Search
Search results

Gareth von Kallenbach (980 KP) rated Call of Duty: Ghosts - Onslaught in Video Games
Jun 19, 2019
Call of Duty: Ghosts gets a much needed update with the release of Onslaught, the first of four planned DLC packs for the game.
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/

HerCrazyReviews (247 KP) rated Rent: The Complete Book and Lyrics of the Broadway Musical in Books
Aug 24, 2019
AIDs Representation (1 more)
LGBTQIA+ Representation
Great Representation, Horrible Characters
I have never seen the musical Rent nor have I ever seen the movie (though I heard it is not as good and different from the musical). Therefore, my rating is based solely on this book and because of that, I may not be able to understand or enjoy it as much as I would have if I had watched the movie or musical first.
First off, I loved that the book (or rather, musical) was set during the AIDS crisis and showed LGBTQIA+ representation. I think that is fantastic because (a.) we are lacking in our current day representation of LGBTQIA+ characters (though, we are slowly beginning to have this become the norm.) and (b.) the AIDS crisis was not a good time in history. The American government was not doing much to help with this crisis and seemed to sort of sweep it aside. Now, I was not alive during the beginning of this crisis and therefore have learned from sources and not with my own experiences, but not much was being done and this was mostly because this was originally considered a “gay disease” and, sadly, people in the past have not treated the LGBTQIA+ community with the respect they deserve. Instead, because this was considered a “gay disease” it was considered unimportant and therefore the AIDS epidemic was ignored. Luckily, today we have better people who are trying their best to find a cure.
Second, while I extremely enjoyed the representation and awareness this book (or musical) brought I did not enjoy most of the characters. While I do believe that characters should have flaws (after all no one is perfect and that is part of what make us human) I did not appreciate the way the characters in the book seemed to make excuses. Especially the fact that they used others difficulties to try and better themselves. Not to mention, most of the characters seemed to accentuate their poorness and use it as a way to better themselves. One scene that really got to me was when Mark was starting to film a homeless person. He did save them from the police but even they said “My life’s not for you to make a name for yourself on” and “Hey artist you gotta dollar? I thought not,” (Pg.38). It literally stated that these people who claim themselves to be “artists” use this as an excuse to exploit others.
Another huge part of what I did not appreciate about this book would be the harmful relationship that most of the characters seem to be in. Most of these relationships seemed too toxic and seemed to revolve around awful and sometimes disgusting circumstances.
Maureen (Cheater) + Joanne = 💔
Maureen and Joanne were repeatedly arguing, breaking it off, then getting back together. Now, that alone already seems like it’s not a healthy foundation for any relationship but then we find out that Maureen is a HUGE cheater. Mark himself told Joanne that she used to cheat on him when they were together and even had a bit of evidence that she was doing it again.
Roger (Past Drug Addict) + Mimi (Drug User) = 💔
Now, Roger is one of the many characters in this musical to have AIDS and because he is a past drug user we can infer that he got AIDS from drugs, or from his ex-girlfriend. Anyway, his goal before he dies from AIDS is to write one last song so that his life could mean something. To make sure that his life was worth it (to have glory), and I actually admire him for that. Lots of people would give up and I think it’s amazing that he wants to continue to try to make his life worth living. However, Mimi comes in and started to spark a flame (or light a candle) with Roger. There’s just one problem. Mimi is a drug user. Plus, it seems like she is trying to get Roger to get back on drugs. Definitely not something a healthy and loving relationship would have.
Benny (At least 30yrs.) + Mimi (Younger than 19) = 💔
Now, this has to be the most disgusting relationship in the book. While I don’t mind couples having age differences I am one-hundred percent NOT behind underage people dating men who are at least thirty, if not forty, years old. This was revealed when we got told that Mimi use to date Benny before she met Roger. Mimi was nineteen when she met Roger and if she had a prior relationship with Benny she was most likely eighteen or under.
Finally, I wasn’t very happy with the ending of the book. Mimi’s sort-of “death” scene just wasn’t my thing. It seemed to be that the situation as a whole seemed too excessive. She was dead, then she was back, then she was dead again, and she managed to come back because Angel told her too. While Mimi is a main character and main character deaths are extremely sad this story was supposed to make people more aware of AIDS and it just seemed to be too fanciful for me. This is an extremely deadly disease and just because someone told you that it was not your time to die yet does not mean that you are not going to yet pass. However, this is fiction and this does happen.
Would I Recommend? No. I really enjoyed the representation this showed within the LGBTQIA+ community and the awareness it would bring to people about the AIDS crisis, but I thought the story itself was bad. The characters, in my opinion, were not written well and I especially did not enjoy their actions or choices.
First off, I loved that the book (or rather, musical) was set during the AIDS crisis and showed LGBTQIA+ representation. I think that is fantastic because (a.) we are lacking in our current day representation of LGBTQIA+ characters (though, we are slowly beginning to have this become the norm.) and (b.) the AIDS crisis was not a good time in history. The American government was not doing much to help with this crisis and seemed to sort of sweep it aside. Now, I was not alive during the beginning of this crisis and therefore have learned from sources and not with my own experiences, but not much was being done and this was mostly because this was originally considered a “gay disease” and, sadly, people in the past have not treated the LGBTQIA+ community with the respect they deserve. Instead, because this was considered a “gay disease” it was considered unimportant and therefore the AIDS epidemic was ignored. Luckily, today we have better people who are trying their best to find a cure.
Second, while I extremely enjoyed the representation and awareness this book (or musical) brought I did not enjoy most of the characters. While I do believe that characters should have flaws (after all no one is perfect and that is part of what make us human) I did not appreciate the way the characters in the book seemed to make excuses. Especially the fact that they used others difficulties to try and better themselves. Not to mention, most of the characters seemed to accentuate their poorness and use it as a way to better themselves. One scene that really got to me was when Mark was starting to film a homeless person. He did save them from the police but even they said “My life’s not for you to make a name for yourself on” and “Hey artist you gotta dollar? I thought not,” (Pg.38). It literally stated that these people who claim themselves to be “artists” use this as an excuse to exploit others.
Another huge part of what I did not appreciate about this book would be the harmful relationship that most of the characters seem to be in. Most of these relationships seemed too toxic and seemed to revolve around awful and sometimes disgusting circumstances.
Maureen (Cheater) + Joanne = 💔
Maureen and Joanne were repeatedly arguing, breaking it off, then getting back together. Now, that alone already seems like it’s not a healthy foundation for any relationship but then we find out that Maureen is a HUGE cheater. Mark himself told Joanne that she used to cheat on him when they were together and even had a bit of evidence that she was doing it again.
Roger (Past Drug Addict) + Mimi (Drug User) = 💔
Now, Roger is one of the many characters in this musical to have AIDS and because he is a past drug user we can infer that he got AIDS from drugs, or from his ex-girlfriend. Anyway, his goal before he dies from AIDS is to write one last song so that his life could mean something. To make sure that his life was worth it (to have glory), and I actually admire him for that. Lots of people would give up and I think it’s amazing that he wants to continue to try to make his life worth living. However, Mimi comes in and started to spark a flame (or light a candle) with Roger. There’s just one problem. Mimi is a drug user. Plus, it seems like she is trying to get Roger to get back on drugs. Definitely not something a healthy and loving relationship would have.
Benny (At least 30yrs.) + Mimi (Younger than 19) = 💔
Now, this has to be the most disgusting relationship in the book. While I don’t mind couples having age differences I am one-hundred percent NOT behind underage people dating men who are at least thirty, if not forty, years old. This was revealed when we got told that Mimi use to date Benny before she met Roger. Mimi was nineteen when she met Roger and if she had a prior relationship with Benny she was most likely eighteen or under.
Finally, I wasn’t very happy with the ending of the book. Mimi’s sort-of “death” scene just wasn’t my thing. It seemed to be that the situation as a whole seemed too excessive. She was dead, then she was back, then she was dead again, and she managed to come back because Angel told her too. While Mimi is a main character and main character deaths are extremely sad this story was supposed to make people more aware of AIDS and it just seemed to be too fanciful for me. This is an extremely deadly disease and just because someone told you that it was not your time to die yet does not mean that you are not going to yet pass. However, this is fiction and this does happen.
Would I Recommend? No. I really enjoyed the representation this showed within the LGBTQIA+ community and the awareness it would bring to people about the AIDS crisis, but I thought the story itself was bad. The characters, in my opinion, were not written well and I especially did not enjoy their actions or choices.

