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A Bibliophagist (113 KP) rated Thunderhead (Arc of a Scythe #2) in Books
Feb 5, 2020
Characters (4 more)
Plot
Pacing
Worldbuilding
That ending
A great sequel
I picked up Scythe in a challenge to myself to read something I wasn't interested in, and I chose two books popular on my feeds. One with a cover I hated (Throne of Glass) and one with a cover I liked (Scythe). I really didn't expect to love Scythe as much as I did (check out its review through my profile!) but I did! So I immediately picked up the even prettier Thunderhead. This cover is just beautiful, and as an illustrator, seeing her thank her cover artist on one of the first pages was wonderful. This review may contain minor spoilers for Scythe, so don't read it unless you've read Scythe!
We pick up where Scythe left off, after Citra gives Rowan immunity, sparing him from being gleaned even though she is chosen and takes the name, Scythe Anastasia. He goes on the run instead of being imprisoned by the Scythdom until his immunity runs out. After leaving his self imposed exile with Scythe Faraday, Rowan dons a cloak of his own, becoming a vigilante and killing (and burning) Scythes who abuse their power. The world dubs him Scythe Lucifer and everyone is trying to find him. Scythe Anastasia is learning her place in the Scythedom, a beacon of hope for the old guard, they hope she will inspire the new Scythes to turn away from the new order. Following Rowan's disposal of Scythe Goddard, the new order has made a martyr of him. The Schism amongst the Scythedom continues to grow, and all is not well. Scythe Curie and Scythe Anastasia are targetted by unknowns, attempting to kill them (permanently). Meanwhile, the Thunderhead reflects on its choice to be separate from the Scythes, Fearing what is becoming of the Scythedom, but unable to do anything, it inlists a boy, Greyson, who was essentially raised by it, to act as a liaison, never telling him to do anything in particular, but implying enough that Greyson sacrifices everything to try and help Scythe Curie and Anastasia and fulfill the Thunderhead's goals. This sacrifice doesn't go unnoticed, as a reader it felt palpable, I felt for him. On top of all this, something is stirring, ghosts are coming back to haunt the Scythedom and a shift of power puts Anastasia and Marie in the crosshairs of danger, forcing them to not only stand up for MidMerica but the entire Scythedom, even if that means facing the Grandslayers.
Shusterman does a wonderful job of continuing the story. Sticking to the world that he previously laid out and delving deeper with new perspectives like Greyson, and rather than the Scythe Journal interludes we have Thunderhead interludes which are exceptionally interesting. We learn more about this "perfect world" they now live in, and we see actual character development as both Rowan and Citra come to terms with their new lives. On top of this, the plot just continues to thicken and brew, building upon itself until it finally explodes in the finale. Holy Moley the finale. I let out an audible noise at that cliffhanger, so audible my partner checked to makes sure I was okay. I also IMMEDIATELY bought the next book. That was the cliffhangers of cliffhangers.
One of the things I applaud in these books is the romance between Citra and Rowan, it's so understated (at times, too understated) not lusting after each other, or thinking about how hot each other are. This is just an honest two people coming together who have been through crap together. It's a deep connection, and while I found it eh and slightly too understated in the first book, I grew to appreciate it's the subtlety in the second.
At times this book had larger than life moments, but even these Shusterman was able to write so well I didn't mind them, they didn't make me roll my eyes. He made his world believable, even if it sounds ridiculous when I try and explain the plot to others. This book made me cry, it made me gasp and it made me feel a full gamut of emotions. Things I didn't know a YA book could make me feel. Also, did I mention that freakin CLIFF HANGER?
Good job Shusterman, Good Job.
We pick up where Scythe left off, after Citra gives Rowan immunity, sparing him from being gleaned even though she is chosen and takes the name, Scythe Anastasia. He goes on the run instead of being imprisoned by the Scythdom until his immunity runs out. After leaving his self imposed exile with Scythe Faraday, Rowan dons a cloak of his own, becoming a vigilante and killing (and burning) Scythes who abuse their power. The world dubs him Scythe Lucifer and everyone is trying to find him. Scythe Anastasia is learning her place in the Scythedom, a beacon of hope for the old guard, they hope she will inspire the new Scythes to turn away from the new order. Following Rowan's disposal of Scythe Goddard, the new order has made a martyr of him. The Schism amongst the Scythedom continues to grow, and all is not well. Scythe Curie and Scythe Anastasia are targetted by unknowns, attempting to kill them (permanently). Meanwhile, the Thunderhead reflects on its choice to be separate from the Scythes, Fearing what is becoming of the Scythedom, but unable to do anything, it inlists a boy, Greyson, who was essentially raised by it, to act as a liaison, never telling him to do anything in particular, but implying enough that Greyson sacrifices everything to try and help Scythe Curie and Anastasia and fulfill the Thunderhead's goals. This sacrifice doesn't go unnoticed, as a reader it felt palpable, I felt for him. On top of all this, something is stirring, ghosts are coming back to haunt the Scythedom and a shift of power puts Anastasia and Marie in the crosshairs of danger, forcing them to not only stand up for MidMerica but the entire Scythedom, even if that means facing the Grandslayers.
Shusterman does a wonderful job of continuing the story. Sticking to the world that he previously laid out and delving deeper with new perspectives like Greyson, and rather than the Scythe Journal interludes we have Thunderhead interludes which are exceptionally interesting. We learn more about this "perfect world" they now live in, and we see actual character development as both Rowan and Citra come to terms with their new lives. On top of this, the plot just continues to thicken and brew, building upon itself until it finally explodes in the finale. Holy Moley the finale. I let out an audible noise at that cliffhanger, so audible my partner checked to makes sure I was okay. I also IMMEDIATELY bought the next book. That was the cliffhangers of cliffhangers.
One of the things I applaud in these books is the romance between Citra and Rowan, it's so understated (at times, too understated) not lusting after each other, or thinking about how hot each other are. This is just an honest two people coming together who have been through crap together. It's a deep connection, and while I found it eh and slightly too understated in the first book, I grew to appreciate it's the subtlety in the second.
