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Mattia Gagliardi (14 KP) rated Love, Death & Robots in TV
Jun 4, 2019
Outstanding animation (2 more)
Some of the shorts are amazing
I wish there would be more products like this
Other shorts where very dull and boring (3 more)
Sometimes it's style over substance
Too edgy in some parts
Some of the shorts look like commercial for videogame
Uff this is gonna be though to review
"Love Death & Robot" is an anthology of adult animated shorts. It features 18 shorts of different lenght with the common theme being the sci-fi.
The problem of reviewing a product like this is that the episodes are all so different to each other and the quality is too vary.
On a technical point of view, every shorts are amazing. The animation feels great in every style it is portrayed, either 2D or 3D. The quality of the shots, the models and basically every visual elements are simply gorgeous.
However that doesn't mean that the short themselves are by default good. The ones that are super realistic, like "Beyond the Aquila Rift" and "Lucky 13", just make you wonder why they didn't used real actors instead. This two in particular doesn't really benefit for being animated. For comparison, "Ice Age" uses real actors and the CG is contained in the special effects and it works perfectly. Oh and "Lucky 13" is just plain bad on top of that.
Then there are the shorts with amazing visual styles but with quite dull story. "The Witness" is the one that comes to mind using clever use of compositing (the implementation of CG elements in a realistic environment) and having a nice character design with excellent animation. However it feels pretentious because it doesn't say anything really interesting and it focus more on sexual visual rather than a story, with a nonsensical twist nevertheless. Style over substance.
Other shorts instead feels like watching a cinematic for a videogame, pilot for different series or University students showreel. This doesn't mean they are bad but it just feels a bit underwhelming.
However when a short is good, it's really good! The one that are always left me with a smile on my face and with an overall excitement, eager to see what was coming next or more works from these studios. "Three Robots" is definitely one of my favourite short thanks to the amazing visuals, clever dialogues and an interesting lore.
My main criticism that involves mostly all the shorts is the supposed maturity, especially in the use of sex and violence.. I am not against the use of them by any means. However using them just for the sake of it doesn't make your product automatically mature. It just felt edgy, the equivalent of a goth teenagers that watch gory movies just because "uuhhh so taboo".
I know that animation is still perceived as a product for children and I am always happy to see new ones that wants to focus on a more mature audience. I don't think though that you can do it with just the use of swear words, sex and violence without any substance in it.
I want to see more actually mature animations, with compelling stories and amazing styles, using animation as a media and not as a genre.
The problem of reviewing a product like this is that the episodes are all so different to each other and the quality is too vary.
On a technical point of view, every shorts are amazing. The animation feels great in every style it is portrayed, either 2D or 3D. The quality of the shots, the models and basically every visual elements are simply gorgeous.
However that doesn't mean that the short themselves are by default good. The ones that are super realistic, like "Beyond the Aquila Rift" and "Lucky 13", just make you wonder why they didn't used real actors instead. This two in particular doesn't really benefit for being animated. For comparison, "Ice Age" uses real actors and the CG is contained in the special effects and it works perfectly. Oh and "Lucky 13" is just plain bad on top of that.
Then there are the shorts with amazing visual styles but with quite dull story. "The Witness" is the one that comes to mind using clever use of compositing (the implementation of CG elements in a realistic environment) and having a nice character design with excellent animation. However it feels pretentious because it doesn't say anything really interesting and it focus more on sexual visual rather than a story, with a nonsensical twist nevertheless. Style over substance.
Other shorts instead feels like watching a cinematic for a videogame, pilot for different series or University students showreel. This doesn't mean they are bad but it just feels a bit underwhelming.
However when a short is good, it's really good! The one that are always left me with a smile on my face and with an overall excitement, eager to see what was coming next or more works from these studios. "Three Robots" is definitely one of my favourite short thanks to the amazing visuals, clever dialogues and an interesting lore.
My main criticism that involves mostly all the shorts is the supposed maturity, especially in the use of sex and violence.. I am not against the use of them by any means. However using them just for the sake of it doesn't make your product automatically mature. It just felt edgy, the equivalent of a goth teenagers that watch gory movies just because "uuhhh so taboo".
