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Hadley (567 KP) rated Pet Sematary in Books

Jul 31, 2019  
Pet Sematary
Pet Sematary
Stephen King | 2011 | Fiction & Poetry, Horror
8
8.4 (53 Ratings)
Book Rating
Realistic horror scenes (1 more)
Great writing
Overuse of some words (1 more)
Some contradictions
Louis Creed, the main character of Stephen King's 'Pet Sematary,' wants a good life for his family. He's starting his first term as a newly appointed doctor for the University of Maine. Louis' family moved from Chicago to Maine for this very job, which consists of his young daughter, Ellie, his wife, Rachel, his infant son, Gage, and Ellie's black cat, Church (which is short for Winston Churchill). This cat quickly becomes the topic of conversation when the Creeds' new neighbor, Jud Crandall, warns them about the road in front of their house: " 'I'd get him fixed, ' Crandall said, crushing his smoke between his thumb and forefinger. 'A fixed cat don't tend to wander as much. But if it's all the time crossing back and forth, its luck will run out, and it'll end up there with the Ryder kids' coon and little Timmy Dessler's cocker spaniel and Missus Bradleigh's parakeet. Not that the parakeet got run over in the road, you understand. It just went feet up one day.' "

When Louis becomes curious about a trail behind his new home that leads into the woods, Jud gladly introduces the Creed family to the infamous 'Pet Sematary.' A place where children, for years, have buried their pets when they die. This place, and the death of Church, form the starting basis of King's amazing novel.

Louis' life suddenly changes after the death of a University student named Victor Pascow, and gets even worse when Louis starts to have dreams about him. One night, even the ghost of Pascow shows up at Louis' house: " He stood there with his head bashed in behind the left temple. The blood had dried on his face in maroon stripes like Indian warpaint. His collarbone jutted whitely. He was grinning. 'Come on, Doctor,' Pascow said. 'We got places to go.' " Louis ends up following Pascow to the pet sematary where he tells him: " 'I come as a friend,' Pascow said--- but was friend actually the word Pascow had used? Louis thought not. It was as if Pascow had spoken in a foreign language which Louis could understand through some dream magic... and friend was as close as to whatever word Pascow had actually used that Louis's struggling mind could come. ' Your destruction and the destruction of all you love is very near, Doctor.' He was close enough for Louis to be able to smell death on him. "

Later on, Louis feels Pascow's premonition might be coming true when he finds that Church has been killed by a passing vehicle. Jud, who happened to find Church, tells him to follow him so that they can bury the cat, but Jud doesn't stop at the pet sematary as expected, instead he goes past a deadfall barrier and continues on to a place he calls the Micmac Burial Ground, a burial ground that was made by the Micmac Indians. Through this entire scene, Louis experiences paranormal-type things, including the maniacal laughter of a disembodied voice. Jud warns Louis to not pay any attention to anything he experiences here: " 'You might see St. Elmo's fire- - - what the sailors call foo-lights. It makes funny shapes, but it's nothing. If you should see some of those shapes and they bother you, just look the other way. You may hear sounds like voices, but they are the loons down south toward Prospect. The sound carries. It's funny.' "

Now, the real story begins when Church returns to the house after his burial, where Louis finds dried blood on the cat's face and small pieces of plastic from the garbage bag his body had been in. Breathing and eating, the cat has certainly come back to life, but Louis notices that Church isn't the same as he was before; while Louis is in a hot bath, Church takes a seat on the toilet, where we witness him swaying back and forth, from this point on, Louis starts to regret following Jud to the Micmac burial ground.

Ellie, Louis' daughter, begins to suspect that something is different about Church, but she shrugs it off and doesn't necessarily question it:

" 'Daddy?' Ellie said in a low, subdued voice.

'What, Ellie? '

'Church smells funny.'

'Does he?' Louis asked, his voice carefully neutral.

'Yes!' Ellie said, distressed. 'Yes, he does! He never smelled funny before! He smells like... he smells like ka-ka!'

'Well, maybe he rolled in something bad, honey,' Louis said. 'Whatever that bad smell is, he'll lost it.'

'I certainly hope so,' Ellie said in a comical dowager's voice. She walked off. " King spends a majority of 'Pet Sematary' addressing everyone's fear of death; he discusses parents' fear of explaining death to their children for the first time, and even makes readers face the real nightmare of losing a child.

And the realism that King writes about is what makes him the great writer that he is today. King writes about the death of a child, but also makes Louis into a very real character that any parent could relate to. While many books touch on this subject, none can touch on grief like King does: " It was well for Louis- - - well for all three of the remaining family members--- that Steve had shown up as promptly as he had, because Louis was at least temporarily unable to make any kind of decision, even one so minor as giving his wife a shot to mute her deep grief. Louis hadn't even noticed that Rachel had apparently meant to go to the morning viewing in her housecoat, which she had misbuttoned. Her hair was uncombed, unwashed, tangled. Her eyes, blank brown orbits, bulged from sockets so sunken that they had almost become the eyes of a living skull. Her flesh was doughy. It hung from her face. She sat at the breakfast table that morning, munching unbuttered toast and talking in disjointed phrases that made no sense at all. At one point she had said abruptly, 'About that Winnebago you want to buy, Lou---' Louis had last spoken about buying a Winnebago in 1981. "

