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Purple Phoenix Games (2266 KP) rated Sheepy Time in Tabletop Games
May 27, 2021
Have you ever had trouble falling asleep? One method that supposedly helps lull you into a gentle slumber is counting sheep – imagine sheep prancing across a field and jumping over a fence. What seems like a simple and mundane task to us is actually a full-time job for these Dream Sheep! So put on your PJ’s, lace up your slippers (?), and clock in for a night of fence-jumping, all while avoiding the spooky Nightmares that will try to scare you awake!
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.
Disclaimer: We were provided with a copy of Sheepy Time for the purposes of this preview. What you see pictured below are the retail components. -L
Sheepy Time is a push-your-luck game in which players take on the roles of Dream Sheep, tasked with helping humans fall asleep. Played over a series of rounds, players will take turns racing their Sheep around the board, using special Dream powers, and avoiding the Nightmare that lurks around the board. The player that earns the most points (as described in the rules) will be declared the dreamiest sheep of all! To setup for a game, place the board within reach of all players and attach the Fence between spaces 10 and 1. Place the scoreboard and Pillow Reference tile nearby, and give all players a Sheep, Wink, Pillow, and Zzz tokens in their chosen color. Select one of the three provided Nightmares to use this game, shuffle their cards into the deck of Sheep cards, and place the Nightmare meeple in the center of the board. Shuffle the Dream tiles, drawing and placing one randomly on spaces 1 and 5 of the board, and reveal four more tiles to create a market. Place all Pillow tokens on the 40 Winks space of the scoreboard, choose a starting player, and the game is ready to begin!
Each round of Sheepy Time is broken into two phases: the Racing phase, and the Resting phase. To begin the Racing phase, all players will draw 2 cards into their hand. A turn consists of 4 steps: Play a card, Use Dream tiles, Resolve Fence crossing, and Draw cards. The first action you will take on your turn is to play a card from your hand. Most cards will have you move your Sheep around the board a set number of spaces, or will give you the option to ‘Catch some Zzz’s’ (place one of your Zzz tokens on a Dream tile in play). The next step, if applicable, is to use Dream tiles. Dream tiles provide special/extra abilities that can be beneficial to you. In order to use a Dream tile, however, you must have a Zzz token on it – remove your Zzz token from the tile to use its power. So you’ve got to decide when to move your Sheep, or when it’s necessary to Catch some Zzz’s! The third step is to resolve Fence crossing, if applicable. If a cards movement causes your Sheep to cross the Fence, you immediately gain 5 Winks (on the Scoreboard), and decide whether to keep playing this round or ‘Call it a Night.’ If you decide to keep playing, you move to step 4, and draw a new card into your hand. If you Call it a Night, you will discard your hand, and sit out for the remainder of this Racing phase.
If at any point in the Racing phase, you draw a Nightmare card, it must immediately be revealed and resolved. The Nightmare moves around the board, much like the Sheep, but it will Scare any Sheep that it passes! Being Scared once is ok, but if you were to be Scared AGAIN, you get Woken Up, lose all Winks for this round, and are out of the Racing phase. If the Nightmare completes a lap of the board and crosses the Fence before all players have Called it a Night, the remaining players get Woken Up. How risky are you willing to be once the Nightmare comes into play? That’s for you to decide. Once all players have either Called it a Night or been Woken Up, the Racing phase ends. Check the scoreboard for a winner – when a player earns enough Winks in the Racing phase to surpass their Pillow token. If nobody has met that requirement, players will lower their Pillow tokens by the amount specified on the Pillow Reference tile. The lower you can get your Pillow token, the fewer Winks you need to get to win in future rounds! When all Pillow tokens have been adjusted, the game moves to the Resting phase. In this phase, each player will have the choice to either add a new Dream tile to the board, or to Catch 2 Zzz’s. In turn order, players can select one of the Dream tiles from the market to place on an open space of the board, or place 2 Zzz tokens on Dream tiles in play. When everyone has performed their action, the round ends and a new Racing phase begins. Play continues in this manner until one player has been declared the winner!
I’m not typically a fan of push-your-luck games, but Sheepy Time really surprised me! Yes, that mechanic is definitely present in the gameplay, but there is also quite a bit of strategic variability that makes turns feel a little more controlled. The Dream tiles in play will always be different, providing unique abilities to help give you a strategic boost during play. And you always have 2 cards to decide between to play – you are not limited to only one course of action each turn. So yes, there is a riskiness involved with how many laps you think you can get, can you avoid the Nightmare, etc. But there is also a light element of strategy that makes the game more exciting for me. The gameplay itself is also very smooth and intuitive. The turn order makes sense and the flow of the game is pretty seamless. It is fast to teach and learn, and even though the box says 30-45 minutes, it feels fast to play.
Let me touch on components for a minute. As I said earlier, this is a retail copy of the game, and the production quality is great. The cardboard components are nice and thick, the wooden meeples are large and cute, and the overall art style reflects the theme and lightness of the game well. I want to mention that the insert is nice as well – I know it doesn’t effect the gameplay, but it makes set-up/tear-down quick and efficient. AEG definitely knocked it over the fence (get it?) with the production of this game!