I know that animation is still perceived as a product for children and I am always happy to see new ones that wants to focus on a more mature audience. I don't think though that you can do it with just the use of swear words, sex and violence without any substance in it.
I want to see more actually mature animations, with compelling stories and amazing styles, using animation as a media and not as a genre.

Bong Mines Entertainment (15 KP) rated Seven Dollar Paycheck by Arms Akimbo in Music
Jun 17, 2019
Arms Akimbo is a four-piece indie-rock band. Not too long ago, they released a heartfelt alternative tune, entitled, “Pitchfork”.
“I feel like the song is a letter to my band and my loved ones back home. I wanted to tell the people in my life that even though it’s not the easiest path that we’re on, it’s the right path and we’re not going to give up. We don’t play music because we want to. We play music because we have to. And, as we say in the song, ‘if we’re patient then we’ll make it eventually’.”
‘Pitchfork’ tells an interesting tale of a young musician who is out on the road, on tour in west New Mexico, very far away from a special woman who has his heart.
Apparently, it was hard for him to goodbye to her, and shortly after his departure, he felt that he had let her down. Her emotional wellbeing made him question if she will still want him when he returns home.
While on tour, he thinks about her text message which states how he always let love slip away. Deep down, he wishes she’s wrong about that statement.
Later, things aren’t the same and a tad bit quiet when they talk on the phone. Also, the thoughts of losing her and not fulfilling his musical goals scares him. But he remains patient and hopes that everything works out in his favor.
“I wrote ‘Pitchfork’ on a non-stop drive back to LA from Austin, Texas, after SXSW 2018. Facing the existential dread that comes with finishing a tour, I couldn’t help but think about the way that being a musician connects you with so many people while simultaneously being extremely isolating. Music is our form of communication to reach people who might be feeling the same way that we are and we use that to build a community. But functioning as a musician means being on the road and being away from the people that you care about. This dichotomy can be tough to balance.”
Arms Akimbo’s consists of Peter Schrupp (vocals, guitar), Chris Kalil (guitar, vocals), Matthew Sutton (drums), and Colin Boppell (bass).
They labeled their single ‘Pitchfork’ in reference to the lyrics at the end of the song.
The likable tune encourages those in the music industry to never give up. Also, it narrates the existential dread which comes with finishing a tour.
“The song was written in two parts, with the first section functioning almost like a tour diary, a vignette of our life on the road. The second part is more of a personal plea to my loved ones to stick by me on this journey. It’s also my attempt to explain why I have to play music and why it’s so deeply instilled into who I am.”
‘Pitchfork’ contains a relatable storyline, warm vocal tones, and summery instrumentation flavored with melodic guitars.
The song is featured on Arms Akimbo’s latest EP, entitled, “Seven Dollar Paycheck”.
https://www.bongminesentertainment.com/arms-akimbo-pitchfork/
“I feel like the song is a letter to my band and my loved ones back home. I wanted to tell the people in my life that even though it’s not the easiest path that we’re on, it’s the right path and we’re not going to give up. We don’t play music because we want to. We play music because we have to. And, as we say in the song, ‘if we’re patient then we’ll make it eventually’.”
‘Pitchfork’ tells an interesting tale of a young musician who is out on the road, on tour in west New Mexico, very far away from a special woman who has his heart.
Apparently, it was hard for him to goodbye to her, and shortly after his departure, he felt that he had let her down. Her emotional wellbeing made him question if she will still want him when he returns home.
While on tour, he thinks about her text message which states how he always let love slip away. Deep down, he wishes she’s wrong about that statement.
Later, things aren’t the same and a tad bit quiet when they talk on the phone. Also, the thoughts of losing her and not fulfilling his musical goals scares him. But he remains patient and hopes that everything works out in his favor.
“I wrote ‘Pitchfork’ on a non-stop drive back to LA from Austin, Texas, after SXSW 2018. Facing the existential dread that comes with finishing a tour, I couldn’t help but think about the way that being a musician connects you with so many people while simultaneously being extremely isolating. Music is our form of communication to reach people who might be feeling the same way that we are and we use that to build a community. But functioning as a musician means being on the road and being away from the people that you care about. This dichotomy can be tough to balance.”