Yet, this isn't a book about grief, but a horror book about grief, which King masterfully put together. He molds the darkness of losing a child with the horror of making zombies, but King makes the story seem so realistic that any parent would go to the lengths that Louis did - - -and Jud, for that matter - - - even with the dire consequences at stake: " You're slanting all the evidence in favor of the conclusion you want to produce, his [Louis] mind protested. At least tell yourself the goddamned truth about the change in Church. Even if you want to disqualify the animals--- the mice and the birds--- what about the way he is? Muddled... that's the best word of all, that sums it up. The day we were out with the kite. You remember how Gage was that day? How vibrant and alive he was, reacting to everything? Wouldn't it be better to remember him that way? Do you want to resurrect a zombie from a grade-B horror picture? Or even something so prosaic as a retarded little boy? A boy who eats with his fingers and stares blankly at images on the TV screen and who will never learn to write his own name? What did Jud say about his dog? 'It was like washing a piece of meat.' Is that what you want? A piece of breathing meat? And even if you're able to be satisfied with that, how do you explain the return of your son from the dead to your wife? To your daughter? To Steve Masterton? To the world? What happens the first time Missy Dandridge pulls into the driveway and sees Gage riding his trike in the yard? Can't you hear her screams, Louis? Can't you see her harrowing her face with her fingernails? What do you say to the reporters? What do you say when a film crew from 'Real People' turns up on your doorstep, wanting to shoot film of your resurrected son? "

Pet Sematary is an emotional thrill ride, with Louis as a very relatable character, and the writing makes this a must-read book for all readers. With one of my favorite descriptive parts taking place in the 'Little God Swamp' that exists just outside of the Micmac Burial Ground when King describes the legendary Wendigo:

" The mist stained to a dull slate- gray for a moment, but this diffuse, ill-defined watermark was better than sixty feet high. It was no shade, no insubstantial ghost; he could feel the displaced air of its passage, could hear the mammoth thud of its feet coming down, the suck of mud as it moved on. For a moment he believed he saw twin yellow- orange sparks high above him. Sparks like eyes. "

The novel is so well-written that it reads easily, and King's descriptions put the reader right inside of the book.

With a few inconsistencies here and there, and overuse of some words, Pet Sematary is a very enjoyable book for lovers of the horror genre. I highly recommend this book!
  
High Noon
High Noon
2021 | American West, Fighting
Howdy partners, and welcome to the (fictional) state of Saratoga. There’s 4 main posses ’round these parts, and they’re all willing to fight to the bitter end to settle scores and collect gold. Who will y’all side with in this cut-throat town, and who will come out victorious? Only time will tell, and I reckon that time to be High Noon.

Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L


High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!

Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!

Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.


Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!
  
Hiding Hitler
Hiding Hitler
2021 | Card Game
Adolf Hitler was an abomination of a person, can we all agree? Now that THAT is out of the way, let’s talk card games based on a character from history named Hitler. This game is based on a historical figure, but once translated to cardstock becomes simply the target of victory. When I heard the pitch (I paraphrased by quite a bit) for Hiding Hitler I immediately winced, as the subject matter makes me wince. But I took a chance on the game, and I am here to let you know that it will be okay, this is merely a card game, but if you are offended by the subject matter, please check out any of our other reviews that contain zero references to horrible people.

Hiding Hitler is a hand management, take that card game for four to six players. In it, players are trying to end the game with either the Hitler card in their hand or the Death token in their possession. The game is played over a series of turns and ends once the final turn has been taken, following the draw of the final card from the draw deck.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, shuffle the deck of cards and deal six cards to each player. Set the draw deck in the middle of the table, along with the other components. The left of the deck is considered the “Graveyard” and the right side of the deck is the “Action Pile.” Depending on the game mode chosen to play, the Hitler card may be in one of the players’ hands (Blitzkrieg mode – faster because Hitler is already in one player’s hand) or possibly in the draw deck (Strategic mode – slower if Hitler starts in the draw deck). The first player is now able to begin taking their turn and the hunt (or hiding) of Hitler may begin!
On a turn a player may play any amount of Action, Attack, or Instant cards from their hand, resolved one at a time. Action cards are just that: cards that allow for some type of action, be it drawing more cards, or having the entire table draw more cards. Attacks are targeted at a specific player and that player will need to roll the die in order to achieve the Attack card’s victory condition. For example, the Attack card may instruct the attacked to roll higher than value 2 on the die. If they beat that number nothing happens. However, should they roll a 1 (or simply not meet the number on the card) the failing player will need to discard Hitler to the Graveyard if they have it, or discard any other card to the Action Pile. Finally, Instant cards can be played AT ANY TIME, even if not on the player’s turn. These can negate actions or modify die/roll results. Once a player has no more cards to play (or cards they wish to play), the turn ends by drawing one card from the draw deck. It is now the next player’s turn.


Play continues in this fashion of players taking turns playing cards from their hands to attack each other, bolster their hands, and affect each other in various ways until the last card is drawn from the deck. This signifies one final turn for all players. When the final turns are over the winning player is they who either have the Hitler card in hand, or was the last player to send Hitler to the Graveyard, thus collecting the Death token. This winner may now awkwardly congratulate themselves on winning a card game based on eliminating or Hiding Hitler. Yay?
Components. Again, this is a prototype version of the game, so the components may be different as a result of a successful Kickstarter campaign. That said, this game is a bunch of cards, a small die, and a plastic token with Hitler stickers. The cards are all fine, the die is a smaller size than your typical RPG set, and the plastic standee token is fine as well. I do need to address the art style on the cards. It is quite cartoony and really isn’t my style, but for this type of game it works just fine. I am not really excited by it at all, but there is nothing gruesome or triggery in the artwork. FOR ME. I do not speak for everyone though, so if you have issues with it, you are more than entitled to your opinions.

It is difficult to review, or even play for that matter, a game with such an emotionally charged central character. However, this is meant to be a lighthearted card game with a wonky theme. And it most certainly is that. Players are playing as many cards as they dare trying to find out where that Hitler card is residing so they may Attack and send it to the Graveyard. This earns the Death token. But can you hold onto that token until the end of the game? Depending on how far through the deck the game currently is, other players still may have chances to bring the Hitler card back to life. When this happens that Death token is surrendered and available to be earned again. I like that. Now, obviously, the whole zombie thing is weird, but the game is weird in itself, so that fits. Want to throw some achievements into your game? See how many times a player can send Hitler to the Graveyard. You can do that, and it would be a fun way to spice up the game for everyone.