So where does Sheepy Time fit into my collection? I think it’s a great game to use to introduce newer gamers to the hobby. The rules and gameplay are not overwhelming, but they offer more of a modern gaming feel than some of the older classics. I would even say that this game can be used with younger gamers as well – take out the Dream tile powers, and just race to see who can earn the most Winks before the Nightmare gets them, or something like that! It is really accessible for everyone, and that earns a big thumbs up from me. So if you’re not quite sure what to think of this game based on the theme/art style, I can assure you that the gameplay is quite excellent. When Sheepy Time hits retail, make sure you jump at the chance to play this game. Definitely don’t sleep on it.

Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!

Chris Sawin (602 KP) rated Drag Me to Hell (2009) in Movies
Jun 20, 2019
Christine Brown seems to have everything going well for her at this point in her life. She has a boyfriend who cares about her and loves her unconditionally, a great job at the bank as a loan officer with more than enough room for advancement in the company, and speaking of, it's between her and one other employee for the vacant assistant manager position. One day though, a strange looking gypsy shows up at Christine's bank asking for another extension before they foreclose on her home. After talking it over with her boss, it's up to Christine to decide on approving the loan and she comes to the conclusion of denying it. Mrs. Ganush begs and pleads with Christine, but Christine won't budge on her decision. After feeling like Christine wronged her by denying her pleas, Mrs. Ganush puts a curse on her and unless Christine can find some sort of loophole, she'll be going to hell in three days.
This is Sam Raimi's return to the horror genre, in case you hadn't heard that in the trailer or anything else promoting the film. Drag Me To Hell has already had such an overwhelmingly positive response when it comes to feedback and the truth of the matter is that the film is genuinely that entertaining. Not only did Sam Raimi return to the horror genre, but he did it so flawlessly and without missing a beat. He's on top of his game and, dare I say, the best he's ever been. The film only seemed to get better as it progressed. It's somehow capable of combining comedy, suspense, romance, and horror all into one amazing final product. A film that can do something like make you laugh out loud one minute, scare you the next, gross you out after that, and tear at your heartstrings is something special. And it's not like the film does that one time and calls it quits. It goes through that cycle (laugh, scare, gross, heartwarming) over and over again throughout the film. Sam Raimi has struck cinematic gold.
Drag Me To Hell is a hell of a lot of fun. It truly has something to offer anyone looking for a good time at the movies. Not only is the film based on an original story, but it's an original story that is worth being told, worth listening to, and incredibly entertaining. Originality seems to be extinct when it comes to horror these days. It's just so refreshing to see a film that not only isn't a remake, but drenches itself in the fact that it offers something new. Sam Raimi has delivered a cinematic feature that has rejuvenated what we once referred to as "the horror film." Let's hope that other filmmakers can tread the same path that he has paved the way with.
This is Sam Raimi's return to the horror genre, in case you hadn't heard that in the trailer or anything else promoting the film. Drag Me To Hell has already had such an overwhelmingly positive response when it comes to feedback and the truth of the matter is that the film is genuinely that entertaining. Not only did Sam Raimi return to the horror genre, but he did it so flawlessly and without missing a beat. He's on top of his game and, dare I say, the best he's ever been. The film only seemed to get better as it progressed. It's somehow capable of combining comedy, suspense, romance, and horror all into one amazing final product. A film that can do something like make you laugh out loud one minute, scare you the next, gross you out after that, and tear at your heartstrings is something special. And it's not like the film does that one time and calls it quits. It goes through that cycle (laugh, scare, gross, heartwarming) over and over again throughout the film. Sam Raimi has struck cinematic gold.
Drag Me To Hell is a hell of a lot of fun. It truly has something to offer anyone looking for a good time at the movies. Not only is the film based on an original story, but it's an original story that is worth being told, worth listening to, and incredibly entertaining. Originality seems to be extinct when it comes to horror these days. It's just so refreshing to see a film that not only isn't a remake, but drenches itself in the fact that it offers something new. Sam Raimi has delivered a cinematic feature that has rejuvenated what we once referred to as "the horror film." Let's hope that other filmmakers can tread the same path that he has paved the way with.

Ivana A. | Diary of Difference (1171 KP) rated Geekerella (Once Upon a Con #1) in Books
Nov 1, 2018
My review can also be found on my blog: www.diaryofdifference.com
When the typical Cinderella story meets a geeky girl, a comic con and an actor instead of a prince, you get Geekerella. A story unlike any other Cinderella like stories, full with wittiness, geekiness and style.
We have Elle, who is our Cinderella. Her father passed away and left her with her stepmom and her two stepsisters. Elle is also a vivid lover of Starfield, sci-fi series similar to Star Trek and Star Wars. She is also a blogger, where she writes all things Starfield.
On the other side, we have Darien, who is an actor and just got the main character role for the new remake of Starfield. While he deeply loves Starfield, he is not allowed to show those emotions and let everyone knows he is a fan, because it will ruin his reputation. And that is the sole reason why fans don’t like him – he is just another guy that goes for the money and ruins their favourite fan fiction (we have all been there though, haven’t we?).
When fate somehow connects Elle and Darien together, under unknown circumstances they start texting to each other, without revealing who they really are. And that is when everything changes.
A story about love and friendship, but most importantly – a story that teaches you to “Look to the stars. Aim. Ignite.” A story that reminds you to keep believing in who you are and why you are doing what you love. This is an amazing reminder to all of you – to be the people you want to be, because once you are comfortable with who you are and what you love to do – nothing can stop you in being great! And most importantly – HAPPY!