Rob P (30 KP) rated Avengers: Endgame (2019) in Movies
May 6, 2019
Sheer scope and spectacle (2 more)
satisfying conclusion to the Infinity/Avengers saga
Pretty much a 90 minute end battle scene
Unfair arc for some characters (1 more)
The end of an era! #cry
Love you 3000 - *Seriously - S P O I L E R S*
Contains spoilers, click to show
Well, what a long, strange, amazing trip it's been.
Assuming that everyone who sees this film is invested in the MCU, this doesn't disappoint. Although I'm a fan of the comics, you can't really compare the comic universe to the cinematic universe in terms of plot, it stands alone with its own intricacies, strengths and weaknesses.
I don't have a lot of negative things to say about this one, it's an involving, dramatic, action packed and beautiful piece of work from the Russo brothers, but I'll start with the one or two gripes I had.
From the start, they went with an odd route, one that I wasn't expecting . *SPOILERS* - Thanos as we know him, dies in the first 15 minutes of the film. Honestly was not expecting that. Robbed the satisfaction of build up for me, but ultimately the build up starts again, as the Avengers then go about stopping an alternate timeline Thanos from BEFORE the events of Guardians of the Galaxy by going to retrieve the infinity stones from different points in time (and the MCU movies), before Thanos finds them, so all is not lost on that front, there's still a Thanos to face.
One gripe was the arc of one particular character - our big green rage machine. After the events of infinity war, you'll remember, Hulk was left somewhat lacking, after getting his arse handed to him by Thanos and then refusing to come out for the rest of the film. I felt there was atonement due for him. Here we see Banner has now found catharsis with the Hulk, by staying in Hulk form with his own personality in the five years since the snap. That's all well and good, but after the death of a certain other member of the Avengers after retrieving the Soulstone, I thought - right. Now Hulk will smash. Now we have to see him go ham on someone. Nothing. Not even an action shot of Hulk fighting in the entire last battle scene, which only would have taken 20 seconds out of an entire 90 minute battle. I would have liked to have seen Hulk Vs Thanos, even if for a brief moment, whether Banner came out on top or not. Banner actually using his own anger, which by his own admission in Avengers Assemble, he has. All the time. It felt an unfair way to end one of the major characters stories, for seemingly what would have taken so little to make. it's not like they lacked the CGI budget, after all. Instead, Scarlet Witch gets a showdown with Thanos, and she's not even a particularly major player within the Avengers team, again don't get me wrong, after Vision she deserves a shot. But Hulk more so... It seemed silly to me.
The other negative for me, was Thor. Another slightly disappointing arc for the god of thunder. I felt he was robbed of all the awesomeness Taika rejuvenated him with from Ragnarok, which then continued into Infinity War. They turned him into God of amazing lightning and patron saint of badassery, with a new axe that just gives him a look as cool as they other side of the pillow. Now, the Russo's have had him drink himself to death, making him bloated and filled with sadness and regret. Don't get me wrong. Thor has more reason than most to be that way, he's lost everything over his story arc. I think that by letting him kill Thanos at the beginning, they robbed him of his real purpose, which is to be the strongest of the avengers (arguably) and just be the badass we all know he is. The one positive thing about this, is Thor's new aesthetic actually makes him look like a viking, which was amazing. Braided beard, heavy set, long hair. Great stuff, made him feel much more realistic in that sense, just again I think it was a bit of an unfair arc for him. Although, as he's now set to join GOTG, there's plenty of time to atone.
That's my two cents on the negs of this one. Now for positives:
My god, the scope and sheer spectacle of the MCU films rarely disappoint, this is no exception. just some absolutely jaw dropping sequences, especially when you have the big three (Stark, Cap and Thor) trying to stop Thanos before the major battle scene. It's stuff to make you weep tears of pure joy.
Following on from that, the moment where it's confirmed the snap has been reversed and the portals open up, the armies of Wakanda come out chanting along with just EVERYBODY, and that Avengers music starts up... goosebumps just thinking about it.
The involvement and rounding of previous MCU films in the first half of the movie is intense and satisfying, as the group split up into different places in time to retrieve the stones. Lots of nods to different franchises, nice bit of exposition, and certain parts in particular are just happy, like seeing Tony talking to his father back in the 70's without him realising who he is. Wonderful Stuff.
We all knew there would be deaths, I felt that these were handled gracefully and tactfully, giving the best service for the characters and fans. At the same time, they were not predictable, which i felt was definitely important.
As a last word, anyone who's ever watched a marvel film or had interest in the comics needs to see this. There is a list published of the films you need to see beforehand to fully appreciate the time travel segments, but it's not absolutely necessary. It just helps you appreciate the thought that has gone into rounding off the biggest cinematic series in history, all the in jokes and nuances that the Russo's included to really make this serviceable to the fans.
The end of an era, and as a crescendo to the the symphony started by the rest of MCU, it's just plain beautiful.
Love you 3000, folks.
- Rob
Assuming that everyone who sees this film is invested in the MCU, this doesn't disappoint. Although I'm a fan of the comics, you can't really compare the comic universe to the cinematic universe in terms of plot, it stands alone with its own intricacies, strengths and weaknesses.
I don't have a lot of negative things to say about this one, it's an involving, dramatic, action packed and beautiful piece of work from the Russo brothers, but I'll start with the one or two gripes I had.
From the start, they went with an odd route, one that I wasn't expecting . *SPOILERS* - Thanos as we know him, dies in the first 15 minutes of the film. Honestly was not expecting that. Robbed the satisfaction of build up for me, but ultimately the build up starts again, as the Avengers then go about stopping an alternate timeline Thanos from BEFORE the events of Guardians of the Galaxy by going to retrieve the infinity stones from different points in time (and the MCU movies), before Thanos finds them, so all is not lost on that front, there's still a Thanos to face.
One gripe was the arc of one particular character - our big green rage machine. After the events of infinity war, you'll remember, Hulk was left somewhat lacking, after getting his arse handed to him by Thanos and then refusing to come out for the rest of the film. I felt there was atonement due for him. Here we see Banner has now found catharsis with the Hulk, by staying in Hulk form with his own personality in the five years since the snap. That's all well and good, but after the death of a certain other member of the Avengers after retrieving the Soulstone, I thought - right. Now Hulk will smash. Now we have to see him go ham on someone. Nothing. Not even an action shot of Hulk fighting in the entire last battle scene, which only would have taken 20 seconds out of an entire 90 minute battle. I would have liked to have seen Hulk Vs Thanos, even if for a brief moment, whether Banner came out on top or not. Banner actually using his own anger, which by his own admission in Avengers Assemble, he has. All the time. It felt an unfair way to end one of the major characters stories, for seemingly what would have taken so little to make. it's not like they lacked the CGI budget, after all. Instead, Scarlet Witch gets a showdown with Thanos, and she's not even a particularly major player within the Avengers team, again don't get me wrong, after Vision she deserves a shot. But Hulk more so... It seemed silly to me.
The other negative for me, was Thor. Another slightly disappointing arc for the god of thunder. I felt he was robbed of all the awesomeness Taika rejuvenated him with from Ragnarok, which then continued into Infinity War. They turned him into God of amazing lightning and patron saint of badassery, with a new axe that just gives him a look as cool as they other side of the pillow. Now, the Russo's have had him drink himself to death, making him bloated and filled with sadness and regret. Don't get me wrong. Thor has more reason than most to be that way, he's lost everything over his story arc. I think that by letting him kill Thanos at the beginning, they robbed him of his real purpose, which is to be the strongest of the avengers (arguably) and just be the badass we all know he is. The one positive thing about this, is Thor's new aesthetic actually makes him look like a viking, which was amazing. Braided beard, heavy set, long hair. Great stuff, made him feel much more realistic in that sense, just again I think it was a bit of an unfair arc for him. Although, as he's now set to join GOTG, there's plenty of time to atone.
That's my two cents on the negs of this one. Now for positives:
My god, the scope and sheer spectacle of the MCU films rarely disappoint, this is no exception. just some absolutely jaw dropping sequences, especially when you have the big three (Stark, Cap and Thor) trying to stop Thanos before the major battle scene. It's stuff to make you weep tears of pure joy.
Following on from that, the moment where it's confirmed the snap has been reversed and the portals open up, the armies of Wakanda come out chanting along with just EVERYBODY, and that Avengers music starts up... goosebumps just thinking about it.