At times this book had larger than life moments, but even these Shusterman was able to write so well I didn't mind them, they didn't make me roll my eyes. He made his world believable, even if it sounds ridiculous when I try and explain the plot to others. This book made me cry, it made me gasp and it made me feel a full gamut of emotions. Things I didn't know a YA book could make me feel. Also, did I mention that freakin CLIFF HANGER?
Good job Shusterman, Good Job.
Heather Cranmer (2721 KP) rated When the Men Were Gone in Books
May 20, 2019
There was something about the synopsis of When the Men Were Gone by Marjorie Herrera Lewis that really reeled me in. Perhaps it's because this story takes place in Brownwood, Texas which is a place I've visited and loved. Perhaps it was because it was based on a true story and about a woman rising up to a challenge to take on a man's role back in the day when things like that were unheard of. Either way, I must say that I really enjoyed this book.
Tylene Wilson loves football. In fact, football is all she's ever really known since she was a very little girl thanks to her father. When both male football coaches for the high school she works at go off to war in the Autumn of 1944, she desperately tries to find another male coach to take the job. If she doesn't, the Brownwood Lions football season will be over before it even began, and all the senior boys will more than likely end up enlisted fighting in World War II. After struggling to find a suitable coach, Tylene decides to coach the football team herself. When word gets out that a woman will be coaching a football team, people in and around Brownwood let it be known that they are very opposed to the idea. Even Tylene's close friends snub their nose at the idea. People try to get the Brownood Lions' football season cancelled, but Tylene will not let that happen if she can help it. Will Tylene be able to convince everyone that a woman can coach football just as good as a man?
I found the plot for When the Men Were Gone to be solid. As I've stated previously, this book is based on a true story. I had never heard of Tylene Wilson until I read Marjorie Herrera Lewis' book. I found it extremely interesting to have a glimpse into what Tylene Wilson may have had to go through. Lewis does a fantastic job at imagining what Tylene's life was like and what life in the small town of Brownwood would have been like around 1944. I could not find any fault with the story telling. In fact, I felt like I was transported into the book and was amidst all the action watching the story unfold. I will admit that I did not understand most of the football jargon though, but that didn't really take too much away from the story. As with most historical fiction novels, there were no major plot twists, but all my questions were answered. There was not cliffhanger ending.
I enjoyed the character of Tylene. Lewis did an amazing job at making me feel as if I knew Tylene. At times, I felt like I was Tylene. I could feel how stressed she was at times and how much her students and football meant to her. Tylene was such a strong female character. I just loved her and her determination! Moose was another character I loved. I admired his loyalty even though he was aware of the backlash. Jimmy was another interesting character to read about. I was intrigued to read about his struggles to play football for a "lady coach." On one hand, he admired Tylene and knew that she knew her stuff when it came to football. On the other hand, he was still a teenage boy open to peer pressure living in a time when woman were doing the traditional roles.
The pacing for When the Men Were Gone starts out a bit slow. There were a bunch of character names thrown out in the first few chapters which left me feeling confused about who was who. However, I quickly caught on, and the pacing picked up decently.
Trigger warnings for When the Men Were Gone include sexism, bigotry, misogyny, drunkenness, and some war violence.
All in all, When the Men Were Gone is a short read that packs a huge punch! Based on a true story, this novel has a fantastically strong female lead and plenty of drama that will definitely keep its reader hooked. I would definitely recommend When the Men Were Gone by Marjorie Herrera Lewis to those aged 15+ who enjoy football and love a story with a very strong female lead. I would give this book a 4 out of 5.
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(Thanks to the Marjorie Herrera Lewis for providing me with a paperback of When the Men Were Gone in exchange for an honest and unbiased review.)
Tylene Wilson loves football. In fact, football is all she's ever really known since she was a very little girl thanks to her father. When both male football coaches for the high school she works at go off to war in the Autumn of 1944, she desperately tries to find another male coach to take the job. If she doesn't, the Brownwood Lions football season will be over before it even began, and all the senior boys will more than likely end up enlisted fighting in World War II. After struggling to find a suitable coach, Tylene decides to coach the football team herself. When word gets out that a woman will be coaching a football team, people in and around Brownwood let it be known that they are very opposed to the idea. Even Tylene's close friends snub their nose at the idea. People try to get the Brownood Lions' football season cancelled, but Tylene will not let that happen if she can help it. Will Tylene be able to convince everyone that a woman can coach football just as good as a man?
I found the plot for When the Men Were Gone to be solid. As I've stated previously, this book is based on a true story. I had never heard of Tylene Wilson until I read Marjorie Herrera Lewis' book. I found it extremely interesting to have a glimpse into what Tylene Wilson may have had to go through. Lewis does a fantastic job at imagining what Tylene's life was like and what life in the small town of Brownwood would have been like around 1944. I could not find any fault with the story telling. In fact, I felt like I was transported into the book and was amidst all the action watching the story unfold. I will admit that I did not understand most of the football jargon though, but that didn't really take too much away from the story. As with most historical fiction novels, there were no major plot twists, but all my questions were answered. There was not cliffhanger ending.
I enjoyed the character of Tylene. Lewis did an amazing job at making me feel as if I knew Tylene. At times, I felt like I was Tylene. I could feel how stressed she was at times and how much her students and football meant to her. Tylene was such a strong female character. I just loved her and her determination! Moose was another character I loved. I admired his loyalty even though he was aware of the backlash. Jimmy was another interesting character to read about. I was intrigued to read about his struggles to play football for a "lady coach." On one hand, he admired Tylene and knew that she knew her stuff when it came to football. On the other hand, he was still a teenage boy open to peer pressure living in a time when woman were doing the traditional roles.
The pacing for When the Men Were Gone starts out a bit slow. There were a bunch of character names thrown out in the first few chapters which left me feeling confused about who was who. However, I quickly caught on, and the pacing picked up decently.
