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Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.

Mothergamer (1568 KP) rated Dragon Quest XI: Echoes of an Elusive Age in Video Games
Apr 3, 2019
I have loved the Dragon Quest games since I was a kid and have played many of them. I was quite thrilled that a new Dragon Quest game was coming out so as soon as I got my hands on Dragon Quest XI: Echoes Of An Elusive Age, I started playing immediately. Right from the start the game starts off with a fantastic introduction with music played by the Tokyo Symphonic Orchestra and beautiful scenes from the game. The story starts with an interesting beginning showing the hero who is known as the Luminary a hero of light who is the only one that can fight the powers of darkness and a villain known as Mordegon.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.
Once the initial introduction is done, this is where Dragon Quest really gets going. You have a few side quests that give you a tutorial on how the battle system works and there is a small bit of exploration in the hero's home village.
The hero exploring a cave in his village.
Exploration is very much encouraged in Dragon Quest without being overwhelming. Dungeons are fairly linear so there's no confusion about where to go. The battle system has been revamped a bit with the ability to have the AI on your party members set to specific things such as focusing on healing or fighting wisely. The way I had mine set up was that I had control of the hero with the follow orders setting and had the party members set to certain AI controls like having designated healers and melee fighters.
Another part of fighting in these turn based battles is something called pep powers. Basically after party members take a certain amount of damage from enemies they gain the power of pep. Each pep power is different and you unlock more for your hero and party members as you level up. These pep powers allow the hero and his friends to team up during battles to unleash epic attacks or heal everyone depending on what the situation calls for. Pep powers do not last forever however and if you don't use them right away they can wear off. A trick around this is to have the party member who is pepped up swap places with a party member who isn't. This is where the tactics and line up option in the battle menu comes in handy. It allows you to swap members in and out as needed until everyone has their pep powers ready to go.
Use the pep powers to defeat enemies in battle.
There are tons of side quests in Dragon Quest where you help villagers find items, defeat monsters for them, or just wear the right outfit and you get rewarded with not just experience but items for crafting, healing items, or gear for your party members. There are also some mini games like horse racing and a casino where you can exchange tokens for things like costumes and crafting recipes.
Horse racing is just one of the mini games you can play in the game.
Crafting is a big part of Dragon Quest XI. When you are at campfires, you can use the fun sized forge to craft weapons, armor, and accessories for your hero and his friends. I enjoyed this part of the game a lot because there are a variety of items you can make and if you make them well you get some pretty good stats on them. As you level up, you unlock abilities that can enhance your forging skills and increase your chances of successfully crafting items. If you screw up a crafting session you can always go back and rework the item if you have the right number of perfectionist's pearls. Some of the side quests require you to craft specific items so this is where the fun sized forge comes in handy. It's a nice break from level grinding and adventuring and you can save your game progress at the campfire as well.
Craft a variety of items with the fun sized forge.
Another fun aspect of the game is the variety of costumes you can get for your hero and party members. Some do offer pretty great defense stats and some are just for fun like Jade's bunny costume. There are a few side quests that offer costumes as rewards and some of the costumes you can craft with the forge. Running around getting all the costumes is a lot of fun and each one looks great and goes well with the party member it's for.
Just one of the many costumes you can get in the game.
Does Dragon Quest XI have flaws? In a word, yes. While I loved running around exploring everywhere, enjoyed the story, and didn't mind the level grinding there are serious issues with many of the boss battles in the game. My biggest one is that the old fashioned way of not being able to see a boss battle's HP bar does not work. There are times where a battle will drag on a little too long and there is no way to tell if you are even doing any damage at all or if the boss is close to being defeated. Fighting and hoping for the best just does not work.
Another factor is just how much level grinding is needed in order to win against certain bosses. I love Dragon Quest and while I don't mind challenging having to run around for long periods of time to level grind just to win a boss fight is incredibly tedious which brings me to the next major issue with the game. Towards the end of the game there is a final boss that is the biggest pain in the ass to fight. To add to the frustration in this final area there is only one save point and it's at the beginning of the dungeon. There is no warning about the final boss coming up, no save point before it, and it just throws you into the fray. I did not win the first time or even the second because the boss fight was in two parts and the second part had an outrageous difficulty spike to the point of being so frustrating that I had to take a break from the game.
