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Neon's Nerd Nexus (360 KP) rated Doctor Sleep (2019) in Movies
Nov 3, 2019 (Updated Nov 4, 2019)
Love or Death
Doctor Sleep is a perfect companion piece to The Shining giving us more insite to the story it told while being carful not to stand on its toes. A chilling film that creates such a great atmosphere by using a great score and tight direction to keep you on edge and unnerved with shivers down your spine. This accompanied with a grim, cold, errie visual style and lingering slow camera pans you have a film that echos the original in some respects but feels very current too. Cinematography is also gorgeous with vast haunting establishing shots, dim lit rooms, cold fog drenched roads and lonely lights lost in the darkness. But what i found truly facinating is the continuous theme of life and death here which had me gripped/wanting to explore the film deeper and more intricatly with every scene. Every single life is precious and the film depicts how many of us seem to just take that for granted, waste it, live it alone, abuse it or spend it hung up on the past or on extream circumstances choose to take it from another without care or thought to what value that persons precence in the world held. Its all very powerful, deeply saddening and thought provoking stuff which gives the film its own soul rather than echoing the shining. Theres a lot to say about how we view death too these days, be it when its from natural causes or murder we all just seem to have in a way become desensitized to it or in a rush to forget and move on. Child trauma, grievence and the torment plus the dangers of locking things up and trying to forget can bring are also facinatingly explored also.
Characters are all so likable and we spend a good chunk of time with all (including the menacing and creepily intimidating villains) which I thought was really nice and this helps create great attachment meaning that when a death hits you really feel the impact of the loss adding poweful emotion and a small amount of grievence to each one (and adds to the running theme of all life being important and death being something everyone fears/cant escape). Acting is great especially with the new cast replicating old characters from the shining. Doctor sleep also gets nostalgia right using parts of the shining respectfuly and tastfully rather than just simply replicating them for a cheap cash grab, instead choosing to intrigate them as crucial parts of the plot. All in all this movie unnerved me, engrosed and provoked me making me think more on the subject of death the journey we all take towards and how we should all pay more care and give more thought to the ones we let go.
Characters are all so likable and we spend a good chunk of time with all (including the menacing and creepily intimidating villains) which I thought was really nice and this helps create great attachment meaning that when a death hits you really feel the impact of the loss adding poweful emotion and a small amount of grievence to each one (and adds to the running theme of all life being important and death being something everyone fears/cant escape). Acting is great especially with the new cast replicating old characters from the shining. Doctor sleep also gets nostalgia right using parts of the shining respectfuly and tastfully rather than just simply replicating them for a cheap cash grab, instead choosing to intrigate them as crucial parts of the plot. All in all this movie unnerved me, engrosed and provoked me making me think more on the subject of death the journey we all take towards and how we should all pay more care and give more thought to the ones we let go.
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JT (287 KP) rated American Reunion (2012) in Movies
Mar 10, 2020
Alot of time has passed since 1999, and in that time there have been a long line of spin off American Pie films, if you don’t count the sequel and American Pie: The Wedding. Of those films only Jim’s Dad (Eugene Levy) has starred in every single one, so it was brilliant to see all the old gang back together again, and how we have missed them all.
The gang is back together – but was it worth it?
Grown up and with adult lives, they head back to where it all began for a high school reunion which of course involves a whole heap of laughter, and there is plenty of that.
Jim and Michelle are now married with a small child and stuck in a rut of a no sex marriage, Oz now a hot shot sports reporter has trouble controlling his high maintenance girlfriend. Kevin is seemingly happy as a house husband and Finch is still very much the enigma of the group, and then of course there’s Stifler, probably the only character not to have changed at all.
There are some outrageous moments, right from the opening scene, even giving a hint of what is going to happen would suck any laughter out of you so for that I am not going to reveal too much. Let’s just say it is once again Jim who pretty much steals the show.
The group start to look at themselves and realise that they are very much all grown up with things never able to be the same again, as Jim harshly points out to Stifler in one scene.
There is through all the hilarity some touching moments, in particularly featuring Jim’s Dad who is getting over the passing of his wife and takes some advice from Jim himself to get back onto the dating horse. This of course results in some more outlandish behaviour at another Stifler party.