Arms Akimbo’s consists of Peter Schrupp (vocals, guitar), Chris Kalil (guitar, vocals), Matthew Sutton (drums), and Colin Boppell (bass).
They labeled their single ‘Pitchfork’ in reference to the lyrics at the end of the song.
The likable tune encourages those in the music industry to never give up. Also, it narrates the existential dread which comes with finishing a tour.
“The song was written in two parts, with the first section functioning almost like a tour diary, a vignette of our life on the road. The second part is more of a personal plea to my loved ones to stick by me on this journey. It’s also my attempt to explain why I have to play music and why it’s so deeply instilled into who I am.”
‘Pitchfork’ contains a relatable storyline, warm vocal tones, and summery instrumentation flavored with melodic guitars.
The song is featured on Arms Akimbo’s latest EP, entitled, “Seven Dollar Paycheck”.
https://www.bongminesentertainment.com/arms-akimbo-pitchfork/

Purple Phoenix Games (2266 KP) rated Peak Oil Profiteer in Tabletop Games
Jun 11, 2021
One of the most important energy resources in the world is oil. We have a finite amount, it is used in our everyday lives, and it is always in demand. So imagine if a country found a new supply of oil – everyone would be fighting for a piece! Enter Peak Oil Profiteer, a game that puts you in charge of an oil corporation vying for money and oil in this new-found oil vein. Sound like something you might be interested in? Keep reading and see what it’s all about!
Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L
Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.
The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.
The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.
The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.
I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!
Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!
Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L
Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.
The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.
The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.
The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.
I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!
Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!

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Alice (12 KP) rated Summoned (Summoned, #1) in Books
Jul 3, 2018
<em>Summoned</em> follows a 23-year-old genie named Dimitri - who, in typical genie fashion - is bound by his master to fulfill wishes. The twist is that Dimitri's master isn't limited to just 3 but has no limit.
The story opens with Dimitri fulfilling a kidnapping request followed by his inevitable rest period directly after - where he meets Syd in a dive bar. From there the story just gets a little weird - Dimitri takes Syd home and they end up having sex literally right away (nothing against it cause whatever floats your boat right?) But it was practically as soon as they got in Dimitri's house.
For a book that generally is considered fantasy with a bit of romance thrown in there's an awful lot of sex and it's rushed sex - almost as if the author felt a little weird writing the scenes - Syd is all kinds of crazy stalker as well, like she steals his number from his phone, turns up on his doorstep unannounced and threatens to slash his tires kinda crazy.
<h2 style="text-align: center;"><span style="color: #f6c7b7;">∞</span></h2>
The master - Karl - is an millionaire arse. I have nothing good to say about him whatsoever. Generally, Dimitri can rest for a day or two before Karl makes another wish but Karl starts to make make a new wish every day - Silvia is Karl's daughter and she screams spoiled rich girl who wants to breed with Dimitri - her inheritance.
It's all kinds of messed up.
Dimitri does a job for Karl and goes home to rest only to get a call from Stalker Syd going a little crazy on him for abandoning her - I forgot to mention that when Karl wants a wish he summons Dimitri to a chamber - the following day after yet more rushed sex Karl has another wish for Dimitri where he has to steal a safe - only he <em>fails</em>.
When Dimitri fails to fulfill a wish the buzz in his head grows and he ends up getting a really bad migraine until he fulfills his wish or pigs fly and Karl recant the wish.
<h2 style="text-align: center;"><span style="color: #f6c7b7;">∞</span></h2>
Syd is all kinds of crazy. I don't think much of her character at all, it's like she's got her heart invested after a one night stand and then goes crazy everyone Dimitri doesn't do what she expects him to do.
<blockquote>"You're just gone so much." Syd's voice sounds so empty and hollow. "I never really know when you'll be back, what you're doing, or anything at all. I don't want to be that needy girlfriend, but it's so frustrating. I know it was meant to be casual, but I thought it could be... more. I just wanted some way to know you were thinking of me."</blockquote>
They've been having sex - not even dating - for what feels like 2 days but is more like 3 weeks or so. Little cray cray.
