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Purple Phoenix Games (2266 KP) rated Lonely Undead in Tabletop Games
May 24, 2021
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!

Daniel Boyd (1066 KP) rated Gerald's Game (2017) in Movies
Oct 13, 2017 (Updated Oct 13, 2017)
Top Notch Performances. (1 more)
Effective Scares.
Hard To Watch, Yet Impossible To Turn Away
Contains spoilers, click to show
After being underwhelmed by the major blockbuster release of IT, I didn’t have much hope for this small Netflix movie with a limited cast, a low budget and being an adaption of what is regarded as one of Stephen King’s lesser works. I am happy to report that I was pleasantly surprised when I sat down to watch this one, in fact I’d go as far as to say it blew me away.
This is a movie that lives and dies on the performances of the actors involved. For those of you not familiar with the story’s premise, it involves a married couple driving out to a holiday cottage in the woods for a dirty weekend. The couple is played by Carla Gugino, (Jessie,) and Bruce Greenwood, (Gerald,) who both totally nail their respective roles in the movie. Once they get to the cottage and the door is conveniently left ajar, Gerald handcuffs Jessie to the bed and goes to the bathroom to pop a Viagra. Once he comes back and explains how he has made sure the gardeners and the cleaners won’t disturb them for a few days, he takes a heart attack and collapses onto the floor and dies.
From this point on, Carla Gugino spends the vast majority of the movie handcuffed to the bed and she gives an absolutely stellar performance, possibly the best of her career. She goes though a vast array of emotions in convincing, believable form and shows everything, from despair, to sadness, to anger, to fear, to resilience. I don’t think anyone has ever been Oscar nominated for a straight-to-Netflix movie, but if there is one performance that deserves to be, it is this one.
If you haven’t seen the movie yet, please don’t read on past this point as I am going to have to delve into spoilers in order to discuss the other aspects of the movie that I enjoyed. I thought the way that Gerald appeared to Jessie as a sort of devil on her shoulder was really effective and Greenwood delivered the required level of intense cruelty perfectly. Then the fact that Jessie appeared to herself as a sort of angel on the shoulder to oppose Gerald’s negative thoughts, meant that Gugino was required to deliver a dual character performance, on top of the already challenging role of being chained to the bed.
Flashback sequences in movies can go either way for me. They usually either tend to detract from the story at hand and become an unnecessary tangent, or they compliment what is going on and add to the movie overall. Thankfully in this movie, it is the latter. The flashback scenes are uncomfortable and hard to watch, but they do add context to what is going on in the character’s mind and make for a more interesting dissection of the effect that child abuse can have on a person in later life and how psychologically, even as adults people are still affected by the dreadful things that occurred in their past.
I also thought that this film was extremely effective in terms of its fear factor. As opposed to IT, which was scary at the start, but became repetitive and managed to desensitise its audience for what to expect by the halfway mark, Gerald’s game retains an unpredictable level of uneasiness throughout.
As far as the viewer knows during the first half of the movie, the main conflict facing the protagonist is starvation and the dog that is gnawing on Gerald’s dead body, but then things take a much more sinister turn. In what is possibly the creepiest scene I have seen in a movie this year, Jessie wakes up during the night after passing out for a few hours and she looks into the corner of the room, squinting her eyes. The camera follows where she is looking and the general shape of something can be made out. Then the shape begins to move forwards into the moonlight and is revealed to be a huge, deformed man holding a trinket box. This was so unexpected and freaky, and I loved it. I thought it was so effective in the context of the movie and was executed perfectly to be as disturbing as possible. It is also a relatable scare, as we have all experienced that moment; glancing at the corner of the room, something catches our eye and looks off in the darkness, but you just brush it off and fall back asleep. Jessie’s worst fears are confirmed here though, as she really did see something in the corner of the room and she is helpless to get away from it.
It also throws a twist into a story that has so far been based in what could be a real situation. You start to wonder, is Jessie experiencing something supernatural, or is she just hallucinating due to lack of food and water? Then the Gerald hallucination asks her if ‘The Moonlight Man,’ that she saw isn’t real, then why did the dog run away when he was in the room? Just like Jessie, the audience starts to wonder if he could be real, perhaps he is death and he has come to take Jessie to hell. All of these questions add to the already intense and disturbing tone of the movie and I thought it worked perfectly.
