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Emma @ The Movies (1786 KP) rated Thor: Love and Thunder (2022) in Movies
Jul 23, 2022
When I came out of Endgame, I was disappointed. But on a second (sixth) viewing, I had come around. There was still disappointment there I'll admit, but it wasn't as big as I'd felt after that midnight screening. Where's this going you ask... As the credits began rolling, I turned to my friend and proclaimed - "Well that was a pile of s**t." Unlike Endgame, I'm not going to change my mind.
Thor is getting his life back on track. The Guardians have helped him get some perspective and it's time to go back to New Asgard and see his people. In his absence, however, there's a new superhero on the block... and she's kind of cramping his style.
One of my difficulties with this one is that it's hard to tell what the film is wanting to do. A redemption arc for Thor, introducing new characters, setting up for the next big finale? That all doesn't seem like a problem initially, but just wait.
I loved Thor: Ragnarok. It's my favourite MCU film. It mixed the underlying humour with the nuttiness of Guardians and it worked. But, something about Love and Thunder makes me feel like they said "Just go for it, anything you want"...
The last we saw of Thor he was flying off into the great unknown with a plucky band of heroes... and it's almost like they completely forgot that had happened, and at the last minute had to write the beginning of the movie again. The whole opening was so badly acted (and dull) that I was genuinely convinced that not all of the actors were back for these cameos. And not just GotG, every recalled character was wasted.
Christian Bale was Christian Bale, I expected nothing less, I imagine him being entirely terrifying on set. This is where the film does a real disservice. With a strong, dark performance and character, Gorr the God Butcher is surrounded by bright tomfoolery. Yes, I said tomfoolery. Gorr deserved a better film.
Possibly my least favourite bit that felt entirely at odds with Gorr's story, is all the gods being so over the top. They do try to explain this away at one point, but this and the fact you don't see Gorr on his godly murder spree led to more and more frustration.
Seemingly that and other cameos were left on the cutting room floor in order to keep the running time under 2 hours. Cutting that spree almost certainly had a negative impact on the film.
If it wasn't clear from everything above... I did not enjoy this film. (I saw it in a double bill, little did I know that Minions: The Rise of Gru would be the best film I saw that day.) I could go on and on about Love and Thunder. Don't get me wrong, there are things about it that I enjoyed, but those things definitely constitute spoilers.
Note: For those of you that stay through the credits, there are two scenes. Both of which give possibilities for the future of the next MCU phase. One I'm excited for, the other... not so much.
Originally posted on: https://emmaatthemovies.blogspot.com/2022/07/thor-love-and-thunder-movie-review.html
Thor is getting his life back on track. The Guardians have helped him get some perspective and it's time to go back to New Asgard and see his people. In his absence, however, there's a new superhero on the block... and she's kind of cramping his style.
One of my difficulties with this one is that it's hard to tell what the film is wanting to do. A redemption arc for Thor, introducing new characters, setting up for the next big finale? That all doesn't seem like a problem initially, but just wait.
I loved Thor: Ragnarok. It's my favourite MCU film. It mixed the underlying humour with the nuttiness of Guardians and it worked. But, something about Love and Thunder makes me feel like they said "Just go for it, anything you want"...
The last we saw of Thor he was flying off into the great unknown with a plucky band of heroes... and it's almost like they completely forgot that had happened, and at the last minute had to write the beginning of the movie again. The whole opening was so badly acted (and dull) that I was genuinely convinced that not all of the actors were back for these cameos. And not just GotG, every recalled character was wasted.
Christian Bale was Christian Bale, I expected nothing less, I imagine him being entirely terrifying on set. This is where the film does a real disservice. With a strong, dark performance and character, Gorr the God Butcher is surrounded by bright tomfoolery. Yes, I said tomfoolery. Gorr deserved a better film.
Possibly my least favourite bit that felt entirely at odds with Gorr's story, is all the gods being so over the top. They do try to explain this away at one point, but this and the fact you don't see Gorr on his godly murder spree led to more and more frustration.
Seemingly that and other cameos were left on the cutting room floor in order to keep the running time under 2 hours. Cutting that spree almost certainly had a negative impact on the film.
If it wasn't clear from everything above... I did not enjoy this film. (I saw it in a double bill, little did I know that Minions: The Rise of Gru would be the best film I saw that day.) I could go on and on about Love and Thunder. Don't get me wrong, there are things about it that I enjoyed, but those things definitely constitute spoilers.
Note: For those of you that stay through the credits, there are two scenes. Both of which give possibilities for the future of the next MCU phase. One I'm excited for, the other... not so much.
Originally posted on: https://emmaatthemovies.blogspot.com/2022/07/thor-love-and-thunder-movie-review.html

Paul Kellett (118 KP) rated The City of Kings in Tabletop Games
May 1, 2019
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.

tapestry100 (306 KP) rated Star Wars: Lords of the Sith in Books
Aug 8, 2017
Contains spoilers, click to show
I've been a huge Star Wars fan since I was a kid (I can remember going to see the very first Star Wars film in the theater), but I have never read one of the novels before. By the time that I realized there were SW novels out there, there were already so many published that I didn't know where to start to get caught up on them, so I just let them slide, and continued on enjoying the movies. With the establishment of the new Lucasfilm official canon, I decided to try giving some of the new books a try, as it seemed much more manageable this way, and Lords of the Sith had recently been released, so it seemed as good a place to start as any.