Silvia Walker is also all kinds of crazy - she wants to breed with Dimitri even if it's against his wishes, she murders small furry animals and she smokes like a chimney. She's got it into her head that Dimitri is the love of her life even though he makes it abundantly clear that he can't stand the sight of her. To make matters worse, she finds out that her daddy is trying to sire a son to make sure she doesn't receive her inheritance.
<h2 style="text-align: center;"><span style="color: #f6c7b7;">∞</span></h2>
Although it's a very good concept - a power hungry, slightly crazy millionaire with his own personal genie to fulfill any and every wish he wants - there was just something missing. I don't know maybe the book was too short and the story was a little rushed for me, the insta-love between Dimitri and Syd bugged the ever-loving crap out of me.
The story as a whole was just too rushed for my tastes and at times I didn't get why something was happening or why Dimitri sounded like a stupid teenager, or why for an "all-powerful" master Karl was an absolute douchebag about a lot of stuff.Like wishing Dimitri kills Syd for one - what's his deal?
It had one <em>hell</em> of a twist at the end though. I didn't expect that all which is what pushed this review up from a 3 to a 3.5.
<blockquote>I'm no longer Leo, or Alan, or Alex.
I'm Dimitri.
And I'm free.</blockquote>
The story opens with Dimitri fulfilling a kidnapping request followed by his inevitable rest period directly after - where he meets Syd in a dive bar. From there the story just gets a little weird - Dimitri takes Syd home and they end up having sex literally right away (nothing against it cause whatever floats your boat right?) But it was practically as soon as they got in Dimitri's house.
For a book that generally is considered fantasy with a bit of romance thrown in there's an awful lot of sex and it's rushed sex - almost as if the author felt a little weird writing the scenes - Syd is all kinds of crazy stalker as well, like she steals his number from his phone, turns up on his doorstep unannounced and threatens to slash his tires kinda crazy.
<h2 style="text-align: center;"><span style="color: #f6c7b7;">∞</span></h2>
The master - Karl - is an millionaire arse. I have nothing good to say about him whatsoever. Generally, Dimitri can rest for a day or two before Karl makes another wish but Karl starts to make make a new wish every day - Silvia is Karl's daughter and she screams spoiled rich girl who wants to breed with Dimitri - her inheritance.
It's all kinds of messed up.
Dimitri does a job for Karl and goes home to rest only to get a call from Stalker Syd going a little crazy on him for abandoning her - I forgot to mention that when Karl wants a wish he summons Dimitri to a chamber - the following day after yet more rushed sex Karl has another wish for Dimitri where he has to steal a safe - only he <em>fails</em>.
When Dimitri fails to fulfill a wish the buzz in his head grows and he ends up getting a really bad migraine until he fulfills his wish or pigs fly and Karl recant the wish.
<h2 style="text-align: center;"><span style="color: #f6c7b7;">∞</span></h2>
Syd is all kinds of crazy. I don't think much of her character at all, it's like she's got her heart invested after a one night stand and then goes crazy everyone Dimitri doesn't do what she expects him to do.
<blockquote>"You're just gone so much." Syd's voice sounds so empty and hollow. "I never really know when you'll be back, what you're doing, or anything at all. I don't want to be that needy girlfriend, but it's so frustrating. I know it was meant to be casual, but I thought it could be... more. I just wanted some way to know you were thinking of me."</blockquote>
They've been having sex - not even dating - for what feels like 2 days but is more like 3 weeks or so. Little cray cray.
Silvia Walker is also all kinds of crazy - she wants to breed with Dimitri even if it's against his wishes, she murders small furry animals and she smokes like a chimney. She's got it into her head that Dimitri is the love of her life even though he makes it abundantly clear that he can't stand the sight of her. To make matters worse, she finds out that her daddy is trying to sire a son to make sure she doesn't receive her inheritance.