The involvement and rounding of previous MCU films in the first half of the movie is intense and satisfying, as the group split up into different places in time to retrieve the stones. Lots of nods to different franchises, nice bit of exposition, and certain parts in particular are just happy, like seeing Tony talking to his father back in the 70's without him realising who he is. Wonderful Stuff.
We all knew there would be deaths, I felt that these were handled gracefully and tactfully, giving the best service for the characters and fans. At the same time, they were not predictable, which i felt was definitely important.
As a last word, anyone who's ever watched a marvel film or had interest in the comics needs to see this. There is a list published of the films you need to see beforehand to fully appreciate the time travel segments, but it's not absolutely necessary. It just helps you appreciate the thought that has gone into rounding off the biggest cinematic series in history, all the in jokes and nuances that the Russo's included to really make this serviceable to the fans.
The end of an era, and as a crescendo to the the symphony started by the rest of MCU, it's just plain beautiful.
Love you 3000, folks.
- Rob

Gareth von Kallenbach (980 KP) rated Klang in Video Games
Jun 19, 2019
Klang is a Rhythm/Platformer game and it’s the debut of the developer studio called Tinimations. The environments, visuals, story and gameplay aspects were done by one person named Tom-Ivar Arntzen while the music was done by the EDM composer bLiNd.
The Story:
The premise here is very simple. You assume the role of a tuneblade-wielding elite rave warrior called Klang who wants to free himself from the shackles of a Zeus-like figure named Soundlord Sonus. And so the game begins. There is barely any Story here and it isn’t the focus of the game and it doesn’t contribute to the game whatsoever and if the story is removed entirely, you will barely notice any difference. So if you are the type who plays a game for the story in it or a game that is accompanied by a good premise, then this game isn’t for you. The game focuses mostly on its gameplay aspects.
The Visuals:
The visuals of the game look very beautiful with its Tron-inspired aesthetics. Klang’s design is colorful and stylish. The environment looked gorgeous with all the vibrant neon colors popping out on the screen while you’re playing but on rare occasions, they can be distracting and a bit too much when there are so many things happening at once.
The Sound:
This is one of those games that are worth buying a quality headset or a subwoofer for because the sound design is excellent and the composer bLiNd did a marvelous job with it. Listening to the music with a normal headset or your TV’s sound system doesn’t do it justice. And the way the music and the beat sync with what’s on screen are perfect. The soundtrack is most definitely the best aspect of the game.
The gameplay:
The game mechanics tries to blend rhythm game mechanics and platform game mechanics into one game. That means instead of only pressing buttons that appears on the screen like you normally do in Rhythm games, you also have to traverse the levels by jumping and sliding while pressing the buttons in order to get through the stage.
The controls are fairly simple. Like most 2D games, you use the left thumbstick to move the character left and right and you use the Right thumbstick in one of the eight directions when the icon that looks like a slice of Pizza appears on the screen in one of those eight directions to deflect the incoming attacks. And you use LT to jump and RT to slide throughout the levels.
While blending those game mechanics works very well on most stages, they can also be overwhelming and frustrating at times. For instance, there is a place where you have to dodge lasers by jumping between 5 platforms that falls when the lasers make contact with them (They come back up after a few seconds) so you will have to jump left and right fast and all that combined with rhythm gameplay. It gets very confusing because there are so many things happening at once on the screen and you don’t know whether you should focus on deflecting the attacks or focus on the lasers. One mistake and you are dead so that made it a bit frustrating and annoying instead of challenging. There is a thin line between a game that put your skills to the test and a game that simply frustrates you to cover its flaws.
Unfortunately, I felt like this is the latter because the game itself is very short and if I hadn’t died in the game over 300 times, it would have lasted me an hour. So I felt like the difficulty spike was there just to mask the game’s short length which brings me to the final point in the review.
Difficulty, Length and Replay Value:
The game has three difficulty levels. Easy, Normal and Nightcore Mode. The higher the difficulty, the higher rank you can achieve when you finish a stage. On Easy mode, B Rank is the max possible rank, Normal mode, S Rank is the max possible rank and on Nightcore Mode, SSS Rank is the max possible rank. Also the higher the difficulty, the faster the game music sounds, and the faster the button prompts on screen moves
I started the game on Normal mode it took me 3 hours and 311 deaths to finish. Once you finish the game for the first time, you unlock the hardest mode in the game which is called NightCore mode where everything moves so fast and that includes the music.
In terms of Replay Value, there isn’t much to do after you finish all the stages except for collecting Pirate Tokens which are the in-game collectables that allow you to unlock the game’s Soundtrack in a special level where you can hear them without replaying the other levels just to hear that awesome track.
And you can also replay the game on Nightcore mode if you want to get the highest rank possible in the game. And if you are the Achievement Hunter type then you will find that getting all the achievements will be very time consuming. For instance, there is an achievement that requires you not to die even once throughout the whole game and that is excruciatingly difficult. So, if you are a completionist, then the game will last you for quite a while.
But if you are not, then you won’t find much to do here after you finish its short story mode because it doesn’t have much to offer after that.
Conclusion:
Klang is a great game but its short amount of content and sometimes overwhelmingly difficult levels can put you off. So for that, I give Klang 4/5. Great concept but if the gameplay was more fun and rewarding, and it had more content and unlockables, it would have been a superb game. And I give the developer Tom-Ivar Arntzen SSS for effort and for trying to innovate and do something new with the genre and I am definitely interested to see what he is going to do next.
http://sknr.net/2016/09/23/klang/
The Story:
The premise here is very simple. You assume the role of a tuneblade-wielding elite rave warrior called Klang who wants to free himself from the shackles of a Zeus-like figure named Soundlord Sonus. And so the game begins. There is barely any Story here and it isn’t the focus of the game and it doesn’t contribute to the game whatsoever and if the story is removed entirely, you will barely notice any difference. So if you are the type who plays a game for the story in it or a game that is accompanied by a good premise, then this game isn’t for you. The game focuses mostly on its gameplay aspects.
The Visuals:
The visuals of the game look very beautiful with its Tron-inspired aesthetics. Klang’s design is colorful and stylish. The environment looked gorgeous with all the vibrant neon colors popping out on the screen while you’re playing but on rare occasions, they can be distracting and a bit too much when there are so many things happening at once.
The Sound:
This is one of those games that are worth buying a quality headset or a subwoofer for because the sound design is excellent and the composer bLiNd did a marvelous job with it. Listening to the music with a normal headset or your TV’s sound system doesn’t do it justice. And the way the music and the beat sync with what’s on screen are perfect. The soundtrack is most definitely the best aspect of the game.
The gameplay:
The game mechanics tries to blend rhythm game mechanics and platform game mechanics into one game. That means instead of only pressing buttons that appears on the screen like you normally do in Rhythm games, you also have to traverse the levels by jumping and sliding while pressing the buttons in order to get through the stage.
The controls are fairly simple. Like most 2D games, you use the left thumbstick to move the character left and right and you use the Right thumbstick in one of the eight directions when the icon that looks like a slice of Pizza appears on the screen in one of those eight directions to deflect the incoming attacks. And you use LT to jump and RT to slide throughout the levels.
While blending those game mechanics works very well on most stages, they can also be overwhelming and frustrating at times. For instance, there is a place where you have to dodge lasers by jumping between 5 platforms that falls when the lasers make contact with them (They come back up after a few seconds) so you will have to jump left and right fast and all that combined with rhythm gameplay. It gets very confusing because there are so many things happening at once on the screen and you don’t know whether you should focus on deflecting the attacks or focus on the lasers. One mistake and you are dead so that made it a bit frustrating and annoying instead of challenging. There is a thin line between a game that put your skills to the test and a game that simply frustrates you to cover its flaws.
Unfortunately, I felt like this is the latter because the game itself is very short and if I hadn’t died in the game over 300 times, it would have lasted me an hour. So I felt like the difficulty spike was there just to mask the game’s short length which brings me to the final point in the review.
Difficulty, Length and Replay Value:
The game has three difficulty levels. Easy, Normal and Nightcore Mode. The higher the difficulty, the higher rank you can achieve when you finish a stage. On Easy mode, B Rank is the max possible rank, Normal mode, S Rank is the max possible rank and on Nightcore Mode, SSS Rank is the max possible rank. Also the higher the difficulty, the faster the game music sounds, and the faster the button prompts on screen moves
I started the game on Normal mode it took me 3 hours and 311 deaths to finish. Once you finish the game for the first time, you unlock the hardest mode in the game which is called NightCore mode where everything moves so fast and that includes the music.
