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Sarah (7800 KP) rated That’s You! in Video Games
May 31, 2018 (Updated May 31, 2018)
A fun party game
Multiplayer couch co-op games are sadly a rarity now with online gaming, so That’s You is a refreshing change. Not only does it let you play with up to 6 players in your own home, you also don’t need to have that many extortionately priced PlayStation controllers - it’s all controlled through an app on your phone or tablet.
The game itself is very fun and interactive and great to play with those you know fairly well. Playing with near strangers probably wouldn’t be anywhere near as entertaining or advisable. It switches between asking questions about statements and who they apply to most, to drawing challenges (either on selfies or generated artwork), completing sentences and posed pictures. It’s a lot of fun and it’s interesting to see what your loved ones think of you - I’m known as the ocd organised one, can’t say that’s a surprise!
Personally though there are parts of this game that didn’t appeal to me as much, but this is mainly due to my preferences. I’m not a fan of having my picture taken and my creative skills are a little lacking - especially in the short amount of time you’re given to create something! I also think they could do more with this game - more fun options, still centred around the same themes, but with a few different mini games. Otherwise this isn’t really a game that you can play too often.
The game itself is very fun and interactive and great to play with those you know fairly well. Playing with near strangers probably wouldn’t be anywhere near as entertaining or advisable. It switches between asking questions about statements and who they apply to most, to drawing challenges (either on selfies or generated artwork), completing sentences and posed pictures. It’s a lot of fun and it’s interesting to see what your loved ones think of you - I’m known as the ocd organised one, can’t say that’s a surprise!
Personally though there are parts of this game that didn’t appeal to me as much, but this is mainly due to my preferences. I’m not a fan of having my picture taken and my creative skills are a little lacking - especially in the short amount of time you’re given to create something! I also think they could do more with this game - more fun options, still centred around the same themes, but with a few different mini games. Otherwise this isn’t really a game that you can play too often.
'Death comes to us all. When he came to Mort, he offered him a job'
An extremely early entry (#4) in [a:Terry Pratchett|1654|Terry Pratchett|https://images.gr-assets.com/authors/1235562205p2/1654.jpg]'s now-complete Discworld series (which spans 41 full length-novels), and the first in which the character of DEATH - HE WHO TALKS LIKE THIS - takes centre stage.
As this is an early novel, this is even before the introduction of DEATH's grand-daughter Susan Sto-Helit, even before the City Watch and (possibly) even before the introduction of The Witches - I say possibly as, although Granny Weatherwax has already put in an appearance in [b:Equal Rites|34507|Equal Rites (Discworld, #3; Witches #1)|Terry Pratchett|https://images.gr-assets.com/books/1407706800s/34507.jpg|583611] there's a strong argument to be made that she is not the 'real' Granny Weatherwax.
This one does, however, introduce us to DEATHs flesh-and-blood horse Binky ('He'd tried skeletal steeds, but had got tired of constantly having to stop to wire bits back together'), as well as to some of the more memorable ancillary characters who continue to appear in his later novels, such as Albert, with a large part of that character's back-story filled in here.
It may not yet be up to the standard of the mid-series Discworld novels, but you can definitely see Pratchett's style continuing to evolve, with this an improvement on those that had come before.
An extremely early entry (#4) in [a:Terry Pratchett|1654|Terry Pratchett|https://images.gr-assets.com/authors/1235562205p2/1654.jpg]'s now-complete Discworld series (which spans 41 full length-novels), and the first in which the character of DEATH - HE WHO TALKS LIKE THIS - takes centre stage.
As this is an early novel, this is even before the introduction of DEATH's grand-daughter Susan Sto-Helit, even before the City Watch and (possibly) even before the introduction of The Witches - I say possibly as, although Granny Weatherwax has already put in an appearance in [b:Equal Rites|34507|Equal Rites (Discworld, #3; Witches #1)|Terry Pratchett|https://images.gr-assets.com/books/1407706800s/34507.jpg|583611] there's a strong argument to be made that she is not the 'real' Granny Weatherwax.
This one does, however, introduce us to DEATHs flesh-and-blood horse Binky ('He'd tried skeletal steeds, but had got tired of constantly having to stop to wire bits back together'), as well as to some of the more memorable ancillary characters who continue to appear in his later novels, such as Albert, with a large part of that character's back-story filled in here.
It may not yet be up to the standard of the mid-series Discworld novels, but you can definitely see Pratchett's style continuing to evolve, with this an improvement on those that had come before.
So You've Been Publicly Shamed
Book
From the Sunday Times top ten bestselling author of The Psychopath Test, a captivating and brilliant...
The Boys is adrenaline fueled "shock" TV at its best. It is begging you to watch it, even if it sometimes makes it hard to watch. But what makes The Boys work so well is under all the drugs, sex and violence, it has a lot to say.