I did finish the game eventually, but that part of the game alone and the odd spikes in difficulty in various boss fights shows that Dragon Quest needs to modernize a bit and get with the times. It does not need to do anything drastic, but it at least needs to make some changes that are more friendly to the people playing their game such as showing an enemy's HP gauge and not have such a steep learning curve for important boss battles.
Other than those things, I enjoyed Dragon Quest XI a lot. It has an interesting story, wonderful characters, and is a great adventure overall. There is a lot to see and do, the mini games are fun, and the voice acting in the game is very well done. The artwork in the game is terrific and you definitely notice Akira Toriyama's unique art style. The music for the game is great also. When you finish the game, there are things you can do afterwards such as collecting all the crafting recipes and finishing some level 60 side quests. If you are a fan of the series, it is one that you will enjoy playing because it is a great addition to the Dragon Quest universe.

Merissa (12911 KP) rated Last Chance (Royal-Kagan Shifter World #7) in Books
Oct 5, 2017
Last Chance (Royal-Kagan Shifter World #7) by Nancy Corrigan
Last Chance is Gwen's story, with Xander and Vlad/Vader. We met her at the same time we met Molly, but then she disappeared. Xander left his pack in the care of Xane, his twin brother, and put all his time and energy into finding her. Vlad was also doing the same, with Shifter Affairs as his back up. Both of these males have a history with Gwen, but none that she is aware of. Their history comes from previous incarnations that Gwen can't yet remember, and they always have a sad ending. Because triads aren't common, neither Vlad nor Xander were aware of the implications in Gwen's past lives. However, with the triad that has now happened, the way is open for them to finally make their soul-bond... if Gwen can forgive them for their errors.
Yes, Gwen is a virgin and she's human, but she is NOT weak. She has weak moments, when events overwhelm her, but come on, be honest. If you had undergone all that she has, you'd feel overwhelmed at times too. And don't forget, once you've stopped fighting for your life, the adrenaline drops, and it is then that you feel overwhelmed. I loved Gwen, and her sassy, feisty attitude, that will not just accept what her mates are telling her. Xander and Vlad are both exceptional males, but that didn't stop me from wanting to whomp them upside the head when they started - either at each other, or their misguided attempts of 'protecting' Gwen. There is so much in this story, more than enough to get your teeth into. Molly, the Ulgran clan, Lena, past incarnations, current situations, prickly males and sassy females. Not only do you get Gwen's story, but you get an update on Lena and Molly, with it being an integral part to both this story and moving forwards.
With no editing or grammatical errors, the pacing was smooth, leading to a gripping story with natural peaks and troughs. It flowed smoothly, from one scene to the next, leading up to the ending. I was completely enthralled with this story, and it has definitely left me a) wanting to read them all again, and b) waiting oh so patiently for the next one!
Highly recommended by me.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Yes, Gwen is a virgin and she's human, but she is NOT weak. She has weak moments, when events overwhelm her, but come on, be honest. If you had undergone all that she has, you'd feel overwhelmed at times too. And don't forget, once you've stopped fighting for your life, the adrenaline drops, and it is then that you feel overwhelmed. I loved Gwen, and her sassy, feisty attitude, that will not just accept what her mates are telling her. Xander and Vlad are both exceptional males, but that didn't stop me from wanting to whomp them upside the head when they started - either at each other, or their misguided attempts of 'protecting' Gwen. There is so much in this story, more than enough to get your teeth into. Molly, the Ulgran clan, Lena, past incarnations, current situations, prickly males and sassy females. Not only do you get Gwen's story, but you get an update on Lena and Molly, with it being an integral part to both this story and moving forwards.
With no editing or grammatical errors, the pacing was smooth, leading to a gripping story with natural peaks and troughs. It flowed smoothly, from one scene to the next, leading up to the ending. I was completely enthralled with this story, and it has definitely left me a) wanting to read them all again, and b) waiting oh so patiently for the next one!
Highly recommended by me.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!