In terms of Replay Value, there isn’t much to do after you finish all the stages except for collecting Pirate Tokens which are the in-game collectables that allow you to unlock the game’s Soundtrack in a special level where you can hear them without replaying the other levels just to hear that awesome track.
And you can also replay the game on Nightcore mode if you want to get the highest rank possible in the game. And if you are the Achievement Hunter type then you will find that getting all the achievements will be very time consuming. For instance, there is an achievement that requires you not to die even once throughout the whole game and that is excruciatingly difficult. So, if you are a completionist, then the game will last you for quite a while.
But if you are not, then you won’t find much to do here after you finish its short story mode because it doesn’t have much to offer after that.
Conclusion:
Klang is a great game but its short amount of content and sometimes overwhelmingly difficult levels can put you off. So for that, I give Klang 4/5. Great concept but if the gameplay was more fun and rewarding, and it had more content and unlockables, it would have been a superb game. And I give the developer Tom-Ivar Arntzen SSS for effort and for trying to innovate and do something new with the genre and I am definitely interested to see what he is going to do next.
http://sknr.net/2016/09/23/klang/

Gareth von Kallenbach (980 KP) rated Call of Duty: Black Ops II - Vengeance in Video Games
Jun 19, 2019
Fans of Call of Duty: Black Ops 2 who are waiting patiently for the November release of Call of Duty: Ghosts, can put their skills to the test with the latest map pack DLC. The collection is named Vengeance and it offers four new multiplayer maps as well as a new Zombie campaigns for players aching for more of the wildly popular series.
The set is the third of a planned four map packs and for fans of frantic, run and gun action, this is the collection for you. This is not to say there is not a place for players who wish to snipe or use stealth, but the developers have clearly put the focus on smaller maps which bring the action front and center and force players to get into the action fast.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode, the option to select Vengeance is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
The first map I played was called Uplink which is an updated version of the Summit map from Black Ops. This time out the snowy eastern Europe locale has been changed to a rainy Asian locale. It took me a few times around and a few deaths before I realized there was something familiar about it. This helped me get adjusted to likely areas for attacks and defense much faster than usual and I soon found myself dishing out the damage instead of being a walking target.
The next map is called “Detour” and this takes places on a bombed out suspension bridge that has cars and trucks as well as blast holes littering the roads. Players can take the side paths and lower areas but can also engage the other team in the clutter up top. Be prepared for plenty of flying grenades as well as mines and other traps in this one. I usually need around five rounds in a map before I am comfy enough to really let loose and this one after some initial frustrations paid off big,
A recent kill streak earned me a sentry gun, which when deployed racked up an impressive number of kills for me thanks to the choke points and strategic placement near an enemy objective.
Up next is “Cove” and while it took me a little bit to differentiate the enemy attire from that of my team, I soon found this to be an early favorite for me. The setting is a tropical island complete with a crashed plane. The plane became a great shield to toss grenades over and I loved walking around the beach in my efforts to flank the other players. For a person who loves a run and gun, devil may care style of play, coming around a rock and finding two or three enemy players facing away from me was a great thrill as was having a cluster of them camped out on a ledge above or in a rocky cave..
There are plenty of cliffs as well as snipers love to setup on the ridges and let loose as do players who have earned a sentry gun or other reward. This became tough when most of the objectives involved either planting or defusing a bomb. Fighting to an objective only to be cut down as you were seconds away from completing a task is a frustration indeed but also part of the fun.
The final map is entitled “Rush” and the title not only describes the fun of playing it but also the best way to play it as it is set in a paint ball venue. There are tons of paint-soaked vehicles, wooden buildings, and venues that anyone who has ever played paintball will be all to familiar with. The real joy comes when you head into the shop and have to battle in the pro shop, indoor arena, and other locales. The colors are vivid and the attacks can come from all angles at any time.
As much as I liked “Cove” “Rush” quickly became my favorite of the maps as I was able to record my best scores of the new maps the first time I played it, and was able to maintain my lucky runs with each subsequent match.
Zombie fans will love “Buried” which like previous Zombie modes allows four players to work with one another as they fight off legions of undead. Like previous modes, players must heal fallen players and purchase weapons and ammo. This can be a challenge as starting off with just a pistol, grenade, and knife, you have to take down more than a few bad guys to earn needed funs for the big guns.
Cash can also be used for health, to restore barricades, as well as unlock new areas of the map.
Set in an underground western town, and I have to admit to really enjoying mowing down legions of undead as I came out of the saloon and enjoying the detail level of the map.
Skilled players can earn the Ray Gun Mark II and really fry the undead to a crisp.
Picky fans will say that Vengeance does not offer as much as some map packs as more than one person I played with lamented the fact that they did not get any new weapons like they did with the first map pack, and how one of the four maps was an older map that was remade.
To me it all comes down to a matter of choice as the maps are available in a set for $14.99 or players can purchase a season pass which will allow them to obtain all four map packs at a discounted price.
If you are a fan of the game and play online on a regular basis then you will want the maps as they do offer something new and are enjoyable to look at and play for gamers but be prepared to take your lumps early as most of the players have already mastered the previous maps and showed no mercy for players who were trying to get their bearings in the new offerings.
In the end, if you’re a hardcore player or simply love the series, then you will enjoy the maps as they offer something new while players wait for the final collection and the November release of Call of Duty: Ghosts:
http://sknr.net/2013/08/06/call-of-duty-black-ops-2-vengeance/
The set is the third of a planned four map packs and for fans of frantic, run and gun action, this is the collection for you. This is not to say there is not a place for players who wish to snipe or use stealth, but the developers have clearly put the focus on smaller maps which bring the action front and center and force players to get into the action fast.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode, the option to select Vengeance is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
The first map I played was called Uplink which is an updated version of the Summit map from Black Ops. This time out the snowy eastern Europe locale has been changed to a rainy Asian locale. It took me a few times around and a few deaths before I realized there was something familiar about it. This helped me get adjusted to likely areas for attacks and defense much faster than usual and I soon found myself dishing out the damage instead of being a walking target.
The next map is called “Detour” and this takes places on a bombed out suspension bridge that has cars and trucks as well as blast holes littering the roads. Players can take the side paths and lower areas but can also engage the other team in the clutter up top. Be prepared for plenty of flying grenades as well as mines and other traps in this one. I usually need around five rounds in a map before I am comfy enough to really let loose and this one after some initial frustrations paid off big,
A recent kill streak earned me a sentry gun, which when deployed racked up an impressive number of kills for me thanks to the choke points and strategic placement near an enemy objective.
Up next is “Cove” and while it took me a little bit to differentiate the enemy attire from that of my team, I soon found this to be an early favorite for me. The setting is a tropical island complete with a crashed plane. The plane became a great shield to toss grenades over and I loved walking around the beach in my efforts to flank the other players. For a person who loves a run and gun, devil may care style of play, coming around a rock and finding two or three enemy players facing away from me was a great thrill as was having a cluster of them camped out on a ledge above or in a rocky cave..
There are plenty of cliffs as well as snipers love to setup on the ridges and let loose as do players who have earned a sentry gun or other reward. This became tough when most of the objectives involved either planting or defusing a bomb. Fighting to an objective only to be cut down as you were seconds away from completing a task is a frustration indeed but also part of the fun.
The final map is entitled “Rush” and the title not only describes the fun of playing it but also the best way to play it as it is set in a paint ball venue. There are tons of paint-soaked vehicles, wooden buildings, and venues that anyone who has ever played paintball will be all to familiar with. The real joy comes when you head into the shop and have to battle in the pro shop, indoor arena, and other locales. The colors are vivid and the attacks can come from all angles at any time.
As much as I liked “Cove” “Rush” quickly became my favorite of the maps as I was able to record my best scores of the new maps the first time I played it, and was able to maintain my lucky runs with each subsequent match.
Zombie fans will love “Buried” which like previous Zombie modes allows four players to work with one another as they fight off legions of undead. Like previous modes, players must heal fallen players and purchase weapons and ammo. This can be a challenge as starting off with just a pistol, grenade, and knife, you have to take down more than a few bad guys to earn needed funs for the big guns.
Cash can also be used for health, to restore barricades, as well as unlock new areas of the map.