While there were bits and pieces that I couldn’t resist but to cringe on, such as the falling in love through texting, or not being able to say no to your step sisters, or being afraid to tell your fans that you are a fan, while they keep accusing you that you don’t care. (How could this ruin a reputation? It could only make it better)…
While there were things that bothered me, this story was still a great revolution to the Cinderella retelling. No other story has shown a girl to fight for what she loves as strongly as this, without the help of magic or a pumpkin – even though her best friend Sage was really the fairy in this situation.
Thank you to NetGalley and Quirk Books, for providing me with an ARC copy of the book.
If you haven’t read it already, please do! It is worth reading it, as it has a powerful message inside of it. I recommend it to all of you out there!
When the typical Cinderella story meets a geeky girl, a comic con and an actor instead of a prince, you get Geekerella. A story unlike any other Cinderella like stories, full with wittiness, geekiness and style.
We have Elle, who is our Cinderella. Her father passed away and left her with her stepmom and her two stepsisters. Elle is also a vivid lover of Starfield, sci-fi series similar to Star Trek and Star Wars. She is also a blogger, where she writes all things Starfield.
On the other side, we have Darien, who is an actor and just got the main character role for the new remake of Starfield. While he deeply loves Starfield, he is not allowed to show those emotions and let everyone knows he is a fan, because it will ruin his reputation. And that is the sole reason why fans don’t like him – he is just another guy that goes for the money and ruins their favourite fan fiction (we have all been there though, haven’t we?).
When fate somehow connects Elle and Darien together, under unknown circumstances they start texting to each other, without revealing who they really are. And that is when everything changes.
A story about love and friendship, but most importantly – a story that teaches you to “Look to the stars. Aim. Ignite.” A story that reminds you to keep believing in who you are and why you are doing what you love. This is an amazing reminder to all of you – to be the people you want to be, because once you are comfortable with who you are and what you love to do – nothing can stop you in being great! And most importantly – HAPPY!
While there were bits and pieces that I couldn’t resist but to cringe on, such as the falling in love through texting, or not being able to say no to your step sisters, or being afraid to tell your fans that you are a fan, while they keep accusing you that you don’t care. (How could this ruin a reputation? It could only make it better)…
While there were things that bothered me, this story was still a great revolution to the Cinderella retelling. No other story has shown a girl to fight for what she loves as strongly as this, without the help of magic or a pumpkin – even though her best friend Sage was really the fairy in this situation.
Thank you to NetGalley and Quirk Books, for providing me with an ARC copy of the book.
If you haven’t read it already, please do! It is worth reading it, as it has a powerful message inside of it. I recommend it to all of you out there!

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Louise (64 KP) rated Harry Potter and the Philosopher's Stone in Books
Jul 2, 2018
***Contains minor spoiler***
Harry Potter is young orphan living with his Aunt Petunia, Uncle Vernon and Cousin Dudley. The Dursley’s are not a nice family and Harry is near non-existent to them. Strange things start happening, things that Harry cannot explain but he can’t tell the Dursley’s as they already look at him like he is something they have trodden in. One day Harry gets a letter, Harry never gets letters, he doesn’t know anyone. Only Mrs Figg down the road but she wouldn’t send a letter and surely she doesn’t know he sleeps in the cupboard under the stairs. Unfortunately the letter is snapped away before Harry can open it, whoever wants to get hold of Harry is persistent, the next day 2 letters arrive the day after that 3 and so on and till Uncle Vernon is at breaking point and takes the family to a deserted shack on a little island. Vernon thinks he has outsmarted the sender until a huge monstrous man charges through the shack and introduces himself as Hagrid from Hogwarts, the school of magic and wizardry. Harry is shocked to find that this Hagrid knows his name and is now telling him that he is a wizard and a famous one at that. Harry finds himself being whisked off into a magical world where people play a sport called Quidditch and have potion lessons. He makes friends with Ron and Hermione but also he makes enemies of Malfoy, Crabbe and Goyle from the Slytherin House. With him trying to pass his first year at Hogwarts and bypassing Filch in the corridors, it seems that Harry is to be at the centre of attention and adventures as Voldermort tries to kill Harry for the second time.
I loved this book, I liked all the characters. My daughter asked me who my favourite character was and I couldn’t answer it, they were all equally good and when I asked my partner who has been listening to it on Audio he couldn’t pick a favourite either. (Harry Potter on audio narrated by Stephen Fry is supposed to be amazing) All the characters were equally fleshed out they were complex and three-dimensional, there are a lot of characters to this book but it’s not overwhelming. The world building was brilliant even without the pictures from this book you would have a clear understanding of what Hogwarts was like. The different characters names, spells, potions and various animals/mythical creatures were just phenomenal, Rowling has one pretty amazing imagination and she grips you from the start and holds on to the finish. The ending to this book was great, it gave me a fuzzy feeling inside and also happy goosebumps. The writing style was easy to read as it’s aimed at children as our main character is only eleven in this book, however this shouldn’t put you off reading it. It doesn’t matter how old you are, this book is for everyone who just wants a bit of magic and adventure in their life. I have to say that JK Rowling has changed a lot for children, reading has become joyous and somewhat an inspiration and pivotal role in the educational system, my daughter is at primary school and is set into houses just like Hogwarts and gain points and urges them to do better.
