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Naval Creed:Warships
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●Description● Naval Creed is a naval-battle-themed TPS game with 360° free perspective 3D...

SPORT1: Liveticker, Live News, Videos & Ergebnisse
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Die SPORT1 News App ist das beste mobile Sporterlebnis: News, Top-Videos, Liveticker u.v.m. aus der...

DRAGON QUEST V
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******************** This grand adventure, unfolding over three generations, is now available to...

Adventure Time Game Wizard - Draw Your Own Adventure Time Games
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"Truly innovative and potentially infinite, Adventure Time Game Wizard is an essential purchase for...

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 (1449 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.