The planet of Ryloth is integral to the Empire as both a source of slave labor and the substance known as "spice" (this does bug me a little bit - come up with something that a little more original that doesn't sound like you lifted it directly from Dune), but the inhabitants of Ryloth want to be free. The "Free Ryloth" movement is created for that purpose; led by Cham and Isval, the movement has simply been trying to be a thorn in the Empire's side, but when they learn that both the Emperor and Darth Vader are personally coming to the planet, they see an opportunity to assassinate them both and watch the Empire dissolve as a result.
Of course, without even reading the book, you know that the Emperor and Vader are going to survive this story since they appear in Episodes IV-VI, so it's no surprise that they do survive the attack. What makes this book interesting is seeing their relationship and how they deal with being thrust into a situation that neither were anticipating. It's also interesting seeing a book written more from the point of view of the villains that the heroes. Kemp does a great job in fleshing out all of the characters, tho; Cham, Isval, and the other freedom fighters are just as realized as the Emperor and Vader, even tho they are not the main focus of the story. However, it's the relationship between the Emperor and Vader that is the real highlight of the book; seeing their interactions throughout the book and how that relationship is tested, it the real essence of the story, and Kemp does a great job making that relationship feel real.
The only true drawback that I would have to the book is actually getting to the main action of the book. We know that the Emperor and Vader are going to be trying to survive on Ryloth (this isn't spoilers, it's the whole point of the book), but actually getting them to the planet seems to take way too long. Practically half of the book is taken up with explaining aspects of the resistance unit, getting the Emperor and Vader to the planet, and finally the battle that forces them to crash land on the planet. I just kept wanting to jump ahead to when they finally arrive on the planet, as I knew that's when the story would really start moving. Once the action finally got going, however, the book was fantastic. It was interesting to see the Emperor and Vader's relationship in Vader's early days as a Sith.
I know a lot of people are discouraged by the decision to basically do away with the previously established Extended Universe books, but if this is what the future of the Star Wars fictional universe is going to look like, I'm OK with it.
Recommended, especially for Star Wars fans!
The planet of Ryloth is integral to the Empire as both a source of slave labor and the substance known as "spice" (this does bug me a little bit - come up with something that a little more original that doesn't sound like you lifted it directly from Dune), but the inhabitants of Ryloth want to be free. The "Free Ryloth" movement is created for that purpose; led by Cham and Isval, the movement has simply been trying to be a thorn in the Empire's side, but when they learn that both the Emperor and Darth Vader are personally coming to the planet, they see an opportunity to assassinate them both and watch the Empire dissolve as a result.
Of course, without even reading the book, you know that the Emperor and Vader are going to survive this story since they appear in Episodes IV-VI, so it's no surprise that they do survive the attack. What makes this book interesting is seeing their relationship and how they deal with being thrust into a situation that neither were anticipating. It's also interesting seeing a book written more from the point of view of the villains that the heroes. Kemp does a great job in fleshing out all of the characters, tho; Cham, Isval, and the other freedom fighters are just as realized as the Emperor and Vader, even tho they are not the main focus of the story. However, it's the relationship between the Emperor and Vader that is the real highlight of the book; seeing their interactions throughout the book and how that relationship is tested, it the real essence of the story, and Kemp does a great job making that relationship feel real.
The only true drawback that I would have to the book is actually getting to the main action of the book. We know that the Emperor and Vader are going to be trying to survive on Ryloth (this isn't spoilers, it's the whole point of the book), but actually getting them to the planet seems to take way too long. Practically half of the book is taken up with explaining aspects of the resistance unit, getting the Emperor and Vader to the planet, and finally the battle that forces them to crash land on the planet. I just kept wanting to jump ahead to when they finally arrive on the planet, as I knew that's when the story would really start moving. Once the action finally got going, however, the book was fantastic. It was interesting to see the Emperor and Vader's relationship in Vader's early days as a Sith.
I know a lot of people are discouraged by the decision to basically do away with the previously established Extended Universe books, but if this is what the future of the Star Wars fictional universe is going to look like, I'm OK with it.
Recommended, especially for Star Wars fans!

RəX Regent (349 KP) rated Star Wars: Episode VI – Return of the Jedi (1983) in Movies
Mar 7, 2019
The weakest...
Contains spoilers, click to show
This is often thought of as the weakest of the original trilogy, and whilst I would agree with that, that's not to say that it is bad. The phenomenon which had begun with"Star Wars", six years earlier was about to conclude, or so we thought, with Jedi.
The first film had pioneered the technology and concepts of which to present and achieve such a franchise in the 1970′s and '80′s, and "The Empire Strikes Back" is still the benchmark for part twos, but where this film falls down is that it has sacrificed narrative quality for Lucas' realisation that he could finally do what he wanted, without any hindrance from studios or production limitations.
He had the best of best in visual effects with his Industrial Light and Magic, and he had a vision which had remained unrealised in the previous two films, such as the so called failed Cantina scene in "Star Wars", which is presented here, only this time in the walls of Jabba's palace.