At the end of the day, again, this is a card game with a Hitler theme. In it, Hitler really doesn’t DO anything. He just hangs out in players’ hands, gets sent to the Graveyard, possibly is resurrected, and the cycle continues until the end of the game. The theme may be off-putting for some, but I have no problems with it after having played it several times now. I cannot stress this enough: if you or any of your playmates MAY be offended by the theme, please do not pull this out at game night. It works best with players who can see it and appreciate it for what it is.

Now that the disclaimers are hopefully done, I can explain what this reminds me of, and give you some thoughts. Have you played Munchkin before? You know the part of the game (which we lovingly refer to as “the second half”) where one player is on 9th level attempting to win the game and everyone is ganging up on them to prevent the victory? Hiding Hitler feels a little like that scenario, but throughout the entire game. So many cards can be played on one turn and some cards are played out of turn to increase or decrease the die rolls, and when all players know exactly who has Hitler and they gang up on that player, it’s just Munchkin all over. Now, I feel like here in Hiding Hitler it doesn’t seem to be SO hurtful toward other players as it is in Munchkin, but I get that same vibe. It should be restated that I like Munchkin, so comping this to that game doesn’t necessarily mean it is at all a bad thing. It just gives me that same feeling.

So if you are looking for a possibly quicker and smaller card game to replace your copy of Munchkin, then check out Hiding Hitler. Yes, this is SUPER niche with the gameplay and theme, but with the right crowd I do believe it would be a hit. It has its flaws, but does also offer a rewarding gaming experience that I think about for hours after the game is over. When games can create lasting fond memories of the experience, then it has graduated into a good game. And I think Hiding Hitler is a good game. If you like the sounds of this one, I invite you to consider backing it on Kickstarter when the campaign launches. Find some friends ahead of time that may be into the theme, or can look past it, and prepare them for what is about to come: a game about keeping Hitler safe. Or murdering him. Either way.
  
Transformers: Age of Extinction (2014)
Transformers: Age of Extinction (2014)
2014 | Action, Sci-Fi
There's a lot of good, fun, over-the-top, explosive action! (2 more)
Age of Extinction features an incredible showcase of special effects.
Great acting from Tucci and Grammar, and a solid new star for the franchise with Mark Wahlberg.
With a 2 hour and 45 minute run-time, the movie goes on far too long and loses steam before the finale. (1 more)
The plot is completely overloaded with enough content to easily cover two films.
Transformers: Age of Extinction is a fun summer movie that sticks to Michael Bay's usual mode of operation, but it's jam-packed and overly ambitious, stretching the run time far longer than it ever should.
After the events of Transformers: Dark of the Moon, referred to in the film as The Battle of Chicago, the surviving Autobots are being hunted to extinction. The United States government is bent on exterminating all Transformers, good and bad, believing them to be an unwelcome global threat. All the while, the hypocritical government has simultaneously partnered with a wealthy inventor who is trying to create his own superior, man-made variations of Transformers. Furthermore, they’re working with the help of the Transformer bounty hunter Lockdown to search out and annihilate Optimus Prime, the famed leader of the Autobots. Prime has been forced into hiding and has sent out a distress call encouraging his comrades to follow suit. When amateur inventor Cade Yeager inadvertently stumbles upon a disguised Optimus Prime, he helps to repair the damaged Transformer who must reunite with his remaining allies to fight for their right to live.

Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.

Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.

Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.

While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.

On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.

Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.

(This review was originally posted at 5mmg.com on 9.22.14.)
  
On the Rocks
On the Rocks
2021 | Dice Game
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.

“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.

Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.

When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.


Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.

I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.

These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.

Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.

Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
  
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LilyLovesIndie (123 KP) rated Honour in Books

Nov 5, 2018  
H
Honour
10
10.0 (1 Ratings)
Book Rating
This review was originally carried out as part of a blog tour on Lily Loves Indie and can be seen here http://lilylovesindie.co.uk/?p=209

This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....

Honour

A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.

Deserter

Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.

Silence is Deafening

I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!

Letters to No One

This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.

Night Terrors

Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.

Welcome Home

The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.

One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.

Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.

Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.

In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!

                     * * * * * *

I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.
  
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A Bibliophagist (113 KP) rated Space Opera in Books

Jan 25, 2020 (Updated Jan 25, 2020)  
Space Opera
Space Opera
Catherynne M. Valente | 2018 | Science Fiction/Fantasy
4
7.0 (2 Ratings)
Book Rating
Fun writing (2 more)
Creative
Witty
Overwritten (3 more)
Lacking plot
Disjointed and distracted
Boring
Technicolor Encyclopedia entry
Space Opera seems to be a book, that based on other reviews, you either love or hate. The love reviewers can't seem to tell me why they love it, most attempting to replicate the style of the author and relying on a menagerie of adjectives to express themselves. "A glitter punk, Eurovision romp!" "Technicolor whirlwind!" but not actually saying WHY they liked it, or just saying "well you didn't get the humor". The ones who disliked it are pretty clear, and as I struggled with this book I found I agreed with their complaints. However, I have to thank the sheer number of DNFs from the disliked group for causing me to, ironically, finish it. I hate DNFing books, to begin with, but when I saw just how many bad reviews didn't make it through, it felt as bad as the good reviews not actually reviewing anything. So I powered through, and honestly, it was worth finishing. The author really got back on track and it was a great ending.