Trigger warnings for When the Men Were Gone include sexism, bigotry, misogyny, drunkenness, and some war violence.
All in all, When the Men Were Gone is a short read that packs a huge punch! Based on a true story, this novel has a fantastically strong female lead and plenty of drama that will definitely keep its reader hooked. I would definitely recommend When the Men Were Gone by Marjorie Herrera Lewis to those aged 15+ who enjoy football and love a story with a very strong female lead. I would give this book a 4 out of 5.
--
(Thanks to the Marjorie Herrera Lewis for providing me with a paperback of When the Men Were Gone in exchange for an honest and unbiased review.)
Kyera (8 KP) rated Lord Of Shadows in Books
Jan 31, 2018
Lord of Shadows is the second book in the Dark Artifices trilogy by Cassandra Clare. The book is fantastically written and follows our main characters as they deal with the aftermath of Lady Midnight. Be sure that you read Lady Midnight before delving into this book as there will be many spoilers.
The storylines come together and diverge beautifully in this story, allowing each character to shine. Even though Julian and Emma are the main characters, we get to spend more time with the other Blackthorns, Kit, Cristina, Diana and the others. Each character grows over the course of the novel and we get to know them better. My heart goes out to Dru because although she has her family, she doesn’t have a best friend or someone to truly talk to – like Julian and Emma or Ty and Livvy. She clearly longs for that connection, or to at least be included more by her family and I think many can relate to that.
I loved getting to know Ty and Livvy more because they have such a unique and precious bond. It was also great to see Kit join in with their adventures, even though he is not new to the Shadow World he is new to being a Shadowhunter. They made him feel like part of the family and he understood Ty immediately in a way that most outsiders don’t take the time to. He fits in perfectly with them and I couldn’t wait to see how they would grow as a trio throughout the novel.
Mark has come into his own in this novel – the events he went through in Lady Midnight and with the Wild Hunt changed him, made him less sure of himself. Since he has been back with his family, he is learning to trust again and view himself as a Shadowhunter. He must reconcile his feelings about Kieran with the faerie’s betrayal in Lady Midnight, become more responsible and hopefully take some of the burdens off Julian.
Emma is dealing with the aftermath of discovering who killed her parents and why. As that pursuit has fueled her for the last five years, it’s a strange transition for her. It doesn’t help that her relationship with Julian is as complicated as ever. The two are battling with their emotions and letting it affect them as parabatai. The characters that Cassie has created are so real that you hurt when they hurt and just wish for a happy ending for all of them.
It was fantastic to see the cameos from some of the beloved characters we know from the other Shadowhunter Chronicles series. I personally miss them and always wonder what they’re up to now, how their lives are and what shenanigans they’re embroiled in. Cassie does not disappoint and the cameos were lengthy and detailed enough that I feel satisfied (although of course, I would be happy with several spin-off books chronicling their adventures).
Lord of Shadows takes our heroes outside of Los Angeles, which was brilliant because it allowed Cassie to continue to build and artfully illustrate her world. My favourite new location was Faerie, which we have visited before in the books but was allowed to flourish in this novel. The land was described in greater detail and the Fae themselves were given more depth. Previously, we witnessed interactions between the Seelie Queen and the Nephilim, but now we were able to learn more about the Unseelie.
I didn’t feel that there were any pacing issues in this story – the stories were interwoven with one another masterfully and action was interspersed with storytelling and world building elements. Each action made by the characters purposefully brought us down a road that while we won’t understand fully yet, you can sense the plot points are being introduced and will be fully realized in Queen of Air and Darkness. There are elements that feel like foreshadowing, but we won’t understand them until the series has concluded.
The final chapter was a rollercoaster that brought together several storylines and found all our characters together – but nothing played out as expected. Cassie is skilled at subverting our expectations and yet not leaving us unsatisfied with the conclusion. While I cannot believe some of the things that happened over the course of the novel, I appreciate the beauty of the plot and story, while not feeling like the book left me with a torturous cliffhanger.
I’ve mentioned it before, but Cassie’s books continue to get better and Lord of Shadows was fantastic. I highly recommend reading this book (after Lady Midnight, of course, and perhaps the rest of the Shadowhunter Chronicles as well) because in my humble opinion you will not regret it. I am absolutely in love with the book and utterly destroyed that we have to wait until 2019 to read the conclusion.
The storylines come together and diverge beautifully in this story, allowing each character to shine. Even though Julian and Emma are the main characters, we get to spend more time with the other Blackthorns, Kit, Cristina, Diana and the others. Each character grows over the course of the novel and we get to know them better. My heart goes out to Dru because although she has her family, she doesn’t have a best friend or someone to truly talk to – like Julian and Emma or Ty and Livvy. She clearly longs for that connection, or to at least be included more by her family and I think many can relate to that.
I loved getting to know Ty and Livvy more because they have such a unique and precious bond. It was also great to see Kit join in with their adventures, even though he is not new to the Shadow World he is new to being a Shadowhunter. They made him feel like part of the family and he understood Ty immediately in a way that most outsiders don’t take the time to. He fits in perfectly with them and I couldn’t wait to see how they would grow as a trio throughout the novel.
Mark has come into his own in this novel – the events he went through in Lady Midnight and with the Wild Hunt changed him, made him less sure of himself. Since he has been back with his family, he is learning to trust again and view himself as a Shadowhunter. He must reconcile his feelings about Kieran with the faerie’s betrayal in Lady Midnight, become more responsible and hopefully take some of the burdens off Julian.
Emma is dealing with the aftermath of discovering who killed her parents and why. As that pursuit has fueled her for the last five years, it’s a strange transition for her. It doesn’t help that her relationship with Julian is as complicated as ever. The two are battling with their emotions and letting it affect them as parabatai. The characters that Cassie has created are so real that you hurt when they hurt and just wish for a happy ending for all of them.
It was fantastic to see the cameos from some of the beloved characters we know from the other Shadowhunter Chronicles series. I personally miss them and always wonder what they’re up to now, how their lives are and what shenanigans they’re embroiled in. Cassie does not disappoint and the cameos were lengthy and detailed enough that I feel satisfied (although of course, I would be happy with several spin-off books chronicling their adventures).