The first half I believe, is George Lucas' real film. Monsters and Muppets, pure fantasy as our heroes wrap up the events of the previous film, and make their daring escape from Jabba the Hutt. The second part is almost a separate film, focusing quite rightly on the Empire and the destruction of the second Death Star. But this plot is very matter of fact, and has no real charm or heart, just epic visuals and a theatrical sense.
Meanwhile, Han Solo and Princess Leia are leading a rebel assault on the forest moon of Endor, populated by the most annoying Muppets of all the dreaded Ewoks! The Ewoks must be one of cinema's greatest misjudgments, the first real misstep in Lucas' handling of the "Star Wars Saga"; but with the prequels and the constant tinkering with the originals, this was to be the thin end of the wedge.
Don't get me wrong, there are plot elements revolving around the Muppets which I liked, such as the nature vs. technology metaphor, but that doesn't excuse the Ewoks and nothing ever will! But elements such as the Speedbike chase and the final battle, all of it, the final Vader/Luke dual, the assault of the Death Star itself, and even the ludicrous Ewok assault, are excellent, visually stunning and exiting and it is enough to save this film from being bogged down by the bad.
And like I said, the money grabbing, almost narratively illiterate George Lucas has damaged and defamed his franchise with his constant tinkering, firstly with the Special Edition in 1997, and then with his Enhanced Special Edition in 2004 for the DVD release.
Lucas is a visionary and has done so much for the film industry and we should be grateful but in the end, he needs to stop milking this franchise, stop pretending that it is never finished, when he has finished it THREE times now and realise that the best of the original trilogy was directed and written by other people, all of which display more talent. Lucas is not a good director but he is a good producer and he has brought this franchise to the screen and the movie industry is better for it. But the Special Editions bring nothing important to the mix, with the exception of the finale, which does carry more scope that 1983 original.
Overall, the weakest of the "Star Wars Trilogy" is a fair assessment and at its worst, it's still leagues above any entry in the prequels, even the Episode III, which is the closest to this high standards of this series.
The first film had pioneered the technology and concepts of which to present and achieve such a franchise in the 1970′s and '80′s, and "The Empire Strikes Back" is still the benchmark for part twos, but where this film falls down is that it has sacrificed narrative quality for Lucas' realisation that he could finally do what he wanted, without any hindrance from studios or production limitations.
He had the best of best in visual effects with his Industrial Light and Magic, and he had a vision which had remained unrealised in the previous two films, such as the so called failed Cantina scene in "Star Wars", which is presented here, only this time in the walls of Jabba's palace.
The first half I believe, is George Lucas' real film. Monsters and Muppets, pure fantasy as our heroes wrap up the events of the previous film, and make their daring escape from Jabba the Hutt. The second part is almost a separate film, focusing quite rightly on the Empire and the destruction of the second Death Star. But this plot is very matter of fact, and has no real charm or heart, just epic visuals and a theatrical sense.
Meanwhile, Han Solo and Princess Leia are leading a rebel assault on the forest moon of Endor, populated by the most annoying Muppets of all the dreaded Ewoks! The Ewoks must be one of cinema's greatest misjudgments, the first real misstep in Lucas' handling of the "Star Wars Saga"; but with the prequels and the constant tinkering with the originals, this was to be the thin end of the wedge.
Don't get me wrong, there are plot elements revolving around the Muppets which I liked, such as the nature vs. technology metaphor, but that doesn't excuse the Ewoks and nothing ever will! But elements such as the Speedbike chase and the final battle, all of it, the final Vader/Luke dual, the assault of the Death Star itself, and even the ludicrous Ewok assault, are excellent, visually stunning and exiting and it is enough to save this film from being bogged down by the bad.
And like I said, the money grabbing, almost narratively illiterate George Lucas has damaged and defamed his franchise with his constant tinkering, firstly with the Special Edition in 1997, and then with his Enhanced Special Edition in 2004 for the DVD release.
Lucas is a visionary and has done so much for the film industry and we should be grateful but in the end, he needs to stop milking this franchise, stop pretending that it is never finished, when he has finished it THREE times now and realise that the best of the original trilogy was directed and written by other people, all of which display more talent. Lucas is not a good director but he is a good producer and he has brought this franchise to the screen and the movie industry is better for it. But the Special Editions bring nothing important to the mix, with the exception of the finale, which does carry more scope that 1983 original.
Overall, the weakest of the "Star Wars Trilogy" is a fair assessment and at its worst, it's still leagues above any entry in the prequels, even the Episode III, which is the closest to this high standards of this series.

Debbiereadsbook (1416 KP) rated Honey From the Lion (Love Across Time #2) in Books
May 7, 2019
beautifully written love story
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is the second book in the Love Across Time series, but you don't need to have read book one, Heroes For Ghosts, for this one to make sense. They are only related in that they both are time travel stories.
Laurie books himself a week on a dude ranch and on the first night there is caught in a snow storm along with a meteor shower. Waking up freezing, he manages to find himself in John's cabin, in 1891. John just wants to be left alone, to get on with his solitary life after the horrors of the war. Finding a freezing young man on his doorstep kind of throws him for a loop but the pair grow close. When Laurie gets caught in a storm again, and comes back to his time, he knows where he wants to be: with John. But how to get there?