Connor Sheffield (293 KP) rated Assassin's Creed: Forsaken in Books
May 15, 2017
The story of a Templar rather than the Assassin (3 more)
Set out like a journal, makes it intriguing
Good descriptive action
An insight to the history of the character
Some chapters are slow (1 more)
The journal format limits the experience to the view of only one character
Insight to a character we barely see
- MINOR SPOILER IF YOU HAVEN'T PLAYED ASSASSINS CREED 3 -
The 5th book in the Oliver Bowden collection of Assassin's Creed novels, follows the life of Haytham Kenway, son of Pirate / Assassin, Edward Kenway and father of the Native American Assassin Connor Kenway, who you play as in the video game Assassin's Creed 3.
Haytham is a British Templar who is sent to America during the French and Indian and American Revolutionary Wars, to learn more about, and find an ancient cave that would help the Templar Order discover more about the first civilization, also known as 'Those who came before'. After centuries of the two factions, Assassins and Templar, fighting a never ending war in secret, over advanced technology known as the Pieces of Eden, created by the first civilization.
Though it is interesting to learn more about Haytham, since we only get to play a small part of his story in the video game, my only issue, though minor it may be, with the book is that the journal format limits our experience of the story to the view point of one man, and there are so many interesting characters within the plot that are sure to have their own interesting stories to be told, but sadly we are limited to one man's thoughts and opinions, and learn very little about other characters, besides their outspoken interactions with Haytham.
However this book is exciting and really does open up a whole new story within the franchise that we do not get to see. The descriptive writing ensures that the world that is described to us, is enough to clearly imagine, as the writer imagines it, in our minds, but enough for us to also have our own image of the areas, the surroundings and the sights, sounds and smells of such a place that our protagonist visits.
If you're a fan of the franchise then I highly recommend any of these novels to you, because they open up so much more to the characters and the stories that we do not get within the games. This is what makes the books such an exciting read, because we get to delve deep inside the minds of the characters, from start to finish.
The 5th book in the Oliver Bowden collection of Assassin's Creed novels, follows the life of Haytham Kenway, son of Pirate / Assassin, Edward Kenway and father of the Native American Assassin Connor Kenway, who you play as in the video game Assassin's Creed 3.
Haytham is a British Templar who is sent to America during the French and Indian and American Revolutionary Wars, to learn more about, and find an ancient cave that would help the Templar Order discover more about the first civilization, also known as 'Those who came before'. After centuries of the two factions, Assassins and Templar, fighting a never ending war in secret, over advanced technology known as the Pieces of Eden, created by the first civilization.
Though it is interesting to learn more about Haytham, since we only get to play a small part of his story in the video game, my only issue, though minor it may be, with the book is that the journal format limits our experience of the story to the view point of one man, and there are so many interesting characters within the plot that are sure to have their own interesting stories to be told, but sadly we are limited to one man's thoughts and opinions, and learn very little about other characters, besides their outspoken interactions with Haytham.
However this book is exciting and really does open up a whole new story within the franchise that we do not get to see. The descriptive writing ensures that the world that is described to us, is enough to clearly imagine, as the writer imagines it, in our minds, but enough for us to also have our own image of the areas, the surroundings and the sights, sounds and smells of such a place that our protagonist visits.
If you're a fan of the franchise then I highly recommend any of these novels to you, because they open up so much more to the characters and the stories that we do not get within the games. This is what makes the books such an exciting read, because we get to delve deep inside the minds of the characters, from start to finish.

Movie Metropolis (309 KP) rated Knight and Day (2010) in Movies
Jun 11, 2019
You’d be forgiven for thinking that a spy film with the likes of Tom Cruise and Cameron Diaz could do no wrong, and indeed that’s the view I had, how wrong I was. Despite a fantastic performance from Diaz, Knight & Day falls well short.
There have been numerous comedy spy capers over the years, some of which have been fantastic, like Johnny English and Get Smart for example and others which have been less than stellar; Mr. & Mrs. Smith comes to mind. Unfortunately Knight & Day fits in between the good and the bad and comes out distinctly average.
Problems blight the film from the off stemming from wobbly CGI to ridiculous stunts and lazy direction choices, it seems like director James Mangold went into this project a little half-heartedly.
