Why in Books
Dec 7, 2020
It hurts. I hurt - my heart, most of all. Thirteen Reasons Why spoke to me on a deep and personal level, one I try to ignore more often than not. Listening to Hannah Baker explain, in great detail, the stories, events, and people, that lead to her decision to commit suicide, was jarring. The way she chose to reveal her past, to expose the cause, was more effective than if she had just walked through the story in real time. Reading the discoveries through Clay's point of view made things more interesting. From Hanna's first official kiss, to the rumors that spread afterward (and who can honestly say they've never had a single rumor said about them?), to out of control parties and signs of depression ignored, we're lead through a sort of "treasure hunt". Each moment builds and builds as her tolerance withers away, crumbling under thoughts of not being wanted or cared about. This book, Hannah's story, is something that should open every eye to who we are as people, how we act, what we believe without verification, and how we treat others. Some events in Thirteen Reasons Why are textbook examples of bullying, while others are moments where, if they had happened separately from all the other moments, probably wouldn't have amounted to much. It should make you realize how every little thing can effect someone. Your words have an effect; your actions have an effect; your behavior has an effect. If you don't stop to think to how you've treated people throughout your life, or even wondered if something you have said or done has ever meant more to another person than they did to you, then perhaps you need to reevaluate your life. Thirteen Reasons Why is a breath of truth, if not a breath of fresh air. Nothing has slapped me in the face as serious or as hard as this book. Please, if you feel like you didn't feel the same reaction, reread this book and try to look at it through a different mindset. Because each word is important and the moral of this particular story is life changing.
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Purple Phoenix Games (2266 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Aug 6, 2021
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.
Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!
Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.
Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.
The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.
Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.
The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!
Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.
Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.
The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.
Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.
The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
5 Minute Movie Guy (379 KP) rated Scary Stories to Tell in the Dark (2019) in Movies
Sep 16, 2019
In the early 1980s, author Alvin Schwartz created a book of short horror stories titled Scary Stories to Tell in the Dark that would go on to terrorize a whole generation of curious young readers. Combined with its morbid and ghastly illustrations by artist Stephen Gammell, the book would serve as an introduction to horror for many. Over the next ten years, Schwartz wrote two more books in the Scary Stories series, and now, nearly forty years later, it has finally been adapted into a major motion picture. Produced by Academy Award-winning director Guillermo Del Toro and directed by André Øvredal, the Scary Stories to Tell in the Dark film constructs a new narrative around several of the iconic short stories from the book series, and brings them to life to haunt the movie’s teenage characters.
In Mill Valley, Pennsylvania in 1968, a group of teenage friends fleeing from a band of bullies hide out in an abandoned haunted house on Halloween night. They know the story of this house well, whose folklore is rooted in the origins of their own small town. It was once owned by the wealthy Bellows Family, who according to urban legend, locked away their own daughter, Sarah Bellows, inside the cellar of their home. Sarah had been accused of killing the town’s children, and so her family kept her hidden away and attempted to erase her from existence, even removing her from their own family portraits. According to legend, Sarah wrote a book of horror stories and would read them aloud through the walls of her room to frighten the local townspeople.
While inside this haunted house, our group of protagonists; Stella (Zoe Colletti), Ramón (Michael Garza), Auggie (Gabriel Rush), and Chuck (Austin Zajur), discover the room Sarah had spent her life trapped in. Stella, an amateur horror writer herself, finds the rumored book that was written by Sarah. Upon opening it she sees that a new page is somehow being written in blood right before her very eyes, and it happens to be about the bully that chased them into the house. The next day, they realize that it seems as though the story actually came true, and that the book itself may be haunted. This establishes the basic premise of the film, in which new stories are being written in the book and they appear to be targeting Stella and everyone else that entered the Bellows’ house that night.