I liked this, I liked this A LOT. Just one teeny weeny thing stopped it getting 5 stars, but I will come back to that.
Laurie is burnt out from work, and decides a dude ranch week is just the thing. First night there, he hears the legend of Old Joe and his little fox he found. Waking up in 1891, finding John and subsequently meeting the people in this legend, don't bother Laurie so much, as when he returns to his time. He KNOWS he needs to be with John, and when the lady on the ranch explains the legend PROPERLY, and what The Iron Mountain, the snow storms AND the meteor showers are said to do, Laurie knows, he KNOWS where he needs to be, and how to get there.
I loved that Laurie was almost totally UNphased by everything! He's like: Okay then! I went to sleep in 2018 and I woke up in 1891! Let's get on and live here! There wasn't really any panicking on his part, except when they went to town and Laurie was attacked, and I liked that he was all calm about everything.
I must admit, I thought he might have put the clues together about the legend before he did, but Laurie was enjoying his time with John. Teaching John all the pleasures he has missed up to now, even if it might get them killed. Coming back to his time, though, he sees it then.
It's not overly explicit, but it carries passion and love a plenty. Full of words and phrases of the time though. It takes time for Laurie and John to properly come together, and I liked being made to wait for it. It isn't a quick thing, them falling in love, it creeps up on them both and I loved that it did.
The only niggle I have is this: only Laurie has a say. I desperately wanted to hear from John, I really did. There were some important points that I needed to hear what he was thinking about, feeling, experiencing with Laurie, and he doesn't tell me. And if John had had a say, this would have been a 5 star read, I'm sure.
It's a beautifully written love story, this, don't mistake what I'm saying! It's just, I needed John, and I don't get him.
But even though only Laurie has a say, his voice is strong and clear and he grabbed me and did not let go. One sitting, 300 pages, two and a half hours, not a muscle moved off the sofa! Job done.
4 meteor stars, shooting across the sky.
**same worded review will appear elsewhere**
This is the second book in the Love Across Time series, but you don't need to have read book one, Heroes For Ghosts, for this one to make sense. They are only related in that they both are time travel stories.
Laurie books himself a week on a dude ranch and on the first night there is caught in a snow storm along with a meteor shower. Waking up freezing, he manages to find himself in John's cabin, in 1891. John just wants to be left alone, to get on with his solitary life after the horrors of the war. Finding a freezing young man on his doorstep kind of throws him for a loop but the pair grow close. When Laurie gets caught in a storm again, and comes back to his time, he knows where he wants to be: with John. But how to get there?
I liked this, I liked this A LOT. Just one teeny weeny thing stopped it getting 5 stars, but I will come back to that.
Laurie is burnt out from work, and decides a dude ranch week is just the thing. First night there, he hears the legend of Old Joe and his little fox he found. Waking up in 1891, finding John and subsequently meeting the people in this legend, don't bother Laurie so much, as when he returns to his time. He KNOWS he needs to be with John, and when the lady on the ranch explains the legend PROPERLY, and what The Iron Mountain, the snow storms AND the meteor showers are said to do, Laurie knows, he KNOWS where he needs to be, and how to get there.
I loved that Laurie was almost totally UNphased by everything! He's like: Okay then! I went to sleep in 2018 and I woke up in 1891! Let's get on and live here! There wasn't really any panicking on his part, except when they went to town and Laurie was attacked, and I liked that he was all calm about everything.
I must admit, I thought he might have put the clues together about the legend before he did, but Laurie was enjoying his time with John. Teaching John all the pleasures he has missed up to now, even if it might get them killed. Coming back to his time, though, he sees it then.
It's not overly explicit, but it carries passion and love a plenty. Full of words and phrases of the time though. It takes time for Laurie and John to properly come together, and I liked being made to wait for it. It isn't a quick thing, them falling in love, it creeps up on them both and I loved that it did.
The only niggle I have is this: only Laurie has a say. I desperately wanted to hear from John, I really did. There were some important points that I needed to hear what he was thinking about, feeling, experiencing with Laurie, and he doesn't tell me. And if John had had a say, this would have been a 5 star read, I'm sure.
It's a beautifully written love story, this, don't mistake what I'm saying! It's just, I needed John, and I don't get him.
But even though only Laurie has a say, his voice is strong and clear and he grabbed me and did not let go. One sitting, 300 pages, two and a half hours, not a muscle moved off the sofa! Job done.
4 meteor stars, shooting across the sky.
**same worded review will appear elsewhere**

Ryan Hill (152 KP) rated Guardians of the Galaxy (2014) in Movies
May 10, 2019
“You said it yourself bitch, we’re the Guardians of the Galaxy”
The Marvel marathon continues. We started with the story of a soldier out of time. Now we move on to the tale of a group of losers having to learn not to kill each other and maybe, just maybe, becoming friends along the way. Guardians of the Galaxy I view as the movie that fully cemented Marvel Studios as the powerhouse we know today. The popularity of Iron Man and Thor spiked after their respective films, but I'm gonna guess if you pulled someone random off the street and asked them who either character was before their movies were released, they could probably at least tell you who they are. Now, not too far separated from the humongous success of The Avengers, here comes Marvel with a film about characters next to no one, not even some avid fans of comics, knew existed. And wouldn't you know, five years after Guardians came out and made Groot a household word, it's still one of their best films Marvel has made.