The American Pie franchise is very much an icon of teenage angst, at least for those films that matter to us. I doubt anyone would have sat through any of the American Pie Presents films.
American Reunion manages to get the whole cast back together, even if they are only on screen for a brief few minutes its like seeing an old friend once again. It’s almost as if we can resonate with every character and are pleased that their lives have turned out or are going to turn out for the better.
The film climaxes with a killer piece of revenge courtesy of Stifler, one which in the back of our minds we knew was coming and involves a well cast cameo.
It might not be everyone’s chosen comedy of 2012, but its sure as hell going to be up there!
The gang is back together – but was it worth it?
Grown up and with adult lives, they head back to where it all began for a high school reunion which of course involves a whole heap of laughter, and there is plenty of that.
Jim and Michelle are now married with a small child and stuck in a rut of a no sex marriage, Oz now a hot shot sports reporter has trouble controlling his high maintenance girlfriend. Kevin is seemingly happy as a house husband and Finch is still very much the enigma of the group, and then of course there’s Stifler, probably the only character not to have changed at all.
There are some outrageous moments, right from the opening scene, even giving a hint of what is going to happen would suck any laughter out of you so for that I am not going to reveal too much. Let’s just say it is once again Jim who pretty much steals the show.
The group start to look at themselves and realise that they are very much all grown up with things never able to be the same again, as Jim harshly points out to Stifler in one scene.
There is through all the hilarity some touching moments, in particularly featuring Jim’s Dad who is getting over the passing of his wife and takes some advice from Jim himself to get back onto the dating horse. This of course results in some more outlandish behaviour at another Stifler party.
The American Pie franchise is very much an icon of teenage angst, at least for those films that matter to us. I doubt anyone would have sat through any of the American Pie Presents films.
American Reunion manages to get the whole cast back together, even if they are only on screen for a brief few minutes its like seeing an old friend once again. It’s almost as if we can resonate with every character and are pleased that their lives have turned out or are going to turn out for the better.
The film climaxes with a killer piece of revenge courtesy of Stifler, one which in the back of our minds we knew was coming and involves a well cast cameo.
It might not be everyone’s chosen comedy of 2012, but its sure as hell going to be up there!
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Movie Metropolis (309 KP) rated Love, Simon (2018) in Movies
Jun 10, 2019
One of the most important films in a generation
I don’t think anyone will have any qualms in me saying that the LGBT community is one of the most vastly underrepresented parts of society when it comes to mainstream Hollywood movies.
Sure, we’ve had indie hits like Call Me by Your Name and Moonlight that have also performed well at the Oscars, but the closest we’ve ever gotten to a mass-market crowd pleaser has been Ang Lee’s 2005 flick Brokeback Mountain and if we’re being honest, that wasn’t marketed in a way that made it particularly mainstream.
Aiming to change all that is Love, Simon. Based on the novel Simon vs. the Homo Sapiens Agenda by Becky Albertalli, Love, Simon is the first truly mainstream rom-com that features a lead gay character. But is the film a beacon of hope for a massively underrepresented LGBT community or a movie that daren’t go too far?
Everyone deserves a great love story, but for 17-year-old Simon Spier (Nick Robinson), it’s a little more complicated. He hasn’t told his family or friends that he’s gay, and he doesn’t know the identity of the anonymous classmate that he’s fallen for online. Resolving both issues proves hilarious, terrifying and life-changing.
Love, Simon is one of the most important films in a generation. Aiming to please both everyday movie-goers and be sensitive to the issues that gay people face on a daily basis, it needs to tread a very careful line, and I’m pleased to say, it does so beautifully. From the exceptional performances of the entire cast, to the warming attempts at humour, it succeeds on almost every level.
Jurassic World’s Nick Robinson is outstanding as Simon. A 17-year-old who consistently struggles to accept who he truly is would be an incredibly difficult role for even the most seasoned actors to take on, but he really is wonderful to watch. As we journey across his troubled story, the audience feels fully immersed in his actions, even those that are, shall we say, questionable.
The supporting cast too, is excellent. Jennifer Garner and Josh Duhamel are a great, if slightly underused presence, as Simon’s parents and along with his sister Nora (played by Talitha Bateman), they make an entirely believable family unit and it’s lovely to see them rallying around him when the inevitable ‘outing’ occurs. One touching scene in particular featuring Garner speaking to her son is sure to turn on the waterworks for many.