Eventually the movie wraps up with Jessie having an epiphany that if she smashes the glass of water and cuts her wrist, the blood can help her slip her hand out of the cuffs. What follows is a gory, brutal, difficult to watch de-gloving scene that will have you wincing and watching through your fingers. Then in true Stephen King fashion, the movie goes on to reveal another twist. It is revealed that ‘The Moonlight Man,’ really was in the room with Jessie. He was a serial killer that collected various body parts form dead people and he was taking parts from Gerald’s body while Jessie was chained to the bed. I can see why this ending could be polarizing for some, but I loved it and I thought it added an extra layer of craziness to the already insane sequence of events that we just witnessed.
Overall, Gerald’s Game is fantastic. A truly unsettling, chilling Stephen King adaption that showcases fantastic performances from its cast, makes the most of its minimal setting and managed to creep me out way more than any other horror movie I have seen this year.
This is a movie that lives and dies on the performances of the actors involved. For those of you not familiar with the story’s premise, it involves a married couple driving out to a holiday cottage in the woods for a dirty weekend. The couple is played by Carla Gugino, (Jessie,) and Bruce Greenwood, (Gerald,) who both totally nail their respective roles in the movie. Once they get to the cottage and the door is conveniently left ajar, Gerald handcuffs Jessie to the bed and goes to the bathroom to pop a Viagra. Once he comes back and explains how he has made sure the gardeners and the cleaners won’t disturb them for a few days, he takes a heart attack and collapses onto the floor and dies.
From this point on, Carla Gugino spends the vast majority of the movie handcuffed to the bed and she gives an absolutely stellar performance, possibly the best of her career. She goes though a vast array of emotions in convincing, believable form and shows everything, from despair, to sadness, to anger, to fear, to resilience. I don’t think anyone has ever been Oscar nominated for a straight-to-Netflix movie, but if there is one performance that deserves to be, it is this one.
If you haven’t seen the movie yet, please don’t read on past this point as I am going to have to delve into spoilers in order to discuss the other aspects of the movie that I enjoyed. I thought the way that Gerald appeared to Jessie as a sort of devil on her shoulder was really effective and Greenwood delivered the required level of intense cruelty perfectly. Then the fact that Jessie appeared to herself as a sort of angel on the shoulder to oppose Gerald’s negative thoughts, meant that Gugino was required to deliver a dual character performance, on top of the already challenging role of being chained to the bed.
Flashback sequences in movies can go either way for me. They usually either tend to detract from the story at hand and become an unnecessary tangent, or they compliment what is going on and add to the movie overall. Thankfully in this movie, it is the latter. The flashback scenes are uncomfortable and hard to watch, but they do add context to what is going on in the character’s mind and make for a more interesting dissection of the effect that child abuse can have on a person in later life and how psychologically, even as adults people are still affected by the dreadful things that occurred in their past.
I also thought that this film was extremely effective in terms of its fear factor. As opposed to IT, which was scary at the start, but became repetitive and managed to desensitise its audience for what to expect by the halfway mark, Gerald’s game retains an unpredictable level of uneasiness throughout.
As far as the viewer knows during the first half of the movie, the main conflict facing the protagonist is starvation and the dog that is gnawing on Gerald’s dead body, but then things take a much more sinister turn. In what is possibly the creepiest scene I have seen in a movie this year, Jessie wakes up during the night after passing out for a few hours and she looks into the corner of the room, squinting her eyes. The camera follows where she is looking and the general shape of something can be made out. Then the shape begins to move forwards into the moonlight and is revealed to be a huge, deformed man holding a trinket box. This was so unexpected and freaky, and I loved it. I thought it was so effective in the context of the movie and was executed perfectly to be as disturbing as possible. It is also a relatable scare, as we have all experienced that moment; glancing at the corner of the room, something catches our eye and looks off in the darkness, but you just brush it off and fall back asleep. Jessie’s worst fears are confirmed here though, as she really did see something in the corner of the room and she is helpless to get away from it.
It also throws a twist into a story that has so far been based in what could be a real situation. You start to wonder, is Jessie experiencing something supernatural, or is she just hallucinating due to lack of food and water? Then the Gerald hallucination asks her if ‘The Moonlight Man,’ that she saw isn’t real, then why did the dog run away when he was in the room? Just like Jessie, the audience starts to wonder if he could be real, perhaps he is death and he has come to take Jessie to hell. All of these questions add to the already intense and disturbing tone of the movie and I thought it worked perfectly.