Guardians of the Galaxy almost off the bat confronts two major complaints I hear about Marvel flicks. First, that they don't look cinematic. Call it the "TV show aesthetic." Moderately flat shots, muted colors, forgettable music, etc. Second, that they're too heavy on witty banter and don't leave enough room for genuinely meaty substance. In regards to the first point, this film looks gorgeous. The color palette and cinematography are both creative and have an absolute blast with the concept of creating a grandiose space opera with equal parts charm and toilet humor. Each planet has its own distinct decor and aliens. Gunn managed to create a fleshed-out, lively, and unique galaxy. In regards to the second point, while there is all sorts of banter to be found throughout, including a Jackson Pollock cum joke, Guardians of the Galaxy has to have the biggest heart out of any film in the MCU. The movie is a full measured ton of fun, but it tugs at the heartstrings in a way few modern blockbusters have been able to achieve.
Four of the five Guardians have something in their life that lead to great tragedy. Peter and Drax lost family very close to them. Gamora and Rocket were tortured and bred to be bloodthirsty warriors. But then, there's Groot. Sweet, unassuming Groot. A beast in battle, but a gentle giant otherwise. His existence seems simple. He eats a leaf off of his shoulder, he drinks water straight from a fountain, and he's more than willing to grow and give a flower to a small girl. He's perhaps the closest we have to a lead character who is wholly happy. The Guardians all start off as renegades, loners, folks reasonably hardened by lives that have enjoyed fucking them over. We get to see them by the end of the film not just grow into heroes, but friends and good people. I am Groot. You are Groot. We are Groot.
Marvel took a big gamble with this movie, but it payed off so absurdly well. The humor is great, the characters even better, and the atmosphere equal parts fun and emotional. Guardians of the Galaxy stands out in the sea of superhero films as a movie that wears its heart on its sleeve. It's weird, but it's damn proud of the fact that it is. Maybe it's alright to be a loser. The world could use a few more losers to help us along the way of life. I think what I'm trying to get down to is this: It was polite of James Gunn to make a movie to go along with his sick mixtape.
Guardians of the Galaxy almost off the bat confronts two major complaints I hear about Marvel flicks. First, that they don't look cinematic. Call it the "TV show aesthetic." Moderately flat shots, muted colors, forgettable music, etc. Second, that they're too heavy on witty banter and don't leave enough room for genuinely meaty substance. In regards to the first point, this film looks gorgeous. The color palette and cinematography are both creative and have an absolute blast with the concept of creating a grandiose space opera with equal parts charm and toilet humor. Each planet has its own distinct decor and aliens. Gunn managed to create a fleshed-out, lively, and unique galaxy. In regards to the second point, while there is all sorts of banter to be found throughout, including a Jackson Pollock cum joke, Guardians of the Galaxy has to have the biggest heart out of any film in the MCU. The movie is a full measured ton of fun, but it tugs at the heartstrings in a way few modern blockbusters have been able to achieve.
Four of the five Guardians have something in their life that lead to great tragedy. Peter and Drax lost family very close to them. Gamora and Rocket were tortured and bred to be bloodthirsty warriors. But then, there's Groot. Sweet, unassuming Groot. A beast in battle, but a gentle giant otherwise. His existence seems simple. He eats a leaf off of his shoulder, he drinks water straight from a fountain, and he's more than willing to grow and give a flower to a small girl. He's perhaps the closest we have to a lead character who is wholly happy. The Guardians all start off as renegades, loners, folks reasonably hardened by lives that have enjoyed fucking them over. We get to see them by the end of the film not just grow into heroes, but friends and good people. I am Groot. You are Groot. We are Groot.
Marvel took a big gamble with this movie, but it payed off so absurdly well. The humor is great, the characters even better, and the atmosphere equal parts fun and emotional. Guardians of the Galaxy stands out in the sea of superhero films as a movie that wears its heart on its sleeve. It's weird, but it's damn proud of the fact that it is. Maybe it's alright to be a loser. The world could use a few more losers to help us along the way of life. I think what I'm trying to get down to is this: It was polite of James Gunn to make a movie to go along with his sick mixtape.

Ryan Hill (152 KP) rated Justice League (2017) in Movies
May 27, 2019
"They said the age of heroes would never come again."
As a huge fan of Zack Snyder's first two efforts inside the DCEU and Patty Jenkins wonderful Wonder Woman, my expectations for Justice League were pretty much through the roof. After the mediocre buzz that it got and all the stuff that happened behind the scenes, I was a little skeptical but still very excited, but after getting out of the theater, one word really just describes how I felt; disappointed.
One of the most wonderful things about the huge explosion of comic book movies has brought, to me personally, is being able to see the comics/cartoons that I grew up on, be brought to life on the big screen. The Justice League animated series was my one of my favorite shows as a kid and seeing seeing them come to screen brought joy to my eyes, and was something of a dream come true and that's the one major point I can give to the film as a whole.
My biggest disappointment in the film is actually Warner Brothers. They are a big bunch of idiots, to be honest. If they would've left Snyder to take his time and actually hired someone who Snyder wanted, the film would've been so much better. It's a sad fact when you can obviously tell which scenes were Snyder's and which were Whedon's. I actually loved every part of the film that you could tell was Zack's; it felt passionate and like it was coming from a fan. Whedon gave shitty one-liners and basically made me feel like I was watching a TV-movie.
