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The Hollow Inside
Book
Sadie meets The Glass Castle in a smart, gripping, and twisty YA debut about a girl seeking to...
David McK (3425 KP) rated Scoundrel (the sailing thrillers, #5) in Books
Nov 29, 2023
It's been a long time since a book has made me this angry.
Maybe because I'm *from* Belfast, Northern Ireland and have relatives who lived through the period of history colloquially known as The Troubles (I was a teenager in the 90s, when they 'ended', and when this is set), so know exactly what the IRA and their loyalist counterparts were/are like.
It made my blood boil to read passages in this where they were treated as heroes by some in Boston (and, yes, I know it's a fiction book): surely to goodness nobody could be that naive??
Anyway, I normally like Bernard Cornwell (Author) novels.
I know he spent a bit of time here (the BBC, I believe?), before moving to the States.
His knowledge of landmarks does show.
I would have thought he would have known better, though, in how he portrays the tangled mess that is politics and history that went on in this fair isle.
Sorry, Mr Paul Shanahan: you're unlikeable as a lead character; no match to a Richard Sharpe or an Uhtred of Bebbanburg.
(his other stand-alone sailing thrillers - those I have read, at least - are all much better)
Maybe because I'm *from* Belfast, Northern Ireland and have relatives who lived through the period of history colloquially known as The Troubles (I was a teenager in the 90s, when they 'ended', and when this is set), so know exactly what the IRA and their loyalist counterparts were/are like.
It made my blood boil to read passages in this where they were treated as heroes by some in Boston (and, yes, I know it's a fiction book): surely to goodness nobody could be that naive??
Anyway, I normally like Bernard Cornwell (Author) novels.
I know he spent a bit of time here (the BBC, I believe?), before moving to the States.
His knowledge of landmarks does show.
I would have thought he would have known better, though, in how he portrays the tangled mess that is politics and history that went on in this fair isle.
Sorry, Mr Paul Shanahan: you're unlikeable as a lead character; no match to a Richard Sharpe or an Uhtred of Bebbanburg.
(his other stand-alone sailing thrillers - those I have read, at least - are all much better)
Deadly Tides (Misty Pines Mystery #2)
Book
A missing surf legend. Waterlogged clues. Can he trust his gut instincts to end the wave of murder? ...
Police Procedural Psychological Suspense Mystery
The Woman on the Bridge
Book
Dublin. The 1920s. As war tears Ireland apart, two young people are caught up in events that will...
Historical fiction Ireland
The Women
Book
From the worldwide bestselling author of The Four Winds, The Nightingale and Firefly Lane (a Number...
Historical fiction Vietnam war
Purple Phoenix Games (2266 KP) rated Monster Stomping: Heroes in Tabletop Games
Dec 15, 2020
Godzilla. King Kong. Goldar. Large monsters that terrorize cities. We’ve all seen ’em. They’ve kicked in our schools, workplaces, and neighborhood parks. Luckily, even greater heroes are around to save the day and protect our livelihoods with their amazing superpowers. What, just my neighborhood? Oh. Well, get ready to play a game based on my neighborhood superhero and the kaijus that wreak havoc and bring devastation everywhere they tread.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
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, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
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, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Purple Phoenix Games (2266 KP) rated 5-Minute Marvel in Tabletop Games
Jun 12, 2019
I’m a sucker for Marvel. Not necessarily the comic books, though the ones I have read have been pretty good. But I’m a sucker for Marvel games, movies, shows, gear, etc. I saw this on sale at my FLGS and had to have it. I finally was able to get it played on International Table Top Day 2019 and was happy with the result. It’s easy to understand, plays quickly (ahem, reference the title), and is Marvel-related. I have to LOVE it, right?
Ok so here’s the quick rundown. Setup is almost as long as the entire game, but needs to be reset with every subsequent play. You have the individual hero decks for each player, a LARGE resource deck, and a mission deck to divvy up and shuffle each time. It’s not difficult to keep it all straight, but you are given a LOT of cards to handle. Once the decks are all setup you are ready to play. I downloaded the 5-Minute Marvel timer app to accompany my game plays, but that’s completely unnecessary (I do like it though). Start the timer, and then flip over the first card of the mission deck on the boss’s mat. Each card will have several resource icons that the heroes will need to discard from their hands to overcome the card. There are no “turns,” as all heroes are attempting to gather the necessary resources at all times. Each hero has a special ability they can use that is printed at the bottom of their play mat, and they are very powerful, so use them often! If you can get through the entire mission deck and defeat the boss within the 5 minute time limit, you win! Since the game lasts only 5 minutes you should probably play it several times in a row using different bosses of the six that come with this base box.
