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Goddess in the Stacks (553 KP) rated Bright Smoke, Cold Fire in Books
Apr 15, 2018
Fantastic Shakespeare retelling (3 more)
Excellent characters
Interesting worldbuilding
Romeo & Juliet + Zombies!
I read the description of this book somewhere and immediately requested it from the library - a re-imagining of Romeo and Juliet in a dying world with necromancers? SIGN ME UP. And it did not disappoint!
Hodge has written a few other books - Cruel Beauty, a retelling of Beauty and the Beast, and Crimson Bound, a retelling of Little Red Riding Hood. (She also has a novella that spins Cinderella.) You all know how much I like my redone Fairy Tales! Bright Smoke, Cold Fire, is a little different in that it's a Shakespeare play, instead of a fairy tale. I recently read and reviewed Miranda and Caliban, another Shakespeare reskin, but this, I think, is much better.
The Capulets have become the Catresou, and the Montagues the Mahyanai in this dark fantasy. The Ruining has killed every human outside the city of Viyara/Verona - only stopped by the mystical walls put up by a long-dead priestess and maintained by a mysterious cult of nuns.
My favorite characters in this book - and arguably the main characters - are Runajo (Rosaline) and Paris, rather than Romeo and the Juliet. (It's a title, not a name - her name was stripped from her as an infant when the magic was worked to make her "the Juliet.") The original play doesn't give either of them much time, and they are both fascinating characters in this novel - Runajo a little more than Paris, in my opinion. Runajo is a member of the Sisters of Thorns - the cult of nuns keeping the walls of Viyara up against The Ruining. When she accidentally brings the Juliet back from death, she becomes - or at least thinks she becomes - that which she and the city fear the most. A necromancer. Runajo and the Juliet both believe they will (and should) die for this crime, but still use the time they have left to try and save the city from the necromancers operating within.
Meanwhile, Paris and Romeo have found themselves bound by the magic that should have bound Romeo and Juliet, had it not gone terribly wrong. They can feel each other's emotions, see each other's memories, hear each other's thoughts. This is understandably awkward for Paris as he feels Romeo's grief for the Juliet's supposed death, and occasionally catches flashes of more intimate moments between the two. They decide to take on the city's necromancers in memory of the Juliet.
I liked how, similar to the play, Romeo and Juliet both operate for the entirety of the book under the assumption that the other one is dead. They both take risks and agree to things they would not have done if they didn't each welcome death in their own way.
I also very much enjoyed a side, non-binary character who I really want to see more of!
The book ended on an upsetting cliffhanger, which is really my only problem with it. The sequel is due out this summer (Endless Water, Starless Sky) and I will definitely be picking it up.
Great book, but you may want to wait a few months so you can immediately follow it with the sequel!
You can find all my reviews at http://goddessinthestacks.wordpress.com
Hodge has written a few other books - Cruel Beauty, a retelling of Beauty and the Beast, and Crimson Bound, a retelling of Little Red Riding Hood. (She also has a novella that spins Cinderella.) You all know how much I like my redone Fairy Tales! Bright Smoke, Cold Fire, is a little different in that it's a Shakespeare play, instead of a fairy tale. I recently read and reviewed Miranda and Caliban, another Shakespeare reskin, but this, I think, is much better.
The Capulets have become the Catresou, and the Montagues the Mahyanai in this dark fantasy. The Ruining has killed every human outside the city of Viyara/Verona - only stopped by the mystical walls put up by a long-dead priestess and maintained by a mysterious cult of nuns.
My favorite characters in this book - and arguably the main characters - are Runajo (Rosaline) and Paris, rather than Romeo and the Juliet. (It's a title, not a name - her name was stripped from her as an infant when the magic was worked to make her "the Juliet.") The original play doesn't give either of them much time, and they are both fascinating characters in this novel - Runajo a little more than Paris, in my opinion. Runajo is a member of the Sisters of Thorns - the cult of nuns keeping the walls of Viyara up against The Ruining. When she accidentally brings the Juliet back from death, she becomes - or at least thinks she becomes - that which she and the city fear the most. A necromancer. Runajo and the Juliet both believe they will (and should) die for this crime, but still use the time they have left to try and save the city from the necromancers operating within.
Meanwhile, Paris and Romeo have found themselves bound by the magic that should have bound Romeo and Juliet, had it not gone terribly wrong. They can feel each other's emotions, see each other's memories, hear each other's thoughts. This is understandably awkward for Paris as he feels Romeo's grief for the Juliet's supposed death, and occasionally catches flashes of more intimate moments between the two. They decide to take on the city's necromancers in memory of the Juliet.
I liked how, similar to the play, Romeo and Juliet both operate for the entirety of the book under the assumption that the other one is dead. They both take risks and agree to things they would not have done if they didn't each welcome death in their own way.
I also very much enjoyed a side, non-binary character who I really want to see more of!
The book ended on an upsetting cliffhanger, which is really my only problem with it. The sequel is due out this summer (Endless Water, Starless Sky) and I will definitely be picking it up.
Great book, but you may want to wait a few months so you can immediately follow it with the sequel!
You can find all my reviews at http://goddessinthestacks.wordpress.com

Alice (12 KP) rated Skullsworn (Chronicle of the Unhewn Throne #0.5) in Books
Jul 3, 2018
<i>Many thanks to the publisher and Netgalley for providing me with a copy of this book in exchange for an honest review</i>
<i>Skullsworn</i> was the first book by Brian Staveley that I’ve read and it has made me want to read his others for definite - I’ve got the <i>Chronicles of the Unhewn Throne</i> already lined up but this review is about Skullsworn. From what I’ve gathered over the internet this is a standalone prequel to the Chronicles as the main character Pyrre is featured in the original trilogy.
Skullsworn follows Pyrre, a priestess-in-training to the god Ananshael, a god of death. The whole concept of the story is Pyrre’s Trial to become a fully-fledged priestess of Ananshael – she has to kill 7 people in 14 days, all of whom are tied to a song including “the one you love/who will not come again.” Failure to complete all seven deaths will result in her own death at the hands of her two witnesses Ela and Kossal.