Harry Potter is young orphan living with his Aunt Petunia, Uncle Vernon and Cousin Dudley. The Dursley’s are not a nice family and Harry is near non-existent to them. Strange things start happening, things that Harry cannot explain but he can’t tell the Dursley’s as they already look at him like he is something they have trodden in. One day Harry gets a letter, Harry never gets letters, he doesn’t know anyone. Only Mrs Figg down the road but she wouldn’t send a letter and surely she doesn’t know he sleeps in the cupboard under the stairs. Unfortunately the letter is snapped away before Harry can open it, whoever wants to get hold of Harry is persistent, the next day 2 letters arrive the day after that 3 and so on and till Uncle Vernon is at breaking point and takes the family to a deserted shack on a little island. Vernon thinks he has outsmarted the sender until a huge monstrous man charges through the shack and introduces himself as Hagrid from Hogwarts, the school of magic and wizardry. Harry is shocked to find that this Hagrid knows his name and is now telling him that he is a wizard and a famous one at that. Harry finds himself being whisked off into a magical world where people play a sport called Quidditch and have potion lessons. He makes friends with Ron and Hermione but also he makes enemies of Malfoy, Crabbe and Goyle from the Slytherin House. With him trying to pass his first year at Hogwarts and bypassing Filch in the corridors, it seems that Harry is to be at the centre of attention and adventures as Voldermort tries to kill Harry for the second time.
I loved this book, I liked all the characters. My daughter asked me who my favourite character was and I couldn’t answer it, they were all equally good and when I asked my partner who has been listening to it on Audio he couldn’t pick a favourite either. (Harry Potter on audio narrated by Stephen Fry is supposed to be amazing) All the characters were equally fleshed out they were complex and three-dimensional, there are a lot of characters to this book but it’s not overwhelming. The world building was brilliant even without the pictures from this book you would have a clear understanding of what Hogwarts was like. The different characters names, spells, potions and various animals/mythical creatures were just phenomenal, Rowling has one pretty amazing imagination and she grips you from the start and holds on to the finish. The ending to this book was great, it gave me a fuzzy feeling inside and also happy goosebumps. The writing style was easy to read as it’s aimed at children as our main character is only eleven in this book, however this shouldn’t put you off reading it. It doesn’t matter how old you are, this book is for everyone who just wants a bit of magic and adventure in their life. I have to say that JK Rowling has changed a lot for children, reading has become joyous and somewhat an inspiration and pivotal role in the educational system, my daughter is at primary school and is set into houses just like Hogwarts and gain points and urges them to do better.

TheDefunctDiva (304 KP) rated The Outsider in Books
Oct 7, 2018
From the Inside, Out
Contains spoilers, click to show
This book opens like an episode of “Law and Order: SVU” not suitable for primetime.
A gruesome crime, involving a child (and complete with elements of cannibalism) is committed. The alleged murderer, damned by seemingly undeniable forensic proof, is then very publicly apprehended. And then the twists and turns begin. Though eyewitnesses also put beloved schoolteacher Terry Maitland at the scene of the horrific crime, the accused was actually at a conference in another city, where he was seen on camera no less. Then comes a series of events that threatens not only the man’s quality of life but his very existence.
The novel then expands into a whodunnit with a notably creepy character, a morphing being known as the Outsider. As the true perpetrator of this and other crimes against children and their families, he is at once very human and very otherworldly.
This novel is set in the southwest, which is an unusual departure for Stephen King. Therefore, the descriptions of places were perhaps a bit less detailed and authentic than I would have liked. But having lived in San Antonio, I can say he did a pretty good job and the scenery offered certainly didn’t detract from the story.
In some respects, the monster in the Outsider echoed back to Kafka’s The Metamorphosis. The descriptions of the constantly morphing Outsider character had an eerie element. In the end, the flesh of the outsider consisted of nightmarish worms. And there was a particularly nasty substance he used to morph into his intended victims, some unidentifiable black substance which seems the stuff nightmares are made of. Appropriate, since he went around “eating sorrow” like some unhinged emo kid. Leaving entire families in his wake with his vile need to satiate himself. In his default shape, he resembled a man with “straws for eyes” which is haunting, but not nearly as terrifying as some of King’s other humanoid villains.
This book had several scenes that are now ingrained in my memory. The scene that stole the show for me was when bereaved Arlene Peterson, the victim’s mother, pours funeral leftovers on her head before ultimately succumbing to a heart attack. But the arraignment scene was definitely one that offered more action and intrigue than previously seen in the book. Chaos is one of the things King does best, and this section was remarkable. The book up to this point dragged a little, but the arraignment reigns as a pivotal point that brings many horrors sharply into focus.
I especially enjoyed the murder mystery elements of the book, as I am a sucker for a good detective story. Holly, an investigator who worked with lead detective Ralph Anderson, was my favorite character. Throughout the novel, she is depicted as smart, shrewd, and socially inept. She is also a tad obsessive-compulsive, which I related to on a personal level.
Throughout, the book seems to focus on the dual nature of man, especially in the concluding scene. It seems every man in his lifetime, by choice or fate, wears more than one face. The Outsider was a quality thriller and mystery. It is at once mysterious and devastating, and a testament to the tenacity of the human spirit.
A gruesome crime, involving a child (and complete with elements of cannibalism) is committed. The alleged murderer, damned by seemingly undeniable forensic proof, is then very publicly apprehended. And then the twists and turns begin. Though eyewitnesses also put beloved schoolteacher Terry Maitland at the scene of the horrific crime, the accused was actually at a conference in another city, where he was seen on camera no less. Then comes a series of events that threatens not only the man’s quality of life but his very existence.