The show follows Billy Butcher (Karl Urban) as he recruits a team of people who have bern wronged by Superheroes. In The Boys universe, the superheroes tend to not care so much about callateral damage, and honestly, most of them are douchebags (think Captain Hammer from Dr Horrible's evil singalong blog) .
As we learn more about their word the show not only becomes an obvious satire on superhero culture, but the our society as a hole. The religion episode, is one that really stands out as not being afraid to take shots.
The effects, mostly work pretty well, and nothing was bad enough to take me out of the escapeism. The acting is a bit all over the place, but Karl Urban really commands the screen.
It should be said that this is not for everyone. It is one of the mist graphic (non horror) things I have ever seen, and if you're not used to it you may find yourself checking out early. If you can handle the violence, it's worth it
The show follows Billy Butcher (Karl Urban) as he recruits a team of people who have bern wronged by Superheroes. In The Boys universe, the superheroes tend to not care so much about callateral damage, and honestly, most of them are douchebags (think Captain Hammer from Dr Horrible's evil singalong blog) .
As we learn more about their word the show not only becomes an obvious satire on superhero culture, but the our society as a hole. The religion episode, is one that really stands out as not being afraid to take shots.
The effects, mostly work pretty well, and nothing was bad enough to take me out of the escapeism. The acting is a bit all over the place, but Karl Urban really commands the screen.
It should be said that this is not for everyone. It is one of the mist graphic (non horror) things I have ever seen, and if you're not used to it you may find yourself checking out early. If you can handle the violence, it's worth it
Act Like a Lady, Think Like a Man: What Men Really Think About Love, Relationships, Intimacy, and Commitment
Book
The #1 New York Times bestseller in a newly revised, expanded edition. With over two million copies...
Lifecards - Postcards
Photo & Video and Travel
App
With Lifecards you can use up to 7 of your photos to design your own imaginative postcard directly...
Awix (3310 KP) rated Hellbound: Hellraiser II (1988) in Movies
Jul 30, 2020
Slightly discombobulating horror sequel. Following the events of the first movie Kirsty Cotton unsurprisingly ends up in a loony bin run by brain surgeon and keen puzzle-box fan Dr Channard (Kenneth Cranham tries mightily to bring a touch of Peter Cushing-style class to an underwritten part). As Channard is a lunatic, he resurrects Kirsty's evil stepmother, and because he is clearly either very forgetful or slow off the mark, together they give a puzzle box (which he already had) to a traumatised patient who's good at puzzles (who he likewise already had about the place) and together they begin to explore the realm of the box.
Meanwhile... oh, does it really matter? As you can perhaps begin to discern, the plot of Hellraiser II Makes No Sense Whatsoever (the Cotton house appears to have teleported from London to New York City in the gap between films, and this is only a minor issue), and there is something baffling and miraculous about the fact the film is as coherent and watchable as it is. Then again, it's not actually about logic, plot, or the motivation of the characters, just a succession of grisly, visceral, nightmarish, surreal images. In this respect at least the film is an astonishing success. Doesn't stop the story from being nonsense, though. Manages to be a very bad movie but also a terrific one, frequently at exactly the same time. Like I say, discombobulating.
Meanwhile... oh, does it really matter? As you can perhaps begin to discern, the plot of Hellraiser II Makes No Sense Whatsoever (the Cotton house appears to have teleported from London to New York City in the gap between films, and this is only a minor issue), and there is something baffling and miraculous about the fact the film is as coherent and watchable as it is. Then again, it's not actually about logic, plot, or the motivation of the characters, just a succession of grisly, visceral, nightmarish, surreal images. In this respect at least the film is an astonishing success. Doesn't stop the story from being nonsense, though. Manages to be a very bad movie but also a terrific one, frequently at exactly the same time. Like I say, discombobulating.
Mark @ Carstairs Considers (2494 KP) rated Murder on Trinity Place in Books
Aug 17, 2022 (Updated Aug 17, 2022)
Starting the New Year (or is that Century?) with Murder
In the final week of 1899, Sarah and Frank Malloy are invited to a dinner party given by their neighbors, the Ellsworths. They are warned that one of their fellow guests, Mr. Pritchard, is likely to ramble on about his dairy, but instead he starts talking about how everyone needs to welcome in the turn of the century coming in just a few days. On New Year’s Day, the man is found dead near Trinity Church where he was trying to convince the revealers the new century was starting. Frank is hired to find out what happened to Mr. Pritchard. Can he do it?
I’d felt the previous couple of books in the series had taken a dark turn, and I’m glad to say this one wasn’t nearly as dark. Sarah also got to play a prominent role in the main mystery as well as a fun sub-plot involving a character from a previous book and the clinic Sarah’s recently founded. I’m often about half a chapter ahead of the characters when it comes to solving the mystery, but this time, I was stumped until we reached the end. Once again, it’s fabulous to spend time with these characters, and the new characters are just as sharp. This is a strong entry that shows why the series is going strong after so many entries.