A major component to why I actually liked the film was the action. It left me satisfied and I was rooting for them to just kickass and look cool doing it, because when you look at the classic "Justice League" stories, that's basically what it was. But even though the action was pretty stellar; I'm so mad at the fact of Steppenwolf looked so fake and like some of the worst CGI I've ever seen; so it mad the fights a little weak when it looks like the team is fighting a green screen. Also, the last 30-ish minutes kinda saved it for me. It was really "epic" and it felt really pure, I guess is the right word.
The cast. Oh my god the cast was so freaking good. Marvel Studios gets it right a lot of the time, but damn DC you won this one. Ezra Miller & Jason Momoa stood out like a sore thumb at how much better they were. They were so charismatic, yet intense, and altogether just right at place in their characters. Ben Affleck I'm so sorry that Whedon choose to mess you up. Affleck was stellar in BvS yet here, he felt dull and not the Batman I know he could be. Gal Gadot & Ray Fisher were both pretty good, but Gadot felt a little like she was but in the backseat, for sure reason. Henry Cavill though, he was kinda good? I couldn't really tell because half the time he looked like CGI, but I'm sure I'll get over it.
Even though there are some major problems I have with the film; Whedon, crappy CGI, and easily way too short for it too work, Zack Snyder's Justice League still works its way into my enjoyment field and I can see myself watching it further down the line. I definitely hope WB can release a longer, and more put together version, because what we got didn't live up to the hype I had for it.
One of the most wonderful things about the huge explosion of comic book movies has brought, to me personally, is being able to see the comics/cartoons that I grew up on, be brought to life on the big screen. The Justice League animated series was my one of my favorite shows as a kid and seeing seeing them come to screen brought joy to my eyes, and was something of a dream come true and that's the one major point I can give to the film as a whole.
My biggest disappointment in the film is actually Warner Brothers. They are a big bunch of idiots, to be honest. If they would've left Snyder to take his time and actually hired someone who Snyder wanted, the film would've been so much better. It's a sad fact when you can obviously tell which scenes were Snyder's and which were Whedon's. I actually loved every part of the film that you could tell was Zack's; it felt passionate and like it was coming from a fan. Whedon gave shitty one-liners and basically made me feel like I was watching a TV-movie.
A major component to why I actually liked the film was the action. It left me satisfied and I was rooting for them to just kickass and look cool doing it, because when you look at the classic "Justice League" stories, that's basically what it was. But even though the action was pretty stellar; I'm so mad at the fact of Steppenwolf looked so fake and like some of the worst CGI I've ever seen; so it mad the fights a little weak when it looks like the team is fighting a green screen. Also, the last 30-ish minutes kinda saved it for me. It was really "epic" and it felt really pure, I guess is the right word.
The cast. Oh my god the cast was so freaking good. Marvel Studios gets it right a lot of the time, but damn DC you won this one. Ezra Miller & Jason Momoa stood out like a sore thumb at how much better they were. They were so charismatic, yet intense, and altogether just right at place in their characters. Ben Affleck I'm so sorry that Whedon choose to mess you up. Affleck was stellar in BvS yet here, he felt dull and not the Batman I know he could be. Gal Gadot & Ray Fisher were both pretty good, but Gadot felt a little like she was but in the backseat, for sure reason. Henry Cavill though, he was kinda good? I couldn't really tell because half the time he looked like CGI, but I'm sure I'll get over it.
Even though there are some major problems I have with the film; Whedon, crappy CGI, and easily way too short for it too work, Zack Snyder's Justice League still works its way into my enjoyment field and I can see myself watching it further down the line. I definitely hope WB can release a longer, and more put together version, because what we got didn't live up to the hype I had for it.

BackToTheMovies (56 KP) rated Fear Clinic (2014) in Movies
Jun 12, 2019 (Updated Jun 12, 2019)
A Horror Movie That Makes You Think!
The film revolves around a shooting that takes place in a diner that traumatizes a group of survivors who check themselves into the Fear Clinic, a clinic run by Dr.Andover a man who has created a unique way of treating phobia's using a revolutionary new technology called the fear chamber. The fear chamber works by re-animating your worst fears into hallucinations so you can combat your fear face to face. However within the story the fears start manifesting themselves in the real world and this new technology that Dr.Andover has created is slowly opening up a doorway to allow fear incarnate to wreak havoc on the patients of the clinic.
Fear Clinic has an incredibly strong cast line up with Robert Englund (Nightmare on Elm Street) reprising his role as Dr.Andover, Thomas Dekker (Heroes) as Blake, Fiona Dourif (Curse of Chucky) as Sara a survivor of the diner shooting, Angelina Armani (Chromeskull 2) as another survivor Caylee and Corey Taylor in his first ever acting role as Bauer a porter at the clinic. Joining this stellar cast are a whole host of other amazing talent including Brandon Beemer, Cleopatra Coleman, Kevin Gage and Felisha Tirrell.