The novel then expands into a whodunnit with a notably creepy character, a morphing being known as the Outsider. As the true perpetrator of this and other crimes against children and their families, he is at once very human and very otherworldly.
This novel is set in the southwest, which is an unusual departure for Stephen King. Therefore, the descriptions of places were perhaps a bit less detailed and authentic than I would have liked. But having lived in San Antonio, I can say he did a pretty good job and the scenery offered certainly didn’t detract from the story.
In some respects, the monster in the Outsider echoed back to Kafka’s The Metamorphosis. The descriptions of the constantly morphing Outsider character had an eerie element. In the end, the flesh of the outsider consisted of nightmarish worms. And there was a particularly nasty substance he used to morph into his intended victims, some unidentifiable black substance which seems the stuff nightmares are made of. Appropriate, since he went around “eating sorrow” like some unhinged emo kid. Leaving entire families in his wake with his vile need to satiate himself. In his default shape, he resembled a man with “straws for eyes” which is haunting, but not nearly as terrifying as some of King’s other humanoid villains.
This book had several scenes that are now ingrained in my memory. The scene that stole the show for me was when bereaved Arlene Peterson, the victim’s mother, pours funeral leftovers on her head before ultimately succumbing to a heart attack. But the arraignment scene was definitely one that offered more action and intrigue than previously seen in the book. Chaos is one of the things King does best, and this section was remarkable. The book up to this point dragged a little, but the arraignment reigns as a pivotal point that brings many horrors sharply into focus.
I especially enjoyed the murder mystery elements of the book, as I am a sucker for a good detective story. Holly, an investigator who worked with lead detective Ralph Anderson, was my favorite character. Throughout the novel, she is depicted as smart, shrewd, and socially inept. She is also a tad obsessive-compulsive, which I related to on a personal level.
Throughout, the book seems to focus on the dual nature of man, especially in the concluding scene. It seems every man in his lifetime, by choice or fate, wears more than one face. The Outsider was a quality thriller and mystery. It is at once mysterious and devastating, and a testament to the tenacity of the human spirit.

Gareth von Kallenbach (980 KP) rated The Twilight Saga: Breaking Dawn Part 2 (2012) in Movies
Aug 7, 2019
Fans all around the world have been waiting for the fifth and final installment of the film adaption of Stephanie Meyer’s best selling book series, “The Twilight Saga: Breaking Dawn part 2” and without skipping a beat, part two begins right where its predecessor left off.
Bella opens her eyes with heightened vampire senses and embraces her new life as a wife, a mother and more importantly as a vampire. With her uncontrollable thirst she and Edward go for a run in the woods so that she can learn to hunt. She suddenly becomes enamored with her sudden speed and amazing strength. There certainly is no need for Edward to show her the tools of the trade as with Bella’s new found strength she is able to do that on her own.
Another perk to being vampire newlyweds who for that matter don’t have to rest or eat certainly leaves room for only one other thing to do and they sure love doing it! This finally provides the audience with a much steamier scene then in the last installment and in my opinion exactly how the writer intended it to be.
When Renesmee is born she is half vampire and half human and therefore poses no risk to anybody. Unfortunately for the Cullen family, she is mistaken to be one of the “immortal children”. In the past the “immortal children” were done away with by the Volturi as they posed a huge risk because being children they had no self control and posed a risk of showing humans that there were in fact monsters that had been living among them. This leads to a massive showdown with the leader of the Volturi, Aro and his cohorts against the Cullens and other clans who have come to their aid along with Jacob and his wolf pack. Will Bella and Edward get the “happily ever after” they so desire?
This is probably the hardest review that I have had to write and I say that because I am as a lot of you already know one of the biggest Twilight fans out there. This installment, film wise, is my favorite one because of all of the action and suspense. Parts of the film will surprise you and parts will tug on your heart strings but all in all, it is the best film of all of them by far.
You would at least need to know the back story before getting in to it or you will be completely lost! The cinematography and colors against the Northwest backdrops are beautiful. Bill Condon did a great job! I am not a fan by any means of computer generated humans, especially babies so I could have done without that but honestly how else could they have portrayed little Renesmee as she grew at such a fast rate?
This film is worth seeing and the guys will get at least some really cool fighting scenes and pretty ladies to look at while taking there girlfriends to see this film. All joking aside it is a fantastic story and should be not be missed. There is a reason why they bring in the big bucks and its not just because of teen girls going to see Jacob taking his shirt off.
Bella opens her eyes with heightened vampire senses and embraces her new life as a wife, a mother and more importantly as a vampire. With her uncontrollable thirst she and Edward go for a run in the woods so that she can learn to hunt. She suddenly becomes enamored with her sudden speed and amazing strength. There certainly is no need for Edward to show her the tools of the trade as with Bella’s new found strength she is able to do that on her own.
Another perk to being vampire newlyweds who for that matter don’t have to rest or eat certainly leaves room for only one other thing to do and they sure love doing it! This finally provides the audience with a much steamier scene then in the last installment and in my opinion exactly how the writer intended it to be.