Eventually the movie wraps up with Jessie having an epiphany that if she smashes the glass of water and cuts her wrist, the blood can help her slip her hand out of the cuffs. What follows is a gory, brutal, difficult to watch de-gloving scene that will have you wincing and watching through your fingers. Then in true Stephen King fashion, the movie goes on to reveal another twist. It is revealed that ‘The Moonlight Man,’ really was in the room with Jessie. He was a serial killer that collected various body parts form dead people and he was taking parts from Gerald’s body while Jessie was chained to the bed. I can see why this ending could be polarizing for some, but I loved it and I thought it added an extra layer of craziness to the already insane sequence of events that we just witnessed.
Overall, Gerald’s Game is fantastic. A truly unsettling, chilling Stephen King adaption that showcases fantastic performances from its cast, makes the most of its minimal setting and managed to creep me out way more than any other horror movie I have seen this year.

Kristy H (1252 KP) rated The Good Daughter in Books
Dec 24, 2017
spell-binding (2 more)
shocking
fascinating
Charlie and Sam grew up in Pikeville, Georgia, with anything but an idyllic childhood. When the girls were teens, they were part of a brutal assault at their family's farmhouse. The attack left their mother, "Gamma," dead and profoundly affected their father, a prominent local attorney. Years later, Charlie remains in Pikeville, a lawyer like her father, and trying to keep the past behind her. All that changes when the town witnesses violence yet again--and Charlie is right in the thick of it. Suddenly, she's forced to confront so many of the emotions she's buried for years and to fully deal with exactly what happened to her family so many years ago.
Slaughter's latest novel starts quickly out of the gate--with a brutal, graphic, and spell-binding description of the assault and attack on Charlie, Sam, and Gamma--and it never lets up from there. Seriously, this book never lets you take a breath or a break: it's just constant action and second guessing.
Told from the points of view of both Charlie and Sam, including their varying memories of the incident at the farmhouse, we are forced to see all the events and violence through the eyes of the two sisters alone. As I mentioned, this keeps you guessing--and reading. I completely put down the other novel I was reading at the time (FINAL GIRLS) to read this: I had to know how it ended.
All the characters in this book are entwined, and Slaughter does a great job of depicting the small town of Pikeville. It's a mystery at its core, sure, but it also goes deeper with commentary on race, class, and how modern society deals with mass tragedy. The characters are well-drawn: I immediately found myself intrigued by Sam, Charlie, their father (Rusty), the descriptions of Gamma, and by a slew of small-town folk, including Rusty's secretary Lenore, and Charlie's estranged husband, Ben. Slaughter is excellent with the details.
Indeed, she's great at doling out those "whoa" moments. The plot never lets down; in fact, it continues to pick up as the novel continues on. I truly gasped a couple of times and found myself going "wow"! That's not easy to do once, let alone consistently.
This is a beautiful book at times--the way the plot and characters weave together. It even makes you laugh at moments, despite some truly somber subject matter. I found myself a bit irked at times by Charlie and Sam's fighting (I've read a lot of books with sisters fighting as of late), but if that's my only nitpick, that's not bad at all.
Overall, a great mystery that keeps you guessing and surprised to the very end. Excellent, fascinating, and deep characters. Definitely worth a read.
Slaughter's latest novel starts quickly out of the gate--with a brutal, graphic, and spell-binding description of the assault and attack on Charlie, Sam, and Gamma--and it never lets up from there. Seriously, this book never lets you take a breath or a break: it's just constant action and second guessing.
Told from the points of view of both Charlie and Sam, including their varying memories of the incident at the farmhouse, we are forced to see all the events and violence through the eyes of the two sisters alone. As I mentioned, this keeps you guessing--and reading. I completely put down the other novel I was reading at the time (FINAL GIRLS) to read this: I had to know how it ended.
All the characters in this book are entwined, and Slaughter does a great job of depicting the small town of Pikeville. It's a mystery at its core, sure, but it also goes deeper with commentary on race, class, and how modern society deals with mass tragedy. The characters are well-drawn: I immediately found myself intrigued by Sam, Charlie, their father (Rusty), the descriptions of Gamma, and by a slew of small-town folk, including Rusty's secretary Lenore, and Charlie's estranged husband, Ben. Slaughter is excellent with the details.
Indeed, she's great at doling out those "whoa" moments. The plot never lets down; in fact, it continues to pick up as the novel continues on. I truly gasped a couple of times and found myself going "wow"! That's not easy to do once, let alone consistently.