The movie as a whole was incredibly strong, what started off as an incredibly slow build up actually built the story up rather nicely and gave us some in depth character building and information, it is rare to see a good character build in indy horrors but Fear Clinic did it maybe even too much at times. Either way the second half of the movie eclipses the first by a long shot, once the story is set the action begins and with Bob Kurtzman and Steve Johnson behind the SPFX team the excitement and effects do not disappoint. As fear incarnate slowly starts to develop in the real world the SPFX team has amazingly brought this character to life taking on a persona that was unsettling to watch (Minus the visible bald cap on Robert Englund's head). The intro to the movie however slow always had a creepy and uncomfortable vibe, almost putting you in the clinic itself, testing your nerves, straining your ability to relax and always putting you on edge for what is about to come. It was a great touch and full credit to the team for drawing it out over the films duration without letting go of that emotion.
The film contains deep undertones and emotional depth in terms of people's fears and phobia's but there are some points within the movie that need to be tightened up a bit. Certain scenes need explaining more and as fear incarnate starts to manifest itself the build up and gore is lacking within the story so even thou the creature looks amazing, it doesn't strike fear into the audience which is a shame as now the audience is isolated from the story. Never the less the movie flows nicely and as it stands its a great introduction to a franchise but it does feels quite rushed in places and action is scarce in places as the build up is painstakingly drawn out, hopefully this is tightened up for the DVD release version or Director's cut.
Convoluted in places but a movie that stands higher than most Horror's that are being released at the present, a new generation of cerebral Horror. A movie that will make you think rather than spaced out watching the screen, a movie that when finished you'll rewind to make the jigsaw pieces fit. A very smart movie.
If you're used to watching Horror movies with a vacant mind then you will be disappointed with Fear Clinic, it's time to engage your brain, the Fear Clinic is open for business.
FEAR ON!
Fear Clinic has an incredibly strong cast line up with Robert Englund (Nightmare on Elm Street) reprising his role as Dr.Andover, Thomas Dekker (Heroes) as Blake, Fiona Dourif (Curse of Chucky) as Sara a survivor of the diner shooting, Angelina Armani (Chromeskull 2) as another survivor Caylee and Corey Taylor in his first ever acting role as Bauer a porter at the clinic. Joining this stellar cast are a whole host of other amazing talent including Brandon Beemer, Cleopatra Coleman, Kevin Gage and Felisha Tirrell.
The movie as a whole was incredibly strong, what started off as an incredibly slow build up actually built the story up rather nicely and gave us some in depth character building and information, it is rare to see a good character build in indy horrors but Fear Clinic did it maybe even too much at times. Either way the second half of the movie eclipses the first by a long shot, once the story is set the action begins and with Bob Kurtzman and Steve Johnson behind the SPFX team the excitement and effects do not disappoint. As fear incarnate slowly starts to develop in the real world the SPFX team has amazingly brought this character to life taking on a persona that was unsettling to watch (Minus the visible bald cap on Robert Englund's head). The intro to the movie however slow always had a creepy and uncomfortable vibe, almost putting you in the clinic itself, testing your nerves, straining your ability to relax and always putting you on edge for what is about to come. It was a great touch and full credit to the team for drawing it out over the films duration without letting go of that emotion.
The film contains deep undertones and emotional depth in terms of people's fears and phobia's but there are some points within the movie that need to be tightened up a bit. Certain scenes need explaining more and as fear incarnate starts to manifest itself the build up and gore is lacking within the story so even thou the creature looks amazing, it doesn't strike fear into the audience which is a shame as now the audience is isolated from the story. Never the less the movie flows nicely and as it stands its a great introduction to a franchise but it does feels quite rushed in places and action is scarce in places as the build up is painstakingly drawn out, hopefully this is tightened up for the DVD release version or Director's cut.
Convoluted in places but a movie that stands higher than most Horror's that are being released at the present, a new generation of cerebral Horror. A movie that will make you think rather than spaced out watching the screen, a movie that when finished you'll rewind to make the jigsaw pieces fit. A very smart movie.
If you're used to watching Horror movies with a vacant mind then you will be disappointed with Fear Clinic, it's time to engage your brain, the Fear Clinic is open for business.
FEAR ON!

Alice (12 KP) rated The Aeronaut's Windlass in Books
Jul 3, 2018
5 Stars - fabulously steampunk novel set high in the sky
The Aeronaut’s Windlass has been something I’ve had for a few months but I’ve been putting it off and putting it off as I didn’t like the authors other first book Storm Front, book 1 of the The Dresden Files. My fiancé has been telling me to read it over and over again and I’ve always put it off after a bad start to Dresden, however, a Facebook group I’m part of told me to read it and gave me several reasons why.
First and foremost, The Aeronaut’s Windlass is steampunk!
Secondly, cats. Talking cats.
And finally there’s aeronauts.
The book opens in what, at first glance, appears to be a regency novel – cue derision and disbelief – until one of the main characters Gwen Lancaster threatens a warrior born with an etheric gauntlet.
Ether is something that is mentioned often in this book and during the various trips of the main characters, it is shown in various forms.
Our main characters revolve around the following:
Gwen Lancaster – heir to the Lancaster fortune and crystal factory. Guard in the Spirearch’s Guard.
Benedict Sorellion-Lancaster – warrior born guard in the Spirearch’s Guard.