When Renesmee is born she is half vampire and half human and therefore poses no risk to anybody. Unfortunately for the Cullen family, she is mistaken to be one of the “immortal children”. In the past the “immortal children” were done away with by the Volturi as they posed a huge risk because being children they had no self control and posed a risk of showing humans that there were in fact monsters that had been living among them. This leads to a massive showdown with the leader of the Volturi, Aro and his cohorts against the Cullens and other clans who have come to their aid along with Jacob and his wolf pack. Will Bella and Edward get the “happily ever after” they so desire?
This is probably the hardest review that I have had to write and I say that because I am as a lot of you already know one of the biggest Twilight fans out there. This installment, film wise, is my favorite one because of all of the action and suspense. Parts of the film will surprise you and parts will tug on your heart strings but all in all, it is the best film of all of them by far.
You would at least need to know the back story before getting in to it or you will be completely lost! The cinematography and colors against the Northwest backdrops are beautiful. Bill Condon did a great job! I am not a fan by any means of computer generated humans, especially babies so I could have done without that but honestly how else could they have portrayed little Renesmee as she grew at such a fast rate?
This film is worth seeing and the guys will get at least some really cool fighting scenes and pretty ladies to look at while taking there girlfriends to see this film. All joking aside it is a fantastic story and should be not be missed. There is a reason why they bring in the big bucks and its not just because of teen girls going to see Jacob taking his shirt off.

Connor Sheffield (293 KP) rated Pirates of the Caribbean: Dead Man's Chest (2006) in Movies
Jun 5, 2017
The creations of the pirate lore brought to life (3 more)
Original Cast return for the sequel
The addition of new incredible casting choices such as Bill Nighy
It maintains the franchises humour in new ways
Giving Pirate Lore a new image
Since I have reviewed the first, fourth and fifth films of this franchise, I thought it to be necessary for me to review the second and third installments as well.
Disney created something truly entertaining when they brought to us 'The Pirates of the Caribbean: The Curse of the Black Pearl', and I know that i personally could not wait to see what journeys these characters would take us on. Jack Sparrow should probably be, and probably is, the highlight of all the films, because let's face it, Johnny Depp is ridiculously talented and this role helps us see him as something other than a Tim Burton creation. (Not saying I dislike Tim Burton or Johnny's roles in his films, but he is obviously in a lot of Tim Burton films, and he seems very typecasted in my opinion.)
But the later installments brought us talent that drives our attention away from the drunken idiot pirate captain, and draws us in by bringing to life the one name that all pirates fear; Davey Jones!
Davey Jones, to my knowledge, was never really given a true figure in the minds of pirates. He was always just a name to be feared, more so for the fact that the famous Davey Jones' Locker represented the bottom of the sea, and is used as a euphemism for drowning. When ships were wrecked in battle, or a sailor could not be retrieved after being thrown overboard, resulting in drowning, they would say that these sailors were now in Davey Jones' Locker. However, one thing that crossed my mind when I heard that they were bringing Davey Jones is as a villain (of sorts) to the film, was the bewilderment of who might play such a devilish character. Since there was never a figure before now, anyone could be cast. So the choices were almost endless. When the news came that Bill Nighy would be portraying him, I thought back to his role of Victor in the Underworld franchise, and I couldn't have chosen a better actor myself if I'm honest. His voice is different to many others and has a certain threatening spark to it, but one which didn't have to shout or change fully in tone to express anger or disgust. His voice, just is what it is and it's one that sticks in your head, and one you'll not forget anytime soon.
Two other famous lore based aspects, brought to life in this film are the Kraken, and of course the thing that the film is named after, the Dead Man's Chest. The Kraken would have been easier to come up with, because everyone knows the tale of the fearsome Kraken, the giant squid that can drag and entire ship down in one and make many a fierce pirate cower at the warning sign, known as the black spot, most often told to be placed upon the hand of the one it hunts.
However, I was really intrigued at the creators take on the famous Dead Man's Chest, and before I continue, here's a fun fact that'll give you a clue as to why it intrigues me so.
Fun Fact: Dead Man's Chest is actually an island called Dead Chest Island. The reason it is called Dead Chest Island, is because it is uninhabited, has no fresh water or trees and only sparse vegetation. However it is not entirely certain if this is the same island that the original Pirates of the golden age spoke of, but since there is no other island with a name that even closely resembles Dead Man's Chest, then this would seem to be the legendary island where it was told that Blackbeard used as punishment. Leaving his men stranded on the island with nothing but a cutlass and a bottle of rum each. When he returned after a month, there would be less men alive on the island than when he left. This inspired Robert Louis Stevenson's fictional sea shanty "15 Men on the dead man's chest, yo ho ho and a bottle of rum..".
So, the aspect that intrigues me is making this legend, and actual chest and connecting it to Davey Jones himself. In the film the chest contains the still beating heart of Davey Jones, and whoever pierced the heart becomes the next Captain of the Flying Dutchman, Davey Jone's famous ship. The look of Davey Jones himself is incredible, and the choice of giving him a squid face really adds to the fantasy of these films, and actually makes him terrifying, though not as much so if you were to read this. "Squid for a head...sounds silly" some people have said, yet when I show them a picture, they respond with something like "That's actually terrifying but awesome"
Overall, this installment has great casting choices and great visual effects, as well as an entertaining take on Pirate lore and as always, it is brilliantly funny.