Tom Cruise plays spy Roy Miller and the film follows his adventures across the globe protecting the elusive ‘Zephyr’ battery which apparently never runs out of power. Needless to say Cameron Diaz plays the ditzy blonde who later becomes the love interest for the film. Whilst Diaz provides a fun and exciting performance, providing many of the movie’s best comedic moments, Cruise feels seriously miscast in a humorous role and he becomes tiresome to watch.
Alas, the issues don’t stop there. For an action film, it’s distinctly lacking in action and the set pieces that are there are lazily choreographed or rendered in shoddy CGI. Considering its less than modest budget (£120m), Knight & Day should’ve been a joy to watch, instead it’s like looking at a TV programme for 109 minutes.
Meanwhile the villains in the film are simply cardboard cut-outs as the writers haven’t given enough thought to fleshing out their characters. Cruise simply points and shoots and bang, they’re dead.
However, all of these problems could’ve been forgiven if the film had some great storytelling – it doesn’t. What should’ve been the best parts of the film are blacked out. The escapes, the fighting and even some of the ending are lost as Mangold decides to get around inexplicable plot events by drugging the main characters. Again, this is a lazy technique which doesn’t work.
It’s a shame, as there are many reasons why this film should’ve been at least a good summer action flick. In reality, Knight & Day simply becomes passable at best with some inexcusably lazy direction choices, dreadful CGI, bad casting and flimsy characters which all add up to a film which is left hanging on the merits of Cameron Diaz.
https://moviemetropolis.net/2011/09/13/knight-day-2011/
There have been numerous comedy spy capers over the years, some of which have been fantastic, like Johnny English and Get Smart for example and others which have been less than stellar; Mr. & Mrs. Smith comes to mind. Unfortunately Knight & Day fits in between the good and the bad and comes out distinctly average.
Problems blight the film from the off stemming from wobbly CGI to ridiculous stunts and lazy direction choices, it seems like director James Mangold went into this project a little half-heartedly.
Tom Cruise plays spy Roy Miller and the film follows his adventures across the globe protecting the elusive ‘Zephyr’ battery which apparently never runs out of power. Needless to say Cameron Diaz plays the ditzy blonde who later becomes the love interest for the film. Whilst Diaz provides a fun and exciting performance, providing many of the movie’s best comedic moments, Cruise feels seriously miscast in a humorous role and he becomes tiresome to watch.
Alas, the issues don’t stop there. For an action film, it’s distinctly lacking in action and the set pieces that are there are lazily choreographed or rendered in shoddy CGI. Considering its less than modest budget (£120m), Knight & Day should’ve been a joy to watch, instead it’s like looking at a TV programme for 109 minutes.
Meanwhile the villains in the film are simply cardboard cut-outs as the writers haven’t given enough thought to fleshing out their characters. Cruise simply points and shoots and bang, they’re dead.
However, all of these problems could’ve been forgiven if the film had some great storytelling – it doesn’t. What should’ve been the best parts of the film are blacked out. The escapes, the fighting and even some of the ending are lost as Mangold decides to get around inexplicable plot events by drugging the main characters. Again, this is a lazy technique which doesn’t work.
It’s a shame, as there are many reasons why this film should’ve been at least a good summer action flick. In reality, Knight & Day simply becomes passable at best with some inexcusably lazy direction choices, dreadful CGI, bad casting and flimsy characters which all add up to a film which is left hanging on the merits of Cameron Diaz.
https://moviemetropolis.net/2011/09/13/knight-day-2011/

Purple Phoenix Games (2266 KP) rated Friday in Tabletop Games
Jun 12, 2019
Game nights with the group are some of my favorite nights, but pesky schedules and “personal lives” often get in the way. Not being able to play with the group hasn’t slowed my gaming roll though, and I am always on the lookout for good, solo-able games! So when I saw ‘Friday – A Solo Adventure’ at my local used game sale, I knew I had to grab it.