This is a beautiful book at times--the way the plot and characters weave together. It even makes you laugh at moments, despite some truly somber subject matter. I found myself a bit irked at times by Charlie and Sam's fighting (I've read a lot of books with sisters fighting as of late), but if that's my only nitpick, that's not bad at all.
Overall, a great mystery that keeps you guessing and surprised to the very end. Excellent, fascinating, and deep characters. Definitely worth a read.

BookblogbyCari (345 KP) rated A Whole New World in Books
Sep 23, 2018
Book Review by Cari Mayhew. Rating 7/10.
This book is a much darker retelling of Disney’s Aladdin, and is the first in a series of darker Disney retellings! It starts off pretty much the same as the film – Princess Jasmine meets petty thief “Street Rat” Aladdin while sneaking out of the Palace, and later the conniving Jafar tricks Aladdin into obtaining the lamp - but things go a whole lot worse once Jafar gets hold of it!
Jafar wishes himself to be made the Sultan, and the most powerful sorcerer of the world. But that’s not enough – Jafar seeks to break the genie’s rules of magic, in order to bring the dead back to life to raise an army of the undead! Jafar kills the former Sultan and declares he wants to wed Princess Jasmine, who, meanwhile, meets up with the Street Rats to lead a full-on rebellion. They attempt to intercept the delivery of magic book sought by Jafar, but things don’t go according to plan!
Braswell imitates the original Disney tale for the first third of the book and really fleshes it out with scene description and attention to Aladdin’s and Jasmine’s thoughts. Some of these scenes are different, yet the first half remains very true to the original. After this point the action really heats up!
The genie took a less prominent role in the latter part of the book than he did in the film. The inclusion of more minor characters added a depth to the novel that was missing in the film, and allowed the underlying themes to develop. There was a strong theme on the grey area between right and wrong, and how doing a minor wrong can help the greater good.
Fortunately (IMO) the book didn’t include the lyrics to the musical numbers! Unfortunately, however, the book is only available in paperback. Some of the story was predictable, including how it ended, but there was the odd surprise in there - all in all, I feel this book has got the Twisted Tales series off to a great start!
You can follow all my book news and reviews on bookblogbycari.com
This book is a much darker retelling of Disney’s Aladdin, and is the first in a series of darker Disney retellings! It starts off pretty much the same as the film – Princess Jasmine meets petty thief “Street Rat” Aladdin while sneaking out of the Palace, and later the conniving Jafar tricks Aladdin into obtaining the lamp - but things go a whole lot worse once Jafar gets hold of it!
Jafar wishes himself to be made the Sultan, and the most powerful sorcerer of the world. But that’s not enough – Jafar seeks to break the genie’s rules of magic, in order to bring the dead back to life to raise an army of the undead! Jafar kills the former Sultan and declares he wants to wed Princess Jasmine, who, meanwhile, meets up with the Street Rats to lead a full-on rebellion. They attempt to intercept the delivery of magic book sought by Jafar, but things don’t go according to plan!
Braswell imitates the original Disney tale for the first third of the book and really fleshes it out with scene description and attention to Aladdin’s and Jasmine’s thoughts. Some of these scenes are different, yet the first half remains very true to the original. After this point the action really heats up!
The genie took a less prominent role in the latter part of the book than he did in the film. The inclusion of more minor characters added a depth to the novel that was missing in the film, and allowed the underlying themes to develop. There was a strong theme on the grey area between right and wrong, and how doing a minor wrong can help the greater good.
Fortunately (IMO) the book didn’t include the lyrics to the musical numbers! Unfortunately, however, the book is only available in paperback. Some of the story was predictable, including how it ended, but there was the odd surprise in there - all in all, I feel this book has got the Twisted Tales series off to a great start!
You can follow all my book news and reviews on bookblogbycari.com

EmersonRose (320 KP) rated Knight of The Dead III: Fortress in Books
Nov 20, 2019
Knight of the Dead III: Fortress continues the adventures of Ronan and his family as they struggle to survive in the Zombie Apocalypse. The third book is a non-stop action-packed adventure as Ronan really starts to build up his fortress in a school building, slowly growing his kingdom. He has finally saved enough people that there really starts to be some interesting dynamics between the survivors and a look to the future can begin to happen. In this book, the stakes are raised as the zombies continue to change and seemingly become smarter and more dangerous. With the stakes raised, his family finally in a stable situation, Ronan sets out full force to save as many others as he can.