    Valente has in fact given us a Eurovision, glitter punk, electric baby with Douglas Adams, her writing fantastical and humorous, her characters vapid but in a washed-out musician kind of way. She really thought about this book, creating droves of aliens and probably destroying a number of thesauri to bring them to life. We follow Decibel Jones of the "oh you haven't heard of it, well we used to be a thing" Decibel Jones and the Absolute Zeros. A washed-up, no longer active glitter punk band who is an amalgam of every band you probably are thinking of when trying to grasp what that description means.
      The book opens with a wonderfully witty description of how there is in fact other life out there in the universe, life is easy to come by, they've just been off doing a galactic war and while they were gone we kind of popped up. Life is stupid. This part is the best part of the book. The humor is on point, the prose magnificant. She is spot on and very pointed in her argument for why war happens. It's people vs meat, and how does one determine something isn't meat, but in fact sentient? Well, no one really figured that out, hence the galactic war, but NOW post-war they think they've figured it out. Intergalactic Music competition. Makes sense, only something sentient could create music right?
    Well, this year is a special year because Earth is invited, we've been deemed "may be sentient", but questionable enough that they'd rather not let us just hang out and become annoying someday. So we have to present a band and performance for consideration. We just have to not place last. If we don't place last, we're part of the club and we'll be a-ok. If we place last, we'll be destroyed, because they already think we're annoying and that will mean we're meat. People vs meat remember?
     So, one day everyone on the planet earth, everyone, awake or sleeping is visited by the blue birdlike projection of our assigned guides, the Esca, and alien species that are new to the whole being accepted as a sentient thing, and will guide us through the competition. Which it is now telling us about, Suprise! They've chosen a list of musicians they think will do well, however it's outdated and only one band is really able to do it, the has-beens, who are they, Decibel Jones and the Absolute Zeros. Time was rough on our glam-punk friends as it tends to be on musicians, they lost the third member about a decade ago, the two remaining no longer talk. Decibel is a trainwreck, and Oort St Ultraviolet is now just a dad who very much wants to be a regular dude. But now they're being whisked off into space to sing for the world's salvation.
     Sounds pretty fun right? This plus Douglas Adams type prose and humor? A real knock out. Unfortunately, that story I just described takes up... maybe a quarter of the book, MAYBE. You can pull the main story out and put it into a book that might be too small to be a novella. Because of this, the backstory, development, and exploration of these characters are slim to nothing. There is some mind you, but very little. It isn't until the 180pg mark or so that Valente actually decides to focus on the plot, giving very little time to do the entire Grand Prix, the actual competition takes up a page. A 288-page book about a singing competition and only 1-2 pages is actually the singing competition. Tack on another 10 maybe for the weird cocktail death party right before, that didn't have enough attempted death to make any real point of it, plus maybe another 5-10 scattered throughout the book on the back story and leading up to the story, and we've got MAYBE 25 pages of the actual plot. My math is wrong, I know, but it sure FEELS like this.
   So, in a 288-page book, with 25 pages being the actual story, what are the other 263 pages? It was the author being somewhat... I don't mean to sound mean, but full of herself? She tried WAY too hard on this style she was going for. It felt like an "oh, you liked that opening chapter, didn't you? You totally read it out loud to your boyfriend, well here let me give it to you again, and again, and ... again". This book suffers from a severe case of needing to be edited. Of someone saying "that's enough now dear, but what about the story". Every few pages of the backstory of the plot we got were met with full chapters, sometimes multiple of Valente describing yet another alien species she's created, in yet another chain of witty simile and metaphor. To the point where sometimes I no longer knew what was happening, they were all interchangeable, which alien are we talking about now? It went on and on and on, and I never knew how such humorous writing could be just so soul suckingly boring. When she ran out of aliens it was describing previous grand prix's and how the aliens sang. In the exact same, formulaic, witty simile, witty simile, witty simile. Don't get me wrong, there were some absolute gems in here. Some that made me laugh out loud. But it's all about the ratio. I would trade in a heartbeat the ratio in this book. 263 pages of plot, and 25 pages of aliens described in witty simile. It took everything in my power after the third alien chapter to not skim. But she fit so much into a sentence that I was scared somewhere hiding would be a plot point (spoiler alert, there wasn't, skim away).
   Then around the 180 page mark, a flip was switched, it was almost as if she went "crap, a story!" the adjective use was slimmed down dramatically and we actually got more than one chapter in a row with a plot point. But at this point, it was too late, the end of the book was hurdling at us and very little had happened and the book pretty much fizzled out with an "oh yeah, the Grand Prix happened". Mind you, the finale was very heartwarming and I liked it a lot. I just wish I hadn't had to read a full chapter about hairbrush interspecies sex to get there, and instead had more of it. But ironically, the hairbrush sex had more plot advancement that the majority of the book.
    The ending did, however, for one moment, make me forget that I had just read an encyclopedia of descriptors and was happy for a few minutes. So good on her for that. That proves to me that she can write more than glittery descriptions, which then made me sad I didn't have more of that writing. With just a spattering of the gold of her opening chapters. I am glad I finished the book, the story, what little there was, was worth the read. However, I have no desire to read any other of Valente's writing now, and if there was a sequel, I just don't think I have it in me to read another 263 pages of description. Cool idea, good ability, just terribly executed. She could easily have released a separate book, expanding on a handful of species she established in the book, like an alien compendium, and I would have read it, and laughed, and been okay because I went into it expecting it. But I went into this wanting a story, not a neon throwup encyclopedia of just how "oh so creative" Valente is. That came off harsh, I know, but they blew past the fine line of interesting and well into the self-serving, look what I can do, territory. What suffered for it wasn't just a large number of DNFs, and my sanity for a few days, but an actually interesting, fun, Eurovision, glitter punk, heartwarming story about loss, life, how stupid it is, how beautiful it is, and why we should fight for it. It's in there, hiding beneath the layers and layers of word vomit. I want that story. Please release a second edition that is just that, the opening, and say... 3-5 of your favorite aliens Valente, I promise I'll give it another try if you do.
  
C
Carniepunk
6
7.0 (2 Ratings)
Book Rating
As soon as I read about this collection on Kevin Hearne's Facebook, I knew I would be buying it. I don't care for carnivals at all, and every story will be related to one in some way - but there was just no way I was going to miss an Atticus and Oberon story! I even pre-ordered the book on Amazon, the first time I've ever done that. It was SO hard not to skip right ahead and read Hearne's contribution the moment the book was in my hot little hands, but I managed some discipline.

Rob Thurman's "Painted Love" opens the book. It is dark, but to be fair it isn't quite as dark as the only Thurman novel I've read, from the Cal Leandros series. I rather liked the twist. I adored the fiercely protective older sister, especially the way she is described. I'll rate this one at three.