I’m going to on about Ela and Kossal for a little bit here – Ela is an incredibly motivated, true-believer in life, love and death, skilled fighter and devout priestess of her faith to her God; she’s comfortbale with all levels of intimacy and she has got a laidback view of everything which is in stark contrast to her counterpart Kossal – an aging priest with stooped shoulders and a gruff demeanour who says what he means and means what he says; he plays his flute to stop himself from killing patrons but gets irritated at their applause – it’s a catch 22 like no other. The two of these together shouldn’t work in any way, shape or form but Brian Staveley has made it work to greatness.
Pyrre’s story is one of conflict all throughout and her biggest road block is going to be that she’s never been in love. She travels back to Dombang in order to try to fall in love with Ruc Lan Lac who becomes her target – a pit fighter from her past who has been given command of the Greenshirts by the Annurian leaders. He’s a staunch disbeliever in all things myth and legend and has no patience for spiritual leanings and prefers to focus on the reality of any situation.
Pyrre doesn’t feel that she is worthy of being a priestess of Ananshael but her journey to Dombang from Rassumbur and through the Trial shows that really, she is. We get a big blast from the past in that Pyrre recounts her first meeting with Ruc Lan Lac to Ela who finds great joy in teasing Pyrre mercilessly about the situation and about her supposed inability to love.
The writing style is perfectly bleak but brilliantly enjoyable with great humour in the banter between Ela and Kossal but they’ve also got a great dryness to their humour which gives a stark contrast. The descriptions of the delta and the Csestriim and Nevariim were full of otherworldly fear and ancient horrors, a dark fantasy of epic proportions!
The ending had twists and turns that I didn’t expect in the slightest, gave Skullsworn a perfect ending and it has made me want to get into the world of The Annurian Empire even more; the epilogue was fantastic!
Expertly written and highly recommended.
<i>Skullsworn</i> was the first book by Brian Staveley that I’ve read and it has made me want to read his others for definite - I’ve got the <i>Chronicles of the Unhewn Throne</i> already lined up but this review is about Skullsworn. From what I’ve gathered over the internet this is a standalone prequel to the Chronicles as the main character Pyrre is featured in the original trilogy.
Skullsworn follows Pyrre, a priestess-in-training to the god Ananshael, a god of death. The whole concept of the story is Pyrre’s Trial to become a fully-fledged priestess of Ananshael – she has to kill 7 people in 14 days, all of whom are tied to a song including “the one you love/who will not come again.” Failure to complete all seven deaths will result in her own death at the hands of her two witnesses Ela and Kossal.
I’m going to on about Ela and Kossal for a little bit here – Ela is an incredibly motivated, true-believer in life, love and death, skilled fighter and devout priestess of her faith to her God; she’s comfortbale with all levels of intimacy and she has got a laidback view of everything which is in stark contrast to her counterpart Kossal – an aging priest with stooped shoulders and a gruff demeanour who says what he means and means what he says; he plays his flute to stop himself from killing patrons but gets irritated at their applause – it’s a catch 22 like no other. The two of these together shouldn’t work in any way, shape or form but Brian Staveley has made it work to greatness.
Pyrre’s story is one of conflict all throughout and her biggest road block is going to be that she’s never been in love. She travels back to Dombang in order to try to fall in love with Ruc Lan Lac who becomes her target – a pit fighter from her past who has been given command of the Greenshirts by the Annurian leaders. He’s a staunch disbeliever in all things myth and legend and has no patience for spiritual leanings and prefers to focus on the reality of any situation.
Pyrre doesn’t feel that she is worthy of being a priestess of Ananshael but her journey to Dombang from Rassumbur and through the Trial shows that really, she is. We get a big blast from the past in that Pyrre recounts her first meeting with Ruc Lan Lac to Ela who finds great joy in teasing Pyrre mercilessly about the situation and about her supposed inability to love.
The writing style is perfectly bleak but brilliantly enjoyable with great humour in the banter between Ela and Kossal but they’ve also got a great dryness to their humour which gives a stark contrast. The descriptions of the delta and the Csestriim and Nevariim were full of otherworldly fear and ancient horrors, a dark fantasy of epic proportions!
The ending had twists and turns that I didn’t expect in the slightest, gave Skullsworn a perfect ending and it has made me want to get into the world of The Annurian Empire even more; the epilogue was fantastic!
Expertly written and highly recommended.

Hazel (1853 KP) rated Deep Blue (Waterfire Saga, #1) in Books
Dec 17, 2018
My rating: 3.5
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review</i>
Mermaids are perhaps one of the least written about mythical creature in novels. On the occasions that they are referred to they are often represented as evil siren-like females luring sailors to their deaths. The mermaids in Jennifer Donnelly’s <i>Waterfire Saga</i> are not like that at all, in fact their lives are not dissimilar to that of humans.
<i>Deep Blue</i> is the first novel in this saga but felt like it was mostly setting the scene for the yet-to-be-published sequels. It begins with Serafina, the Principessa of the House of Merrow, preparing for the Dokimí or betrothal ceremony occurring that evening. Although her songspell, a particularly difficult task, goes perfectly, assassins gatecrash the ceremony. The black-clad mermen fire poison arrows at the crowd, killing Sera’s father and fatally injuring her mother, the Regina.
Along with her best friend Neela, Serafina flees the city but it is not long before their assailants catch up with them. Throughout all this destruction the two mermaids discover that they have been having the same dream about being summoned by the Iele – a legendary group of river witches – and with no where else to go they head to the river Olt in Romania in order to find them and discover what they are being called upon for. As it turns out they are not the only girls heading that way. Six mermaids in total have been having the same dream and they eventually meet up on their way to the Iele.
Although the end of <i>Deep Blue</i> revealed the girls’ purposes, it will not be until the second book that this task is carried out. Due to this it feels as though the main storyline of the <i>Waterfire Saga</i> is yet to begin properly. Having said that, <i>Deep Blue</i> was still an entertaining read. It may take a while for readers to get into the story but the later half is full of action and even contains the odd humorous pun, which prevents the book from becoming too dark.
It must be difficult to write about mermaids as the setting is, naturally, deep under the surface of oceans, seas, rivers and lakes. The writer would need to think carefully about what is possible underwater, and remember to use words such as “swim” instead of “walk”. Even though Donnelly did a fantastic job there were occasions where the characters could easily be mistaken for humans with legs rather than fish tails.
There were lots of made up words and names used in this book which some people may find confusing thus making it difficult to keep track of who is who. The author has helpfully included a glossary of these terms and names which readers can refer to as and when they need to. It does not, however, include a pronunciation guide, which is a shame as some of the words have an Eastern European look to them and readers unfamiliar with those types of dialects may struggle with some of the expressions: for example, Baba Vrăja.