Without a doubt, my favorite part if this series is the unique take at apocalypse fiction by throwing in medieval fighting. This book does not disappoint as there are thrilling action scenes, plenty of training sequences, and the knight continuing to become a legend in the modern world. This unique touch simultaneously gives the story a fun and engaging layer while also somehow adding to the believability of the world that author Ron Smorynski has created. With the detailed fighting knowledge, and the time spent on gathering food, training, getting water, and fortifying the school, as a reader you can believe that they would have survived this long.518hheXuwoL._SY346_
This book focuses more on rescue then the previous books and as the cast of characters continues to grow there is less time spent one on one with people. This decreases the amount of individual tension between characters, but there is still tension as Ronan is the dictator and continues to push his Christian values on everyone within his fortress. This dynamic makes sense in the situation, but I like the moments when Ronan gets to be humanized more in small moments. A hug with his wife or children, a cute moment with him and the children, his appreciated a moment of laughter. These moments are very sweet in the otherwise horror-filled world they live in, and Ronan gets to relax the least as a leader.
Pet peeve of mine in apocalypse fiction is the idea that you are completely alone in the world. That although you survived no one else on the planet could have. Smorynski does not fall into this trap. He acknowledges the bigger world, although his characters have very little contact with it. And there is a good balance between the characters feeling alone and being alone. Many people have died in the month of the apocalypse, but they are still finding survivors. There are other people who are holding on. This makes the series more exciting for me and also keeps me excited for the books to come as I enjoy watching the growing community of survivors.
This series is exciting and gripping from beginning to end. Smorynski does a good job of justifying the risks that his characters take and ups the stakes and consequences as the book progresses, making the danger feel read from beginning to end. If you like zombie stories or apocalypse fiction, then I would highly recommend checking this series out. I cannot wait to see where the story goes from here!
Without a doubt, my favorite part if this series is the unique take at apocalypse fiction by throwing in medieval fighting. This book does not disappoint as there are thrilling action scenes, plenty of training sequences, and the knight continuing to become a legend in the modern world. This unique touch simultaneously gives the story a fun and engaging layer while also somehow adding to the believability of the world that author Ron Smorynski has created. With the detailed fighting knowledge, and the time spent on gathering food, training, getting water, and fortifying the school, as a reader you can believe that they would have survived this long.518hheXuwoL._SY346_
This book focuses more on rescue then the previous books and as the cast of characters continues to grow there is less time spent one on one with people. This decreases the amount of individual tension between characters, but there is still tension as Ronan is the dictator and continues to push his Christian values on everyone within his fortress. This dynamic makes sense in the situation, but I like the moments when Ronan gets to be humanized more in small moments. A hug with his wife or children, a cute moment with him and the children, his appreciated a moment of laughter. These moments are very sweet in the otherwise horror-filled world they live in, and Ronan gets to relax the least as a leader.
Pet peeve of mine in apocalypse fiction is the idea that you are completely alone in the world. That although you survived no one else on the planet could have. Smorynski does not fall into this trap. He acknowledges the bigger world, although his characters have very little contact with it. And there is a good balance between the characters feeling alone and being alone. Many people have died in the month of the apocalypse, but they are still finding survivors. There are other people who are holding on. This makes the series more exciting for me and also keeps me excited for the books to come as I enjoy watching the growing community of survivors.
This series is exciting and gripping from beginning to end. Smorynski does a good job of justifying the risks that his characters take and ups the stakes and consequences as the book progresses, making the danger feel read from beginning to end. If you like zombie stories or apocalypse fiction, then I would highly recommend checking this series out. I cannot wait to see where the story goes from here!