Disney created something truly entertaining when they brought to us 'The Pirates of the Caribbean: The Curse of the Black Pearl', and I know that i personally could not wait to see what journeys these characters would take us on. Jack Sparrow should probably be, and probably is, the highlight of all the films, because let's face it, Johnny Depp is ridiculously talented and this role helps us see him as something other than a Tim Burton creation. (Not saying I dislike Tim Burton or Johnny's roles in his films, but he is obviously in a lot of Tim Burton films, and he seems very typecasted in my opinion.)
But the later installments brought us talent that drives our attention away from the drunken idiot pirate captain, and draws us in by bringing to life the one name that all pirates fear; Davey Jones!
Davey Jones, to my knowledge, was never really given a true figure in the minds of pirates. He was always just a name to be feared, more so for the fact that the famous Davey Jones' Locker represented the bottom of the sea, and is used as a euphemism for drowning. When ships were wrecked in battle, or a sailor could not be retrieved after being thrown overboard, resulting in drowning, they would say that these sailors were now in Davey Jones' Locker. However, one thing that crossed my mind when I heard that they were bringing Davey Jones is as a villain (of sorts) to the film, was the bewilderment of who might play such a devilish character. Since there was never a figure before now, anyone could be cast. So the choices were almost endless. When the news came that Bill Nighy would be portraying him, I thought back to his role of Victor in the Underworld franchise, and I couldn't have chosen a better actor myself if I'm honest. His voice is different to many others and has a certain threatening spark to it, but one which didn't have to shout or change fully in tone to express anger or disgust. His voice, just is what it is and it's one that sticks in your head, and one you'll not forget anytime soon.
Two other famous lore based aspects, brought to life in this film are the Kraken, and of course the thing that the film is named after, the Dead Man's Chest. The Kraken would have been easier to come up with, because everyone knows the tale of the fearsome Kraken, the giant squid that can drag and entire ship down in one and make many a fierce pirate cower at the warning sign, known as the black spot, most often told to be placed upon the hand of the one it hunts.
However, I was really intrigued at the creators take on the famous Dead Man's Chest, and before I continue, here's a fun fact that'll give you a clue as to why it intrigues me so.
Fun Fact: Dead Man's Chest is actually an island called Dead Chest Island. The reason it is called Dead Chest Island, is because it is uninhabited, has no fresh water or trees and only sparse vegetation. However it is not entirely certain if this is the same island that the original Pirates of the golden age spoke of, but since there is no other island with a name that even closely resembles Dead Man's Chest, then this would seem to be the legendary island where it was told that Blackbeard used as punishment. Leaving his men stranded on the island with nothing but a cutlass and a bottle of rum each. When he returned after a month, there would be less men alive on the island than when he left. This inspired Robert Louis Stevenson's fictional sea shanty "15 Men on the dead man's chest, yo ho ho and a bottle of rum..".
So, the aspect that intrigues me is making this legend, and actual chest and connecting it to Davey Jones himself. In the film the chest contains the still beating heart of Davey Jones, and whoever pierced the heart becomes the next Captain of the Flying Dutchman, Davey Jone's famous ship. The look of Davey Jones himself is incredible, and the choice of giving him a squid face really adds to the fantasy of these films, and actually makes him terrifying, though not as much so if you were to read this. "Squid for a head...sounds silly" some people have said, yet when I show them a picture, they respond with something like "That's actually terrifying but awesome"
Overall, this installment has great casting choices and great visual effects, as well as an entertaining take on Pirate lore and as always, it is brilliantly funny.

Hadley (567 KP) rated The Woman in Black in Books
Jan 1, 2020
Great paranormal aspect (1 more)
Good narrative
Overuse of some words (1 more)
Some scenes that could have been written better
In Susan Hill's novel, "The Woman in Black," she puts a small twist on an urban legend that is widely known to most - - - 'the lady in white,' which if you haven't heard of it, it's a spectral woman that is seen throughout the world, dressed all in white, only to show up in places of tragic events. This novel only has one main character, Arthur Kipps, a 23-year-old young man who is a lawyer in late 1800's England. He usually takes care of the conveyance of property leases, but one day, when his boss, Mr. Bentley, hands over a case and responsibility of finding a newly deceased's Last Will and Testament for their lawfirm, Kipp graciously accepts the new adventure without knowing that what is ahead will haunt him the rest of his life.
As Kipp soon finds out after traveling to the town just outside of the deceased's home, there is more to this woman, Alice Drablow, than just an old hermit- - - anytime her name is mentioned, people fall silent; the same goes for her home: Eel Marsh House. Kipp doesn't allow this to put him off from doing his job, but when he finds out about the marshes the house lives on, he is told that there are only certain times of the day that he can cross before the marshes become too flooded to cross. 'The Woman in Black' has spine-chilling moments and great descriptive details to make this a quick ghost story to be enjoyed.
Before Kipp heads off to the Eel Marsh House, he must attend Mrs. Drablow's funeral; he is accompanied by a man named Mr. Jerome, an agent that had dealt with Mrs. Drablow's property and land business while she was alive. While at the church, only one other person turns up for the funeral: a woman dressed all in black. Kipp takes note that this woman does not look well and, being the gentleman that he is, tells himself that he will offer his arm to her for stability after the funeral, but when they are leaving the church yard, the woman is suddenly gone. Kipp brings this up to Mr. Jerome, but he merely states that they were the only ones at the funeral.