I don't believe I've ever read anything by Delilah S. Dawson before, certainly not anything in the Blud universe, so I had no idea what to expect from "The Three Lives of Lydia." It was a far darker story than I would generally choose to read. I found the male love interest highly appealing. The portrayal of mental illness was horrific. I found it interesting that Dawson is an Atlantan as well as a fellow geeky mom, but I'm sure that I've never heard of her before. She does have a book coming out next year that looks promising, so I may give it a read. This one's a two.

Then there is the Iron Druid story! "The Demon Barker of Wheat Street" is set a few books back in the series' chronology (two weeks after "Two Ravens and One Crow"), so Granuaille isn't yet a full Druid. To make things even more interesting, Atticus accidentally offended the local elemental many years ago, so his magic doesn't work as well as usual in the area. The story isn't vital to the series, and knowledge of the series isn't necessary for enjoying it. Hearne's fans definitely won't want to miss it, though, and it could be used as a nice little taste of his style for new readers. Definitely a five.

I couldn't make it through "The Sweeter the Juice" by Mark Henry. Zombies are disgusting, but I was way squicked before the first walking dead even appeared on the scene. A one, just because there are no zeroes.

Jaye Wells is another new-to-me author, as far as I can remember at the moment. I didn't really like "The Werewife," to be honest. There was no joy anywhere in this story. There wasn't even a hint that perhaps the couple in the story had been happy together at one time. Both of them seemed pretty miserable, and I didn't like the way it ended. It didn't seem like there was any way to give them a happy ending, but that ending didn't feel "true." It gets a two, and that's only to set it apart from the previous story.

"The Cold Girl" by Rachel Caine is about an abusive teen relationship. Oh, and vampires. I'm not a Caine fan, but this story was better than some of her other work. Again, too dark for my tastes. If half stars were possible, it would have one. I'll be nice and round up to three.

The name Allison Pang sounds familiar, so maybe I've read something by her in the past. If I did, I'm certain that it wasn't set in the same world as "A Duet With Darkness," which says it is an Abby Sinclair story. I found the main character to be an annoying, immature twit, but I'm a sucker for fiction with musical influences. The music is well-done here. I don't know if I will read anything more by Ms. Pang or not - I suppose that depends on whether or not her other work has better characters and is also musical. This one gets a four.

I found "Recession of the Divine" by Hillary Jacques fascinating. The Greek inspiration was unusual. I didn't really buy the customers being quite so unquestioning of Ophelia's state, but it wasn't a major complaint overall. I was highly disappointed to find nothing but a credit in another anthology for her. But! Reading the author profiles at the end of the book pays off, because that's how I learned that she also writes as Regan Summers. Now her works published under that name are on my to-read shelf. Another five.

Jennifer Estep's "Parlor Tricks" was actually released free on Amazon a little while back to promote Carniepunk, so it was the first story I read. I enjoy the Elemental Assassin series in general, and this story is no exception. Again, knowledge of the series is not required to understand the story, and the story is not vital to the series. It is a nice little sample, though, and I enjoyed seeing Gin and Bria having a sisterly outing. I'm probably biased, but it gets a five.

 I liked Kelly Meding's "Freak House" a lot, and her name sounded familiar, but the story was set in the "Strays" universe, which I was certain I had never heard of before. I actually stirred myself to look her up, and learned that I've had one of her books on my to-read list for ages, and Strays is a new series she's just starting. Djinn, werewolves, vampires, pixies, harpies, leprechauns, skinwalkers, and more, some "out" to humans, some living hidden - what's not to love? This one gets a four.

Nicole Peeler us yet another author who sounded vaguely familiar to me, and yep, there is one of her books on my to-read list (yes, it is massive, why do you ask?). It is, in fact, the first of the Jane True books, and "The Inside Man" is set in that world. Peeler's writing style dies not flow for me, but I liked Capitola Jones and her friends Shar and Moo. As clowns are indisputably evil, I had little to complain about in the story. It gets a three.

Succubus (former?) Jezzie is the main character in Jackie Kessler's story "A Chance in Hell." Obviously, the story is set her Hell on Earth series. I had to look that up, though, because while I know you're shocked, her name did not ring any bells for me. I don't actually have ALL the urban fantasy books on my to-read or read lists! The piece opens with a confusing remark about a demon eating Jezebel's face, when that definitely is not the anatomy in question. If that's a common euphemism, it is wholly new to me. Within the next couple of pages there are multiple references to the fact that she has fallen in love with a human since becoming mortal, but absolutely no explanation of how she would reconcile sex with an incubus with her human love. As much as I would prefer that it were not the case, the default assumption in our society is that people are monogamous. Therefore, when there is a deviation from that norm, the reader expects - something. Is it supposed to demonstrate that the fictional society is different? Is the character in an explicitly non-monogamous relationship? Is her love unrequited? Is the guy dead? Do demons not count? Is she just a skanky ho? Then this great love isn't mentioned again for the rest of the story, so none of the questions raised are answered. Oh. There is, in fact, a plot here, but I was so annoyed by that stuff that I almost failed to notice it. Demonic circus, yo. The whole demon thing reminds me too much of another series I've read in the past. I can't even remember the author's name, much less the title, right now, but Kessler's work feels derivative. She gets a two.

Next up is Kelly Gay - Hey look! Another author whose name I don't recognize! - with "Hell's Menagerie," a Charlie Madigan short story. Okay, this series is set in an alternate Atlanta. As an Atlanta girl, that certainly gets my attention. And Charlie is a single mother. I don't recall any other single mothers in the UF world right off. (Kate Daniels doesn't quite count, because she adopted her daughter as a teen. Although it is interesting to note that Kate is also Atlanta-based.) I was ready to like this one, based solely on what I knew of the series. Then there was a grammatical error on the second page of the story that set my teeth on edge, one which could not be chalked up to a character's voice. Add in the fact that we get a fast, "and also, Jim" style introduction to Charlie (who isn't even present in the story!), Rex, and Emma in less than two pages, and I am officially annoyed. It isn't an old matinee movie, so surely that information could have been worked in a little more naturally? Emma won me over. Mostly. There's some, "Not another super-gifted kid," reaction, but I guess if the mother is supposed to be all that it's to be expected that the daughter might be special, too. Hmm. A three.