Daniel Boyd (1066 KP) rated Fallout 4 in Video Games
Jul 20, 2017
More Fallout (1 more)
Crafting system
It's Good To Be Back
To be honest, I thought I would have a lot more to talk about in my review. I was prepared to write a War and Peace style essay on how great Fallout 4 was and yet I find myself struggling to live up to that notion. Not because the game isn’t good, Fallout 4 is exactly what we have been waiting all these years for, but that’s just it. This game is exactly what we were hoping for and nothing more, which is more than fine with me. Playing this game for the first time feels like slipping on an old pair of comfortable slippers, the controls all come back to you immediately, the charm of a Fallout game is immediately present and it feels like you are right back at home. The world is vast, beautiful in parts and grotesque in others and I’m not just talking about the intentional aesthetic ugliness of the game’s world. Streched textures, dated character models, stiff animation loops, clipping, short draw distance and technical glitches are just some of the problems that come with Bethesda using the dated Creation Engine to create their first ‘next gen’ open world game. The best thing graphically in this game is the lighting effects and the more vibrant colour pallet. When the rays of sunshine hit the trees of Sanctuary Hills at the right moment this game can actually look quite beautiful, but that is immediately lost when you turn around and see the eerie face of Mama Murphy. So the presentation could be better, but I feel that’s to be expected from a Bethesda game and that is the problem. This shouldn’t be ‘expected’ from any game in 2015, if CD Projekt Red and Kojima Productions can produce large scale open world games that actually look like they were made this year and not a decade ago, then there is no real reason that Bethesda can’t. However even with all of these flaws and complaints that we really shouldn’t have to continually endure, Fallout 4 is still my GOTY. I mean all Fallout 4 had to do to be my GOTY was to be more of Fallout 3 and that is exactly what it is. The shooting is still clunky but I am a big fan of the VATS system and I’m really glad that they decided to keep the feature and it feels good to get back to being the loot addict that I am. Now, even the junk has a significant use! The crafting system in this game is such an awesome addition, I mean it obviously has its flaws as it isn’t the smoothest crafting system I have ever used, but in a game like fallout it just makes so much sense. I’m not really into the weapon, armour, chemistry or cooking crafting stations, but the ability to build your own settlements is awesome. It genuinely has stopped me from progressing the main quest. No spoilers, but I am at the part where you have to choose a faction to side with in the run up to the end of the game, but I couldn’t care less about any of that, I’m quite happy to just keep building up my settlements. That’s not to say that the quests and characters in this game aren’t interesting, because they are. The companions are all quite interesting, even if there is a strange lack of female options for a companion. The worst companion though, by far, is Dogmeat. He is the worst programmed and therefore the most broken. Constantly blocking corridors and doorways, not fetching items for you when they are within reaching distance and just being a general annoyance, he goes from being cute to irritant in a couple of short hours. The voice acting is also something that varies like crazy. Both the male and female protagonists are voiced excellently, (even if it is a Caucasian man and woman doing the voices, which means if your character is any other ethnicity, they will still sound white,) but the other voices of NPC’s etc are wooden and downright awful in places. The areas in this game are cool, they add to the tone and the immersion, as do the sound effects and score, but there is a level of polish that is absent here and there is no reason for it, it just lets the game down and prevents reviewers from giving that perfect 10 score. People on the internet have gave the dialogue system a lot of hate and while I can see where that is coming from, I personally think it functions fine.
Fallout 4 isn’t going to break any major grounds, it isn’t going to change the gaming landscape on any grand scale and it does feel like an old game and I’m okay with all of that. This is my GOTY because it’s more Fallout and that was all that I needed it to be. Sure it would have been nicer if the game looked a bit prettier and some of the systems were a bit smoother, but to be back in the wasteland, taking part in random battles that break out beside you as you wander through this dead world and looting until you can’t walk properly, it brings the feelings out in me that I haven’t felt since Fallout 3.
Fallout 4 isn’t going to break any major grounds, it isn’t going to change the gaming landscape on any grand scale and it does feel like an old game and I’m okay with all of that. This is my GOTY because it’s more Fallout and that was all that I needed it to be. Sure it would have been nicer if the game looked a bit prettier and some of the systems were a bit smoother, but to be back in the wasteland, taking part in random battles that break out beside you as you wander through this dead world and looting until you can’t walk properly, it brings the feelings out in me that I haven’t felt since Fallout 3.

Steven Sklansky (231 KP) rated xXx: Return of Xander Cage (2017) in Movies
Sep 7, 2017
Simple Story Line (2 more)
Action Packed
Good Cast
Bad CGI in some parts (2 more)
Editing
Over the top stunts
Action Packed, Explosions and All Around Craziness
Contains spoilers, click to show
Man do I love action movies, but this one seemed to get out of control sometimes. I really do like the XXX series but there were somethings I would change about this one. The fact that Xander Cage was dead and come back was fine, but I would have liked a little back story on where he was hanging out. It also felt like he was doing a good job staying off the grid so finding him that easily and getting him on board felt simple.
The opening scene was OK, that's usually the part of the action movie that is supposed to grab you. But with Gibbons blowing up and not being a part of the movie was kind of sad. I really do like Vin and Sam's back and forth during the movie. Adding a little comedy the way they do is why I like their chemistry on screen. The rest of the plot was simple and straight forward. Only adding a few twists to a movie like this makes it more fun to watch and less to think about what is going on.