Set in an underground western town, and I have to admit to really enjoying mowing down legions of undead as I came out of the saloon and enjoying the detail level of the map.
Skilled players can earn the Ray Gun Mark II and really fry the undead to a crisp.
Picky fans will say that Vengeance does not offer as much as some map packs as more than one person I played with lamented the fact that they did not get any new weapons like they did with the first map pack, and how one of the four maps was an older map that was remade.
To me it all comes down to a matter of choice as the maps are available in a set for $14.99 or players can purchase a season pass which will allow them to obtain all four map packs at a discounted price.
If you are a fan of the game and play online on a regular basis then you will want the maps as they do offer something new and are enjoyable to look at and play for gamers but be prepared to take your lumps early as most of the players have already mastered the previous maps and showed no mercy for players who were trying to get their bearings in the new offerings.
In the end, if you’re a hardcore player or simply love the series, then you will enjoy the maps as they offer something new while players wait for the final collection and the November release of Call of Duty: Ghosts:
http://sknr.net/2013/08/06/call-of-duty-black-ops-2-vengeance/

Chris Sawin (602 KP) rated The Forever Purge (2021) in Movies
Dec 14, 2021
The Purger's costumes (1 more)
The film's genuinely bad ass female characters.
There's no character development. (1 more)
The film is just more of the same.
America, A Ho-Hum Dystopia
Searching for stability in the face of record high levels of illegal immigration resulting from a surge in refugees fleeing cartel violence in Mexico and a growing wave of White Supremacy and anti-hispanic racism in the United States, the New Founding Fathers of America have proposed the unthinkable in order to solve the nation’s problems: the reinstatement of the Purge.
Written by The Purge creator James DeMonaco and directed by Everardo Gout, The Forever Purge is the fifth film in the franchise and its first entry since The Purge TV series ended after only two seasons in 2019.
Taking place primarily in Los Felis Valley, Texas, The Forever Purge follows Mexican refugees Adela (Ana de la Reguera) and Juan (Tenoch Huerta), who despite having made a life in America after living in the country for just ten months, continue to find themselves the victims of racism.
A talented cowboy, Juan works for the financially successful Tucker family on their ranch alongside Dylan (Josh Lucas), a member of the Tucker family who isn’t as good of a cowboy as Juan and lets his “white man good, Mexican bad” mentality drive his actions way more often than he should.
With the announcement that the Purge will be reinstated, the two buckle down and prepare to survive their first ever experience with the country’s most gruesome tradition. While the two successfully find sanctuary and survive the initial 12 hours of the sanctioned Purge, they emerge to find that many US citizens have just outright refused to stop purging.
Amidst the chaos, Canada and Mexico open their borders for six hours, allowing anyone not interesting in partaking in the events and wants to survive to flee to one of respective countries. However, the two countries also announce that after these six hours pass, they will be closing their American borders forever, preventing any further escape.
As the entire nation falls into chaos, its citizens begin to realize that The Forever Purge has begun.
The fifth film in the franchise and the latest installment since The Purge tv series ended in 2019, The Forever Purge is pretty much of the same for the horror franchise – in other words, it’s not going to make or break the opinion you already have about these movies.
A definite improvement over The First Purge, which one could argue is the worst film in the series, the performances in The Forever Purge in particular are leaps and bounds better in comparison to those found in its predecessor
You know how there are some movies where, for some reason or another, you don’t watch every trailer it drops before release, and thus are end up surprised when the film turns out to be completely different from the one-note-concept you imagined it would have?
While the upside to this avoidance of marketing material is that you’re almost completely in the dark about a given film prior to seeing it, the downside is that what your own imagined concept of the film may have more more potential than the final product.
The Forever Purge was one such film for me. For some reason, I thought the movie took place in a not-too-distant future where the majority of the country had become a desolate wasteland, water was scarce, and tumbleweeds were the closest thing to a pet anyone had.
Not only that, but I imagined that The Purge, long-outlawed in this post-apocalyptic future, had been reinstated as a full-time event by a group of crazed desperadoes.
Sadly, my idea of a western-slash-Mad Max-inspired Purge film ended up being way more interesting than The Forever Purge actually was, as most of the film’s creativity is found not in the Purge itself, but rather in the expansion to the franchise’s lore – specifically the state in which the USA is left in by the end of the film, as well as the end credits reveal of where Americans across the country are located
A Purger in The Forever Purge, directed by Everardo Valerio Gout.As a result, The Forever Purge ends with the franchise seemingly having lost whatever bite it may have once had. Kills are about as memorable as a bug splat on your windshield while driving on the highway, character development is minimal at best, and you aren’t invested in the outcome of what’s transpiring whatsoever.
You also don’t really know who the protagonists of the film are. Do you root for the successful family that doesn’t know how to cooperate outside of its own race, or the married couple that came to this country illegally?
Furthermore, why is it that each film’s unique masked purgers, who literally show up for only a handful of scenes in each of their respective appearances, are the best part of these films? It’s like really awesome DLC for a lifelessly dull video game.
While the action-horror film does at least introduce two strong female characters, Dylan Tucker’s wife, Cassidy (Cassidy Freeman), isn’t one of them. Her defining characteristics are that she’s pregnant and helpless.
However, Dylan’s younger sister, Harper (Leven Rambin), is awesome. She knows how to use a gun, is resourceful, intelligent, and breaks the ‘dumb blonde’ stereotype we’re all too familiar with.
Ana de la Reguera also rectifies her death in Army of the Dead with her performance as Adela, a former member of a group of women who fought against the cartel in Mexico who can fight, has knowledge of weapons, and knows how to navigate the city in the safest way possible. In other words, she’s a bad ass.
While The Forever Purge is meant to serve as a ‘final entry’ for the franchise, everything is left wide open at the end of the film, just in case another sequel gets greenlit. After all, we know how the general movie-going population just loves to keep mediocre franchises alive.
As such, nothing is resolved by the end of film, and the Forever Purge ends up being just what it sounds like: never ending.
The issue with this non-ending is that where the franchise could potentially go and where it’s actually going are two entirely different things, and thus the end result of the Forever Purge is way more disappointing because of this split.
A lackluster Purge entry at best that is only considered decent because the film that came before it is so awful, The Forever Purge does put some effort into attempting to put a different spin on how we view immigrants, but even that seems half-cocked at best.
With a concept this stagnant, The Forever Purge has successfully done what other horror movies have never been able to do; make deaths, murdering, and killing a total bore. Hopefully, with any luck, The Purge franchise will pillage and murder itself with this entry.
Written by The Purge creator James DeMonaco and directed by Everardo Gout, The Forever Purge is the fifth film in the franchise and its first entry since The Purge TV series ended after only two seasons in 2019.
Taking place primarily in Los Felis Valley, Texas, The Forever Purge follows Mexican refugees Adela (Ana de la Reguera) and Juan (Tenoch Huerta), who despite having made a life in America after living in the country for just ten months, continue to find themselves the victims of racism.
A talented cowboy, Juan works for the financially successful Tucker family on their ranch alongside Dylan (Josh Lucas), a member of the Tucker family who isn’t as good of a cowboy as Juan and lets his “white man good, Mexican bad” mentality drive his actions way more often than he should.
With the announcement that the Purge will be reinstated, the two buckle down and prepare to survive their first ever experience with the country’s most gruesome tradition. While the two successfully find sanctuary and survive the initial 12 hours of the sanctioned Purge, they emerge to find that many US citizens have just outright refused to stop purging.
Amidst the chaos, Canada and Mexico open their borders for six hours, allowing anyone not interesting in partaking in the events and wants to survive to flee to one of respective countries. However, the two countries also announce that after these six hours pass, they will be closing their American borders forever, preventing any further escape.
As the entire nation falls into chaos, its citizens begin to realize that The Forever Purge has begun.
The fifth film in the franchise and the latest installment since The Purge tv series ended in 2019, The Forever Purge is pretty much of the same for the horror franchise – in other words, it’s not going to make or break the opinion you already have about these movies.
A definite improvement over The First Purge, which one could argue is the worst film in the series, the performances in The Forever Purge in particular are leaps and bounds better in comparison to those found in its predecessor
You know how there are some movies where, for some reason or another, you don’t watch every trailer it drops before release, and thus are end up surprised when the film turns out to be completely different from the one-note-concept you imagined it would have?