Picture this – you live on a tropical island. One day as you’re walking down by the ocean, you see something on the shore. As you approach, you realize it is a grown man! Turns out this castaway is Robinson Crusoe. You decide to help Crusoe learn the ways of the jungle, combat hazards, build up his strength, and eventually escape your island via a nearby pirate ship. The island is a rough place, though, so you must be diligent in your guidance! Otherwise your newest comrade may not survive…
A cute little card drafting game of survival on a deserted island – how hard can it be, right? I seriously underestimated how tough this game actually is – I have never won a game to date. The premise of the game is simple enough (draw cards, overcome hazards, and build your deck), but successful execution is the tricky part.
It all really comes down to the luck of the draw. Some cards are excellent for fighting hazards, while others can seriously negatively impact a fight. Success or failure depends on how well you shuffle and where the cards end up in your draw pile. That is to be expected though – if all the cards were helpful, the game would be so easy! The balance (or should I say imbalance?) of positive and negative cards is what makes the game so difficult. There are almost as many negative cards as there are positive, which makes every fight feel completely random to me. It is hard to strategize because each turn is almost a 50/50 shot as to whether your next card is positive or negative. The game is supposed to last 3 phases, but I am lucky to survive into phase 2.
Friday will stay in my collection, for the time being, while I continue trying to formulate a working strategy. Overall, though, it is not my go-to solo game. Purple Phoenix Games gives it a 8 / 12. (Josh and Bryan haven’t played it yet!)
https://purplephoenixgames.wordpress.com/2018/12/12/friday-a-solo-adventure-review/
Picture this – you live on a tropical island. One day as you’re walking down by the ocean, you see something on the shore. As you approach, you realize it is a grown man! Turns out this castaway is Robinson Crusoe. You decide to help Crusoe learn the ways of the jungle, combat hazards, build up his strength, and eventually escape your island via a nearby pirate ship. The island is a rough place, though, so you must be diligent in your guidance! Otherwise your newest comrade may not survive…
A cute little card drafting game of survival on a deserted island – how hard can it be, right? I seriously underestimated how tough this game actually is – I have never won a game to date. The premise of the game is simple enough (draw cards, overcome hazards, and build your deck), but successful execution is the tricky part.
It all really comes down to the luck of the draw. Some cards are excellent for fighting hazards, while others can seriously negatively impact a fight. Success or failure depends on how well you shuffle and where the cards end up in your draw pile. That is to be expected though – if all the cards were helpful, the game would be so easy! The balance (or should I say imbalance?) of positive and negative cards is what makes the game so difficult. There are almost as many negative cards as there are positive, which makes every fight feel completely random to me. It is hard to strategize because each turn is almost a 50/50 shot as to whether your next card is positive or negative. The game is supposed to last 3 phases, but I am lucky to survive into phase 2.
Friday will stay in my collection, for the time being, while I continue trying to formulate a working strategy. Overall, though, it is not my go-to solo game. Purple Phoenix Games gives it a 8 / 12. (Josh and Bryan haven’t played it yet!)
https://purplephoenixgames.wordpress.com/2018/12/12/friday-a-solo-adventure-review/

Kyera (8 KP) rated Batman: Nightwalker - DC Icons Book 2 in Books
Jan 31, 2018
Batman: Nightwalker gives us an origin story for the Caped Crusader that we didn't know we needed - even if it doesn't feel like the dark, gritty Batman we know from the Dark Knight or the comics. Bruce is an eighteen-year-old boy who is still trying to figure out who he is in a world where his parents were murdered when he was a child and he has just come into their vast fortune. He struggles to figure out how to live up to his parents' legacy and finds himself in a dangerous situation.
If you go into this book expecting Batman, I'm afraid you're going to be disappointed. This is a teenaged boy who is realizing that he wants to do more for his city and is coming to the conclusion that Bruce Wayne might not be enough. This book is his real origin story and Marie Lu brings his transformation back to its roots. We meet the boy who will one day become Batman, not the man we are familiar with as the Dark Knight.
I really enjoyed getting to know young Bruce in this story, although Alfred certainly stole the show. You could feel the bond that they had with one another, which translated so much more authentically than some of the other relationships in the story. I felt that Diane and Harvey were a little underdeveloped in the story, so I never really formed a connection with them. I really enjoyed the little cameos from characters we're familiar with and the characterization of people that we know are much more important in the Batman mythology in later years.