Love, Simon is a film with a massive heart anchored by a beautifully raw performance by Nick Robinson
Director Greg Berlanti is a relative newcomer to the world of romantic comedy, but he leads with a confidence that makes him appear seasoned at this game. Touching scenes of emotion are nicely interspersed with sequences of genuinely funny comedy – the sign of a great rom-com.
Special mention must go to Natasha Rothwell as drama teacher Ms. Albright, who manages to garner most of the laughs throughout. All of this culminates in a sweet finale that ties together everything that’s happened over the previous 110 minutes very well indeed.
If we’re to look at some of the flaws then it’s fair to say that the story outside of it featuring a gay lead is completely unoriginal. It’s been done before, but that’s kind of its charm. Flipping the classic rom-com story on its head by allowing audiences across the world to see that being gay really isn’t easy is a really nice thing to see.
In a nutshell, Love, Simon is a film with a massive heart anchored by a beautifully raw performance by Nick Robinson. It’ll make you laugh and it’ll make you cry, but this is a touching romantic comedy that will absolutely go down in the history books of film. Like Brokeback Mountain did for the older gay man, Love, Simon can be a shining light for young men who are struggling to accept who they truly are.
Is this a turning point for Hollywood? Well, let’s hope so.
https://moviemetropolis.net/2018/04/07/love-simon-review-one-of-the-most-important-films-in-a-generation/
Sure, we’ve had indie hits like Call Me by Your Name and Moonlight that have also performed well at the Oscars, but the closest we’ve ever gotten to a mass-market crowd pleaser has been Ang Lee’s 2005 flick Brokeback Mountain and if we’re being honest, that wasn’t marketed in a way that made it particularly mainstream.
Aiming to change all that is Love, Simon. Based on the novel Simon vs. the Homo Sapiens Agenda by Becky Albertalli, Love, Simon is the first truly mainstream rom-com that features a lead gay character. But is the film a beacon of hope for a massively underrepresented LGBT community or a movie that daren’t go too far?
Everyone deserves a great love story, but for 17-year-old Simon Spier (Nick Robinson), it’s a little more complicated. He hasn’t told his family or friends that he’s gay, and he doesn’t know the identity of the anonymous classmate that he’s fallen for online. Resolving both issues proves hilarious, terrifying and life-changing.
Love, Simon is one of the most important films in a generation. Aiming to please both everyday movie-goers and be sensitive to the issues that gay people face on a daily basis, it needs to tread a very careful line, and I’m pleased to say, it does so beautifully. From the exceptional performances of the entire cast, to the warming attempts at humour, it succeeds on almost every level.
Jurassic World’s Nick Robinson is outstanding as Simon. A 17-year-old who consistently struggles to accept who he truly is would be an incredibly difficult role for even the most seasoned actors to take on, but he really is wonderful to watch. As we journey across his troubled story, the audience feels fully immersed in his actions, even those that are, shall we say, questionable.
The supporting cast too, is excellent. Jennifer Garner and Josh Duhamel are a great, if slightly underused presence, as Simon’s parents and along with his sister Nora (played by Talitha Bateman), they make an entirely believable family unit and it’s lovely to see them rallying around him when the inevitable ‘outing’ occurs. One touching scene in particular featuring Garner speaking to her son is sure to turn on the waterworks for many.
Love, Simon is a film with a massive heart anchored by a beautifully raw performance by Nick Robinson
Director Greg Berlanti is a relative newcomer to the world of romantic comedy, but he leads with a confidence that makes him appear seasoned at this game. Touching scenes of emotion are nicely interspersed with sequences of genuinely funny comedy – the sign of a great rom-com.
Special mention must go to Natasha Rothwell as drama teacher Ms. Albright, who manages to garner most of the laughs throughout. All of this culminates in a sweet finale that ties together everything that’s happened over the previous 110 minutes very well indeed.
If we’re to look at some of the flaws then it’s fair to say that the story outside of it featuring a gay lead is completely unoriginal. It’s been done before, but that’s kind of its charm. Flipping the classic rom-com story on its head by allowing audiences across the world to see that being gay really isn’t easy is a really nice thing to see.