Components. This game is a combination of thick cardboard play mats for heroes and bosses and linen-finish cards for everything else. The quality of the cardboard and the cards are both pretty good, so I have no issues here. The art on the game is really spectacular. I have not really seen Marvel art like this and it is very refreshing. It is somewhat cartoony and not very gritty at all (which seems to be the comic book trend). Definitely a positive for me.
Do I love this game? Um, no. Maybe with more and more plays with different playmates it will grow on me, but the several times we played it we had a great time and it was very stressful to acquire the needed cards, or to decide to use your special ability, but we never once failed. I know we can increase the difficulty and use higher-ranked bosses. AND WE WILL, but the first few bosses are pretty much chumps and we had no problems dispatching them. I do believe this game would benefit from lots of expansions, but I do not know how successful the base has been for the publisher, so that may never come to fruition.
I do recommend you try out this game, as the frenzied rush to beat the clock is something I very much enjoy in games (a la FUSE, Escape: The Curse of the Temple, et al). Also: it’s Marvel. The game unfortunately does not come with Dr. Strange nor Iron Fist like I would have preferred, but it DOES come with a couple of my other favorites: Ms. Marvel and Squirrel Girl. They are so so fun! Purple Phoenix Games is pretty consistent with this one (even my wife agrees!) and we give this a frantic 12 / 18. Go get ’em Cap!
https://purplephoenixgames.wordpress.com/2019/04/30/5-minute-marvel-review/
Ok so here’s the quick rundown. Setup is almost as long as the entire game, but needs to be reset with every subsequent play. You have the individual hero decks for each player, a LARGE resource deck, and a mission deck to divvy up and shuffle each time. It’s not difficult to keep it all straight, but you are given a LOT of cards to handle. Once the decks are all setup you are ready to play. I downloaded the 5-Minute Marvel timer app to accompany my game plays, but that’s completely unnecessary (I do like it though). Start the timer, and then flip over the first card of the mission deck on the boss’s mat. Each card will have several resource icons that the heroes will need to discard from their hands to overcome the card. There are no “turns,” as all heroes are attempting to gather the necessary resources at all times. Each hero has a special ability they can use that is printed at the bottom of their play mat, and they are very powerful, so use them often! If you can get through the entire mission deck and defeat the boss within the 5 minute time limit, you win! Since the game lasts only 5 minutes you should probably play it several times in a row using different bosses of the six that come with this base box.
Components. This game is a combination of thick cardboard play mats for heroes and bosses and linen-finish cards for everything else. The quality of the cardboard and the cards are both pretty good, so I have no issues here. The art on the game is really spectacular. I have not really seen Marvel art like this and it is very refreshing. It is somewhat cartoony and not very gritty at all (which seems to be the comic book trend). Definitely a positive for me.
Do I love this game? Um, no. Maybe with more and more plays with different playmates it will grow on me, but the several times we played it we had a great time and it was very stressful to acquire the needed cards, or to decide to use your special ability, but we never once failed. I know we can increase the difficulty and use higher-ranked bosses. AND WE WILL, but the first few bosses are pretty much chumps and we had no problems dispatching them. I do believe this game would benefit from lots of expansions, but I do not know how successful the base has been for the publisher, so that may never come to fruition.
I do recommend you try out this game, as the frenzied rush to beat the clock is something I very much enjoy in games (a la FUSE, Escape: The Curse of the Temple, et al). Also: it’s Marvel. The game unfortunately does not come with Dr. Strange nor Iron Fist like I would have preferred, but it DOES come with a couple of my other favorites: Ms. Marvel and Squirrel Girl. They are so so fun! Purple Phoenix Games is pretty consistent with this one (even my wife agrees!) and we give this a frantic 12 / 18. Go get ’em Cap!
https://purplephoenixgames.wordpress.com/2019/04/30/5-minute-marvel-review/
Kyera (8 KP) rated League of American Traitors in Books
Feb 1, 2018
The premise of this book is much more intriguing than its actual execution. Jasper is the descendant of Benedict Arnold, the most notorious traitor in American history. After the death of both of his parents, Jasper learns that there is more to his world than he ever knew. He learns that for hundreds of years, the descendants of both the heroes and villains from American history have been on opposing sides. The heroes' descendants, who call themselves the Sons of Liberty, challenge the descendants of the villains to a duel when they come of age. Unbeknownst to Jasper, his father was searching for a way out of the duel for his son. His untimely death leads Jasper down a path that forces him to question everything he's ever known.