It’s an interesting set-up that cleverly mixes horror with mystery, as the characters are not only trying to survive these stories as they come to life, but are also trying to figure out how to stop them from happening. The film features five different stories from the series, most of which come from the third and final book, and a sixth story centered around Stella and Sarah Bellows that is at least in part inspired by one of the original tales. To give an example without giving too much away, one story for instance, involves a haunted scarecrow, whereas another is about a walking corpse in search of its severed big toe. The stories themselves are much more dark and grotesque than I had anticipated. I was expecting something more along the lines of Goosebumps, which was a series of children’s horror books that I personally loved and grew up with as a child, but these are much more disturbing than that. While I only found the first story of the film, “Harold”, to actually be scary, I do imagine this movie might be a little too frightening for some teenagers.
I should clarify that I’m not familiar with the original written source material of Scary Stories to Tell in the Dark, and I had truthfully never even heard of the books prior to the movie’s announcement. I don’t have any personal stake in these stories, but I do admire the thoughtfulness and creativity that went into building the film around them. I thought the film started out really strong with a likable cast of characters, and with most of its best moments featured early on. I loved the introduction to the haunted house and the legend of the Bellows Family. I enjoyed the playful nature of our group of young protagonists, who in the beginning felt reminiscent of the fun and crazy kids you might find in an 80s movie like The Goonies. Additionally, I liked the mystery of Sarah Bellows that the kids were trying to uncover, all the while struggling to survive the dangers of her haunting stories that had come to life.
Unfortunately, as the movie went on, I found myself less and less invested in it with each passing story, all of which I would argue are weaker than the previous one before it. The Pale Lady storyline was particularly dull and underwhelming. The final act itself, although smartly designed with its use of parallels, wound up feeling poorly executed and unsatisfying overall.
Similarly, in regards to the acting, I liked the performances even less by the end as well. Early on I had been impressed with Zoe Colletti as Stella, but I found her to be annoying in the later parts of the movie. The same goes for Austin Zajur as Chuck. The cast for the most part was decent, but everything about the movie began to drop in quality as it dragged on, which is especially unfortunate given how well it starts out.
The special effects are mostly quite good and adequately disturbing, but on the same token, I wish they were more clearly visible at times. A lot of the horror settings take place in dark rooms, so at times it can be hard to see the monsters with much clarity. Still, I love the design of Harold the Scarecrow, as well as The Jangly Man, who is played by contortionist Troy James whose extreme flexibility allows the character to move in unnatural and disturbing looking ways.
To conclude, I’m left with some mixed feelings on Scary Stories to Tell in the Dark. For me, it almost hits the mark, but unfortunately it isn’t a movie that I think I’d bother to watch again. It made a solid first impression with its rich atmosphere and creepy first act, but it failed to maintain its momentum and level of quality. In the end, my favorite thing about the whole movie is actually the excellent cover song of “Season of the Witch” by Lana Del Rey that plays during the credits. However that’s not in any way to say the movie is so bad that the credits were my favorite part. It’s just a great song by an artist I very much enjoy. If you grew up with the Scary Stories to Tell in the Dark series, then by all means, I recommend that you at least check it out. If you like horror and have any troublesome teenaged kids, this may be a perfect opportunity to have some fun scaring the heck out of them.
In Mill Valley, Pennsylvania in 1968, a group of teenage friends fleeing from a band of bullies hide out in an abandoned haunted house on Halloween night. They know the story of this house well, whose folklore is rooted in the origins of their own small town. It was once owned by the wealthy Bellows Family, who according to urban legend, locked away their own daughter, Sarah Bellows, inside the cellar of their home. Sarah had been accused of killing the town’s children, and so her family kept her hidden away and attempted to erase her from existence, even removing her from their own family portraits. According to legend, Sarah wrote a book of horror stories and would read them aloud through the walls of her room to frighten the local townspeople.