In a nutshell, Love, Simon is a film with a massive heart anchored by a beautifully raw performance by Nick Robinson. It’ll make you laugh and it’ll make you cry, but this is a touching romantic comedy that will absolutely go down in the history books of film. Like Brokeback Mountain did for the older gay man, Love, Simon can be a shining light for young men who are struggling to accept who they truly are.
Is this a turning point for Hollywood? Well, let’s hope so.
https://moviemetropolis.net/2018/04/07/love-simon-review-one-of-the-most-important-films-in-a-generation/
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Phil Leader (619 KP) rated Art of Hunting (The Gravedigger Chronicles #2) in Books
Nov 8, 2019
I read the first installment of the Gravedigger Chronicles, Sea Of Ghosts a little while ago and the sheer imagination really grabbed my attention. While waiting for the second book I read Campbell's first trilogy and this confirmed a grasp for creating very different, if very dark, fantasy worlds.
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references
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Hazel (1853 KP) rated Thirteen Reasons Why in Books
May 23, 2017
Trigger Warning
This eBook was provided by the publisher via NetGalley in exchange for an honest review
Recently filmed as a thirteen-part Netflix drama executively produced by Selena Gomez, Thirteen Reasons Why was the first novel by the award-winning author, Jay Asher. It is the type of book readers will either love or hate, but it should definitely come with a warning. This story is NOT an accurate representation of depression and suicide.
Yes, suicide. A teenaged girl has committed suicide, shocking everyone who knew her. No one could understand why, but thirteen people are going to find out. Clay Jensen is the ninth person to receive a box of thirteen audiotapes from Hannah Baker. However, Hannah died two weeks ago. As she premeditated taking her life, Hannah recorded thirteen stories involving people from her school that caused her to snowball into deep depression and despair. Desperate to find out why his name features in Hannah’s story, Clay begins listening to the tapes in order, putting together the events that led to Hannah’s death.
What follows is a heart-breaking story showing the impact individuals have on other people’s lives, often without realising it. In some cases, the characters only played a minor role in Hannah’s life, whereas others caused significant damage. The saddest thing is, Clay could have helped Hannah, but she had pushed him away.
At times, Hannah seemed like the horrible person, calling all these people out on petty little things, but these things, along with the more horrible ones, all built up to create a life that did not feel worth living. It is eye opening how much a small action, comment or rumour can so drastically alter someone’s future.
Bearing in mind that depression affects everyone differently and has numerous causes, some readers may feel disgusted at Hannah’s extreme action, but this is the fault of the author. Jay Asher fails to completely describe the emotional torment that Hannah felt, and only someone who may have been through a similar situation, or worse, will fully be able to understand the impact everything has had on her mental health.
As Hannah beleaguers her listeners, the thirteen people start to feel like the victims rather than the “attackers”, which is most probably not what the author was intending. Now, these people will have to live their lives believing they caused a girl to commit suicide when really they were only 1/13th of the reason. Although, before criticising this novel, keep in mind it is a work of fiction.
What is most painful about Thirteen Reasons Why, is not Hannah’s plight, but the reaction Clay has to hearing Hannah’s story. Unlike the other people Hannah accuses, Clay is not one of her antagonists; all Hannah wants to do is to say sorry.
It is up to the reader to judge whether Thirteen Reasons Why is worthy of praise or not. Those without an understanding of depression may dislike it on account of misunderstanding Hannah’s reasons, whereas others may feel insulted that she killed herself over things that could have been eased had she told someone. Personally, I understand where Hannah is coming from, and although I would not go to the extremes Hannah did, I do not think she was selfish or stupid or any other insult that may befall her.
The reason I give this book a good rating lies in the quality of writing. Asher seamlessly alternates between two narratives – Hannah’s story and Clay’s reaction and reflection. Although the author may not have clearly expressed Hannah’s emotions, he successful emphasises the grief and despair Clay feels listening to the cassettes. My main concern is that Thirteen Reasons Why will only be short lived. Audiotapes were already obsolete when the book was published, but soon will there be any new readers who know what a tape is?
Recently filmed as a thirteen-part Netflix drama executively produced by Selena Gomez, Thirteen Reasons Why was the first novel by the award-winning author, Jay Asher. It is the type of book readers will either love or hate, but it should definitely come with a warning. This story is NOT an accurate representation of depression and suicide.