Superhero books are definitely difficult to write because they're so action heavy and as a result, visual, but I feel that Lu managed to capture the kinesthetic nature of the book well. She definitely delved more into Batman's detective nature, which was really nice because we don't see that as often as his fighting bad guys schtick. If you're interested in seeing the detective Batman dig into mysteries and try to foil a criminal organization than you should enjoy this book - just don't expect giant action-packed fight scenes.
I have really enjoyed the DC Icons series thus far because it brings the characters we've grown familiar with back to their roots. They're teenagers who are still figuring out who they are in the world, regardless of their future superhero journey. They are fragile and unsure, yet with a thirst for justice that one day will allow them to grow into the superheroes we know and love.
If you go into this book expecting Batman, I'm afraid you're going to be disappointed. This is a teenaged boy who is realizing that he wants to do more for his city and is coming to the conclusion that Bruce Wayne might not be enough. This book is his real origin story and Marie Lu brings his transformation back to its roots. We meet the boy who will one day become Batman, not the man we are familiar with as the Dark Knight.
I really enjoyed getting to know young Bruce in this story, although Alfred certainly stole the show. You could feel the bond that they had with one another, which translated so much more authentically than some of the other relationships in the story. I felt that Diane and Harvey were a little underdeveloped in the story, so I never really formed a connection with them. I really enjoyed the little cameos from characters we're familiar with and the characterization of people that we know are much more important in the Batman mythology in later years.
Superhero books are definitely difficult to write because they're so action heavy and as a result, visual, but I feel that Lu managed to capture the kinesthetic nature of the book well. She definitely delved more into Batman's detective nature, which was really nice because we don't see that as often as his fighting bad guys schtick. If you're interested in seeing the detective Batman dig into mysteries and try to foil a criminal organization than you should enjoy this book - just don't expect giant action-packed fight scenes.
I have really enjoyed the DC Icons series thus far because it brings the characters we've grown familiar with back to their roots. They're teenagers who are still figuring out who they are in the world, regardless of their future superhero journey. They are fragile and unsure, yet with a thirst for justice that one day will allow them to grow into the superheroes we know and love.

Kyera (8 KP) rated The Mortal Instruments 1: City of Bones in Books
Jan 31, 2018
City of Bones is the book that started the phenomenon that is the Shadowhunters world and fandom. The book introduces us to a beloved cast of characters and the fascinating Shadow World that will be developed over the course of the future novels. We discover the world through the eyes of Clary Fray, a girl who always thought she was normal but discovers that she is actually part of a race of people who are part-angel and spend their days fighting back the demon hordes.
Clary and her best friend Simon are thrust into a world full of werewolves, vampires, warlocks, fairies and demons. They meet three Shadowhunters around their age: Jace, Izzy and Alec who live in the New York Institute. The first book has a number of different action scenes, but I think it shines most in the world-building department. Cassandra Clare develops an intricate world that you can easily imagine and yet is infinitely more complex than our own familiar one.
While there is some character development, the book only takes place over a period of two weeks. We are just getting to know the characters and that development or growth will come in later books. For now, we are learning about these characters and their secrets. Having read the series before, I am already in love with certain characters so it's strange seeing their early personas. They grow so much over the course of the six books that there are some that I don't particularly connect to, yet absolutely adore them later on.
Although I relate most to Clary, Jace is by far my favourite character in the series. He is witty, sarcastic and has the best lines in any scene. Some of the other characters have hilarious, memorable lines as well because Cassie writes fantastic dialogue - but Jace is the star. He can cause you to laugh out loud, which might garner you strange looks if you're in public reading.
This book is fantastic, but you can definitely see the difference in writing quality between this book and Cassie's most recent series. I think the writing is well done, the world building is immersive and the characters are relatable. I adore this book because it is what introduced me to the Shadow World and my beloved Shadowhunters, but I can admit that her writing has come so far in the last ten years. Regardless, I cannot recommend this series more to young adult/teen fans of fantasy, books with unique and immersive world building and if you're willing to continue with it fantastic character building throughout the series.