Bridget Tagwynn – cat girl and only child of the head of the Tagwynn family.
Captain Francis Madison Grimm – disgraced Fleet officer and captain of the merchant class ship AMS Predator an aeronautical ship.
Rowl – kit to Maul of the Silent Paws.
The premise of The Aeronaut’s Windlass is the aeronautical prowess of the Spires, a tall building that towers above the surface of Earth, designed in a general diamond shape with the key head houses at each compass point and the Spirearch smack in the middle. The Spires in focus are Spire Albion and Spire Aurora; a rival Spire with a penchant for warmongering. The book follows Gwen and Bridget as they train to become members of the Spirearch’s Guard, with Benedict – Gwen’s cousin – doing some extra training on the side. There’s an accidental duel and it’s from here that our story really starts; there’s an explosion and the Spire starts to collapse around them. Our intrepid heroes work together to save a fellow trainee and end up on the wrong end of a potentially deadly situation and the war starts.
The rest of the book is wonderfully described and there’s plenty of sky time for the pilot-at-heart in us all. There’s talking cats that are so well written you can plainly imagine your pet cat having that much disdain for you but really loving you with his whole heart; Rowl, in particular gives off the standard cat disdain but he’s also amazingly human in an odd way. There’s a few odd main secondary characters – Master Ferus and Folly – both of whom are integral to the story as a whole and both of whom are etheralists and a little odd.
There’s war, battles in the sky and dire situations, there’s treachery secrets and death galore; and there’s a history between a lot of the characters to make your eyebrows raise and your brain twitch in disbelief.
As originally stated I was quite reluctant to read Windlass but I really enjoyed the storyline as a whole, the characters were amazingly human/humanised – even the ones who aren’t – Bridget was my favourite, she was so unbelievably awkward in everything that she did but she was so sweetly written that she was entirely relatable.
I see sometimes that steampunk novels are written with the wrong tone of voice – when you hear steampunk you think Victorian and I’ve read sometime books classified as steampunk that weren’t in any way. Windlass didn’t have this issue and it was written perfectly for the genre.
Brilliantly done and I look forward to the sequel <i>The Olympian Affair.</i>
The Aeronaut’s Windlass has been something I’ve had for a few months but I’ve been putting it off and putting it off as I didn’t like the authors other first book Storm Front, book 1 of the The Dresden Files. My fiancé has been telling me to read it over and over again and I’ve always put it off after a bad start to Dresden, however, a Facebook group I’m part of told me to read it and gave me several reasons why.
First and foremost, The Aeronaut’s Windlass is steampunk!
Secondly, cats. Talking cats.
And finally there’s aeronauts.
The book opens in what, at first glance, appears to be a regency novel – cue derision and disbelief – until one of the main characters Gwen Lancaster threatens a warrior born with an etheric gauntlet.
Ether is something that is mentioned often in this book and during the various trips of the main characters, it is shown in various forms.
Our main characters revolve around the following:
Gwen Lancaster – heir to the Lancaster fortune and crystal factory. Guard in the Spirearch’s Guard.
Benedict Sorellion-Lancaster – warrior born guard in the Spirearch’s Guard.
Bridget Tagwynn – cat girl and only child of the head of the Tagwynn family.
Captain Francis Madison Grimm – disgraced Fleet officer and captain of the merchant class ship AMS Predator an aeronautical ship.
Rowl – kit to Maul of the Silent Paws.
The premise of The Aeronaut’s Windlass is the aeronautical prowess of the Spires, a tall building that towers above the surface of Earth, designed in a general diamond shape with the key head houses at each compass point and the Spirearch smack in the middle. The Spires in focus are Spire Albion and Spire Aurora; a rival Spire with a penchant for warmongering. The book follows Gwen and Bridget as they train to become members of the Spirearch’s Guard, with Benedict – Gwen’s cousin – doing some extra training on the side. There’s an accidental duel and it’s from here that our story really starts; there’s an explosion and the Spire starts to collapse around them. Our intrepid heroes work together to save a fellow trainee and end up on the wrong end of a potentially deadly situation and the war starts.
The rest of the book is wonderfully described and there’s plenty of sky time for the pilot-at-heart in us all. There’s talking cats that are so well written you can plainly imagine your pet cat having that much disdain for you but really loving you with his whole heart; Rowl, in particular gives off the standard cat disdain but he’s also amazingly human in an odd way. There’s a few odd main secondary characters – Master Ferus and Folly – both of whom are integral to the story as a whole and both of whom are etheralists and a little odd.
There’s war, battles in the sky and dire situations, there’s treachery secrets and death galore; and there’s a history between a lot of the characters to make your eyebrows raise and your brain twitch in disbelief.
As originally stated I was quite reluctant to read Windlass but I really enjoyed the storyline as a whole, the characters were amazingly human/humanised – even the ones who aren’t – Bridget was my favourite, she was so unbelievably awkward in everything that she did but she was so sweetly written that she was entirely relatable.
I see sometimes that steampunk novels are written with the wrong tone of voice – when you hear steampunk you think Victorian and I’ve read sometime books classified as steampunk that weren’t in any way. Windlass didn’t have this issue and it was written perfectly for the genre.
Brilliantly done and I look forward to the sequel <i>The Olympian Affair.</i>