Yes, suicide. A teenaged girl has committed suicide, shocking everyone who knew her. No one could understand why, but thirteen people are going to find out. Clay Jensen is the ninth person to receive a box of thirteen audiotapes from Hannah Baker. However, Hannah died two weeks ago. As she premeditated taking her life, Hannah recorded thirteen stories involving people from her school that caused her to snowball into deep depression and despair. Desperate to find out why his name features in Hannah’s story, Clay begins listening to the tapes in order, putting together the events that led to Hannah’s death.
What follows is a heart-breaking story showing the impact individuals have on other people’s lives, often without realising it. In some cases, the characters only played a minor role in Hannah’s life, whereas others caused significant damage. The saddest thing is, Clay could have helped Hannah, but she had pushed him away.
At times, Hannah seemed like the horrible person, calling all these people out on petty little things, but these things, along with the more horrible ones, all built up to create a life that did not feel worth living. It is eye opening how much a small action, comment or rumour can so drastically alter someone’s future.
Bearing in mind that depression affects everyone differently and has numerous causes, some readers may feel disgusted at Hannah’s extreme action, but this is the fault of the author. Jay Asher fails to completely describe the emotional torment that Hannah felt, and only someone who may have been through a similar situation, or worse, will fully be able to understand the impact everything has had on her mental health.
As Hannah beleaguers her listeners, the thirteen people start to feel like the victims rather than the “attackers”, which is most probably not what the author was intending. Now, these people will have to live their lives believing they caused a girl to commit suicide when really they were only 1/13th of the reason. Although, before criticising this novel, keep in mind it is a work of fiction.
What is most painful about Thirteen Reasons Why, is not Hannah’s plight, but the reaction Clay has to hearing Hannah’s story. Unlike the other people Hannah accuses, Clay is not one of her antagonists; all Hannah wants to do is to say sorry.
It is up to the reader to judge whether Thirteen Reasons Why is worthy of praise or not. Those without an understanding of depression may dislike it on account of misunderstanding Hannah’s reasons, whereas others may feel insulted that she killed herself over things that could have been eased had she told someone. Personally, I understand where Hannah is coming from, and although I would not go to the extremes Hannah did, I do not think she was selfish or stupid or any other insult that may befall her.
The reason I give this book a good rating lies in the quality of writing. Asher seamlessly alternates between two narratives – Hannah’s story and Clay’s reaction and reflection. Although the author may not have clearly expressed Hannah’s emotions, he successful emphasises the grief and despair Clay feels listening to the cassettes. My main concern is that Thirteen Reasons Why will only be short lived. Audiotapes were already obsolete when the book was published, but soon will there be any new readers who know what a tape is?
![40x40](/uploads/profile_image/493/bfda8ad0-8292-4369-89cb-3e9fc02ca493.jpg?m=1561489153)
Phillip McSween (751 KP) rated Teen Titans Go! To the Movies (2018) in Movies
Feb 8, 2019
Good Fun
The Teen Titans go on yet another crazy adventure when Robin decides it’s time for them to up their popularity by making a movie.
Acting: 10
This crew has been around for years and knows their way around voice acting. Voices match respective characters perfectly. Raven sounds just like a moody spellcaster while Starfire is bright and bubbly. Meanwhile, Beast Boy tries to be cool, but comes off as the biggest nerd in the group. When you read the comics and see how the characters act and interact, you can envision their voices sounding just like this.
Beginning: 10
You get action. You get funny. You get exactly what you get from the show on an even more extreme level. These superheroes crack me up and act just like you think teenagers would if given these powers. The first ten minutes shows them kicking butt and cracking you up while doing it.
Characters: 10
The movie succeeds off more than just the appeal of the Titans, although it certainly helps to see funny familiar faces like Cyborg doing his usual Cyborg thing. There are a number of other characters here that fill the time and keep you entertained. Between the Justice League, given exaggerated personalities, and a couple of cameos I won’t dare ruin, I was happy to see, not only the depth of character choices, but each character contributing to the fun of the story.
Cinematography/Visuals: 8
It’s always a treat watching superhero teamups and this movie takes full advantage of that. The Teen Titans works so well together because all of their powers are unique so it’s cool to visually see them interact during action sequences. The movie also takes advantage of moving around to different locations so you’re taken on quite a journey by the end of it.