Overall this saga has the potential to become a magnificent set of books with a uniqueness setting them apart from other popular fantasy stories of today.
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review</i>
Mermaids are perhaps one of the least written about mythical creature in novels. On the occasions that they are referred to they are often represented as evil siren-like females luring sailors to their deaths. The mermaids in Jennifer Donnelly’s <i>Waterfire Saga</i> are not like that at all, in fact their lives are not dissimilar to that of humans.
<i>Deep Blue</i> is the first novel in this saga but felt like it was mostly setting the scene for the yet-to-be-published sequels. It begins with Serafina, the Principessa of the House of Merrow, preparing for the Dokimí or betrothal ceremony occurring that evening. Although her songspell, a particularly difficult task, goes perfectly, assassins gatecrash the ceremony. The black-clad mermen fire poison arrows at the crowd, killing Sera’s father and fatally injuring her mother, the Regina.
Along with her best friend Neela, Serafina flees the city but it is not long before their assailants catch up with them. Throughout all this destruction the two mermaids discover that they have been having the same dream about being summoned by the Iele – a legendary group of river witches – and with no where else to go they head to the river Olt in Romania in order to find them and discover what they are being called upon for. As it turns out they are not the only girls heading that way. Six mermaids in total have been having the same dream and they eventually meet up on their way to the Iele.
Although the end of <i>Deep Blue</i> revealed the girls’ purposes, it will not be until the second book that this task is carried out. Due to this it feels as though the main storyline of the <i>Waterfire Saga</i> is yet to begin properly. Having said that, <i>Deep Blue</i> was still an entertaining read. It may take a while for readers to get into the story but the later half is full of action and even contains the odd humorous pun, which prevents the book from becoming too dark.
It must be difficult to write about mermaids as the setting is, naturally, deep under the surface of oceans, seas, rivers and lakes. The writer would need to think carefully about what is possible underwater, and remember to use words such as “swim” instead of “walk”. Even though Donnelly did a fantastic job there were occasions where the characters could easily be mistaken for humans with legs rather than fish tails.
There were lots of made up words and names used in this book which some people may find confusing thus making it difficult to keep track of who is who. The author has helpfully included a glossary of these terms and names which readers can refer to as and when they need to. It does not, however, include a pronunciation guide, which is a shame as some of the words have an Eastern European look to them and readers unfamiliar with those types of dialects may struggle with some of the expressions: for example, Baba Vrăja.
Overall this saga has the potential to become a magnificent set of books with a uniqueness setting them apart from other popular fantasy stories of today.

The Bandersnatch (199 KP) rated The Lord of the Rings in Books
Nov 7, 2019
Lord of the rings is written by professor J. R. R. Tolkien and began as a squeal to the Hobbit but evolved over time into its own stand alone book. It was Published by Allen and Unwin (who also produced the hobbit) on July 29th 1954 in three segments; The Fellowship of the Ring, The Towers and The Return of the King. Structurally the book can be separated into six books with an appendices at the end. The book was intended to be one volume of a two volume set (Partnered with The Silmarillion). The title refers to the main antagonist the dark lord Sauron, who had in an earlier age created the one ring to rule them all and use it to conquer and rule Middle-Earth. The story starts in the shire at the 11th birthday of Bilbo Baggins and follows the journey of Frodo Baggins – Bilbos relative and heir as he ranges across middle-earth all the way to the fires of mount doom to destroy the magical ring (which Bilbo found during the Hobbit) during what ended up as the War of the Ring. The story is seen through the eyes of several characters including Frodo, and fellow Hobbits Sam Gamgee, Merry Brandybuck and Pippin Took.
Now I own a copy of the lord of the rings and have done so since I've left school. The copy I own however is the single whole copy as such I've always struggled to read the book in one go. Its always taken me a long time to read it and as such I only re-read it every two years or so. Whilst I'd known of the hobbit and read it numerous times as a child and young adult. I wasn't aware of the Lord of the Rings until the movies came out and as such I came to LoTR through the movies instead of the book. If you want to know a brief history of Professor J.R.R Tolkien and my opinion of him have a look to last weeks book blog on The Hobbit.
The book was turned into the popular movie franchise by Director Peter Jackson, Weta Workshop and New Line Cinema. The movies followed the pattern of the books and were subsequently released under The fellowship of the Ring (2001), The Two Towers (2002) and The return of the King (2003). Lord of the rings is widely regarded as one of the most influential and greatest film trilogies ever created. Its ended up being both a major financial success and is amongst the highest grossing film series of all time (earning over £2.9 billion in worldwide receipts). When award season came around each film was critically acclaimed and heavily awarded they won 17 out of their 30 nominations. An extended copy of each movie was released on DVD after the theatrical release.....I still have my extended copies after 13 years.
I was introduced to the Lord of the Rings Movies during Secondary school and had spent a good chunk of my time out of school watching the movies. By the time I left school a knew a plethora of random knowledge of the Tolkien legendium at large and as I said earlier in this post I saw the movies first before I read the books and as such It does make it harder for me to read the books. Thanks to these movies however I now own several LoTR related books and have a healthy love of Fantasy and fiction at large.
Now I own a copy of the lord of the rings and have done so since I've left school. The copy I own however is the single whole copy as such I've always struggled to read the book in one go. Its always taken me a long time to read it and as such I only re-read it every two years or so. Whilst I'd known of the hobbit and read it numerous times as a child and young adult. I wasn't aware of the Lord of the Rings until the movies came out and as such I came to LoTR through the movies instead of the book. If you want to know a brief history of Professor J.R.R Tolkien and my opinion of him have a look to last weeks book blog on The Hobbit.
The book was turned into the popular movie franchise by Director Peter Jackson, Weta Workshop and New Line Cinema. The movies followed the pattern of the books and were subsequently released under The fellowship of the Ring (2001), The Two Towers (2002) and The return of the King (2003). Lord of the rings is widely regarded as one of the most influential and greatest film trilogies ever created. Its ended up being both a major financial success and is amongst the highest grossing film series of all time (earning over £2.9 billion in worldwide receipts). When award season came around each film was critically acclaimed and heavily awarded they won 17 out of their 30 nominations. An extended copy of each movie was released on DVD after the theatrical release.....I still have my extended copies after 13 years.