While the upside to this avoidance of marketing material is that you’re almost completely in the dark about a given film prior to seeing it, the downside is that what your own imagined concept of the film may have more more potential than the final product.
The Forever Purge was one such film for me. For some reason, I thought the movie took place in a not-too-distant future where the majority of the country had become a desolate wasteland, water was scarce, and tumbleweeds were the closest thing to a pet anyone had.
Not only that, but I imagined that The Purge, long-outlawed in this post-apocalyptic future, had been reinstated as a full-time event by a group of crazed desperadoes.
Sadly, my idea of a western-slash-Mad Max-inspired Purge film ended up being way more interesting than The Forever Purge actually was, as most of the film’s creativity is found not in the Purge itself, but rather in the expansion to the franchise’s lore – specifically the state in which the USA is left in by the end of the film, as well as the end credits reveal of where Americans across the country are located
A Purger in The Forever Purge, directed by Everardo Valerio Gout.As a result, The Forever Purge ends with the franchise seemingly having lost whatever bite it may have once had. Kills are about as memorable as a bug splat on your windshield while driving on the highway, character development is minimal at best, and you aren’t invested in the outcome of what’s transpiring whatsoever.
You also don’t really know who the protagonists of the film are. Do you root for the successful family that doesn’t know how to cooperate outside of its own race, or the married couple that came to this country illegally?
Furthermore, why is it that each film’s unique masked purgers, who literally show up for only a handful of scenes in each of their respective appearances, are the best part of these films? It’s like really awesome DLC for a lifelessly dull video game.
While the action-horror film does at least introduce two strong female characters, Dylan Tucker’s wife, Cassidy (Cassidy Freeman), isn’t one of them. Her defining characteristics are that she’s pregnant and helpless.
However, Dylan’s younger sister, Harper (Leven Rambin), is awesome. She knows how to use a gun, is resourceful, intelligent, and breaks the ‘dumb blonde’ stereotype we’re all too familiar with.
Ana de la Reguera also rectifies her death in Army of the Dead with her performance as Adela, a former member of a group of women who fought against the cartel in Mexico who can fight, has knowledge of weapons, and knows how to navigate the city in the safest way possible. In other words, she’s a bad ass.
While The Forever Purge is meant to serve as a ‘final entry’ for the franchise, everything is left wide open at the end of the film, just in case another sequel gets greenlit. After all, we know how the general movie-going population just loves to keep mediocre franchises alive.
As such, nothing is resolved by the end of film, and the Forever Purge ends up being just what it sounds like: never ending.
The issue with this non-ending is that where the franchise could potentially go and where it’s actually going are two entirely different things, and thus the end result of the Forever Purge is way more disappointing because of this split.
A lackluster Purge entry at best that is only considered decent because the film that came before it is so awful, The Forever Purge does put some effort into attempting to put a different spin on how we view immigrants, but even that seems half-cocked at best.
With a concept this stagnant, The Forever Purge has successfully done what other horror movies have never been able to do; make deaths, murdering, and killing a total bore. Hopefully, with any luck, The Purge franchise will pillage and murder itself with this entry.

Mandy and G.D. Burkhead (26 KP) rated The Book of Kings in Books
May 20, 2018
Shelf Life – The Book of Kings Has a Few Gems and a Few Warts
Contains spoilers, click to show
Unlike other short story anthologies I could mention, this one wasn’t mostly horrible. Instead, the stories inside run the gamut from stupid to brilliant and from annoying to nothing special to fun and memorable. A little something for everyone, then.
So since I can’t review it with one blanket sentiment, let’s instead take a quick look at a handful of the 20 all-original stories inside. The following are the tales that most stood out to me during my reading, for better or worse.
“The Kiss” by Alan Dean Foster – A woman walking through a snowy city finds a frog who says he’s a prince, so she kisses him. He turns into a guy and stabs her to death.
Oh boy, we’re not off to a great start here. This story could have been told in a page or so and been an interesting twist on the old tale, but instead the author drew it out over three pages by choosing the absolute most pretentious choice of words for every damn sentence. The guy doesn’t stab the woman, his “knife describes a Gothic arc.” She doesn’t shout or whisper or ask what’s going on, she “expels a querrelous trauma.” It’s not snowing on her face, “trifles of ice as beautiful as they were capricious tickled her exposed cheeks, only to be turned into simulacra of tears as they were instantly metamorphosed by the bundled furnace of her body.”
Yes, really.
The sheer purpleness of this prose might be excused for a deliberately lofty and overwrought tale, but it absolutely does not fit a story about a girl getting shanked by a frog on the street. If the contrast between what’s happening and how it’s presented is supposed to seem absolutely ridiculous, then it’s a success. This reads more like a writing exercise for seeing how unbearably melodramatic you can tell a simple story that the author went ahead and published anyway. I only read it last night as of the time of this particular bit of review, but I still have a headache.
“Divine Right” by Nancy Holder – A king grieving for his recently passed daughter and only heir tries to figure out how to keep his legacy from dying out and eventually decides on a way to choose a successor, sealing his decision by making a pact with God.
I really liked this one, partly for the great characterization of the king via his priorities. He’s not a bastion of righteousness or a tyrannical despot. He might be a pretty decent ruler, or he might not, depending on your priorities and the angle from which you view him. Mostly he’s written to be believable for his position and time period, pride and failings and all.
But what really sealed this story for me was the ironic bent of the plot that I can’t really discuss in any more depth without spoiling it except to say that it definitely fit with the tone and left an appropriate message. So let’s just give it a thumbs up and leave it at that.
“In the Name of the King” by Judith Tarr – If you know the story of Hatshepsut, an Egyptian queen who ruled as Pharaoh, then this is an extra interesting story. It follows both Hatshepsut and her lover in the afterlife and the legacy they’re leaving behind after their deaths, in which they take a surprisingly active interest for dead people.
If you know your history, though, you know where this is going, and it’s very touching as it gets there. It’s also character-centric in a way that makes its dead cast members seem very much alive. This one’s a good contender for my favorite story in the whole anthology.
“Please to See the King” by Debra Doyle and James D. Macdonald – A small glimpse of about one evening each into the lives of two seemingly unrelated, seemingly unimportant men against the backdrop of the battles being fought over a vague and distant rebellion against a vague and distant crown.
To say more would be to spoil the story, which is short, sweet, and interesting. It gives you just enough details, and no more, that you can piece together a much deeper story with room left for speculation about who certain characters really were and what exactly just happened. I’ve spent more time thinking about how the ending may be interpreted than it took me to read it, which is a good sign of nuance done right.
“The Name of a King” by Diana L. Paxson – This’n c’n rightf’ly b’ put in w’ th’ other st’ries I woul’n’t oth’rwise b’ther t’ mention ‘cept fer th’ o’erwrought dialectic style o’ nearly all o’ th’ dialogue, whut c’n git on yer nerves right quick-like whene’er any’ne op’ns their mouths. An’ while I’m ‘ere, th’ settin’ w’s rife wi’ plen’y o’ hints at deeper d’tails whut was ne’er sufficien’ly delved into or whut impact’d th’ actu’l plot much. Felt like part o’ a fant’sy series whut I was ‘spected t’ b’ f’miliar wit’ but wasn’t, an’ whut di’n’t give me ’nuff t’ git f’miliar wit’ just fr’m this st’ry.
Oth’rwise, t’w’sn’t t’ b’d, I s’pose. Bit borin’.
“Coda: Working Stiff” by Mike Resnick and Nicholas A. DiChario – This one was just fun. Again trying not to give away any twists or revelations, this one follows a journalist interviewing a bus driver who used to be a big, famous king back in his heyday but is now content (or so he says) with his obscure life of working a simple job in the day and drinking in his spartan home at night.
Who this ex-king really is probably isn’t who you think it’s gonna be at first, but the story does still technically, and cheekily, fit in with the premise of the book overall. It reminds me very much of something Neil Gaiman might have written, or maybe Terry Pratchett if he’d decided to tackle the kingly premise from a more modern and realistic approach.
There are still 14 stories left in here, many of which are also good reads, or at least decent. In fact, looking back through it again, the only real dud that stands out to me is “The Kiss.” The weakest of what’s left are either adaptations of stories that didn’t really do it for me (“The Tale of Lady Ashburn” by John Gregory Betancourt) or weird original works that weren’t really memorable in what they set out to do (“A Parker House Roll” by Dean Wesley Smith).