The best scene to come is Kipp's first night at Eel Marsh House, where he experiences his first real scare in the ruins close by the house that is a dilapidated cemetery. " Suddenly conscious of the cold and the extreme bleakness and eeriness of the spot and of the gathering dusk of the November afternoon, and not wanting my spirits to become so depressed that I might begin to be affected by all sorts of morbid fancies, I was about to leave, and walk briskly back to the house, where I intended to switch on a good many lights and even light a small fire if it were possible, before beginning my preliminary work on Mrs. Drablow's papers. But, as I turned away, I glanced once again round the burial ground and then I saw again the woman with the wasted face, who had been at Mrs. Drablow's funeral. She was at the far end of the plot, close to one of the few upright headstones, and she wore the same clothing and bonnet, but it seemed to have slipped back so that I could make out her face a little more clearly. "
Over the entire course of the book, Kipp only visits the house one more time after this incident. The book has a good story, but it isn't flawless; first, there is the overuse of the word 'estuary,' which is practically used on every page whenever Kipp is at the Eel Marsh House or discussing it. It gets very tiresome. There is also instances of bad writing, where I feel that Hill could have delivered the scenes better than she did: Kipp changing his mind the very next sentence (if you read my reviews pretty regularly, you will realize that I can't stand it when a character contradicts themselves within a page or two), and then Kipp saying he can't do something, than directly after, does it. When you read this book, you will realize that Kipp is not the type of character that would change his mind on a whim.
Kipp is also an interesting character for a male set in this era. Most men in the late 1800's were stoic and refused to show an ounce of emotion in public, but Kipp is not afraid to have other men see him fall apart, and he is also very considerate of other people. There isn't much of a backstory on where Kipp came from or how his parents raised him, but it wasn't really needed for this story. Yet, we meet Kipp's step-children and his first and second wife, without too much of a story about them, so when certain things happen (to not give a spoiler), it doesn't really leave an impression.
There isn't much I can say that wouldn't give away what makes this story enjoyable to read. Overall, this is a good and quick ghost story that may cause shivers for some, but even if it doesn't, the Woman in Black is a must-read for lovers of the paranormal. To me, this seems like a good book to read while traveling because it's easy to pick up and set down without getting lost as to what was going on.
As Kipp soon finds out after traveling to the town just outside of the deceased's home, there is more to this woman, Alice Drablow, than just an old hermit- - - anytime her name is mentioned, people fall silent; the same goes for her home: Eel Marsh House. Kipp doesn't allow this to put him off from doing his job, but when he finds out about the marshes the house lives on, he is told that there are only certain times of the day that he can cross before the marshes become too flooded to cross. 'The Woman in Black' has spine-chilling moments and great descriptive details to make this a quick ghost story to be enjoyed.
Before Kipp heads off to the Eel Marsh House, he must attend Mrs. Drablow's funeral; he is accompanied by a man named Mr. Jerome, an agent that had dealt with Mrs. Drablow's property and land business while she was alive. While at the church, only one other person turns up for the funeral: a woman dressed all in black. Kipp takes note that this woman does not look well and, being the gentleman that he is, tells himself that he will offer his arm to her for stability after the funeral, but when they are leaving the church yard, the woman is suddenly gone. Kipp brings this up to Mr. Jerome, but he merely states that they were the only ones at the funeral.
The best scene to come is Kipp's first night at Eel Marsh House, where he experiences his first real scare in the ruins close by the house that is a dilapidated cemetery. " Suddenly conscious of the cold and the extreme bleakness and eeriness of the spot and of the gathering dusk of the November afternoon, and not wanting my spirits to become so depressed that I might begin to be affected by all sorts of morbid fancies, I was about to leave, and walk briskly back to the house, where I intended to switch on a good many lights and even light a small fire if it were possible, before beginning my preliminary work on Mrs. Drablow's papers. But, as I turned away, I glanced once again round the burial ground and then I saw again the woman with the wasted face, who had been at Mrs. Drablow's funeral. She was at the far end of the plot, close to one of the few upright headstones, and she wore the same clothing and bonnet, but it seemed to have slipped back so that I could make out her face a little more clearly. "
Over the entire course of the book, Kipp only visits the house one more time after this incident. The book has a good story, but it isn't flawless; first, there is the overuse of the word 'estuary,' which is practically used on every page whenever Kipp is at the Eel Marsh House or discussing it. It gets very tiresome. There is also instances of bad writing, where I feel that Hill could have delivered the scenes better than she did: Kipp changing his mind the very next sentence (if you read my reviews pretty regularly, you will realize that I can't stand it when a character contradicts themselves within a page or two), and then Kipp saying he can't do something, than directly after, does it. When you read this book, you will realize that Kipp is not the type of character that would change his mind on a whim.
Kipp is also an interesting character for a male set in this era. Most men in the late 1800's were stoic and refused to show an ounce of emotion in public, but Kipp is not afraid to have other men see him fall apart, and he is also very considerate of other people. There isn't much of a backstory on where Kipp came from or how his parents raised him, but it wasn't really needed for this story. Yet, we meet Kipp's step-children and his first and second wife, without too much of a story about them, so when certain things happen (to not give a spoiler), it doesn't really leave an impression.
There isn't much I can say that wouldn't give away what makes this story enjoyable to read. Overall, this is a good and quick ghost story that may cause shivers for some, but even if it doesn't, the Woman in Black is a must-read for lovers of the paranormal. To me, this seems like a good book to read while traveling because it's easy to pick up and set down without getting lost as to what was going on.