I was introduced to the Lord of the Rings Movies during Secondary school and had spent a good chunk of my time out of school watching the movies. By the time I left school a knew a plethora of random knowledge of the Tolkien legendium at large and as I said earlier in this post I saw the movies first before I read the books and as such It does make it harder for me to read the books. Thanks to these movies however I now own several LoTR related books and have a healthy love of Fantasy and fiction at large.

Becs (244 KP) rated The Black Orchids in Books
Aug 2, 2019
Not what you expect
"I knew this wasn't the end."
TRIGGER WARNINGS: death, torture
Review:
I originally rated this 3.5 stars but I'm dropping this down to 2.5 stars, as I've had time to sit and really gather my thoughts around.
The Black Orchids is a paranormal fantasy novel about a young girl being haunted by a monster called It (no, not the clown). She goes to a boarding school where she comes into contact with It again and even gains new friends. There are multiple of love interests within this story and the story gave off a very dark, suspenseful, and adventure feel with twists, but it wasn't what I expected from reading the blurb.
The Black Orchids vaguely has the same vibes that the Vampire Academy and Beautiful Creatures series' has. There was a lack of connection with the characters and the story overall lacked. There was potential here but it fell short and left me a bit disappointed.
The main character was in a constant battle with herself and her family, she even considered herself to be different from the "other girls". Basically, she was the loner, edgy girl that didn't have friends. This wasn't executed the greatest and really just made the MC feel shallow and a tad emotionless. The other characters weren't much better. The relationships between them seemed a tad forced and not at all 'believable'.
The story lacked descriptive nature and world-building. But the plot was pretty decent. I wasn't instantly enamored with the story and it was a slow read - even though I devoured it. There was something still keeping me reading and I couldn't put my finger on it. I know for sure it wasn't the characters, as I could never really connect with any of them and the villain wasn't even the greatest. Majority of villains are these morally grey characters with amazing backstories, but not the villain here. There was no grand reveal of who the mystery figure was and the plot twist at the end was rather disappointing.
Don't get me wrong, I loved the ending! But so much more could have been added to the story-line that would have added an appealing and captivating touch that built up until BOOM, plot twist, and cliffhanger. The Black Orchids does end on a bit of a cliffhanger but again, it lacked and didn't give a massive explosion to my brain as most cliffhangers do.
Another aspect of The Black Orchids that I couldn't get over was all of the spelling and grammatical errors. I kept having to reread sentences, paragraphs, and even whole pages! I wanted to DNF this but also keep reading, all at the same time. And I honestly don't know how I feel about that.
The Black Orchids has a good plot for a debut, it just needs a bit of work done to it to revamp and add cushion to the story-line.
"In the end, she settled for trying to show a turtle raising its head out of its shell. She thought it symbolized new hope, courage, and maybe even as a welcoming. For a turtle to peek outside was courage indeed, they never knew what awaited them on the other side."
TRIGGER WARNINGS: death, torture
Review:
I originally rated this 3.5 stars but I'm dropping this down to 2.5 stars, as I've had time to sit and really gather my thoughts around.
The Black Orchids is a paranormal fantasy novel about a young girl being haunted by a monster called It (no, not the clown). She goes to a boarding school where she comes into contact with It again and even gains new friends. There are multiple of love interests within this story and the story gave off a very dark, suspenseful, and adventure feel with twists, but it wasn't what I expected from reading the blurb.
The Black Orchids vaguely has the same vibes that the Vampire Academy and Beautiful Creatures series' has. There was a lack of connection with the characters and the story overall lacked. There was potential here but it fell short and left me a bit disappointed.
The main character was in a constant battle with herself and her family, she even considered herself to be different from the "other girls". Basically, she was the loner, edgy girl that didn't have friends. This wasn't executed the greatest and really just made the MC feel shallow and a tad emotionless. The other characters weren't much better. The relationships between them seemed a tad forced and not at all 'believable'.
The story lacked descriptive nature and world-building. But the plot was pretty decent. I wasn't instantly enamored with the story and it was a slow read - even though I devoured it. There was something still keeping me reading and I couldn't put my finger on it. I know for sure it wasn't the characters, as I could never really connect with any of them and the villain wasn't even the greatest. Majority of villains are these morally grey characters with amazing backstories, but not the villain here. There was no grand reveal of who the mystery figure was and the plot twist at the end was rather disappointing.
Don't get me wrong, I loved the ending! But so much more could have been added to the story-line that would have added an appealing and captivating touch that built up until BOOM, plot twist, and cliffhanger. The Black Orchids does end on a bit of a cliffhanger but again, it lacked and didn't give a massive explosion to my brain as most cliffhangers do.
Another aspect of The Black Orchids that I couldn't get over was all of the spelling and grammatical errors. I kept having to reread sentences, paragraphs, and even whole pages! I wanted to DNF this but also keep reading, all at the same time. And I honestly don't know how I feel about that.
The Black Orchids has a good plot for a debut, it just needs a bit of work done to it to revamp and add cushion to the story-line.
"In the end, she settled for trying to show a turtle raising its head out of its shell. She thought it symbolized new hope, courage, and maybe even as a welcoming. For a turtle to peek outside was courage indeed, they never knew what awaited them on the other side."

Gareth von Kallenbach (980 KP) rated Hansel and Gretel: Witch Hunters (2013) in Movies
Aug 7, 2019
In 2009, writer/director by Tommy Wirkola gained a cult following with his Zombie splatter film “Dead Snow”. Hollywood took notice and he was awarded with a larger budget and bigger stars for his follow up film “Hansel & Gretel: Witch Hunters”. The film chronicles the fairytale brother and sister duo after they escaped the gingerbread house and started hunting down witches. Originally supposed to be released in 2012, the film was pushed back to a January 2013 release in hopes of generating more buzz on Jeremy Renner’s rising star. When the film was complete, Renner had yet to appear in last year’s films “The Avengers” and “The Bourne Legacy”. A good strategy, if the standard TV trailers did not make this movie look worse than it actually is.
I have to be honest. I went into this movie expecting it to be terrible. Personally I do not have much faith in Renner (Hansel) as a leading man. I know he is somewhat hot right now but to me he is best as a supporting role. I also have only seen Gemma Arterton (Gretel) in “Clash of the Titans” (2010) where she was nothing more than a pretty face in that lack luster film. Perhaps it was because of such low expectations that together they worked. They were both “bad ass” as the brother sister bounty hunters. Not spectacular performances or anything but easily entertaining and likeable performances.