I would like to mention that I was provided with an uncorrected e-galley to review this book. The fact that I was provided with the galley didn't affect my review, but the quality of the galley certainly influenced my enjoyment of the book. There were a number of grammatical or spelling errors throughout and that's something that pulls me out of the story. That is just a personal problem with the book and one I hope will not be present in the book when it is released on August 8th.
As a huge fan of history, I was incredibly intrigued by the premise of this book. It was sold as a mash-up of Hamilton and National Treasure - and who doesn't love those two things? It wasn't quite as fast-paced and thrilling as the premise would lead you to believe, but it is enjoyable.
I wish there was more character development in the novels because at times it was difficult to understand each character's motivations. They might have a complete change in perspective or opinion and it wasn't adequately explained leaving the reader questioning what was happening. There were so many characters in the book, many of which were quite prevalent that I understand that it probably wasn't possible to develop them all. That's just not feasible when writing a book, but I do think that the story would have benefitted greatly had there been just a bit more development.
The world that the author built was intriguing as he was able to blend authentic U.S. history in with his more dramatic narrative. Of course, settling one's qualms via a duel is a bit dramatic but he managed to raise the stakes. His characters' lives are on the line if they are not successful and yet the entire organization's framework could be altered if they are.
The plot of the book follows the course of American history with traitors and spies, secrets and betrayals, love and heartbreak. There are pacing issues with the book as it has moments that drag and others that seem to jump forward without enough context. There are some scenes that seem unnecessary to the plot and could be shorted to give more opportunities for character development. Overall, I feel that it is a good debut novel that could have been improved by culling extraneous scenes and delving more deeply into the world and characters.
Although it suffers from pacing issues and underdeveloped characters - it is still an entertaining read. I would recommend it to fans of history and action/adventure books, as it melds elements of both into a novel about the heroes and traitors of American history (and their descendants). There is a lot of violence in the book, but as it is not graphic I would not hesitate to allow a YA/teen reader to pick up this book. If you're a fan of historical fiction or action/adventures then you should definitely check out this book!
I would like to mention that I was provided with an uncorrected e-galley to review this book. The fact that I was provided with the galley didn't affect my review, but the quality of the galley certainly influenced my enjoyment of the book. There were a number of grammatical or spelling errors throughout and that's something that pulls me out of the story. That is just a personal problem with the book and one I hope will not be present in the book when it is released on August 8th.
As a huge fan of history, I was incredibly intrigued by the premise of this book. It was sold as a mash-up of Hamilton and National Treasure - and who doesn't love those two things? It wasn't quite as fast-paced and thrilling as the premise would lead you to believe, but it is enjoyable.
I wish there was more character development in the novels because at times it was difficult to understand each character's motivations. They might have a complete change in perspective or opinion and it wasn't adequately explained leaving the reader questioning what was happening. There were so many characters in the book, many of which were quite prevalent that I understand that it probably wasn't possible to develop them all. That's just not feasible when writing a book, but I do think that the story would have benefitted greatly had there been just a bit more development.
The world that the author built was intriguing as he was able to blend authentic U.S. history in with his more dramatic narrative. Of course, settling one's qualms via a duel is a bit dramatic but he managed to raise the stakes. His characters' lives are on the line if they are not successful and yet the entire organization's framework could be altered if they are.
The plot of the book follows the course of American history with traitors and spies, secrets and betrayals, love and heartbreak. There are pacing issues with the book as it has moments that drag and others that seem to jump forward without enough context. There are some scenes that seem unnecessary to the plot and could be shorted to give more opportunities for character development. Overall, I feel that it is a good debut novel that could have been improved by culling extraneous scenes and delving more deeply into the world and characters.