Lord of Shadows takes our heroes outside of Los Angeles, which was brilliant because it allowed Cassie to continue to build and artfully illustrate her world. My favourite new location was Faerie, which we have visited before in the books but was allowed to flourish in this novel. The land was described in greater detail and the Fae themselves were given more depth. Previously, we witnessed interactions between the Seelie Queen and the Nephilim, but now we were able to learn more about the Unseelie.
I didn’t feel that there were any pacing issues in this story – the stories were interwoven with one another masterfully and action was interspersed with storytelling and world building elements. Each action made by the characters purposefully brought us down a road that while we won’t understand fully yet, you can sense the plot points are being introduced and will be fully realized in Queen of Air and Darkness. There are elements that feel like foreshadowing, but we won’t understand them until the series has concluded.
The final chapter was a rollercoaster that brought together several storylines and found all our characters together – but nothing played out as expected. Cassie is skilled at subverting our expectations and yet not leaving us unsatisfied with the conclusion. While I cannot believe some of the things that happened over the course of the novel, I appreciate the beauty of the plot and story, while not feeling like the book left me with a torturous cliffhanger.
I’ve mentioned it before, but Cassie’s books continue to get better and Lord of Shadows was fantastic. I highly recommend reading this book (after Lady Midnight, of course, and perhaps the rest of the Shadowhunter Chronicles as well) because in my humble opinion you will not regret it. I am absolutely in love with the book and utterly destroyed that we have to wait until 2019 to read the conclusion.
Mothergamer (1546 KP) rated BEYOND: Two Souls in Video Games
Jun 21, 2019
I had never played Beyond: Two Souls and I got the game for free with my Playstation Plus subscription. I decided to check it out. Right from the start of the game, the story hooks you in with an introduction to a young woman (played by Ellen Page) sitting in a sheriff's office looking grim. This is where Beyond really begins. It's an intriguing way to start a story and I found myself wanting to know who this young woman was and how she got to this point.
As the story progresses, you learn that the young woman's name is Jodie and she has a psychic connection with an entity known as Aiden. Jodie can communicate and work with Aiden to use telepathic abilities such as moving objects or possessing people's minds. This is where the game has time jumps between Jodie's childhood, her teen years, and adulthood. It seems the story does this on purpose, showing that memories in Jodie's mind are jumbled so there are frequent time jumps back and forth. It can be a little confusing at times, but it seems to meld well with the story.
You can adjust the difficulty settings in the game from easy to normal depending on your play style which is nice. Since this was my first time playing the game, I went with the easy setting so I could get a feel for things and just enjoy the story. As the story switched back and forth in the timeline you get to see the things Jodie went through as a kid with Aiden and how she came to be with the lead scientist of the paranormal department, Nathan who is played by Willem Dafoe. Throughout Jodie's childhood, Nathan is a constant presence and a bit of a father figure to her as they run tests to see how strong Jodie's abilities are as well as testing her connection to Aiden. This is where the game introduces you to the controls and the quick action button events.
You can also switch views between Jodie and Aiden. There are many points in the game where Jodie relies on Aiden for certain parts of the story in order to move objects, possess people, or fight enemies. This is where the quick action controls come in. Honestly, I did not like the quick action controls because for me it detracted from the story immersion and often felt like a chore to do especially if I missed it the first time. There were times where it was vital that I not miss the quick action moment and it could be very frustrating when I did miss it.
The aspect of Jodie and Aiden learning and growing together as the story progresses is definitely interesting. There are great emotional moments in the story with Jodie as she is trying to navigate what it means to be herself while trying to adjust and separate herself from Aiden. You also get to see how her relationships change with people like Nathan as she grows. The time skips through the fifteen year span of Jodie's life fill in some of the gaps in the story, but there are times where it feels a bit muddled because in some aspects it takes away the player control and just takes you along for the ride. That is not necessarily a bad thing, because Ellen Page does a phenomenal job as Jodie and I found myself caring a lot about this character and wanting to protect her from all the people who were trying to control or manipulate her.
There are multiple endings to Beyond depending on choices you make as Jodie, but it doesn't always seem like there are a ton of choices because you are basically there to see Jodie's story unfold and see how she came to be where she is. The voice acting and motion capture of the game is incredible and everyone did a fantastic job telling this story. That's not to say Beyond isn't flawed. As I said before, I did not like the quick action event sequences. I felt this detracted from the story a bit. I also felt there were a couple of writing choices that could have been done better and in a more thoughtful manner such as a troubling scene in one of Jodie's teen years memories. I also felt the ending could have been stronger because it took an odd cliffhanger turn. That being said, I did enjoy Beyond: Two Souls because of the great casting and the story. Ellen Page as Jodie is the real deal bringing a great sincerity to the character that made me care genuinely about Jodie and wanting her to be okay. That is the sign of some good storytelling. Beyond is definitely worth playing through at least once to see the story unfold through Jodie's eyes.
As the story progresses, you learn that the young woman's name is Jodie and she has a psychic connection with an entity known as Aiden. Jodie can communicate and work with Aiden to use telepathic abilities such as moving objects or possessing people's minds. This is where the game has time jumps between Jodie's childhood, her teen years, and adulthood. It seems the story does this on purpose, showing that memories in Jodie's mind are jumbled so there are frequent time jumps back and forth. It can be a little confusing at times, but it seems to meld well with the story.
You can adjust the difficulty settings in the game from easy to normal depending on your play style which is nice. Since this was my first time playing the game, I went with the easy setting so I could get a feel for things and just enjoy the story. As the story switched back and forth in the timeline you get to see the things Jodie went through as a kid with Aiden and how she came to be with the lead scientist of the paranormal department, Nathan who is played by Willem Dafoe. Throughout Jodie's childhood, Nathan is a constant presence and a bit of a father figure to her as they run tests to see how strong Jodie's abilities are as well as testing her connection to Aiden. This is where the game introduces you to the controls and the quick action button events.