The story follows the duo as they attempt to hunt down some missing children form a small village that is troubled by witches. Famke Janssen (Taken 2) leads the supporting cast as Leader of the witches who is trying to cast a spell that will make the witches stronger than ever. The three clash it out and that is basically the story.
From a stylistic standpoint fans of Wirkola’s films will not be disappointed. The dark and grim fairytale world he creates is charming and helps us fall into the fantasy. Furthermore this film has several gruesome scenes that are shockingly comical in the way they are over the top. At no point do they feel unnecessary for shock value, but rather they happen in a way that seems normal and plausible in the world we are shown on film. Additionally the pacing of this film is fast. There was not a dull moment as the 88 minute run time is one action or story driven transition to the next. Together these aspects help the film feel fun, lighthearted and surprisingly entertaining. Also the 3D effects help the film and do not seem distracting.
The finished product accomplishes something that other fast paced ridiculous action flicks do not. It keeps it simple. Tommy Wirkola shows his talent by keeping various stylistic factors and pacing together in a way that makes the simplistic story complete. Often times in films like this there comes a point where your suspended disbelief is tested beyond its limits. But that is not the case here. Hansel & Gretel: Witch Hunters delivers an entertaining fast paced movie that the TV previews do not to justice. If you are a fan of zombies, vampires, witches or any other supernatural type characters then you will not want to miss this film.
I have to be honest. I went into this movie expecting it to be terrible. Personally I do not have much faith in Renner (Hansel) as a leading man. I know he is somewhat hot right now but to me he is best as a supporting role. I also have only seen Gemma Arterton (Gretel) in “Clash of the Titans” (2010) where she was nothing more than a pretty face in that lack luster film. Perhaps it was because of such low expectations that together they worked. They were both “bad ass” as the brother sister bounty hunters. Not spectacular performances or anything but easily entertaining and likeable performances.
The story follows the duo as they attempt to hunt down some missing children form a small village that is troubled by witches. Famke Janssen (Taken 2) leads the supporting cast as Leader of the witches who is trying to cast a spell that will make the witches stronger than ever. The three clash it out and that is basically the story.
From a stylistic standpoint fans of Wirkola’s films will not be disappointed. The dark and grim fairytale world he creates is charming and helps us fall into the fantasy. Furthermore this film has several gruesome scenes that are shockingly comical in the way they are over the top. At no point do they feel unnecessary for shock value, but rather they happen in a way that seems normal and plausible in the world we are shown on film. Additionally the pacing of this film is fast. There was not a dull moment as the 88 minute run time is one action or story driven transition to the next. Together these aspects help the film feel fun, lighthearted and surprisingly entertaining. Also the 3D effects help the film and do not seem distracting.
The finished product accomplishes something that other fast paced ridiculous action flicks do not. It keeps it simple. Tommy Wirkola shows his talent by keeping various stylistic factors and pacing together in a way that makes the simplistic story complete. Often times in films like this there comes a point where your suspended disbelief is tested beyond its limits. But that is not the case here. Hansel & Gretel: Witch Hunters delivers an entertaining fast paced movie that the TV previews do not to justice. If you are a fan of zombies, vampires, witches or any other supernatural type characters then you will not want to miss this film.

DaveySmithy (107 KP) rated Fight Club (1999) in Movies
Dec 3, 2024
An Explosive and Provocative Journey
Few films have managed to spark as much debate and cultural impact as David Fincher’s Fight Club. Released in 1999, this dark and audacious psychological thriller quickly evolved from a divisive box office release to a bona fide cult classic. Based on Chuck Palahniuk’s novel of the same name, Fight Club is more than just a movie—it’s an exploration of identity, consumerism, and the hidden chaos lurking within us all. Fincher’s meticulous direction, coupled with outstanding performances by Edward Norton and Brad Pitt, makes Fight Club a visceral and thought-provoking cinematic ride that lingers long after the credits roll.
The story is told through the eyes of the unnamed narrator (Norton), a white-collar worker trapped in a monotonous life. Crippled by insomnia and a desperate longing for purpose, his mundane existence takes a dramatic turn when he crosses paths with Tyler Durden (Pitt), a magnetic, anarchic soap maker. Together, they form the titular fight club—a raw, underground outlet for men to vent their frustrations by literally beating them out of each other. What begins as an unconventional form of therapy soon spirals into a chaotic and dangerous movement, leading the narrator down a path of self-destruction and shocking revelations.
Edward Norton delivers a career-best performance as the narrator, capturing the character’s descent into madness with unnerving precision. His dry wit and self-deprecating humor make him relatable, even as his actions become increasingly unhinged. But it’s Brad Pitt who truly steals the show as Tyler Durden. Charismatic, unpredictable, and dripping with swagger, Pitt embodies the fantasy of rebellion and freedom that so many viewers secretly crave. Together, the two actors create a mesmerizing dynamic, with Tyler representing everything the narrator wants to be—and fears he might become.
Helena Bonham Carter rounds out the core cast as Marla Singer, a nihilistic wildcard who both disrupts and grounds the narrator’s chaotic journey. Her chemistry with Norton is as compelling as it is unconventional, adding a layer of emotional complexity to an otherwise hyper-masculine narrative.
What sets Fight Club apart is its fearless critique of modern society. It skewers consumerism, masculinity, and the emptiness of the so-called “American Dream,” forcing viewers to confront uncomfortable truths about their own lives. Fincher’s direction is sharp and unrelenting, with the film’s gritty visual style perfectly complementing its nihilistic tone. The innovative use of CGI, fourth-wall-breaking moments, and hauntingly effective cinematography by Jeff Cronenweth keep the audience on edge, unsure of what to expect next.
Yet, Fight Club is not without flaws. Its provocative themes can feel overly blunt at times, and some viewers might find its violent and anarchistic undertones alienating. Additionally, while the infamous plot twist is masterfully executed, it risks overshadowing the film’s deeper messages upon rewatch.
The soundtrack, anchored by The Dust Brothers’ industrial score and the unforgettable use of The Pixies’ “Where Is My Mind?” in the climax, elevates the film to iconic status. These elements, combined with razor-sharp dialogue and endlessly quotable lines, solidify Fight Club as a masterpiece of late-90s cinema.