I’d felt the previous couple of books in the series had taken a dark turn, and I’m glad to say this one wasn’t nearly as dark. Sarah also got to play a prominent role in the main mystery as well as a fun sub-plot involving a character from a previous book and the clinic Sarah’s recently founded. I’m often about half a chapter ahead of the characters when it comes to solving the mystery, but this time, I was stumped until we reached the end. Once again, it’s fabulous to spend time with these characters, and the new characters are just as sharp. This is a strong entry that shows why the series is going strong after so many entries.
Purple Phoenix Games (2266 KP) rated Magical Friends and How to Summon Them in Tabletop Games
Sep 29, 2021
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
Kristy H (1252 KP) rated Truly Madly Guilty in Books
Feb 13, 2018
Erika has the whole event planned: an afternoon tea with her friend, Clementine, Clementine's husband, Sam, and the couple's two young daughters, Holly and Ruby. She even has a glittery art table set up for the youngsters. But the day is derailed when Erika runs into her next-door neighbor, Vid, who invites both couples over for a last minute barbecue. Erika and her husband, Oliver, aren't the last minute types; besides, they had something they needed to talk about with Clementine and Sam. But, Erika feels like obligated to say yes. Clementine and Sam are secretly relieved, as Vid and his beautiful wife Tiffany are far more personable than Erika and Oliver. The afternoon starts off well enough; Tiffany and Vid's daughter, Dakota, is even happy enough to hang out with Holly and Ruby. But by the time the night is over, lives will be changed, and all the adults--Sam and Clementine in particular--will find themselves wishing they never attended this impromptu event.
So we all know the drill by now. Liane Moriarty is a well-known master of dramatic suspense, especially at capturing the tension that hides behind ordinary lives. I went through a period where I read all of Moriarty's books; [b:What Alice Forgot|6469165|What Alice Forgot|Liane Moriarty|https://d.gr-assets.com/books/1377159022s/6469165.jpg|6659752] and her last novel, [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886], rank as two of my particular favorites. Anyway, Moriarty has become rather famous in the book world, with [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886] being made into a 7-episode HBO TV series, starring Reese Witherspoon and Nicole Kidman.
Of course, with such fame comes great responsibility. And pressure. Can a new work live up to the hype and excitement of the previous? This one will divide readers. It certainly has all the hallmarks of a typical Moriarty novel: a cast of women (and men) living ordinary lives on the surface, with a hidden veneer beneath. There's a secret layer to all of Moriarty's characters, though the drama associated with those in [b:Truly Madly Guilty|26247008|Truly Madly Guilty|Liane Moriarty|https://d.gr-assets.com/books/1467061262s/26247008.jpg|49997474] may not live up to some of her other novels.
First of all, this book will frustrate you. The beginning is incredibly maddening, as Moriarty starts leading up to the events that happened at the barbecue... in slow, excruciating detail. As she does so, we alternate chapters with the present, with the point-of-view told from our various characters. We have Erika, a slightly repressed accountant whose life has been formed around her stressful childhood as the only daughter of her hoarder mother, and Erika's husband, Oliver, her equally steady mate, who grew up with alcoholic parents and longs for the same order in life as Erika. Clementine and Erika have been friends since childhood, when Clementine basically felt Erika's friendship was forced upon her by Clementine's social worker mother, who felt bad for Erika and her flea-infested home. Clementine is a cellist and a bit of a free spirit, but she's balanced by her more grounded husband Sam, who works in business at an energy drink company. They are parents to five-year-old Holly and two-year-old, Ruby. And then, finally, we have Erika and Oliver's neighbors, Vid and Tiffany. Swarthy, wealthy Vid is a joyous, open man who loves sharing his home (and his food) with friends and family. His gorgeous wife Tiffany is his pride and joy. Their quiet 10-year-old daughter, Dakota, just loves to read.
See how I just distracted you from the events of the barbecue by a description of the characters? Imagine that, for pages and pages! It's a great technique, don't get me wrong, but there was one point where I truly wanted to fling the book across the room. "JUST TELL ME WHAT HAPPENS!" I actually shouted in my (thankfully empty) bedroom. I've read some reviews that state that the big reveal, when it happens, isn't shocking enough, but I disagree: I think that event would certainly change my life and haunt my dreams (no more than that; a spoiler will truly ruin this book).