<h2 style="text-align: center;"><span style="color: #f6c7b7;">∞</span></h2>
Although it's a very good concept - a power hungry, slightly crazy millionaire with his own personal genie to fulfill any and every wish he wants - there was just something missing. I don't know maybe the book was too short and the story was a little rushed for me, the insta-love between Dimitri and Syd bugged the ever-loving crap out of me.
The story as a whole was just too rushed for my tastes and at times I didn't get why something was happening or why Dimitri sounded like a stupid teenager, or why for an "all-powerful" master Karl was an absolute douchebag about a lot of stuff.Like wishing Dimitri kills Syd for one - what's his deal?
It had one <em>hell</em> of a twist at the end though. I didn't expect that all which is what pushed this review up from a 3 to a 3.5.
<blockquote>I'm no longer Leo, or Alan, or Alex.
I'm Dimitri.
And I'm free.</blockquote>

Sophia (Bookwyrming Thoughts) (530 KP) rated Awaken (Awakened Fate #1) in Books
Jan 23, 2020
Awaken is the first book in the Awakened Fate series by Skye Malone, and I'm pretty familiar with her other series as Megan Joel Peterson (The Children and the Blood trilogy) that I was confident her latest book will go into my good graces pretty easily. Thing is, Awaken reminded me so much of The Little Mermaid, I can't help but have the urge to sing "Under the Sea" and ask one question:
<b>"Sebastian, Sebastian, where art thou?"</b>
I had also associated funny brow movements with the author in particular. As in, brows drawing down, which I still don't know how that works without your brows looking like a seesaw or ending up with a pouting pucker fish face.
But back to The Little Mermaid similarities... and not brow movements.
Chloe has red hair, or as the book describes, auburn. But auburn's technically red with a tinge of brown. Ariel has red hair. The difference? Chloe doesn't know how to swim, and has been living on land her entire life. Then there's Zeke, which I sort of predicted him to have dark hair, and he does! Just like the princey dude for whom I've forgotten the name. In fact, said unknown princeling stalks Ariel, and so does Zeke... due to curiosity on who the pretty girl is. It's not revealed in Awaken, but I won't be surprised if Zeke is a prince.
<blockquote>Despite the fact we were barely any distance from the shore, the temperature had dropped to levels ordinarily found in places even deeper than Nyciena, with darkness to match.</blockquote>
Every book has got to have an Ursula of some sort. And she just oozes darkness, doesn't she? Too bad the Ursulas here aren't Octopuses. ;)
<blockquote>The girl changed the ocean when she was near it – a statement that on any level should have been impossible.</blockquote>
Okay, here's Sophia Lin logic: See, Ariel has a curse. I was sort of assuming Chloe willingly turned into a human just like Ariel, but she doesn't lose her voice, right? Except, here's the curse: she changes the ocean... and it's not exactly a pleasant way. Technically, that logic isn't going to get you far, because it isn't true, and I can't reveal the actual answer without spoiling anything. Nor do I want to reveal anything, because answers are spoilers, and not everyone can be trusted with the trusty little spoiler button. ;)
Then there are the differences, which pretty much revamps The Little Mermaid. Enough commentary on Little Mermaid.
Awaken follows two views – Chloe and Zeke. The best part of those two views though? They balance each other out pretty well. Chloe doesn't really know anything about what she is, so we're basically following a naïve character for most of the story who has strange things happening to her and strange peeps with glowing eyes wanting to murder the likes of her. Very boring in my opinion, because she doesn't know what's going on and it's all confusing and she's stuck in the hospital every once in awhile from an unfortunate encounter with said strange flowing peepy eyes. Zeke balances her out because he pretty much knows what's going on from his observations – but he doesn't really know what Chloe is until the end either.
Let's just say that balance is a good thing. Because I just can't handle an utterly boring character, and I'm sure not everyone likes that either. But if there's one thing Chloe has that makes her an interesting character, it's her voice and her frustration on why her parents hate the ocean with a passion and come up with logical, but weird excuses for them.