While it may not be for everyone, Fight Club is a bold, daring, and unforgettable experience that challenges societal norms and forces introspection. It’s an audacious 9/10 film—flawed but brilliant, much like the chaos it portrays.
The story is told through the eyes of the unnamed narrator (Norton), a white-collar worker trapped in a monotonous life. Crippled by insomnia and a desperate longing for purpose, his mundane existence takes a dramatic turn when he crosses paths with Tyler Durden (Pitt), a magnetic, anarchic soap maker. Together, they form the titular fight club—a raw, underground outlet for men to vent their frustrations by literally beating them out of each other. What begins as an unconventional form of therapy soon spirals into a chaotic and dangerous movement, leading the narrator down a path of self-destruction and shocking revelations.
Edward Norton delivers a career-best performance as the narrator, capturing the character’s descent into madness with unnerving precision. His dry wit and self-deprecating humor make him relatable, even as his actions become increasingly unhinged. But it’s Brad Pitt who truly steals the show as Tyler Durden. Charismatic, unpredictable, and dripping with swagger, Pitt embodies the fantasy of rebellion and freedom that so many viewers secretly crave. Together, the two actors create a mesmerizing dynamic, with Tyler representing everything the narrator wants to be—and fears he might become.
Helena Bonham Carter rounds out the core cast as Marla Singer, a nihilistic wildcard who both disrupts and grounds the narrator’s chaotic journey. Her chemistry with Norton is as compelling as it is unconventional, adding a layer of emotional complexity to an otherwise hyper-masculine narrative.
What sets Fight Club apart is its fearless critique of modern society. It skewers consumerism, masculinity, and the emptiness of the so-called “American Dream,” forcing viewers to confront uncomfortable truths about their own lives. Fincher’s direction is sharp and unrelenting, with the film’s gritty visual style perfectly complementing its nihilistic tone. The innovative use of CGI, fourth-wall-breaking moments, and hauntingly effective cinematography by Jeff Cronenweth keep the audience on edge, unsure of what to expect next.
Yet, Fight Club is not without flaws. Its provocative themes can feel overly blunt at times, and some viewers might find its violent and anarchistic undertones alienating. Additionally, while the infamous plot twist is masterfully executed, it risks overshadowing the film’s deeper messages upon rewatch.
The soundtrack, anchored by The Dust Brothers’ industrial score and the unforgettable use of The Pixies’ “Where Is My Mind?” in the climax, elevates the film to iconic status. These elements, combined with razor-sharp dialogue and endlessly quotable lines, solidify Fight Club as a masterpiece of late-90s cinema.
While it may not be for everyone, Fight Club is a bold, daring, and unforgettable experience that challenges societal norms and forces introspection. It’s an audacious 9/10 film—flawed but brilliant, much like the chaos it portrays.

Gareth von Kallenbach (980 KP) rated the PC version of Mortal Shell in Video Games
Oct 8, 2020
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.
Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.
The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.
In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.
Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.
During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.
One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.
Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell
While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.
If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available
What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up
What I liked less: No real direction on where to start
Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.
The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.
In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.
Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.
During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.
One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.
Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell
While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.
If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available
What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up
What I liked less: No real direction on where to start

Mothergamer (1562 KP) rated the PC version of The Elder Scrolls Online Tamriel Unlimited in Video Games
Apr 3, 2019
Many of my friends kept telling me I should play Elder Scrolls Online because it was a lot of fun and set before the events of Skyrim. I told them I didn't have it yet, but eventually I would check it out. I liked that they followed in the steps of Guild Wars 2 by not having a monthly subscription, once you buy the game it's yours to play to your heart's content. I waited until it went on sale on Steam and got the collector's edition which included three DLCs and a horse mount. I was excited to create a new character and explore the world of Elder Scrolls Online. I actually made two characters both in the Nightblade job class a Dark Elf and a Wood Elf. You can have 8 character slots which is pretty nice. I may go and try out a Khajiit character later.
One of the many Khajit characters in the game.
The character creation is very user friendly with a variety of options. However, I once again wondered why there so many different variations of bald for the female characters. I suppose that just gives you a lot of options if that's your thing. I did like that there were plenty of longer hair options for the characters. Once my character creation was complete, I could not wait to start my adventure. I also had to pick which server to play on North American or European. I went with North American as the time difference doesn't really let me play with my European friends. Depending on which character you pick: Dark Elf, Wood Elf, High Elf, Khajit, Argonian, Nord, Breton, Redguard, or Orc you start the game that gives you a tutorial introduction for the game controls and then you have racial origin quests you can play. I play the game on PC so my controls were for the PC, but you can also play the game on PS4 and XboxOne. Once I finished the tutorial quest I was able to really begin exploring the world of Tamriel.
My Dark Elf ready for adventure!
One great thing that stands out is how easy the controls are to map and use. The user menu for items and quest logs is incredibly user friendly making the game feel nicely streamlined. There is literally tons to see and do in Elder Scrolls Online ranging from a myriad of side quests to origin story quests as well as the main story quests. Another thing I like is the dungeon system. While I like Final Fantasy 14, the one thing I really do not like is how many forced dungeon crawls there are. Elder Scrolls Online has made it so that if you want to do a dungeon you can or you can just skip it if it's not your thing.
There are actually seven different types of dungeons. You have the public dungeons which if you have the right character build, you can solo very easily. This dungeon is open to everyone so solo players can come in and explore and team up with people who are in there if they wish. Public dungeons are a bit more challenging than the other dungeons so in general a group definitely helps. Delves are solo dungeons pertinent to whichever quest you're on. Non-Veteran group dungeons are instanced dungeons that require a group of four and are normal mode and scale to the level of the group leader. Veteran dungeons are instanced as well, but they don't unlock until you're level 50 and they are a higher difficulty than the other dungeons. Trials are 12 person instances that are mainly for endgame content and require a solid group and teamwork. Craglorn delves are instanced dungeons that have you kill a specific bosses inside. Finally, there is the Dragonstar Arena which is a 4 person instance PVE (Player versus event) arena. This has 10 different levels where you work together to fight 5 waves of monsters in each level and a final boss at the end. This is a difficult level dungeon for experienced players.
Battling in a Delve.