You can also switch views between Jodie and Aiden. There are many points in the game where Jodie relies on Aiden for certain parts of the story in order to move objects, possess people, or fight enemies. This is where the quick action controls come in. Honestly, I did not like the quick action controls because for me it detracted from the story immersion and often felt like a chore to do especially if I missed it the first time. There were times where it was vital that I not miss the quick action moment and it could be very frustrating when I did miss it.
The aspect of Jodie and Aiden learning and growing together as the story progresses is definitely interesting. There are great emotional moments in the story with Jodie as she is trying to navigate what it means to be herself while trying to adjust and separate herself from Aiden. You also get to see how her relationships change with people like Nathan as she grows. The time skips through the fifteen year span of Jodie's life fill in some of the gaps in the story, but there are times where it feels a bit muddled because in some aspects it takes away the player control and just takes you along for the ride. That is not necessarily a bad thing, because Ellen Page does a phenomenal job as Jodie and I found myself caring a lot about this character and wanting to protect her from all the people who were trying to control or manipulate her.
There are multiple endings to Beyond depending on choices you make as Jodie, but it doesn't always seem like there are a ton of choices because you are basically there to see Jodie's story unfold and see how she came to be where she is. The voice acting and motion capture of the game is incredible and everyone did a fantastic job telling this story. That's not to say Beyond isn't flawed. As I said before, I did not like the quick action event sequences. I felt this detracted from the story a bit. I also felt there were a couple of writing choices that could have been done better and in a more thoughtful manner such as a troubling scene in one of Jodie's teen years memories. I also felt the ending could have been stronger because it took an odd cliffhanger turn. That being said, I did enjoy Beyond: Two Souls because of the great casting and the story. Ellen Page as Jodie is the real deal bringing a great sincerity to the character that made me care genuinely about Jodie and wanting her to be okay. That is the sign of some good storytelling. Beyond is definitely worth playing through at least once to see the story unfold through Jodie's eyes.
Lee (2222 KP) rated Alita: Battle Angel (2019) in Movies
Feb 8, 2019 (Updated Feb 8, 2019)
The Visuals (1 more)
Alita
A lot of big names, overqualified and underutilised (1 more)
Clunky dialogue and pacing issues
All style, not much substance
James Cameron has spent more than a decade trying to bring Alita: Battle Angel to the big screen. Based on a popular cyberpunk manga series by Yukito Kishiro, published between 1990-1995, he has spent that time refining the script and developing the world that Alita inhabits. And that’s pretty much what he now spends most of his time taking care of with the Avatar movies and the world of Pandora. Hence the reason why he eventually decided to step back into producer duties for this movie, letting Robert Rodriguez pick up the directing reins in order to finally get it finished. Rodriguez uses much of the script that Cameron wrote, but brings a little bit of his trademark style to the table too.
It’s 2563, and we’re in Iron City. Dr Dyson Ido (Christoph Waltz) is scavenging among a huge scrapyard, looking for cyborg spare parts that he can make use of, while fresh metal and rubbish rains down from Zalem – a man-made, floating city sitting in the sky above Iron City. 300 years ago there were many of these floating cities but following a brutal war all of them except for Zalem perished. During that time though, the elevator leading up to Zalem was destroyed, and these days only the ‘pure’ inhabitants of Zalem are permitted there. Nobody from Earth is allowed to visit and if anyone comes down from Zalem, they’re not allowed back. It’s to try and avoid any contamination from entering Zalem. If you’ve seen the Matt Damon movie Elysium… well, then it’s a bit like that really.
Among the usual items, such as robotic hands and eyeballs, Dr Ido discovers Alita, or rather the core of Alita – lying lifeless and broken, with only a battered hairless head and upper torso remaining. He takes her back to his laboratory/home, where he works as a cybernetics expert, repairing and upgrading the inhabitants of Iron City who are either cyborgs or humans with cyborg body parts. Along with his assisting nurse, and using a robotic body that had been previously built for his now deceased daughter (this gets briefly explained later), they rebuild her, giving her the name Alita (also his daughters name). Alita awakens later in a nice comfortable bed, in what was presumably Dr Ido’s daughters room. She has no memory of her previous existence and sets about experiencing all the sights, sensations and tastes that human life and Iron City has to offer, exploring and striking up a friendship with local boy Hugo and his group of friends. But, as the name of the movie implies, this cyborg was built for battle, and it’s not long before Alita begins to remember who exactly she used to be and just how good at kicking ass she is.
A quick word about the visuals, as they are by far the best thing about this movie. Iron City, despite clearly being a futuristic world, is certainly not dark or bleak looking in the way we’re used to with similar movies of this genre. Many of the early scenes take place during daylight hours and the city is a vibrant, bright, bustling home to thousand of humans and cyborgs. We get to go beyond the limits of Iron City – the city walls, out to the badlands beyond, and as you’d expect from Cameron a lot of thought and detail has gone into mapping out and building this world. The cyborgs and the other robots we meet are all pretty standard for a movie of this kind, but it’s Alita that is the most impressive. Much of this is down to the incredible CGI involved in making her look as realistic as she does, but a lot of what makes her so enjoyable and believable is down to Rosa Salazar, whose motion captured performance helps bring her to life. The visuals are obviously at their most impressive during the battle scenes involving Alita – where so many movies with heavy CGI battles end up as just a messy whirlpool of characters and action, that’s certainly not the case here. Slick, inventive and exhilarating choreography allowing you to actually track and follow every single character and action in crisp detail. It’s refreshing and impressive, even more so when watched in 3D and particularly so during the fast paced Motorball scenes featured towards the end of the movie.