I like the addition of the XXX teams, it really showed that something was going on in between movies. Although it made is seem like the "bad" XXX team went rogue, but they were still trying to do right by the country. The team up between the 2 was fantastic, they finally realized they were on the same team and kicked some ass.
Now for the bad, there were times in this movie where the stunt work was too over the top even for me. You can do action without all the flipping and jumping. There are great stunt coordinators out there that can put together a great fight scene with out all extra stuff and still make it a good movie. There were also a few parts of the movie were you could tell it was CGI and not edited very well. The most notable was the motorcycle jet skis on the water. You really could tell how fake it was. Which is sad because it really could have been a cool scene.
Overall the movie was fun to watch, I would see the other 2 XXX movies before jumping into this one. There are a few hidden easter eggs that might make the watch more enjoyable. I wouldn't look to hard into the quality, just sit back and enjoy the show.
The opening scene was OK, that's usually the part of the action movie that is supposed to grab you. But with Gibbons blowing up and not being a part of the movie was kind of sad. I really do like Vin and Sam's back and forth during the movie. Adding a little comedy the way they do is why I like their chemistry on screen. The rest of the plot was simple and straight forward. Only adding a few twists to a movie like this makes it more fun to watch and less to think about what is going on.
I like the addition of the XXX teams, it really showed that something was going on in between movies. Although it made is seem like the "bad" XXX team went rogue, but they were still trying to do right by the country. The team up between the 2 was fantastic, they finally realized they were on the same team and kicked some ass.
Now for the bad, there were times in this movie where the stunt work was too over the top even for me. You can do action without all the flipping and jumping. There are great stunt coordinators out there that can put together a great fight scene with out all extra stuff and still make it a good movie. There were also a few parts of the movie were you could tell it was CGI and not edited very well. The most notable was the motorcycle jet skis on the water. You really could tell how fake it was. Which is sad because it really could have been a cool scene.
Overall the movie was fun to watch, I would see the other 2 XXX movies before jumping into this one. There are a few hidden easter eggs that might make the watch more enjoyable. I wouldn't look to hard into the quality, just sit back and enjoy the show.

Acanthea Grimscythe (300 KP) rated Annabelle: Creation (2017) in Movies
May 12, 2018
I’ve been waiting for quite some time to get the opportunity to watch Annabelle: Creation and thanks to my boyfriend, that chance finally arrived. My interest in the Conjuring universe as a whole began with the introduction of the Warrens in The Conuring. Having been a devout fan of anything paranormal, I knew their names and history long before I watched the fictionalized film. That said, I was definitely curious as to the story behind the doll, Annabelle. (I watched that film shortly after it came out, naturally.)
The plot of Annabelle: Creation is pretty self-explanatory. It delves into the origin of the possessed doll, providing viewers with the history of how it came to be. A la dead girl, Faustian deals, and things going, you guessed it, wrong. This is a bit cliché in the world of hauntings, but I feel Annabelle: Creation pulls it off well enough. Perhaps this is because the film doesn’t rely entirely on creepy sounds and eardrum-bursting music to accentuate creepy occurrences. (Yes, the film does have plenty of those, but that doesn’t mark every eerie happening.)
Keeping to the feel of being part of the Conjuring universe, there is a reference to the upcoming film, The Nun. I liked this, and am, naturally, looking forward to that film.
Of course, rarely do any of my reviews come without a complaint and in this instance, it has to do with character development. One of the things I love most about horror movies is the building need for certain characters to stay alive. In Annabelle: Creation none of the characters felt overly dynamic except for Janice. It’s like all the work went into making her the sort of gal you feel sorry for while nothing else is left for the others – especially Mr. Mullins.
Overall, I really enjoyed watching this film and would likely watch it again. While it wasn’t extremely original in its design, it did manage to catch me a few times and as a result, my heart rate elevated (and I felt some anxiety with at least one of the scenes). For me, this is a good thing. Couple that with the fact that the movie ends precisely where Annabelle begins, and it’s a pretty solid 4/5 for me.
The plot of Annabelle: Creation is pretty self-explanatory. It delves into the origin of the possessed doll, providing viewers with the history of how it came to be. A la dead girl, Faustian deals, and things going, you guessed it, wrong. This is a bit cliché in the world of hauntings, but I feel Annabelle: Creation pulls it off well enough. Perhaps this is because the film doesn’t rely entirely on creepy sounds and eardrum-bursting music to accentuate creepy occurrences. (Yes, the film does have plenty of those, but that doesn’t mark every eerie happening.)