Clary and her best friend Simon are thrust into a world full of werewolves, vampires, warlocks, fairies and demons. They meet three Shadowhunters around their age: Jace, Izzy and Alec who live in the New York Institute. The first book has a number of different action scenes, but I think it shines most in the world-building department. Cassandra Clare develops an intricate world that you can easily imagine and yet is infinitely more complex than our own familiar one.
While there is some character development, the book only takes place over a period of two weeks. We are just getting to know the characters and that development or growth will come in later books. For now, we are learning about these characters and their secrets. Having read the series before, I am already in love with certain characters so it's strange seeing their early personas. They grow so much over the course of the six books that there are some that I don't particularly connect to, yet absolutely adore them later on.
Although I relate most to Clary, Jace is by far my favourite character in the series. He is witty, sarcastic and has the best lines in any scene. Some of the other characters have hilarious, memorable lines as well because Cassie writes fantastic dialogue - but Jace is the star. He can cause you to laugh out loud, which might garner you strange looks if you're in public reading.
This book is fantastic, but you can definitely see the difference in writing quality between this book and Cassie's most recent series. I think the writing is well done, the world building is immersive and the characters are relatable. I adore this book because it is what introduced me to the Shadow World and my beloved Shadowhunters, but I can admit that her writing has come so far in the last ten years. Regardless, I cannot recommend this series more to young adult/teen fans of fantasy, books with unique and immersive world building and if you're willing to continue with it fantastic character building throughout the series.

Kristy H (1252 KP) rated Angels Burning in Books
Feb 13, 2018
Dove Carnahan is Chief of Police in a rural Pennsylvania town. Her job is typically more administrative than investigative. So when a girl's body is found beaten and burned in abandoned part of town, Dove must rally her team's limited resources to find out what has happened. In addition, she must work with the state police, including Chief Nolan, with whom she has a past, to solve the crime. In doing so, Dove becomes entwined with a local redneck family. The crime also brings up memories of the murder of Dove's mother many years ago. Will Dove be able to bring justice for this crime, without getting sidetracked by her own past?
I thoroughly enjoyed this book - it took me by complete surprise. Part of it was that I felt that I knew the characters. I've grown up with families like these - gone to school with them, live near them now. O'Dell portrayed the town dynamics flawlessly and she did a magnificent job of bringing each character into full detail.
Dove is an interesting character - flawed in many ways, but you cannot help but root for her and like her. The entire book felt somewhat familiar, like I'd picked up in the middle of series. (Speaking of, when this ended, I thought, oh I hope O'Dell writes another book featuring Dove.) Dove reminded me a little bit of Kate Burkholder, from Linda Castillo's excellent series - another strong female detective fighting for her hometown.
There were a few plot points that seemed a bit unbelievable (at one point, Dove shoots out the tires on a boys' pickup truck, just because he's annoyed her - something that would no doubt get her fired in this crazy media/viral video age we live in), but O'Dell's writing and plot gets you past any missteps. I thought Dove focused a bit too much on worries about her age (she's just turned 50) and her gender -- pointing out how men wouldn't treat her a particular way if she was actually a man. But really, Dove is so excellent at her job that she really just manages to prove that she can do anything - age or gender be damned.
The plot is intriguing and compelling and you find yourself drawn into the deceased girl's family and acquaintances, as well as Dove's own family and past. Honestly, when this one was over, I felt sad, which is a rare quality anymore. 4.5 stars.
(Note: I received an ARC of this book from Netgalley in return for an unbiased review.)
I thoroughly enjoyed this book - it took me by complete surprise. Part of it was that I felt that I knew the characters. I've grown up with families like these - gone to school with them, live near them now. O'Dell portrayed the town dynamics flawlessly and she did a magnificent job of bringing each character into full detail.
Dove is an interesting character - flawed in many ways, but you cannot help but root for her and like her. The entire book felt somewhat familiar, like I'd picked up in the middle of series. (Speaking of, when this ended, I thought, oh I hope O'Dell writes another book featuring Dove.) Dove reminded me a little bit of Kate Burkholder, from Linda Castillo's excellent series - another strong female detective fighting for her hometown.