There is chat of course and for the most part it's alright in the fact that you can learn about events or people looking for groups so you can team up for quests and dungeons. This also lets you know what guilds are out there recruiting. Other times I tend to turn off zone chat because there's only so many sexual innuendo and dick jokes I can take. For the most part I run around by myself doing quests and I always have fun doing them and I have done a few group dungeons which are fun as well. The community in Elder Scrolls Online is quite friendly from what I've experienced and there are a lot of players who are willing to help if you need it and give advice about the game and class builds. I've even had a few players trade gear with me to help my Nightblade characters be even better which was so nice of them. That alone has made my experience with Elder Scrolls Online even more enjoyable.
The different areas that I've explored so far are beautiful. Just exploring is a lot of fun in itself because each area is completely different so it's a lot of fun to just look around at everything. The music in the game is fantastic as well and sets a great atmosphere for the story and quests. The battles are fun and easy to navigate. Leveling doesn't feel like a chore and unlocking skills is simple to do and with enough skill points you can even morph your skills into more powerful abilities. Traveling is great too because once you unlock a way shrine you can fast travel to those spots that you have unlocked. It does cost some gold when you fast travel however, but with all the quests you get under your belt it's not that big a deal. Traveling on a mount is easy, you can just use a command that has your character whistle and your mount will appear so you can head to where you need to go.
My Wood Elf admiring the beautiful scenery.
There is PVP (player versus player) in the game. You can fight in Cyrodiil from level 10 and above. You can also challenge other players to a duel anywhere in Tamriel. If the person accepts your duel challenge, a flag appears and you fight in the designated area marked by the flag, if you leave that area it results in a forfeit. I tried it out once just to see what it was like (PVP is not my thing) and it was alright. For those who love PVP it is one more fun adventure thing you can do in the game.
You can do crafting in the game as well. There is an introductory quest to crafting that you get so you can learn about the craft you choose. There are six crafts to choose from: Blacksmith, Clothier, Alchemy, Enchanting, Provisioning, and Woodworking. The tutorial on how to do the crafts is easy to follow and once you get started it's easy to do. This is also a terrific way to make a bit of extra coin in the game for all the things you need such as gear and healing potions.
The one issue I have with Elder Scrolls Online is that there is no cross platform gaming. This means if you play on the PC, but your friends play on the PS4 or XboxOne consoles you can't play together. This means that PC players are on their own server and the console players are on their own separate server. I can understand a bit why they did it that way, but it kind of sucks that I can't play with my friends who are on the console platforms. In that regard, Final Fantasy 14 is winning because you can play with your friends across all platforms. Perhaps that may change in the future, but for now that's not the case.
Lack of cross platform gaming aside, Elder Scrolls Online is a great game. It's a fun adventure with a ton of content to explore and plenty of things to see and do. I'm glad I was able to check it out and I'm enjoying playing by myself and with other people. It's an MMORPG that offers a lot of great things in its game and gives a huge amount of freedom to the different play styles that people have allowing everyone to enjoy the game the way they wish. Now, I'm off to do some more adventuring in Tamriel!
One of the many Khajit characters in the game.
The character creation is very user friendly with a variety of options. However, I once again wondered why there so many different variations of bald for the female characters. I suppose that just gives you a lot of options if that's your thing. I did like that there were plenty of longer hair options for the characters. Once my character creation was complete, I could not wait to start my adventure. I also had to pick which server to play on North American or European. I went with North American as the time difference doesn't really let me play with my European friends. Depending on which character you pick: Dark Elf, Wood Elf, High Elf, Khajit, Argonian, Nord, Breton, Redguard, or Orc you start the game that gives you a tutorial introduction for the game controls and then you have racial origin quests you can play. I play the game on PC so my controls were for the PC, but you can also play the game on PS4 and XboxOne. Once I finished the tutorial quest I was able to really begin exploring the world of Tamriel.
My Dark Elf ready for adventure!
One great thing that stands out is how easy the controls are to map and use. The user menu for items and quest logs is incredibly user friendly making the game feel nicely streamlined. There is literally tons to see and do in Elder Scrolls Online ranging from a myriad of side quests to origin story quests as well as the main story quests. Another thing I like is the dungeon system. While I like Final Fantasy 14, the one thing I really do not like is how many forced dungeon crawls there are. Elder Scrolls Online has made it so that if you want to do a dungeon you can or you can just skip it if it's not your thing.
There are actually seven different types of dungeons. You have the public dungeons which if you have the right character build, you can solo very easily. This dungeon is open to everyone so solo players can come in and explore and team up with people who are in there if they wish. Public dungeons are a bit more challenging than the other dungeons so in general a group definitely helps. Delves are solo dungeons pertinent to whichever quest you're on. Non-Veteran group dungeons are instanced dungeons that require a group of four and are normal mode and scale to the level of the group leader. Veteran dungeons are instanced as well, but they don't unlock until you're level 50 and they are a higher difficulty than the other dungeons. Trials are 12 person instances that are mainly for endgame content and require a solid group and teamwork. Craglorn delves are instanced dungeons that have you kill a specific bosses inside. Finally, there is the Dragonstar Arena which is a 4 person instance PVE (Player versus event) arena. This has 10 different levels where you work together to fight 5 waves of monsters in each level and a final boss at the end. This is a difficult level dungeon for experienced players.
Battling in a Delve.
There is chat of course and for the most part it's alright in the fact that you can learn about events or people looking for groups so you can team up for quests and dungeons. This also lets you know what guilds are out there recruiting. Other times I tend to turn off zone chat because there's only so many sexual innuendo and dick jokes I can take. For the most part I run around by myself doing quests and I always have fun doing them and I have done a few group dungeons which are fun as well. The community in Elder Scrolls Online is quite friendly from what I've experienced and there are a lot of players who are willing to help if you need it and give advice about the game and class builds. I've even had a few players trade gear with me to help my Nightblade characters be even better which was so nice of them. That alone has made my experience with Elder Scrolls Online even more enjoyable.
The different areas that I've explored so far are beautiful. Just exploring is a lot of fun in itself because each area is completely different so it's a lot of fun to just look around at everything. The music in the game is fantastic as well and sets a great atmosphere for the story and quests. The battles are fun and easy to navigate. Leveling doesn't feel like a chore and unlocking skills is simple to do and with enough skill points you can even morph your skills into more powerful abilities. Traveling is great too because once you unlock a way shrine you can fast travel to those spots that you have unlocked. It does cost some gold when you fast travel however, but with all the quests you get under your belt it's not that big a deal. Traveling on a mount is easy, you can just use a command that has your character whistle and your mount will appear so you can head to where you need to go.