Outside of the visuals though, other characters and plot lines don’t seem to stick so well, which is disappointing considering the rich source material available to the film makers. Alita: Battle Angel suffers from inconsistent pacing, dialogue that is clunky and exposition-heavy and there are many times when the accompanying soundtrack just felt distracting to me, out of place with whatever is currently happening. Christoph Waltz, Mahershala Ali and Jennifer Connolly all seem overqualified and underutilised, and the romance between Alita and Hugo is unnecessary, and at times annoying. It feels like it’s trying to cram too much story into its two hour run time, resulting in plot holes and frustrations later on. And there is even a cliffhanger ending – frustrating in that it feels as though we haven’t even properly concluded this part of the story and we’re now being left to wait should a sequel ever be given the go ahead.
I found much to enjoy with Alita: Battle Angel, and would gladly go see a sequel or two, should they get made. It’s enjoyable at times, and dazzling to look at, but overall it did leave me feeling a little bit frustrated and disappointed.
It’s 2563, and we’re in Iron City. Dr Dyson Ido (Christoph Waltz) is scavenging among a huge scrapyard, looking for cyborg spare parts that he can make use of, while fresh metal and rubbish rains down from Zalem – a man-made, floating city sitting in the sky above Iron City. 300 years ago there were many of these floating cities but following a brutal war all of them except for Zalem perished. During that time though, the elevator leading up to Zalem was destroyed, and these days only the ‘pure’ inhabitants of Zalem are permitted there. Nobody from Earth is allowed to visit and if anyone comes down from Zalem, they’re not allowed back. It’s to try and avoid any contamination from entering Zalem. If you’ve seen the Matt Damon movie Elysium… well, then it’s a bit like that really.
Among the usual items, such as robotic hands and eyeballs, Dr Ido discovers Alita, or rather the core of Alita – lying lifeless and broken, with only a battered hairless head and upper torso remaining. He takes her back to his laboratory/home, where he works as a cybernetics expert, repairing and upgrading the inhabitants of Iron City who are either cyborgs or humans with cyborg body parts. Along with his assisting nurse, and using a robotic body that had been previously built for his now deceased daughter (this gets briefly explained later), they rebuild her, giving her the name Alita (also his daughters name). Alita awakens later in a nice comfortable bed, in what was presumably Dr Ido’s daughters room. She has no memory of her previous existence and sets about experiencing all the sights, sensations and tastes that human life and Iron City has to offer, exploring and striking up a friendship with local boy Hugo and his group of friends. But, as the name of the movie implies, this cyborg was built for battle, and it’s not long before Alita begins to remember who exactly she used to be and just how good at kicking ass she is.
A quick word about the visuals, as they are by far the best thing about this movie. Iron City, despite clearly being a futuristic world, is certainly not dark or bleak looking in the way we’re used to with similar movies of this genre. Many of the early scenes take place during daylight hours and the city is a vibrant, bright, bustling home to thousand of humans and cyborgs. We get to go beyond the limits of Iron City – the city walls, out to the badlands beyond, and as you’d expect from Cameron a lot of thought and detail has gone into mapping out and building this world. The cyborgs and the other robots we meet are all pretty standard for a movie of this kind, but it’s Alita that is the most impressive. Much of this is down to the incredible CGI involved in making her look as realistic as she does, but a lot of what makes her so enjoyable and believable is down to Rosa Salazar, whose motion captured performance helps bring her to life. The visuals are obviously at their most impressive during the battle scenes involving Alita – where so many movies with heavy CGI battles end up as just a messy whirlpool of characters and action, that’s certainly not the case here. Slick, inventive and exhilarating choreography allowing you to actually track and follow every single character and action in crisp detail. It’s refreshing and impressive, even more so when watched in 3D and particularly so during the fast paced Motorball scenes featured towards the end of the movie.
Outside of the visuals though, other characters and plot lines don’t seem to stick so well, which is disappointing considering the rich source material available to the film makers. Alita: Battle Angel suffers from inconsistent pacing, dialogue that is clunky and exposition-heavy and there are many times when the accompanying soundtrack just felt distracting to me, out of place with whatever is currently happening. Christoph Waltz, Mahershala Ali and Jennifer Connolly all seem overqualified and underutilised, and the romance between Alita and Hugo is unnecessary, and at times annoying. It feels like it’s trying to cram too much story into its two hour run time, resulting in plot holes and frustrations later on. And there is even a cliffhanger ending – frustrating in that it feels as though we haven’t even properly concluded this part of the story and we’re now being left to wait should a sequel ever be given the go ahead.
I found much to enjoy with Alita: Battle Angel, and would gladly go see a sequel or two, should they get made. It’s enjoyable at times, and dazzling to look at, but overall it did leave me feeling a little bit frustrated and disappointed.
Daniel Boyd (1066 KP) rated The Last of Us Part II in Video Games
Jun 30, 2020 (Updated Jul 1, 2020)
Gameplay (2 more)
Graphics
Sound
I'm Not Mad, I'm Just Disappointed
Contains spoilers, click to show
It's been a while since I've written anything, but I couldn't let this one go by without saying anything about it.
The Last Of Us Part 2 is the biggest disappointment of 2020.
I finished the game a few days ago and have been letting it process in my mind in the hopes that it will somehow make more sense to me. So far that hasn't been the case.
Let me provide you with some context, I wanted to like this game more than anyone. The first Last Of Us is one of my favourite games of all time and because of the spectacular writing and performances in that first game, I was really excited to see what would happen to these characters. This was definitely one of my most anticipated releases in recent years and I'm genuinely in awe at how much of a let down it was, especially after the 10/10 reviews I had been reading leading up to the game's release.
Spoilers will follow from this point on as it's pretty difficult to discuss my reasoning for being let down by the game without getting in depth, so please tread carefully if you have yet to play through the game.
First off, I don't normally like to bring up my personal politics when discussing fictional media, but I do feel that it's necessary to mention that I am pro LGBTQ+ and none of my issues with this game stem from any sort of political bias that I may have.
The game opens slowly, juxtaposing the intense opening of the first game. However these slow opening few hours really allow you to drink in the breathtaking visuals and fantastic sound design. These elements really help to sell the cinematic nature of the game, along with consistently stellar performances.