Keeping to the feel of being part of the Conjuring universe, there is a reference to the upcoming film, The Nun. I liked this, and am, naturally, looking forward to that film.
Of course, rarely do any of my reviews come without a complaint and in this instance, it has to do with character development. One of the things I love most about horror movies is the building need for certain characters to stay alive. In Annabelle: Creation none of the characters felt overly dynamic except for Janice. It’s like all the work went into making her the sort of gal you feel sorry for while nothing else is left for the others – especially Mr. Mullins.
Overall, I really enjoyed watching this film and would likely watch it again. While it wasn’t extremely original in its design, it did manage to catch me a few times and as a result, my heart rate elevated (and I felt some anxiety with at least one of the scenes). For me, this is a good thing. Couple that with the fact that the movie ends precisely where Annabelle begins, and it’s a pretty solid 4/5 for me.

Kara Skinner (332 KP) rated A Most Unconventional Courtship in Books
Sep 10, 2019
“Do you not recall last night?” The hidden speaker came into view at last. There was a moment of crowded thought and he realized his mouth was hanging open.
“I remember nothing of it at all, and I’m sure I’d remember you.” He would have to be dead not to, he thought, studying the tall, slender figure standing in front of him, hands on her hips and an expression of exasperated disapproval on her oval, golden face. A veritable Greek beauty, he thought.
There is an instant attraction between Benedict Casper Chancellor, Earl of Blakeny and Alessa, an independent woman in the Greek town of Corfu. Alessa hates everything he stands for– conservative, high society England. It was the very thing her father ran away from all those years ago. But when Chance realizes English relatives of Alessa are looking for her, he wants to acquaint her to her family, and bring her to England where he could court her properly. He was convinced the life of an English noblewoman would be better suited for her than her life full of hard work and responsibilities. But Alessa isn’t willing to give up her independence. yet, especially when her aunt says Alessa cannot bring her two orphaned wards to England with her and then kidnaps her to save her own reputation. Chance will do anything to get her back, even becoming a pirate.
Despite the great opening line in this book– “Someone was trying to commit murder, and apparently they were doing it on her front step.”– I had a difficult time enjoying the first few chapters. They went by slowly with the character introductions and world-building. All of it was necessary, but I wish there was some more action and passion during that time. I liked Alessa a lot. I enjoy strong leads, anyway, especially in historical romance, but in the second half of the book, the dynamic between her and Chance was fantastic. A lot of the conflict in this story was caused by jumping to conclusions, however. That can be good sometimes, but if that’s the main reason for conflict, then I feel cheated. It’s lazy no matter how consistent the jumps are to the character. But the chemistry between Chance and Alessa definitely make this story worth reading at least once, especially for historical romance readers who particularly like world and plot development.
“I remember nothing of it at all, and I’m sure I’d remember you.” He would have to be dead not to, he thought, studying the tall, slender figure standing in front of him, hands on her hips and an expression of exasperated disapproval on her oval, golden face. A veritable Greek beauty, he thought.
There is an instant attraction between Benedict Casper Chancellor, Earl of Blakeny and Alessa, an independent woman in the Greek town of Corfu. Alessa hates everything he stands for– conservative, high society England. It was the very thing her father ran away from all those years ago. But when Chance realizes English relatives of Alessa are looking for her, he wants to acquaint her to her family, and bring her to England where he could court her properly. He was convinced the life of an English noblewoman would be better suited for her than her life full of hard work and responsibilities. But Alessa isn’t willing to give up her independence. yet, especially when her aunt says Alessa cannot bring her two orphaned wards to England with her and then kidnaps her to save her own reputation. Chance will do anything to get her back, even becoming a pirate.
Despite the great opening line in this book– “Someone was trying to commit murder, and apparently they were doing it on her front step.”– I had a difficult time enjoying the first few chapters. They went by slowly with the character introductions and world-building. All of it was necessary, but I wish there was some more action and passion during that time. I liked Alessa a lot. I enjoy strong leads, anyway, especially in historical romance, but in the second half of the book, the dynamic between her and Chance was fantastic. A lot of the conflict in this story was caused by jumping to conclusions, however. That can be good sometimes, but if that’s the main reason for conflict, then I feel cheated. It’s lazy no matter how consistent the jumps are to the character. But the chemistry between Chance and Alessa definitely make this story worth reading at least once, especially for historical romance readers who particularly like world and plot development.