Overall, The Book of Kings is a fun and interesting romp through a number of royal worlds, themes, and tones. As such, anyone who gives it a look will probably have the same general sentiment I did at the end, with a few things to like and a few to point to as examples of what doesn’t work for them. Me, I got a bit of the inspiration I was looking for and a few memorable tales out of it, so I’ll forgive the warts.
So since I can’t review it with one blanket sentiment, let’s instead take a quick look at a handful of the 20 all-original stories inside. The following are the tales that most stood out to me during my reading, for better or worse.
“The Kiss” by Alan Dean Foster – A woman walking through a snowy city finds a frog who says he’s a prince, so she kisses him. He turns into a guy and stabs her to death.
Oh boy, we’re not off to a great start here. This story could have been told in a page or so and been an interesting twist on the old tale, but instead the author drew it out over three pages by choosing the absolute most pretentious choice of words for every damn sentence. The guy doesn’t stab the woman, his “knife describes a Gothic arc.” She doesn’t shout or whisper or ask what’s going on, she “expels a querrelous trauma.” It’s not snowing on her face, “trifles of ice as beautiful as they were capricious tickled her exposed cheeks, only to be turned into simulacra of tears as they were instantly metamorphosed by the bundled furnace of her body.”
Yes, really.
The sheer purpleness of this prose might be excused for a deliberately lofty and overwrought tale, but it absolutely does not fit a story about a girl getting shanked by a frog on the street. If the contrast between what’s happening and how it’s presented is supposed to seem absolutely ridiculous, then it’s a success. This reads more like a writing exercise for seeing how unbearably melodramatic you can tell a simple story that the author went ahead and published anyway. I only read it last night as of the time of this particular bit of review, but I still have a headache.
“Divine Right” by Nancy Holder – A king grieving for his recently passed daughter and only heir tries to figure out how to keep his legacy from dying out and eventually decides on a way to choose a successor, sealing his decision by making a pact with God.
I really liked this one, partly for the great characterization of the king via his priorities. He’s not a bastion of righteousness or a tyrannical despot. He might be a pretty decent ruler, or he might not, depending on your priorities and the angle from which you view him. Mostly he’s written to be believable for his position and time period, pride and failings and all.
But what really sealed this story for me was the ironic bent of the plot that I can’t really discuss in any more depth without spoiling it except to say that it definitely fit with the tone and left an appropriate message. So let’s just give it a thumbs up and leave it at that.
“In the Name of the King” by Judith Tarr – If you know the story of Hatshepsut, an Egyptian queen who ruled as Pharaoh, then this is an extra interesting story. It follows both Hatshepsut and her lover in the afterlife and the legacy they’re leaving behind after their deaths, in which they take a surprisingly active interest for dead people.
If you know your history, though, you know where this is going, and it’s very touching as it gets there. It’s also character-centric in a way that makes its dead cast members seem very much alive. This one’s a good contender for my favorite story in the whole anthology.
“Please to See the King” by Debra Doyle and James D. Macdonald – A small glimpse of about one evening each into the lives of two seemingly unrelated, seemingly unimportant men against the backdrop of the battles being fought over a vague and distant rebellion against a vague and distant crown.
To say more would be to spoil the story, which is short, sweet, and interesting. It gives you just enough details, and no more, that you can piece together a much deeper story with room left for speculation about who certain characters really were and what exactly just happened. I’ve spent more time thinking about how the ending may be interpreted than it took me to read it, which is a good sign of nuance done right.
“The Name of a King” by Diana L. Paxson – This’n c’n rightf’ly b’ put in w’ th’ other st’ries I woul’n’t oth’rwise b’ther t’ mention ‘cept fer th’ o’erwrought dialectic style o’ nearly all o’ th’ dialogue, whut c’n git on yer nerves right quick-like whene’er any’ne op’ns their mouths. An’ while I’m ‘ere, th’ settin’ w’s rife wi’ plen’y o’ hints at deeper d’tails whut was ne’er sufficien’ly delved into or whut impact’d th’ actu’l plot much. Felt like part o’ a fant’sy series whut I was ‘spected t’ b’ f’miliar wit’ but wasn’t, an’ whut di’n’t give me ’nuff t’ git f’miliar wit’ just fr’m this st’ry.
Oth’rwise, t’w’sn’t t’ b’d, I s’pose. Bit borin’.
“Coda: Working Stiff” by Mike Resnick and Nicholas A. DiChario – This one was just fun. Again trying not to give away any twists or revelations, this one follows a journalist interviewing a bus driver who used to be a big, famous king back in his heyday but is now content (or so he says) with his obscure life of working a simple job in the day and drinking in his spartan home at night.
Who this ex-king really is probably isn’t who you think it’s gonna be at first, but the story does still technically, and cheekily, fit in with the premise of the book overall. It reminds me very much of something Neil Gaiman might have written, or maybe Terry Pratchett if he’d decided to tackle the kingly premise from a more modern and realistic approach.
There are still 14 stories left in here, many of which are also good reads, or at least decent. In fact, looking back through it again, the only real dud that stands out to me is “The Kiss.” The weakest of what’s left are either adaptations of stories that didn’t really do it for me (“The Tale of Lady Ashburn” by John Gregory Betancourt) or weird original works that weren’t really memorable in what they set out to do (“A Parker House Roll” by Dean Wesley Smith).
Overall, The Book of Kings is a fun and interesting romp through a number of royal worlds, themes, and tones. As such, anyone who gives it a look will probably have the same general sentiment I did at the end, with a few things to like and a few to point to as examples of what doesn’t work for them. Me, I got a bit of the inspiration I was looking for and a few memorable tales out of it, so I’ll forgive the warts.

graveyardgremlin (7194 KP) rated The Taken (Celestial Blues, #1) in Books
Feb 15, 2019
Even though I'm not especially fond of angels, I decided to try out this new series based on my previous experiences with Vicki Pettersson's work. Sadly, after an intriguing first chapter, any enjoyment I may have expected never came knocking (guess it was too busy knockin' on heaven's door).
Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.
Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.
Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.
Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.
Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.
Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.
Originally reviewed: June 29
Received: Amazon Vine
Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.
Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.
Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.
Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.
Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.
Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.
Originally reviewed: June 29
Received: Amazon Vine

Hadley (567 KP) rated Ghost Story in Books
May 14, 2019
Great story line (1 more)
Great characters
Don Wanderley is a writer who happens to meet a supernatural being, and this meeting causes his life to be turned upside down in the novel 'Ghost Story.' Wanderley's brother and uncle both die of strange circumstances, leading him to seek how their deaths came to be. What Wanderley finds is that they were both infatuated with two women: Alma Mobley and Ann- Veronica Moore; Mobley just so happens to be Don's ex-fiance'.
Even if it seems so, Wanderley is not the main character of this book, instead, we meet four older gentlemen who have been friends the majority of their lives: John, Lewis, Ricky and Sears. The four have created what they like to call 'the Chowder Society,' where they meet up in suit and tie at one of their houses to tell ghost stories. Sears tells one ghost story that will haunt them the rest of the book about his time as a teacher in a rural town known as Elmira: "Well, one of the most dreadful things in my life happened to me there, or it didn't happen and I imagined it all, but anyhow it scared the pants off me and eventually made it impossible for me to stay on. This is the worst story I know, and I've kept it locked up in my mind for fifty years."
After that story, strange things begin to happen in Milburn; a farmer named Elmer Scales, reports that his sheep have been slaughtered by having their throats slit and completely drained of blood, but there are no footprints nor blood stains where the sheep were killed: " 'Their throats were cut,' Elmer said to his wife. 'What did I tell you? Some crazyman's been out here. And -' his voice rose ' - a crazyman who can fly, because he didn't leave no prints.' "
When the reader finds out that the four life long friends have a dark secret that has seem to come back to haunt them, we witness them being killed off by a supernatural force, one by one. This story brings not only a great cast of characters and amazing story telling, but also twist and turns that are not seen from a mile away, like most paranormal thrillers have today.
The supernatural force readers are introduced to is a shape shifter, who takes on forms from a werewolf to a vampire " When he took off the dark glasses his eyes shone a uniform golden yellow. " But the book is not lacking on ghosts, either : "Then she saw a figure moving around out there and Nettie, who understood more than even her sister credited, fearfully watched it approach the house and barn. She uttered a few choked sounds, but knew that Rea would never hear them. The figure came nearer, hauntingly familiar. Nettie was afraid it was the boy from town Rea talked about - that wild boy in a rage that Rea had named him to police. She trembled, watching the figure come nearer across the field, imagining what life would be like if the boy did anything to Rea; and then squawked in terror and nearly tipped over the wheelchair. The man walking toward the barn was her brother Stringer, wearing the brown shirt he'd had on the day he died: it was covered with blood, just as it had been when they'd put him on the table and wrapped him in blankets, but his arms were whole."