Then we are shown the main conflict that will propel the story for the sequel. Joel is unceremoniosly murdered by Abby, a new character that we know nothing about at this point.
Now I don't have a problem with main characters being killed off in a story, in fact as a Tarantino fan, I relish it when it's done properly. The problem with Joel's death is the way that it was executed. First off, Joel and Tommy would never in a million years have blindly trusted this random faction that they've just bumped into enough to give them their names so quickly. They've both survived 25 years in the apocalypse and yet the writers still expect you to believe that they would be this naïve and stupid. Then, there's the fact that this is how they choose to introduce this new group that you are later expected to sympathize with and this character that they will later force you to play as for half the game. Why would anyone who is a fan of this world and these characters want to play and learn about this random ruthless killer?
Now, what you might be asking is "aren't Joel and Ellie ruthless killers at this point?" And you would be right, they are. However the point is that we were already invested in these characters before we seen them ruthlessly murdering infected and humans alike and therefore are able to put it down to them having to do what they had to in order to survive. With Abby you are introduced to her killing a beloved character from the first game for the sake of pure shock value.
The first game came out during an oversaturation period of zombie stories across media and yet because of it's stellar writing, it managed to stand out from the crowd and actually become one of the most unique games of the last generation in terms of the story it told. The story in this game feels so generic by comparison. I remember watching interviews with Neil Druckman in the lead up to the game's release where he would talk about how the main hurdle of writing this game was justifying it's existence after the first one ended so well. Really? You had seven years and another generic revenge plot was the best thing that you could come up with?
Another highlight from the first game was the fleshed out side characters that all felt deep and like they really existed in the world. Characters like Tess, Bill and Marlene all naturally fitted into the plot and felt necessary to the overall story being told. The same cannot be said for the side characters in this game. I have already mentioned how it is made impossible to sympathize with Abby and her crew after seeing what they did to Joel. There are two other new characters introduced called Yara and Lev. They are siblings, which put me in mind of Henry and Sam from the first game, but where Henry and Sam felt layered and genuine, Yara and Lev feel shallow and shoehorned in to give Abby's plotline some narrative weight.
Then there is the strange pacing of the story. I feel like I must reiterate, they introduce a character that murders the beloved protagonist from the first game and later expect you to sympathize with her. Then there is the fact that you play as Ellie for the next 8 hours or so before they present you with a shocking cliffhanger, only to then force you to play as Abby for the next 10 hours. Not only are they making you play as the character that murdered Joel and Jessie in cold blood, but every extra hour that they unsuccessfully attempt to make you feel sorry for Abby is another hour before you can get back to see how the cliffhanger, (that was introduced 10 hours ago,) is resolved. And then, they bafflingly make you fight Ellie while playing as Abby. Why would the game expect me to want to hurt this character that I care about as this brand new random stranger?
You are then eventually given control back as Ellie and the game lulls you into a false sense of thinking that you are finally done playing as Abby. Then Ellie makes the totally nonsensical decision to abandon a nice, cushty, quiet farm life that she's carved out for herself, to go after Abby yet again.
After that, you guessed it! You are forced to play as Abby yet again. Thankfully it's only briefly as we then at long last get to properly play as Ellie again. Not sure if you remember her at this point, she's the one that's in all of the trailers and posters and on the cover of the damn game?
Then we get what is probably the most anticlimactic ending in the history of gaming. Ellie lets Abby go. After Abby killed Joel and Jessie and crippled Tommy and after Ellie murdered all of Abby's friends and after Ellie abandoned her girlfriend and step-son and had her fingers bitten off, she's just like, "nah fam, I'm good."
I'm sorry, what?
You are going to break your promise to Tommy and let the person that murdered your father figure get away? Why?
If getting your revenge wasn't worth it, you should have really realized that back on the farm when you were surrounded by people you love and a chance at a family life. If you chose to leave that behind you must be committed enough to see it through, otherwise it is all for nothing. There is subverting audience expectations and then there is having your characters make nonsensical decisions and I feel like TLOU2 was full of the latter.
On a positive note, the gameplay is extremely fun and satisfying. Every blow lands with more force and every bullet seems to strike even harder than in the first game. It does get a bit repetitive after a while and the actual function of taking out a group of enemies hasn't evolved a great deal since the first game, but I still really enjoyed it. The upgrading and crafting systems have also been fleshed out. This, along with the immaculate graphical presentation, tight, fluid animations, brilliant audio and expectedly phenomenal performances make for something with so much potential, with only the writing and direction letting it down. Unfortunately, writing and directing are both pretty essential in a story driven game.
Before I summarise, I'd like to highlight that I am not against stories that explore the moral grey area and don't have clear heroes and villains. For example, Metal Gear Solid is my favourite franchise in gaming and the whole point of that series is to show that there is no black and white, but we all do things for our own reasons. A good story should be able to make you see the things from the "villain's" point of view without being like, "look see what you did to them? That is why they are the way they are! Look see, she is a good person because she plays fetch with dogs!" In TLOU2 it all just feels so forced and unnatural. A good storyteller should show a character's motivations and then show their actions and leave it up to audience to decide if it's justified, instead of strictly saying, "this character is 100% justified in the heinous act that you just seen her commit, now you must be on her side!"
I think that's all that I've got to say and I guess at the very least, this game has got people talking. You cannot accuse it of playing it safe, but there are a ton of different ways that the plot could have went that probably would have been a lot more satisfying for fans of the series like myself. 6/10
The Last Of Us Part 2 is the biggest disappointment of 2020.
I finished the game a few days ago and have been letting it process in my mind in the hopes that it will somehow make more sense to me. So far that hasn't been the case.
Let me provide you with some context, I wanted to like this game more than anyone. The first Last Of Us is one of my favourite games of all time and because of the spectacular writing and performances in that first game, I was really excited to see what would happen to these characters. This was definitely one of my most anticipated releases in recent years and I'm genuinely in awe at how much of a let down it was, especially after the 10/10 reviews I had been reading leading up to the game's release.