The only problem I probably have is how some of the terms don't appear in the pronunciation guide, and how the long ones are confusing. Maybe my head just needs to wrap around them after reading Irish terms from the second book in the Danaan Trilogy. O_o
Awaken is a good start to the Awakened Fate series, and while we spend most of the time above the surface, it's hinted that the sequel will most likely be focused underwater. It's a quick read for those who enjoy reading stories related to <s>merps</s> merpeople.
------------------
original rating: 4.5 out of 5
Original review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/08/review-awaken-by-skye-malone.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>
<b>"Sebastian, Sebastian, where art thou?"</b>
I had also associated funny brow movements with the author in particular. As in, brows drawing down, which I still don't know how that works without your brows looking like a seesaw or ending up with a pouting pucker fish face.
But back to The Little Mermaid similarities... and not brow movements.
Chloe has red hair, or as the book describes, auburn. But auburn's technically red with a tinge of brown. Ariel has red hair. The difference? Chloe doesn't know how to swim, and has been living on land her entire life. Then there's Zeke, which I sort of predicted him to have dark hair, and he does! Just like the princey dude for whom I've forgotten the name. In fact, said unknown princeling stalks Ariel, and so does Zeke... due to curiosity on who the pretty girl is. It's not revealed in Awaken, but I won't be surprised if Zeke is a prince.
<blockquote>Despite the fact we were barely any distance from the shore, the temperature had dropped to levels ordinarily found in places even deeper than Nyciena, with darkness to match.</blockquote>
Every book has got to have an Ursula of some sort. And she just oozes darkness, doesn't she? Too bad the Ursulas here aren't Octopuses. ;)
<blockquote>The girl changed the ocean when she was near it – a statement that on any level should have been impossible.</blockquote>
Okay, here's Sophia Lin logic: See, Ariel has a curse. I was sort of assuming Chloe willingly turned into a human just like Ariel, but she doesn't lose her voice, right? Except, here's the curse: she changes the ocean... and it's not exactly a pleasant way. Technically, that logic isn't going to get you far, because it isn't true, and I can't reveal the actual answer without spoiling anything. Nor do I want to reveal anything, because answers are spoilers, and not everyone can be trusted with the trusty little spoiler button. ;)
Then there are the differences, which pretty much revamps The Little Mermaid. Enough commentary on Little Mermaid.
Awaken follows two views – Chloe and Zeke. The best part of those two views though? They balance each other out pretty well. Chloe doesn't really know anything about what she is, so we're basically following a naïve character for most of the story who has strange things happening to her and strange peeps with glowing eyes wanting to murder the likes of her. Very boring in my opinion, because she doesn't know what's going on and it's all confusing and she's stuck in the hospital every once in awhile from an unfortunate encounter with said strange flowing peepy eyes. Zeke balances her out because he pretty much knows what's going on from his observations – but he doesn't really know what Chloe is until the end either.
Let's just say that balance is a good thing. Because I just can't handle an utterly boring character, and I'm sure not everyone likes that either. But if there's one thing Chloe has that makes her an interesting character, it's her voice and her frustration on why her parents hate the ocean with a passion and come up with logical, but weird excuses for them.
The only problem I probably have is how some of the terms don't appear in the pronunciation guide, and how the long ones are confusing. Maybe my head just needs to wrap around them after reading Irish terms from the second book in the Danaan Trilogy. O_o
Awaken is a good start to the Awakened Fate series, and while we spend most of the time above the surface, it's hinted that the sequel will most likely be focused underwater. It's a quick read for those who enjoy reading stories related to <s>merps</s> merpeople.