The last piece is Seaman McGuire's "Daughter of the Midway, the Mermaid, and the Open, Lonely, Sea." Is that title a mouthful, or what? It has the feel of a Toby Daye story, although it isn't subtitled as such, and there are no fae so maybe it isn't in that universe at all. As there are other stories in the book that are set in the same world as their author's series, yet not marked in any way, lack of a subtitle can't be taken as a negative indicator, though. In any case, the story is poignant, which I've come to expect from McGuire. I didn't really like it, but I didn't dislike it, either. I couldn't "feel" Ada in any true sense. I have the same problem with Toby. A three at best.

Overall, the book was decent. The ratings only average out to 3.21, but I'm very glad to have read the stories by Hearne and Estep. Discovering Jacques/Summers was absolutely worthwhile. I really hate that I read as much of Henry's story as I did. If I could delete that from my memory, it would probably raise the rating for everything else.
  
X-Men: Days of Future Past (2014)
X-Men: Days of Future Past (2014)
2014 | Action, Sci-Fi
This is the X-Men movie you've always hoped for. (3 more)
James McAvoy and Michael Fassbender further prove they are worthy successors to Patrick Stewart and Ian McKellan.
The action and special effects are brilliantly executed and undeniably satisfying.
An effective and engaging story with commendable performances all around.
This is what most superhero movies should strive to emulate. X-Men: Days of Future Past is a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
The future in X-Men: Days of Future Past is more desolate than ever. Mutants are being hunted to extinction, with the few remaining survivors living together as refugees as they try to escape their all-too-certain fate of captivity or death. They are hunted by Sentinels, versatile and powerful machines programmed to locate and imprison any and all mutants, as well as any humans that attempt to help them. The entire world has been transformed into an apocalyptic dystopia at the mercy of these machines. In order to prevent their inevitable demise, the mutants devise a plan that will rewrite the course of history by telepathically sending the consciousness of one of their own back in time in order to stop the Sentinels from ever rising to power. Doing so means averting the assassination of their designer, Dr. Bolivar Trask, and accomplishing this will require the disbanded X-Men crew to put aside their differences and reunite for a common goal; to save the fate of mutants.

X-Men: Days of Future Past is personally only the second X-Men film that I have seen, and I believe that’s to my disadvantage when watching it. That’s not to say the film isn’t accessible to people that are unfamiliar with X-Men, but you will certainly get the most out of it if you’ve seen the other films, or at least are somewhat knowledgeable about the super mutant group. Fortunately for me, even though I haven’t seen the original X-Men trilogy, nor the Wolverine spin-off films, I saw plenty of the popular X-Men cartoon of the ‘90s when growing up, and probably read more than a handful of the comics. Therefore I felt right at home with the story, even when it quickly thrusts the audience right into the thick of the action. I can imagine newcomers might at times feel a little overwhelmed, especially with such a wide array of unique characters, and so much going on. Although I do believe that the film manages to very effectively balance the action and characters, and create an immensely entertaining and engaging experience regardless of your history with X-Men.

I think it speaks of the true power and quality of the film when I say that after watching X-Men: Days of Future Past, I am now eager to watch all of the other entries in the movie series. Not only to help myself better understand the numerous references to past films, but because the film is so good and so expertly made that I don’t want to miss anything else. Make no mistake, X-Men: Days of Future Past is not only one of the best superhero movies ever made, it’s also the perfect homage to the X-Men. The film merges the two timelines seamlessly, combining the legendary cast of the original trilogy with the equally impressive cast of X-Men: First Class. It ties everything together so well and concludes in such an extraordinary manner that I would feel perfectly content if they ended the X-Men series entirely with Days of Future Past. While I don’t expect the already announced X-Men: Apocalypse (2016) to be able to top this one, I will admit that I am still more than excited to see what they have in store for the future.

Days of Future Past has an incredible, star-studded cast. It brings back the beloved X-Men stars of old, highlighted by Hugh Jackman as Wolverine, as well as with Patrick Stewart and Ian McKellan reprising their roles as Professor X and Magneto. In addition, it includes the cast of X-Men: First Class, with James McAvoy and Michael Fassbender playing younger versions of Professor X and Magneto, while Jennifer Lawrence returns as Mystique. The more substantial newcomers include Game of Thrones star Peter Dinklage as Trask, the creator of the Sentinels, and Evan Peters, playing a teenage Quicksilver. Despite the film having a large number of characters, it doesn’t feel like any of them get the short end of the stick. While some of them may not get much screen-time, Days of Future Past still gives you a solid display of what each of the mutants are capable of. It’s a truly wonderful thing to be able to witness the new era of X-Men actors in the same film as their older counterparts, and it makes it all the more apparent just how remarkably well-cast McAvoy and Fassbender are for their roles. These two young stars in particular have especially large shoes to fill, but they each do an exceptional job. The way in which the film combines the young actors with the old makes it feel as though it’s honoring a proper passing of the torch from one generation to the next.