Conflict: 9
Action succeeds by not being overdone and contributing to the funny. The Titans kick butt, but they’re an extremely goofy bunch so I take even more pleasure in watching them fight. The movie has a pretty short run-time but directors Aaron Horvath and Peter Rida Michail make sure that time is maximized with quality action sequences.
Genre: 6
I’ve had a lot of good things to say so far, but the movie isn’t without its flaws. Those shortcomings keep it from extending into the classic realm of superhero films. Even animated superhero movies is starting to become a crowded genre and the challenge to find a place among the greats is getting tougher. Teen Titans Go! to the Movies holds its own…but I wouldn’t call it a classic.
Memorability: 10
Pace: 8
The funny gags within the movie not only take the show to new levels, it also helps to move the pace along quite nicely. Titans is not just kid-funny, but its subtle references make it funny on an adult level as well. Only adults that know DC movie history will pick up on some of the classic cameos within the story. One minute the crew is locked in a heated battle, the next you’re hearing hilarious jabs at Marvel. It’s meant to be fun and it succeeds greatly in that aspect.
Plot: 4
Resolution: 10
Overall: 85
The plot was probably the weakest point of Teen Titans Go! to the Movies and kept the movie from jumping to A-status. The show is typically much ado about nothing and it’s hard to translate that to the big screen. While the story lacked in some spots and the overall plot was meh, the movie itself is still really enjoyable. Don’t expect to have your mind blown, but expect to have a really good time.
Acting: 10
This crew has been around for years and knows their way around voice acting. Voices match respective characters perfectly. Raven sounds just like a moody spellcaster while Starfire is bright and bubbly. Meanwhile, Beast Boy tries to be cool, but comes off as the biggest nerd in the group. When you read the comics and see how the characters act and interact, you can envision their voices sounding just like this.
Beginning: 10
You get action. You get funny. You get exactly what you get from the show on an even more extreme level. These superheroes crack me up and act just like you think teenagers would if given these powers. The first ten minutes shows them kicking butt and cracking you up while doing it.
Characters: 10
The movie succeeds off more than just the appeal of the Titans, although it certainly helps to see funny familiar faces like Cyborg doing his usual Cyborg thing. There are a number of other characters here that fill the time and keep you entertained. Between the Justice League, given exaggerated personalities, and a couple of cameos I won’t dare ruin, I was happy to see, not only the depth of character choices, but each character contributing to the fun of the story.
Cinematography/Visuals: 8
It’s always a treat watching superhero teamups and this movie takes full advantage of that. The Teen Titans works so well together because all of their powers are unique so it’s cool to visually see them interact during action sequences. The movie also takes advantage of moving around to different locations so you’re taken on quite a journey by the end of it.
Conflict: 9
Action succeeds by not being overdone and contributing to the funny. The Titans kick butt, but they’re an extremely goofy bunch so I take even more pleasure in watching them fight. The movie has a pretty short run-time but directors Aaron Horvath and Peter Rida Michail make sure that time is maximized with quality action sequences.
Genre: 6
I’ve had a lot of good things to say so far, but the movie isn’t without its flaws. Those shortcomings keep it from extending into the classic realm of superhero films. Even animated superhero movies is starting to become a crowded genre and the challenge to find a place among the greats is getting tougher. Teen Titans Go! to the Movies holds its own…but I wouldn’t call it a classic.
Memorability: 10
Pace: 8
The funny gags within the movie not only take the show to new levels, it also helps to move the pace along quite nicely. Titans is not just kid-funny, but its subtle references make it funny on an adult level as well. Only adults that know DC movie history will pick up on some of the classic cameos within the story. One minute the crew is locked in a heated battle, the next you’re hearing hilarious jabs at Marvel. It’s meant to be fun and it succeeds greatly in that aspect.
Plot: 4
Resolution: 10
Overall: 85
The plot was probably the weakest point of Teen Titans Go! to the Movies and kept the movie from jumping to A-status. The show is typically much ado about nothing and it’s hard to translate that to the big screen. While the story lacked in some spots and the overall plot was meh, the movie itself is still really enjoyable. Don’t expect to have your mind blown, but expect to have a really good time.
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.