There were a few plot points that seemed a bit unbelievable (at one point, Dove shoots out the tires on a boys' pickup truck, just because he's annoyed her - something that would no doubt get her fired in this crazy media/viral video age we live in), but O'Dell's writing and plot gets you past any missteps. I thought Dove focused a bit too much on worries about her age (she's just turned 50) and her gender -- pointing out how men wouldn't treat her a particular way if she was actually a man. But really, Dove is so excellent at her job that she really just manages to prove that she can do anything - age or gender be damned.
The plot is intriguing and compelling and you find yourself drawn into the deceased girl's family and acquaintances, as well as Dove's own family and past. Honestly, when this one was over, I felt sad, which is a rare quality anymore. 4.5 stars.
(Note: I received an ARC of this book from Netgalley in return for an unbiased review.)

Goddess in the Stacks (553 KP) rated The Dirty Girls Social Club (Dirty Girls, #1) in Books
Jun 8, 2018
So in trying to read more inclusively, I had been looking at some prominent minority writers like Junot Diaz or Sherman Alexie (I actually had one of Alexie's books out from the library when I realized where I'd heard his name). When the news broke about Junot Diaz, and I remembered that Sherman Alexie also had sexual harassment accusations against him, I decided instead of reading their books, I'd look up the books of the women calling them out! The Dirty Girls Social Club is the first book of what I'm calling my "Wronged Women" list. Alisa Valdes-Rodriguez wrote an article titled "I tried to warn you about Junot Diaz" about her experience with him. Others on the list include Erika Wurth, Elissa Washuta, Zinzi Clemmons, Carmen Maria Machado, and Monica Byrne. I've built a shelf on Goodreads for my list, and I'm sure more names will wind up on it. (Unfortunately.)
The Dirty Girls Social Club is the story of six college friends who decide to meet every six months for the rest of their lives, no matter what. The book covers one six month period, from one meeting to the next. It took me a few chapters to sort out who was who, and throughout the book I occasionally had to flip back to the first chapter, where Lauren gives a rundown of names and professions. All six are Hispanic of some flavor, whether that's Dominican, Puerto Rican, Colombian, Spanish, or Southwestern Native American. That's why they banded together in college. Each one has her own storyline - dealing with an abusive marriage, leaving a loveless marriage, being forcibly outed as a lesbian and learning to adjust to her new visibility, or becoming a rock star. I enjoyed how each of the six had a very individual story; they have interesting jobs and complicated love lives and unique problems.
Each of the women reflects on her Hispanic heritage in some form, whether that's taking lessons in how to love from their parents, or fighting for recognition for their minority, or writing columns about their lives for the local newspaper. The book both shows and tells us about the differences in various Hispanic cultures.
I especially enjoyed Amber/Cuicatl (the rock star) and Elizabeth (the lesbian). The rest of the book was a little slow going at times, but I think that's largely because I'm not a fan of contemporary fiction. I did enjoy it, though, and I'll probably check out more of the author's books.
You can find all my reviews at http://goddessinthestacks.wordpress.com
The Dirty Girls Social Club is the story of six college friends who decide to meet every six months for the rest of their lives, no matter what. The book covers one six month period, from one meeting to the next. It took me a few chapters to sort out who was who, and throughout the book I occasionally had to flip back to the first chapter, where Lauren gives a rundown of names and professions. All six are Hispanic of some flavor, whether that's Dominican, Puerto Rican, Colombian, Spanish, or Southwestern Native American. That's why they banded together in college. Each one has her own storyline - dealing with an abusive marriage, leaving a loveless marriage, being forcibly outed as a lesbian and learning to adjust to her new visibility, or becoming a rock star. I enjoyed how each of the six had a very individual story; they have interesting jobs and complicated love lives and unique problems.
Each of the women reflects on her Hispanic heritage in some form, whether that's taking lessons in how to love from their parents, or fighting for recognition for their minority, or writing columns about their lives for the local newspaper. The book both shows and tells us about the differences in various Hispanic cultures.
I especially enjoyed Amber/Cuicatl (the rock star) and Elizabeth (the lesbian). The rest of the book was a little slow going at times, but I think that's largely because I'm not a fan of contemporary fiction. I did enjoy it, though, and I'll probably check out more of the author's books.
You can find all my reviews at http://goddessinthestacks.wordpress.com