------------------
original rating: 4.5 out of 5
Original review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/08/review-awaken-by-skye-malone.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>

Charlie Cobra Reviews (1840 KP) rated I Am a Hero (2015) in Movies
Jul 7, 2020 (Updated Oct 29, 2020)
The Hero's Journey In The Zombie Apocalypse Is As Serious As It Is Funny
Contains spoilers, click to show
I have to say that this movie is one of the best zombie movies I've seen lately. From the beginning I like the way that the main character Hideo has these little moments where he zones out and has these little fantasies where he imagines himself as being more outgoing or heroic. Even if its just something small like the first one where he's at work and get's everyone cheering about being proud to work there when in reality he was just muttering to himself quietly. I really like how he's this kind of everyday regular guy who's just kind of down on his luck doubting himself. He's not where he thought he would be career wise which is hindering his relationship with his girlfriend and his co-workers. His girlfriend even kicks him out because of this and throws out some of his stuff. He really has bad luck because as he tries to make up for the fight with his girlfriend Tekko, he goes back to the apartment to find out that she has been infected by the ZQN virus and she attacks him and nearly infects him too. The ZQN's were pretty cool by the way. At first I thought that the whole cross-eyed look to them looked a little too silly but as it became a signature visualization that marked when someone had become a zombie. When his girlfriend turned it was quite horrifying as she contorted all over the place and did everything in her power to try and eat him. She even bit the door so violently she broke off all of her teeth, which was quite lucky for Hideo because when she bit him she didn't break the skin infecting him. The scene when he is running through the city and everything is in chaos was one of the more memorable scenes for me because so much was going on. There were ZQN's and regular people running all over the place in all directions and cars hitting people, but the car scene with the business man, the school girl Hiromi, and the taxi driver was spectacular. In fact one of the coolest things I've seen in a zombie movie is the school girl Hiromi who becomes a abnormal ZQN. She says that she was bit by a baby who was probably infected from breast milk if the mother was a ZQN. She didn't exhibit any symptoms for like 2 days and when she turns she doesn't attack Hideo but instead saves him by killing a ZQN that was trying to kill him. She has one eye that looks like a ZQN and has crazy superhuman strength but for some reason sleeps a lot. Most of the time in these survival zombie movies the story suffers from a lack of plot structure but a news report stating that the virus can't sustain itself at higher elevations make traveling to Mt. Fuji a destination propelling the plot further in a direction that makes sense. I also like how they used foreshadowing in certain scenes like when he finds a shopping basket with a logo of a marketplace, you can tell that place is more than likely the next destination. I also thought it was pretty cool how Hiromi wasn't the only abnormal and there was a weird "grudge" spider walking girl and then the infamous track star zombie with the crushed head. That one ran super fast and jumped really high and was pretty cool. One of the things I kind of didn't like was that Hideo had a gun for a lot of the movie but never even shot it until close to the end but it did go with the characters personality and make the story more interesting. It's just a little hard to believe. Also why weren't there anybody using any samurais swords on the zombies. I mean with the ZQN's being hard to kill because you need to destroy the whole brain, cutting their heads off would have been really efficient and machetes or swords would have been perfect. And just because it's Japan, I don't expect there to be swords everywhere but I'm surprised there wasn't even one. This movie was just so unexpectedly good it's hard for me to nitpick at things with it and I'm sure there's more that bothered me with it but I really enjoyed and liked this movie. I give this movie a 8/10 and my "Must See Seal of Approval"

Purple Phoenix Games (2266 KP) rated Witness in Tabletop Games
Jun 12, 2019
A classic ‘game’ from my childhood (seriously, we played it all the time) was Telephone. You know the one – someone whispers something to their neighbor, that person whispers it to their neighbor, and so on until it’s made its way around the group. Hilarity ensues when the final person reveals what they heard – usually a far cry from the original message! So when Travis pulled out Witness, a modern twist on Telephone, I knew that all my years of training would finally amount to something!
Witness is a cooperative game of memory and deduction set in the world of the 1940’s comic “Blake and Mortimer.” You and your compatriots are working together to solve mysteries! But there’s a catch – you each only know certain information, and are limited in how you are allowed to disclose it to each other. If you could just say it outright, there’d be no fun! Each player gets a character book filled with cases and information. Everyone reads their information for the chosen case, and then, like in Telephone, and in a certain order, players whisper their information to the player next to them. Play continues until everyone has heard (through the grapevine, of course) all 4 players’ information. After all information has been relayed, players get a chance to write down any notes from what they remember – but only after everything has been said! Players then open the Questions booklet to their specific case and answer three questions about their specific puzzle. Players receive points for correct answers, and as a team, are attempting to achieve the highest score possible!