This action-packed film features some great acting performances, and even though there are a lot of characters, I don’t believe there is a single weak performance among them. The real star of the show is James McAvoy as young Charles Xavier, otherwise known as Professor X. McAvoy nails the inner-conflict of his character in what is surely the most demanding role of the movie. He portrays a convincing struggle of a great man who has lost his way and fallen into despair and desolation. He is a man torn apart by the tension between his feelings of compassion and his guilt-ridden capitulation. Fassbender, on the contrary, is unnerving and yet engrossing as the magnificent Magneto. I personally loved the way in which his character continuously throws a wrench into everyone’s plans by opting to take an alternative and selfish approach. I found him to be notably riveting during a tense scene that takes place on an airplane, where Fassbender really demonstrates his talent. Then of course, there’s everybody’s favorite mutant, Wolverine. Hugh Jackman’s Wolverine is wonderfully enthralling, insanely ripped, and appropriately arrogant. Jackman has turned Wolverine into a career-defining role. There is no doubt about it, he is Wolverine, and no one will ever do it better. Meanwhile, everybody’s favorite actress, Jennifer Lawrence, adds an emotional and memorable performance as Mystique. Lastly, newcomer Evan Peters is a real-stand out as Quicksilver, in a performance that surely will become an instant fan favorite. His big scene alone makes me wish I had seen the movie in 3D, and in fact, the movie is so good that I just might do that. The stellar cast of X-Men: Days of Future Past hit all the right notes, making the characters memorable, and personable.

The action in Days of Future Past is simply phenomenal. This is what most superhero movies should strive to emulate. What I admire most about the action of this film is that it’s smart. It’s well-thought-out and well-executed. It never feels derivative, nor uninspired. Everything has its purpose and has a tangible weight to it. Rather than cluttering the film with unnecessary action pieces, it instead focuses on making its important action sequences really memorable and really good. It also handles its use of violence extremely well, making it powerful and satisfying, without making it feel sugarcoated because of its PG-13 rating. The movie’s score is suitably powerful, helping to escalate the action and establish a tense, grandiose ambiance. The special effects seen here are outstanding. This is a big upgrade over First Class, not only in visual quality, but certainly also in scale. It reaches an epic level and yet it never hinders in quality or takes any shortcuts. It shows you what you want to see, and does it better than you’d ever expect. The result is a movie that’s as visually remarkable as it is entertaining. The true enemies of Days of Future Past, the Sentinels, look awesome. I don’t know how they looked in the older movies, if they’re even present at all, but I never liked their appearance in the comic books. I’m glad they’ve been completely reimagined from their original design, and I love how the movie demonstrates their ability to adapt to make them more efficient mutant-killing machines. The character Beast also looks better than ever, unlike in First Class where his appearance was embarrassingly bad, and borderline laughable. In X-Men: Days of Future Past, everything looks stellar. You won’t want to look away as you’re sitting on the edge of your seat in sheer delight.

The majority of the film is set in the 1970s, taking place after the events of X-Men: First Class, as the Vietnam War is coming to an end. Considering that the film deals with themes of discrimination, it’s fitting that this setting coincides with the Civil Rights movement, even though it’s not explicitly referenced. This was a time in American history when the country was divided, and it offers a strong parallel to the grim, segregated world depicted in the film’s present-day wasteland. The story of Days of Future Past is rather dark, dealing with an apocalyptic future fueled by fear, jealousy and hatred. Although, it still has its fair share of laughs, thanks to the always charming Wolverine and the lightning fast Quicksilver. The movie does an admirable job in recreating the ‘70s, and additionally with juggling the different time periods, while maintaining a steady, coherent pace. However, as much as I enjoyed the ending, I must say that using time travel as a method to clean up a series’ loose ends seems a little cheap, but it’s entirely forgivable given just how beautifully it all comes together. X-Men: Days of Future Past is ultimately a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.

X-Men: Days of Future Past embodies everything I love about movies. It has great action, unforgettable characters, an engaging story, top-notch special effects, and a nice healthy dose of comedy, while never feeling unoriginal or insignificant. I really believe this movie is every X-Men fan’s dream come true. To be honest, I have never considered myself much of an X-Men fan. Now that I’ve seen Days of Future Past, I’m an X-Men fan for life.

(This review was originally posted at 5mmg.com on 5.26.14.)
  
Rogue One: A Star Wars Story (2016)
Rogue One: A Star Wars Story (2016)
2016 | Action, Drama, Fantasy, Sci-Fi
Darth Vader (1 more)
Fits nicely with the rest of the series
Bad Tarkin CGI (0 more)
What's Old Is New
So our yearly Star Wars movie has arrived and after a complicated production it has released to rave reviews, with some outlets going as far as to compare it in quality to Empire Strikes Back, (which is widely considered to be the superior Star Wars film,) and it has even garnered a fair amount of Oscar buzz. This, along with the fact it’s a Star Wars movie meant that my expectations for this were pretty high going in and after seeing the movie there are parts of the flick that I loved and parts that I didn’t. When I wrote my Force Awakens review last year, I wrote both a spoiler free and a spoiler filled version of the review, but this year I have less time on my hands, so from this point on this will be a spoiler filled review, but the movie has been out for almost a week at the time of writing this, so if you haven’t seen the movie yet and are reading my review, well that is your own fault.

This movie for the most part impressed me. I loved how well it tied into A New Hope and how it actually fixed that movie’s biggest plothole by explaining that the weak point in the Death Star was installed on purpose by Galen Erso while designing the battle station under the Empire’s thumb, so that the Rebels would have a chance to destroy it. I loved how the movie had the balls to kills off the entire crew of the Rogue One team at the end of the movie and that corridor scene at the end with Vader was possibly the best scene I’ve seen in the cinema this year, it’s definitely up there with the airport scene in Civil War. Those are the stand out positives of the movie for me, however there were also a few flaws throughout the film.

First of all, that Grand Mof Tarkin CGI recreation of Peter Cushing was awful, the whole thing looked like a character from the Star Wars animated series. When he is first introduced it is through a glass reflection on a window he is looking out of and in that part of the scene it was fairly convincing, however he then turns around and the camera moves to a medium close up shot and all of a sudden it feels like watching a video game cutscene. Guy Henry was the actor who did the motion capture for Tarkin and that actor actually looks relatively similar to Peter Cushing, so why they didn’t just apply some makeup to Guy Henry and dye his hair gray to resemble Cushing more and recast the Tarkin role is a mystery to me, it would have also been a lot cheaper than the method that they went with. Either that or he should have only been seen in the reflection of the glass, since that was the only time that the CGI effect actually looked convincing. However, I did think that the CGI recreation of 1970’s Carrie Fischer at the end of the movie was very convincing and if it wasn’t for the movement in her mouth, I wouldn’t have known that was a CGI character. Another flaw I had with the movie was the how rushed and choppy the first act was, the characters were all introduced quickly and vaguely, then it took them ages to actually form up as a team. I get that introducing a whole cast of brand new characters in a short space of time isn’t easy, but Tarantino pulls it off in Hateful 8 and Inglorious Bastards and it works a lot better than it works here.