Although it suffers from pacing issues and underdeveloped characters - it is still an entertaining read. I would recommend it to fans of history and action/adventure books, as it melds elements of both into a novel about the heroes and traitors of American history (and their descendants). There is a lot of violence in the book, but as it is not graphic I would not hesitate to allow a YA/teen reader to pick up this book. If you're a fan of historical fiction or action/adventures then you should definitely check out this book!
Jordan Binkerd (567 KP) rated Star Wars, Vol. 1: Skywalker Strikes in Books
Jul 21, 2019
A stellar start
Note: this review is transposted from my personal review blog, and so was originally written several years ago. I figured if I reposted it here, someone might actually read it….
Okay, cards on the table: I loved the Dark Horse Star Wars comics. Almost all of them, especially anything featuring the team-up of Ostrander and Duursema. So I was very much saddened to see that company lose the Star Wars license. Not surprised, following the purchase by Disney, as that mega-company also owns Marvel. I figured it was only a matter of time, and that turned out to be the case. So I was saddened, just as I was saddened by the relegation of a bunch of my favorite stories to the status of Legends. But the one thing I never expected was that Marvel would drop the ball. I mean, it’s bleedin’ Marvel! If there’s anything they understand, it’s comic books. Now, having read the first arc of their eponymous Star Wars series, I can confidently state that my faith was well-founded.
We join our cadre of heroes as they attempt a daring assault on the Empire’s largest weapons factory, the entire planet of Cymoon I. Posing as a trade delegation from Jabba the Hutt arriving to negotiate renewed supply lines in the wake of the destruction of the Death Star, our heroes slip through security and set about rigging the automated factory’s reactor to blow sky-high. Everything is going to plan, until Darth Vader shows up to negotiate for the Empire….
I mentioned that this was amazing, right? The writing and art sync perfectly to sell you on the fact that you’re watching the continuing adventures of Luke, Leia, and Han. Luke is still a brash hotshot, still feeling his way with regards to the Force, and can be kind of whiny when he’s confronted with just how far he has to go. Han is just as sardonic and impulsive as ever, though the backstory they’re teasing for him may help ground him a bit. We’ll see how that one turns out. Leia is clearly in charge, driven to achieve justice for Alderaan and her family, and even Chewbacca knows to follow her orders. It’ll be interesting to see where they take her character in future arcs.
One potential point of annoyance for some readers is going to be how closely this series and the Star Wars: Darth Vader series that runs concurrently are tied. Events from one series are offhandedly referenced in the other with no explanation, and have major repercussions at times. For example, Vader fails to apprehend our Rebel heroes in this book, is chastised by the Emperor and hires Boba Fett in the Darth Vader book, and then Fett shows up in this book to try and capture Luke. Complicating matters further is the fact that there’s a particular order you need to read these in to get the whole story, and even then you’ll get ahead of yourself unless you stop in the middle of an issue at times. I wasn’t that annoyed by it, but I’d checked out the timeline first and knew what I was doing. (In case you were wondering, the proper order is Star Wars #1-3, Darth Vader #1, Star Wars #4, Darth Vader #2-4, and then #5-6 of both series happen simultaneously, both culminating in the same scene from slightly different perspectives.) This is set in the first year following the destruction of the Death Star, maybe a couple months at most.
CONTENT: Some violence. Minor profanity. Mild flirtation, and a few scantily-clad females in Jabba’s Palace.
Original post: https://jordanbinkerd.wordpress.com/2015/08/25/review-star-wars-skywalker-strikes-by-jason-aaron-john-cassaday/
Okay, cards on the table: I loved the Dark Horse Star Wars comics. Almost all of them, especially anything featuring the team-up of Ostrander and Duursema. So I was very much saddened to see that company lose the Star Wars license. Not surprised, following the purchase by Disney, as that mega-company also owns Marvel. I figured it was only a matter of time, and that turned out to be the case. So I was saddened, just as I was saddened by the relegation of a bunch of my favorite stories to the status of Legends. But the one thing I never expected was that Marvel would drop the ball. I mean, it’s bleedin’ Marvel! If there’s anything they understand, it’s comic books. Now, having read the first arc of their eponymous Star Wars series, I can confidently state that my faith was well-founded.