I think that Witness is such a neat game. It’s a fun mechanic – you’re trying to remember all of your information to accurately pass it on, only to hear more information to add to what you already need to remember, to then pass it on again! It definitely makes for some funny misheard information! Another aspect of Witness that I like is that it goes beyond a regular game of Telephone in the fact that there’s an end goal – you’re trying to piece together all of the information as you hear it second- or even third-hand to correctly answer some questions. There’s more pressure to communicate accurately because you and your team are striving for a compilation of perfect information to help you score the most endgame points. Witness ups the stakes more than your average game of Telephone, and that’s what makes it interesting and engaging for me.
The major downside of Witness is that it is a game for EXACTLY 4 players. You can’t play with 3. You can’t play with 5. It absolutely 100% must be played with 4 players. And sometimes that’s just not possible. We all know those game nights where maybe only 2 or 3 people are available. Or maybe those times when you invite a large number of people over and they all come. In either scenario, Witness is out, and that is a bummer because it is such a neat game. Since the information is divided between 4 books, there’s unfortunately no way to adapt it for other player counts. So you can either play Witness or you can’t – there’s no ‘maybe.’
Overall, I enjoy playing Witness. I think it’s a unique approach to a simple game. Unfortunately, I believe this game is out of print, but if you can get your hands on a copy, or you see it on a friend’s shelf, give it a play! Whispering to your neighbor and solving little logic puzzles never seemed so fun! Purple Phoenix Games gives Witness a mysterious 11 / 18.
https://purplephoenixgames.wordpress.com/2019/04/02/witness-review/
Witness is a cooperative game of memory and deduction set in the world of the 1940’s comic “Blake and Mortimer.” You and your compatriots are working together to solve mysteries! But there’s a catch – you each only know certain information, and are limited in how you are allowed to disclose it to each other. If you could just say it outright, there’d be no fun! Each player gets a character book filled with cases and information. Everyone reads their information for the chosen case, and then, like in Telephone, and in a certain order, players whisper their information to the player next to them. Play continues until everyone has heard (through the grapevine, of course) all 4 players’ information. After all information has been relayed, players get a chance to write down any notes from what they remember – but only after everything has been said! Players then open the Questions booklet to their specific case and answer three questions about their specific puzzle. Players receive points for correct answers, and as a team, are attempting to achieve the highest score possible!
I think that Witness is such a neat game. It’s a fun mechanic – you’re trying to remember all of your information to accurately pass it on, only to hear more information to add to what you already need to remember, to then pass it on again! It definitely makes for some funny misheard information! Another aspect of Witness that I like is that it goes beyond a regular game of Telephone in the fact that there’s an end goal – you’re trying to piece together all of the information as you hear it second- or even third-hand to correctly answer some questions. There’s more pressure to communicate accurately because you and your team are striving for a compilation of perfect information to help you score the most endgame points. Witness ups the stakes more than your average game of Telephone, and that’s what makes it interesting and engaging for me.
The major downside of Witness is that it is a game for EXACTLY 4 players. You can’t play with 3. You can’t play with 5. It absolutely 100% must be played with 4 players. And sometimes that’s just not possible. We all know those game nights where maybe only 2 or 3 people are available. Or maybe those times when you invite a large number of people over and they all come. In either scenario, Witness is out, and that is a bummer because it is such a neat game. Since the information is divided between 4 books, there’s unfortunately no way to adapt it for other player counts. So you can either play Witness or you can’t – there’s no ‘maybe.’
Overall, I enjoy playing Witness. I think it’s a unique approach to a simple game. Unfortunately, I believe this game is out of print, but if you can get your hands on a copy, or you see it on a friend’s shelf, give it a play! Whispering to your neighbor and solving little logic puzzles never seemed so fun! Purple Phoenix Games gives Witness a mysterious 11 / 18.
https://purplephoenixgames.wordpress.com/2019/04/02/witness-review/

Dream of Pixels
Games and Entertainment
App
A very beautiful falling blocks puzzle game. "Best iPhone and iPad Games of 2012: Puzzle"...