In a lot of ways Rogue One is a contrast to Force Awakens. In Force Awakens, the plot was essentially the same as A New Hope and was a fairly by the book, traditional Star Wars story, but the characters were what made that movie, if Poe Dameron, Rey, Finn, Kylo Ren, Han and Chewie weren’t as well written, that movie would have been mediocre at best. In Rogue One, the characters are pretty shallow and underdeveloped and they are introduced quickly and by the end of the movie none of them have really had a proper character arc. However that is not what this movie is about, this film is about a team of people coming together in order to complete a task to set up the events of the original trilogy and in that sense this movie does what it sets out to do. An example of this is the robot character K2SO, who I thought was going to start off with no humanity, then over the course of the movie realize the value of human life and then sacrifice himself for the greater good at the movie’s climax, but it turns out that the only real reason that he is helping the Rebels, is because he has been programmed to do so. This I feel sums up the level of character development present in the movie and demonstrates that it is not necessary in the film as that isn’t the movie’s purpose. What Force Awakens lacked in an original plot, it made up for in character development and what Rogue One lacks in character development, it makes up for in plot and setup, so both movies have their strengths and their flaws. Bearing in mind that I have only seen Rogue One once so far, I currently prefer Force Awakens to Rogue One, but then I prefer Return of the Jedi to Empire, so maybe that’s just me.

The writing moves the story along at a brisk pace, but it is effective in that you are constantly kept aware of where we are and what is happening at least from the end of the first act onwards. The performances are also suitable to the characters in each role, but I wouldn’t say anyone was incredible, my personal favourite was Cassian, the Alliance’s trigger finger who had shades of Han Solo thrown in as well. While watching Diego Luna’s performance, I actually thought he would be a good pick to play Nathan Drake in the Uncharted movie. The lighting in the film is well used and the CGI is spectacular for the most part other than weird waxwork Peter Cushing. The space battles are breathtaking and the action on the ground is also exciting.

Now, let’s talk about the characters that weren’t part of the Rogue One team. Forest Whittaker and Mads Mikkelson are two of my favourite actors working in Hollywood today and they are both in this movie, but I feel that both could have been used more. When they are onscreen, they are brilliant, it’s just a pity they make up such a small part of the movie. Whittaker appears only to be killed off minutes later and Mikkelson is only in two major scenes outside of a brief hologram appearance and then also gets killed off unceremoniously. The reason that a lot of people will go and see this movie however, will be to see Darth Vader. He isn’t in the movie much, but when he is it is fantastic. All of this reminds me a lot of Edwards’ last movie Godzilla, where Bryan Cranston and the monster were clearly the best parts of that movie, but for some reason were hardly in the thing. It’s as if Edwards has this idea in his head that less is always more and if he doesn’t show what people want to see in the movie for more than a few minutes at a time, then he is being original and artistic. While I understand this way of thinking from an auteur perspective, it’s fucking Star Wars and Godzilla mate, just give the people what they want. It is far less of an issue here however, since the rest of the cast in Rogue One are far more compelling than the rest of the cast in Godzilla.

Anyway, back to Vader. We first see Vader when Krennic goes to see him in his Imperial Castle in Mustafar, the same location that he was relieved of his limbs and burnt alive in a pool of lava. The way he is introduced is awesome, when Krennic arrives one of Vader’s cloaked minions enters a large room containing an ominous bacta tank, which we see Vader floating in without his suit on. This is the most vulnerable we have ever seen Vader since we saw him getting his suit fitted for the first time in Revenge Of The Sith. The tank empties and we see Vader’s stumps where his arms and legs once were and we see the burnt skin that covers his torso. Then we cut to him in full costume, complete with the classic James Earl Jones voice and force choking Krennic. He then disappears again for most of the movie, until the second to last scene where he is at his most powerful and this could genuinely be my favourite Vader scene of all time, perhaps even beating the infamous, ‘I am your father,’ scene from Empire. Vader in this scene is pure raw anger and power and the way the scene is shot and lit is fucking perfect, the audio and the editing fantastic also. The scene opens with a dark corridor with Rebels scrambling to get the hard drive containing the Death Star plans to the other end of the corridor and onto the ship that Leia is on, so that she can go on to get the plans into R2 in order to kick off A New Hope’s events. At first you wonder why the Rebels are in such a panic then you hear the terrifying breathing from Vader’s suit, but he still isn’t shown. Then the first and only lightsaber in the movie is sparked and it illuminates Vader in all of his terrifying glory before he starts tearing through the Rebels like a monster in a horror movie. This minute long scene is one of the best I’ve seen this year and it alone made the ticket price worth it for me.

Overall, Rogue One was essentially what I thought it would be based on the trailers. I don’t personally understand the overblown critical fanfare that the movie is receiving, but I’m glad that Star Wars fans like it. There are many parts of the movie that could be considered polarizing, such as the lack of Vader scenes, the dodgy Tarkin CGI, the fact that the entire Rogue One squad is killed off at the end of the movie, the absence of an opening crawl and Forest Whittaker’s raspy voice, which admittedly takes a bit of getting used to. Some of these elements I loved and some I hated, but for the most part this is an enjoyable addition to the Star Wars saga, I love how well it ties into and sets up the events of the films following this one and it was an added bonus that they actually resolved some of the original trilogy’s flaws. As I said earlier, I still prefer The Force Awakens to this, but I can see how an argument could be made for this one being a better movie.