We join our cadre of heroes as they attempt a daring assault on the Empire’s largest weapons factory, the entire planet of Cymoon I. Posing as a trade delegation from Jabba the Hutt arriving to negotiate renewed supply lines in the wake of the destruction of the Death Star, our heroes slip through security and set about rigging the automated factory’s reactor to blow sky-high. Everything is going to plan, until Darth Vader shows up to negotiate for the Empire….
I mentioned that this was amazing, right? The writing and art sync perfectly to sell you on the fact that you’re watching the continuing adventures of Luke, Leia, and Han. Luke is still a brash hotshot, still feeling his way with regards to the Force, and can be kind of whiny when he’s confronted with just how far he has to go. Han is just as sardonic and impulsive as ever, though the backstory they’re teasing for him may help ground him a bit. We’ll see how that one turns out. Leia is clearly in charge, driven to achieve justice for Alderaan and her family, and even Chewbacca knows to follow her orders. It’ll be interesting to see where they take her character in future arcs.
One potential point of annoyance for some readers is going to be how closely this series and the Star Wars: Darth Vader series that runs concurrently are tied. Events from one series are offhandedly referenced in the other with no explanation, and have major repercussions at times. For example, Vader fails to apprehend our Rebel heroes in this book, is chastised by the Emperor and hires Boba Fett in the Darth Vader book, and then Fett shows up in this book to try and capture Luke. Complicating matters further is the fact that there’s a particular order you need to read these in to get the whole story, and even then you’ll get ahead of yourself unless you stop in the middle of an issue at times. I wasn’t that annoyed by it, but I’d checked out the timeline first and knew what I was doing. (In case you were wondering, the proper order is Star Wars #1-3, Darth Vader #1, Star Wars #4, Darth Vader #2-4, and then #5-6 of both series happen simultaneously, both culminating in the same scene from slightly different perspectives.) This is set in the first year following the destruction of the Death Star, maybe a couple months at most.
CONTENT: Some violence. Minor profanity. Mild flirtation, and a few scantily-clad females in Jabba’s Palace.
Original post: https://jordanbinkerd.wordpress.com/2015/08/25/review-star-wars-skywalker-strikes-by-jason-aaron-john-cassaday/
Sophia (Bookwyrming Thoughts) (530 KP) rated Powerless (The Hero Agenda, #1) in Books
Jan 23, 2020
<strong>Guys, I've found the Fight Book of the Year.</strong> At this rate I'm actually wondering if there's such a thing as a Blogger's Choice Awards so I can actually <i>nominate</i> this.
(If there is one, point me there NOW. I'll love you forever. :p)
In a world with heroes and villains, Kenna Swift works as an intern in a lab. While working in the lab one night, Kenna gets attacked by villains and is even saved by one of them. Being saved by a villain causes her to think about what a hero or a villain really is, and she ends up teaming up with them after finding out that maybe heroes aren't exactly heroes.
<b>I actually like Kenna as a character. Considering her circumstances, she's actually pretty brilliant and resourceful</b> when all else fails, kick butt by kneeing someone in the balls. She even had an experiment before everything went Inferno to try and become a hero as well instead of being powerless. <b>Her brilliance and intelligence sometimes fall short in the midst of chaos, but I pretty much approve her as a character.</b>
Except... I'm still irritated. <strong><i>Powerless</i> just has sooo many arguments and fights. The characters fight with each other constantly verbally and physically. The fighting takes up over half of the book</strong> when Kenna, Rebel, and Jeremy team up with villains. Kenna is basically a bystander, Rebel is ironically the glue, and Jeremy is going neck to neck with Draven. Nitro and Dante already have some tension between them. <strong>There's boy drama and fighting thrown together, and it is SO. DARN. IRRITATING.</strong>
Have I mentioned <strong>it sounds completely immature?</strong> By some point in the book, I've deemed <i>Powerless</i> <b>a book unworthy of memorability in my brain simply because of the number of fights that belong in a playground with unruly little kids tugging each other consistently.</b> The amount was also great enough I mentally started to threaten poor A.G. Howard's <i>Unhinged</i>.
But of course, <i><a title="Splintered by A.G. Howard" href="https://bookwyrmingthoughts.com/review-splintered-by-ag-howard/" target="_blank" rel="noopener">Splintered</a></i> has a love triangle to which I feel completely indifferent to regardless of the fact I like the world and read the second book to determine which, if any, corner actually deserves my complete and utmost devotion.