So while this novel can be a bit frustrating, it really is a Liane Moriarty book. It's compulsively readable. At first, I thought it was a very detailed look at three self-involved couples, but over time, I realized I had really fallen for Erika and Oliver and eventually, Tiffany and Vid, too (and Dakota, I loved Dakota!). Moriarty has a way of humanizing her characters and differentiating each from another: they all stand as individuals. Even Sam and Clementine, who were my least favorites, were their own people. It's the tiny details and pieces about each that she sticks in that really build your picture of each character in your mind. Much of the book takes place in the rain, and I could truly visualize each character and every event, unspooling, in this torrential Sydney downpour.
Overall, this book connected with me less on a dramatic, "oh my gosh" level (though that exists) but more on an emotional one. It speaks to the guilt we can all feel about life events--adults and kids alike--and potentially carry with us all of our days. Not a lot may happen in the book, per se, yet it's really a strong story of friendship, marriage, life, and loss. When I framed it in that perspective, versus looking purely for moments of dramatic tension, I realized I'd really enjoyed it. A strong 3.5 stars and definitely worth picking up. Just keep an open mind.
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So we all know the drill by now. Liane Moriarty is a well-known master of dramatic suspense, especially at capturing the tension that hides behind ordinary lives. I went through a period where I read all of Moriarty's books; [b:What Alice Forgot|6469165|What Alice Forgot|Liane Moriarty|https://d.gr-assets.com/books/1377159022s/6469165.jpg|6659752] and her last novel, [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886], rank as two of my particular favorites. Anyway, Moriarty has become rather famous in the book world, with [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886] being made into a 7-episode HBO TV series, starring Reese Witherspoon and Nicole Kidman.
Of course, with such fame comes great responsibility. And pressure. Can a new work live up to the hype and excitement of the previous? This one will divide readers. It certainly has all the hallmarks of a typical Moriarty novel: a cast of women (and men) living ordinary lives on the surface, with a hidden veneer beneath. There's a secret layer to all of Moriarty's characters, though the drama associated with those in [b:Truly Madly Guilty|26247008|Truly Madly Guilty|Liane Moriarty|https://d.gr-assets.com/books/1467061262s/26247008.jpg|49997474] may not live up to some of her other novels.
First of all, this book will frustrate you. The beginning is incredibly maddening, as Moriarty starts leading up to the events that happened at the barbecue... in slow, excruciating detail. As she does so, we alternate chapters with the present, with the point-of-view told from our various characters. We have Erika, a slightly repressed accountant whose life has been formed around her stressful childhood as the only daughter of her hoarder mother, and Erika's husband, Oliver, her equally steady mate, who grew up with alcoholic parents and longs for the same order in life as Erika. Clementine and Erika have been friends since childhood, when Clementine basically felt Erika's friendship was forced upon her by Clementine's social worker mother, who felt bad for Erika and her flea-infested home. Clementine is a cellist and a bit of a free spirit, but she's balanced by her more grounded husband Sam, who works in business at an energy drink company. They are parents to five-year-old Holly and two-year-old, Ruby. And then, finally, we have Erika and Oliver's neighbors, Vid and Tiffany. Swarthy, wealthy Vid is a joyous, open man who loves sharing his home (and his food) with friends and family. His gorgeous wife Tiffany is his pride and joy. Their quiet 10-year-old daughter, Dakota, just loves to read.
See how I just distracted you from the events of the barbecue by a description of the characters? Imagine that, for pages and pages! It's a great technique, don't get me wrong, but there was one point where I truly wanted to fling the book across the room. "JUST TELL ME WHAT HAPPENS!" I actually shouted in my (thankfully empty) bedroom. I've read some reviews that state that the big reveal, when it happens, isn't shocking enough, but I disagree: I think that event would certainly change my life and haunt my dreams (no more than that; a spoiler will truly ruin this book).
So while this novel can be a bit frustrating, it really is a Liane Moriarty book. It's compulsively readable. At first, I thought it was a very detailed look at three self-involved couples, but over time, I realized I had really fallen for Erika and Oliver and eventually, Tiffany and Vid, too (and Dakota, I loved Dakota!). Moriarty has a way of humanizing her characters and differentiating each from another: they all stand as individuals. Even Sam and Clementine, who were my least favorites, were their own people. It's the tiny details and pieces about each that she sticks in that really build your picture of each character in your mind. Much of the book takes place in the rain, and I could truly visualize each character and every event, unspooling, in this torrential Sydney downpour.
Overall, this book connected with me less on a dramatic, "oh my gosh" level (though that exists) but more on an emotional one. It speaks to the guilt we can all feel about life events--adults and kids alike--and potentially carry with us all of our days. Not a lot may happen in the book, per se, yet it's really a strong story of friendship, marriage, life, and loss. When I framed it in that perspective, versus looking purely for moments of dramatic tension, I realized I'd really enjoyed it. A strong 3.5 stars and definitely worth picking up. Just keep an open mind.
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>