My Wood Elf admiring the beautiful scenery.
There is PVP (player versus player) in the game. You can fight in Cyrodiil from level 10 and above. You can also challenge other players to a duel anywhere in Tamriel. If the person accepts your duel challenge, a flag appears and you fight in the designated area marked by the flag, if you leave that area it results in a forfeit. I tried it out once just to see what it was like (PVP is not my thing) and it was alright. For those who love PVP it is one more fun adventure thing you can do in the game.
You can do crafting in the game as well. There is an introductory quest to crafting that you get so you can learn about the craft you choose. There are six crafts to choose from: Blacksmith, Clothier, Alchemy, Enchanting, Provisioning, and Woodworking. The tutorial on how to do the crafts is easy to follow and once you get started it's easy to do. This is also a terrific way to make a bit of extra coin in the game for all the things you need such as gear and healing potions.
The one issue I have with Elder Scrolls Online is that there is no cross platform gaming. This means if you play on the PC, but your friends play on the PS4 or XboxOne consoles you can't play together. This means that PC players are on their own server and the console players are on their own separate server. I can understand a bit why they did it that way, but it kind of sucks that I can't play with my friends who are on the console platforms. In that regard, Final Fantasy 14 is winning because you can play with your friends across all platforms. Perhaps that may change in the future, but for now that's not the case.
Lack of cross platform gaming aside, Elder Scrolls Online is a great game. It's a fun adventure with a ton of content to explore and plenty of things to see and do. I'm glad I was able to check it out and I'm enjoying playing by myself and with other people. It's an MMORPG that offers a lot of great things in its game and gives a huge amount of freedom to the different play styles that people have allowing everyone to enjoy the game the way they wish. Now, I'm off to do some more adventuring in Tamriel!

Gareth von Kallenbach (980 KP) rated Warcraft (2016) in Movies
Jun 19, 2019
Back in 1994, I fondly remember playing Warcraft on my PC as well as the fun of connecting with a friend over a dial up modem for hours of fun. Blizzard’s online matchmaking portal also served as a source of countless chatrooms in the pre-internet days and through the two sequels and add on packs that followed as well as the huge success of World of Warcraft, the name Warcraft came to symbolize quality and fun to millions of fans the world over.
The feature film is directed by Duncan Jones who replaced Sam Raimi in pre-production years ago, and follows the arrival or the Orcs into Azeroth and the battle that erupts as the humans try to stop this invading force. An evil energy source is compelling the actions of a power obsessed Orc and he is obsessed with destroying the humans to find a new home for his people which is no longer inhabitable thanks to said dark magic.
There are the usual collection of wizards, warriors, love interest, heroes, and villains that one would expect in a fantasy adventure but there are many elements that simply do not work. From poor casting choices to a story that is weak even by video game standards the movie just does not live up to what one expects form a summer blockbuster especially one with a name associated with quality. It is shocking to me that the studio thought the casting choices were appropriate for the film as there is no star power at all and no chemistry at all between any of the performers. It is almost as if some executives figured since their kids play Warcraft and they know people who play Warcraft, then this will be a huge hit as everyone will flock to it. Yes, but the salad days of the franchise are behind it as World of Warcraft does not have the subscriber bases it once had. Three to Five years ago would have been a great time for the film but for now it is too late and far to lacking. I am sure fans will see it for curiosity sake and it may open well, but I do not see it having much staying power and as what is supposed to be the first film in a planned series, I am not sure that I want to see much more of it which is sad as I am a fan of the games and I liked that the visuals of the film matched much of the quality artwork of the games.
The action scenes for the film are entertaining enough and they do have a good degree of visual appeal but they just do not have any intensity or compulsion to them and with the disjointed plot and sub par acting, it really makes it hard to get caught up in the outcome. One segment was indicating an epic battle was to come and it was resolved in seconds which really invalidated much of the events leading up to it.
Sadly the first cinematic offering for the franchise is not going to be the landmark event that the arrival of the previous games have been as it plays out like a big budget fan film with solid special effects but a plodding and stale story, bad acting, and a no-name cast who cannot even decide what accent they are using from scene to scene. I half expected Crow and Tom Servo to pop up in the corner and add their commentary especially during the ridiculous “Moses Scene” which was so indicative of the slapdash nature of the film.
http://sknr.net/2016/06/08/warcraft/
The feature film is directed by Duncan Jones who replaced Sam Raimi in pre-production years ago, and follows the arrival or the Orcs into Azeroth and the battle that erupts as the humans try to stop this invading force. An evil energy source is compelling the actions of a power obsessed Orc and he is obsessed with destroying the humans to find a new home for his people which is no longer inhabitable thanks to said dark magic.
There are the usual collection of wizards, warriors, love interest, heroes, and villains that one would expect in a fantasy adventure but there are many elements that simply do not work. From poor casting choices to a story that is weak even by video game standards the movie just does not live up to what one expects form a summer blockbuster especially one with a name associated with quality. It is shocking to me that the studio thought the casting choices were appropriate for the film as there is no star power at all and no chemistry at all between any of the performers. It is almost as if some executives figured since their kids play Warcraft and they know people who play Warcraft, then this will be a huge hit as everyone will flock to it. Yes, but the salad days of the franchise are behind it as World of Warcraft does not have the subscriber bases it once had. Three to Five years ago would have been a great time for the film but for now it is too late and far to lacking. I am sure fans will see it for curiosity sake and it may open well, but I do not see it having much staying power and as what is supposed to be the first film in a planned series, I am not sure that I want to see much more of it which is sad as I am a fan of the games and I liked that the visuals of the film matched much of the quality artwork of the games.
The action scenes for the film are entertaining enough and they do have a good degree of visual appeal but they just do not have any intensity or compulsion to them and with the disjointed plot and sub par acting, it really makes it hard to get caught up in the outcome. One segment was indicating an epic battle was to come and it was resolved in seconds which really invalidated much of the events leading up to it.
Sadly the first cinematic offering for the franchise is not going to be the landmark event that the arrival of the previous games have been as it plays out like a big budget fan film with solid special effects but a plodding and stale story, bad acting, and a no-name cast who cannot even decide what accent they are using from scene to scene. I half expected Crow and Tom Servo to pop up in the corner and add their commentary especially during the ridiculous “Moses Scene” which was so indicative of the slapdash nature of the film.
http://sknr.net/2016/06/08/warcraft/