(It also inspired a few discussion posts for the future. *tucks posts in an invisible drawer*)
Anyways, back to the fights. The majority of book are the characters not getting along for most of the book it's akin to the <a title="Lark by Erica Cope" href="https://bookwyrmingthoughts.com/review-lark-by-erica-cope/" target="_blank" rel="noopener">romance overshadowing the plot</a> and I found it highly annoying. Meanwhile, <strong>I'm left with questions about the entire world after reading the book and none of them actually got answered.</strong><strong>
</strong>
How does this whole power thing work? Are powers inherited, or are they random? Is being a villain or hero random, or are they inherited (that seems to be yes)? Why was the hero/villain world created? HOW was it created? Was it an experiment gone awry? Is it similar to Captain America?
I got vague answers or no answers. Childs and Deebs may answer those questions in the sequels, or perhaps it's the overall plot of the series, but, I don't really see how it will all fit with what they've laid out in <i>Powerless</i>. <b>It's plot-driven and doesn't take too much time to develop the world or the characters, but makes you question what is considered good and evil.</b>
<a href="https://bookwyrmingthoughts.com/review-powerless-by-tera-lynn-childs-and-tracey-deebs/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
(If there is one, point me there NOW. I'll love you forever. :p)
In a world with heroes and villains, Kenna Swift works as an intern in a lab. While working in the lab one night, Kenna gets attacked by villains and is even saved by one of them. Being saved by a villain causes her to think about what a hero or a villain really is, and she ends up teaming up with them after finding out that maybe heroes aren't exactly heroes.
<b>I actually like Kenna as a character. Considering her circumstances, she's actually pretty brilliant and resourceful</b> when all else fails, kick butt by kneeing someone in the balls. She even had an experiment before everything went Inferno to try and become a hero as well instead of being powerless. <b>Her brilliance and intelligence sometimes fall short in the midst of chaos, but I pretty much approve her as a character.</b>
Except... I'm still irritated. <strong><i>Powerless</i> just has sooo many arguments and fights. The characters fight with each other constantly verbally and physically. The fighting takes up over half of the book</strong> when Kenna, Rebel, and Jeremy team up with villains. Kenna is basically a bystander, Rebel is ironically the glue, and Jeremy is going neck to neck with Draven. Nitro and Dante already have some tension between them. <strong>There's boy drama and fighting thrown together, and it is SO. DARN. IRRITATING.</strong>
Have I mentioned <strong>it sounds completely immature?</strong> By some point in the book, I've deemed <i>Powerless</i> <b>a book unworthy of memorability in my brain simply because of the number of fights that belong in a playground with unruly little kids tugging each other consistently.</b> The amount was also great enough I mentally started to threaten poor A.G. Howard's <i>Unhinged</i>.
But of course, <i><a title="Splintered by A.G. Howard" href="https://bookwyrmingthoughts.com/review-splintered-by-ag-howard/" target="_blank" rel="noopener">Splintered</a></i> has a love triangle to which I feel completely indifferent to regardless of the fact I like the world and read the second book to determine which, if any, corner actually deserves my complete and utmost devotion.
(It also inspired a few discussion posts for the future. *tucks posts in an invisible drawer*)
Anyways, back to the fights. The majority of book are the characters not getting along for most of the book it's akin to the <a title="Lark by Erica Cope" href="https://bookwyrmingthoughts.com/review-lark-by-erica-cope/" target="_blank" rel="noopener">romance overshadowing the plot</a> and I found it highly annoying. Meanwhile, <strong>I'm left with questions about the entire world after reading the book and none of them actually got answered.</strong><strong>
</strong>
How does this whole power thing work? Are powers inherited, or are they random? Is being a villain or hero random, or are they inherited (that seems to be yes)? Why was the hero/villain world created? HOW was it created? Was it an experiment gone awry? Is it similar to Captain America?
I got vague answers or no answers. Childs and Deebs may answer those questions in the sequels, or perhaps it's the overall plot of the series, but, I don't really see how it will all fit with what they've laid out in <i>Powerless</i>. <b>It's plot-driven and doesn't take too much time to develop the world or the characters, but makes you question what is considered good and evil.</b>
<a href="https://bookwyrmingthoughts.com/review-powerless-by-tera-lynn-childs-and-tracey-deebs/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>