Spoilers will follow from this point on as it's pretty difficult to discuss my reasoning for being let down by the game without getting in depth, so please tread carefully if you have yet to play through the game.
First off, I don't normally like to bring up my personal politics when discussing fictional media, but I do feel that it's necessary to mention that I am pro LGBTQ+ and none of my issues with this game stem from any sort of political bias that I may have.
The game opens slowly, juxtaposing the intense opening of the first game. However these slow opening few hours really allow you to drink in the breathtaking visuals and fantastic sound design. These elements really help to sell the cinematic nature of the game, along with consistently stellar performances.
Then we are shown the main conflict that will propel the story for the sequel. Joel is unceremoniosly murdered by Abby, a new character that we know nothing about at this point.
Now I don't have a problem with main characters being killed off in a story, in fact as a Tarantino fan, I relish it when it's done properly. The problem with Joel's death is the way that it was executed. First off, Joel and Tommy would never in a million years have blindly trusted this random faction that they've just bumped into enough to give them their names so quickly. They've both survived 25 years in the apocalypse and yet the writers still expect you to believe that they would be this naïve and stupid. Then, there's the fact that this is how they choose to introduce this new group that you are later expected to sympathize with and this character that they will later force you to play as for half the game. Why would anyone who is a fan of this world and these characters want to play and learn about this random ruthless killer?
Now, what you might be asking is "aren't Joel and Ellie ruthless killers at this point?" And you would be right, they are. However the point is that we were already invested in these characters before we seen them ruthlessly murdering infected and humans alike and therefore are able to put it down to them having to do what they had to in order to survive. With Abby you are introduced to her killing a beloved character from the first game for the sake of pure shock value.
The first game came out during an oversaturation period of zombie stories across media and yet because of it's stellar writing, it managed to stand out from the crowd and actually become one of the most unique games of the last generation in terms of the story it told. The story in this game feels so generic by comparison. I remember watching interviews with Neil Druckman in the lead up to the game's release where he would talk about how the main hurdle of writing this game was justifying it's existence after the first one ended so well. Really? You had seven years and another generic revenge plot was the best thing that you could come up with?
Another highlight from the first game was the fleshed out side characters that all felt deep and like they really existed in the world. Characters like Tess, Bill and Marlene all naturally fitted into the plot and felt necessary to the overall story being told. The same cannot be said for the side characters in this game. I have already mentioned how it is made impossible to sympathize with Abby and her crew after seeing what they did to Joel. There are two other new characters introduced called Yara and Lev. They are siblings, which put me in mind of Henry and Sam from the first game, but where Henry and Sam felt layered and genuine, Yara and Lev feel shallow and shoehorned in to give Abby's plotline some narrative weight.
Then there is the strange pacing of the story. I feel like I must reiterate, they introduce a character that murders the beloved protagonist from the first game and later expect you to sympathize with her. Then there is the fact that you play as Ellie for the next 8 hours or so before they present you with a shocking cliffhanger, only to then force you to play as Abby for the next 10 hours. Not only are they making you play as the character that murdered Joel and Jessie in cold blood, but every extra hour that they unsuccessfully attempt to make you feel sorry for Abby is another hour before you can get back to see how the cliffhanger, (that was introduced 10 hours ago,) is resolved. And then, they bafflingly make you fight Ellie while playing as Abby. Why would the game expect me to want to hurt this character that I care about as this brand new random stranger?
You are then eventually given control back as Ellie and the game lulls you into a false sense of thinking that you are finally done playing as Abby. Then Ellie makes the totally nonsensical decision to abandon a nice, cushty, quiet farm life that she's carved out for herself, to go after Abby yet again.
After that, you guessed it! You are forced to play as Abby yet again. Thankfully it's only briefly as we then at long last get to properly play as Ellie again. Not sure if you remember her at this point, she's the one that's in all of the trailers and posters and on the cover of the damn game?
Then we get what is probably the most anticlimactic ending in the history of gaming. Ellie lets Abby go. After Abby killed Joel and Jessie and crippled Tommy and after Ellie murdered all of Abby's friends and after Ellie abandoned her girlfriend and step-son and had her fingers bitten off, she's just like, "nah fam, I'm good."
I'm sorry, what?
You are going to break your promise to Tommy and let the person that murdered your father figure get away? Why?
If getting your revenge wasn't worth it, you should have really realized that back on the farm when you were surrounded by people you love and a chance at a family life. If you chose to leave that behind you must be committed enough to see it through, otherwise it is all for nothing. There is subverting audience expectations and then there is having your characters make nonsensical decisions and I feel like TLOU2 was full of the latter.
On a positive note, the gameplay is extremely fun and satisfying. Every blow lands with more force and every bullet seems to strike even harder than in the first game. It does get a bit repetitive after a while and the actual function of taking out a group of enemies hasn't evolved a great deal since the first game, but I still really enjoyed it. The upgrading and crafting systems have also been fleshed out. This, along with the immaculate graphical presentation, tight, fluid animations, brilliant audio and expectedly phenomenal performances make for something with so much potential, with only the writing and direction letting it down. Unfortunately, writing and directing are both pretty essential in a story driven game.
Before I summarise, I'd like to highlight that I am not against stories that explore the moral grey area and don't have clear heroes and villains. For example, Metal Gear Solid is my favourite franchise in gaming and the whole point of that series is to show that there is no black and white, but we all do things for our own reasons. A good story should be able to make you see the things from the "villain's" point of view without being like, "look see what you did to them? That is why they are the way they are! Look see, she is a good person because she plays fetch with dogs!" In TLOU2 it all just feels so forced and unnatural. A good storyteller should show a character's motivations and then show their actions and leave it up to audience to decide if it's justified, instead of strictly saying, "this character is 100% justified in the heinous act that you just seen her commit, now you must be on her side!"
I think that's all that I've got to say and I guess at the very least, this game has got people talking. You cannot accuse it of playing it safe, but there are a ton of different ways that the plot could have went that probably would have been a lot more satisfying for fans of the series like myself. 6/10