The entire story takes place in the town of Milburn, with a few scenes outside of it, but because of this, there are so many secondary characters introduced that the reader may find themselves back tracking through the book just to remember who all of them are. On top of that, a lot of the characters are so much alike, that description can't even help tell who is who. Even our four main characters have similar descriptions, other than girth, that it takes a couple of chapters for readers to put a face to a name. Only some secondary characters become important enough to remember near the end of the book, this including a teenager named Peter.
'Ghost Story' is among the few paranormal books that can stand on it's own. There are scenes of hallucination that out-do those of the top paranormal writers of today. One of the most memorable scenes is with the character Lewis: "Lewis moved back and forth on the floorboards, willing his friends to return with the farmer's car. He did not want to look at the covered shape on the bed; he went to the window. Through the greasepaper he could see only vague orange light.. He glanced back at the sheet. 'Linda, ' he said miserably. " - the scene quickly changes - "He stood in a metal room, with gray metal walls. One light bulb hung from the ceiling. His wife lay under a sheet on a metal table. Lewis leaned over her body and sobbed. 'I won't bury you in the pond,' he said. 'I'll take you into the rose garden.' He touched his wife's lifeless fingers under the sheet and felt them twitch. He recoiled. "
When the ghost story is finally revealed from the main characters' past, pieces of the puzzle begin to fit together. To not give away too much, here is a portion of that story: " 'She said she was lonely,' Ricky said. 'Said she was sick of this damned town and all the hypocrites in it. She wanted to drink and she wanted to dance, and she didn't care who was shocked. Said this dead little town and all its dead little people could go to hell as far as she was concerned. And if we were men and not little boys, we'd damn the town too.' "
While our main characters are being killed off one by one, the town of Milburn is going through an odd blizzard that seems to put everyone on edge: " People settled down in front of the television and ate pizzas from the freezer and prayed that the power lines would stay up; they avoided one another. If you looked outside and saw your next-door neighbor fighting up his lawn to get to his front door, he looked unearthly, transformed by stress into a wild ragged frontier version of himself: you knew he'd damage anyone who threatened to touch his dwindling store of food. He'd been touched by that savage music you had tried to escape, and if he looked through your Thermopane picture window and saw you his eyes were barely human."
Although 'Ghost Story' was published in 1979, it still has a big impact on the way the paranormal genre is written today. Straub not only makes a convincing story line, but he also makes characters that the reader can actually care about. Even when we find out what has been going on in the small town of Milburn, the reader can still feel a very real threat from the supernatural force within it. 'Ghost Story' is by far the best paranormal thriller I have ever read. I highly recommend this book to anyone who believes that the past can come back to haunt you.
For more reviews by me, please check out my blog at goreandtea.com
Even if it seems so, Wanderley is not the main character of this book, instead, we meet four older gentlemen who have been friends the majority of their lives: John, Lewis, Ricky and Sears. The four have created what they like to call 'the Chowder Society,' where they meet up in suit and tie at one of their houses to tell ghost stories. Sears tells one ghost story that will haunt them the rest of the book about his time as a teacher in a rural town known as Elmira: "Well, one of the most dreadful things in my life happened to me there, or it didn't happen and I imagined it all, but anyhow it scared the pants off me and eventually made it impossible for me to stay on. This is the worst story I know, and I've kept it locked up in my mind for fifty years."
After that story, strange things begin to happen in Milburn; a farmer named Elmer Scales, reports that his sheep have been slaughtered by having their throats slit and completely drained of blood, but there are no footprints nor blood stains where the sheep were killed: " 'Their throats were cut,' Elmer said to his wife. 'What did I tell you? Some crazyman's been out here. And -' his voice rose ' - a crazyman who can fly, because he didn't leave no prints.' "
When the reader finds out that the four life long friends have a dark secret that has seem to come back to haunt them, we witness them being killed off by a supernatural force, one by one. This story brings not only a great cast of characters and amazing story telling, but also twist and turns that are not seen from a mile away, like most paranormal thrillers have today.
The supernatural force readers are introduced to is a shape shifter, who takes on forms from a werewolf to a vampire " When he took off the dark glasses his eyes shone a uniform golden yellow. " But the book is not lacking on ghosts, either : "Then she saw a figure moving around out there and Nettie, who understood more than even her sister credited, fearfully watched it approach the house and barn. She uttered a few choked sounds, but knew that Rea would never hear them. The figure came nearer, hauntingly familiar. Nettie was afraid it was the boy from town Rea talked about - that wild boy in a rage that Rea had named him to police. She trembled, watching the figure come nearer across the field, imagining what life would be like if the boy did anything to Rea; and then squawked in terror and nearly tipped over the wheelchair. The man walking toward the barn was her brother Stringer, wearing the brown shirt he'd had on the day he died: it was covered with blood, just as it had been when they'd put him on the table and wrapped him in blankets, but his arms were whole."
The entire story takes place in the town of Milburn, with a few scenes outside of it, but because of this, there are so many secondary characters introduced that the reader may find themselves back tracking through the book just to remember who all of them are. On top of that, a lot of the characters are so much alike, that description can't even help tell who is who. Even our four main characters have similar descriptions, other than girth, that it takes a couple of chapters for readers to put a face to a name. Only some secondary characters become important enough to remember near the end of the book, this including a teenager named Peter.
'Ghost Story' is among the few paranormal books that can stand on it's own. There are scenes of hallucination that out-do those of the top paranormal writers of today. One of the most memorable scenes is with the character Lewis: "Lewis moved back and forth on the floorboards, willing his friends to return with the farmer's car. He did not want to look at the covered shape on the bed; he went to the window. Through the greasepaper he could see only vague orange light.. He glanced back at the sheet. 'Linda, ' he said miserably. " - the scene quickly changes - "He stood in a metal room, with gray metal walls. One light bulb hung from the ceiling. His wife lay under a sheet on a metal table. Lewis leaned over her body and sobbed. 'I won't bury you in the pond,' he said. 'I'll take you into the rose garden.' He touched his wife's lifeless fingers under the sheet and felt them twitch. He recoiled. "
When the ghost story is finally revealed from the main characters' past, pieces of the puzzle begin to fit together. To not give away too much, here is a portion of that story: " 'She said she was lonely,' Ricky said. 'Said she was sick of this damned town and all the hypocrites in it. She wanted to drink and she wanted to dance, and she didn't care who was shocked. Said this dead little town and all its dead little people could go to hell as far as she was concerned. And if we were men and not little boys, we'd damn the town too.' "
While our main characters are being killed off one by one, the town of Milburn is going through an odd blizzard that seems to put everyone on edge: " People settled down in front of the television and ate pizzas from the freezer and prayed that the power lines would stay up; they avoided one another. If you looked outside and saw your next-door neighbor fighting up his lawn to get to his front door, he looked unearthly, transformed by stress into a wild ragged frontier version of himself: you knew he'd damage anyone who threatened to touch his dwindling store of food. He'd been touched by that savage music you had tried to escape, and if he looked through your Thermopane picture window and saw you his eyes were barely human."
Although 'Ghost Story' was published in 1979, it still has a big impact on the way the paranormal genre is written today. Straub not only makes a convincing story line, but he also makes characters that the reader can actually care about. Even when we find out what has been going on in the small town of Milburn, the reader can still feel a very real threat from the supernatural force within it. 'Ghost Story' is by far the best paranormal thriller I have ever read. I highly recommend this book to anyone who believes that the past can come back to haunt you.
For more reviews by me, please check out my blog at goreandtea.com

Matthew Krueger (10051 KP) rated 13 Dead End Drive in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
The Traps (3 more)
Its like Clue
Excellent Bluff Game
High replayablity
Dont know who has who (2 more)
Its easy to hit and knock off the traps.
The set up is long
Excellent Murder Mystery Bluff Deduction Game
13 Dead End Drive- is a excellent bluff deduction murder mystery board game. I learned about it through the Funhaus channel. Its like clue but so much different. Let me explain.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.