While inside this haunted house, our group of protagonists; Stella (Zoe Colletti), Ramón (Michael Garza), Auggie (Gabriel Rush), and Chuck (Austin Zajur), discover the room Sarah had spent her life trapped in. Stella, an amateur horror writer herself, finds the rumored book that was written by Sarah. Upon opening it she sees that a new page is somehow being written in blood right before her very eyes, and it happens to be about the bully that chased them into the house. The next day, they realize that it seems as though the story actually came true, and that the book itself may be haunted. This establishes the basic premise of the film, in which new stories are being written in the book and they appear to be targeting Stella and everyone else that entered the Bellows’ house that night.
It’s an interesting set-up that cleverly mixes horror with mystery, as the characters are not only trying to survive these stories as they come to life, but are also trying to figure out how to stop them from happening. The film features five different stories from the series, most of which come from the third and final book, and a sixth story centered around Stella and Sarah Bellows that is at least in part inspired by one of the original tales. To give an example without giving too much away, one story for instance, involves a haunted scarecrow, whereas another is about a walking corpse in search of its severed big toe. The stories themselves are much more dark and grotesque than I had anticipated. I was expecting something more along the lines of Goosebumps, which was a series of children’s horror books that I personally loved and grew up with as a child, but these are much more disturbing than that. While I only found the first story of the film, “Harold”, to actually be scary, I do imagine this movie might be a little too frightening for some teenagers.
I should clarify that I’m not familiar with the original written source material of Scary Stories to Tell in the Dark, and I had truthfully never even heard of the books prior to the movie’s announcement. I don’t have any personal stake in these stories, but I do admire the thoughtfulness and creativity that went into building the film around them. I thought the film started out really strong with a likable cast of characters, and with most of its best moments featured early on. I loved the introduction to the haunted house and the legend of the Bellows Family. I enjoyed the playful nature of our group of young protagonists, who in the beginning felt reminiscent of the fun and crazy kids you might find in an 80s movie like The Goonies. Additionally, I liked the mystery of Sarah Bellows that the kids were trying to uncover, all the while struggling to survive the dangers of her haunting stories that had come to life.
Unfortunately, as the movie went on, I found myself less and less invested in it with each passing story, all of which I would argue are weaker than the previous one before it. The Pale Lady storyline was particularly dull and underwhelming. The final act itself, although smartly designed with its use of parallels, wound up feeling poorly executed and unsatisfying overall.
Similarly, in regards to the acting, I liked the performances even less by the end as well. Early on I had been impressed with Zoe Colletti as Stella, but I found her to be annoying in the later parts of the movie. The same goes for Austin Zajur as Chuck. The cast for the most part was decent, but everything about the movie began to drop in quality as it dragged on, which is especially unfortunate given how well it starts out.
The special effects are mostly quite good and adequately disturbing, but on the same token, I wish they were more clearly visible at times. A lot of the horror settings take place in dark rooms, so at times it can be hard to see the monsters with much clarity. Still, I love the design of Harold the Scarecrow, as well as The Jangly Man, who is played by contortionist Troy James whose extreme flexibility allows the character to move in unnatural and disturbing looking ways.
To conclude, I’m left with some mixed feelings on Scary Stories to Tell in the Dark. For me, it almost hits the mark, but unfortunately it isn’t a movie that I think I’d bother to watch again. It made a solid first impression with its rich atmosphere and creepy first act, but it failed to maintain its momentum and level of quality. In the end, my favorite thing about the whole movie is actually the excellent cover song of “Season of the Witch” by Lana Del Rey that plays during the credits. However that’s not in any way to say the movie is so bad that the credits were my favorite part. It’s just a great song by an artist I very much enjoy. If you grew up with the Scary Stories to Tell in the Dark series, then by all means, I recommend that you at least check it out. If you like horror and have any troublesome teenaged kids, this may be a perfect opportunity to have some fun scaring the heck out of them.
Purple Phoenix Games (2266 KP) rated VENOM Assault in Tabletop Games
Jan 25, 2021
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.