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Kristy H (1252 KP) rated Final Girls in Books

Jan 21, 2018  
Final Girls
Final Girls
Riley Sager | 2017 | Fiction & Poetry
5
8.0 (26 Ratings)
Book Rating
Disappointing, especially after all the hype
In college, Quincy Carpenter goes on vacation to a remote cabin (Pine Cottage) with a group of friends and ends up being the lone survivor to a massacre. The horrific event puts Quincy in the "Final Girls club"--so deemed by the press--a group of women who are also lone survivors of other similar massacres. Lisa survived a bloodbath at her sorority house and Samantha a brutal attack at a motel. The women have never met, but Quincy and Lisa have spoken on the phone. They all share two things--being a "final girl"--and trying to move on with their lives. And Quincy is really trying. With the help of Xanax, she has a successful baking blog and a good relationship with her understanding boyfriend, Jeff. But Quincy's attempts at moving past Pine Cottage are derailed when she receives a call that Lisa has died, found with her wrists cut in her bathtub. Shortly after, Samantha shows up at Quincy's apartment. Reporters are breathing down Quincy's neck and between Samantha and the press, Quincy feels forced to confront the past she's tried so hard to leave behind. But once she does, what will she really discover?

I had really high expectations for this novel, as the "first great thriller of 2017" blurb from Stephen King is prominently placed on the cover, and its been highly reviewed in a variety of magazines. Maybe I'm just a cynical soul, but it just didn't live up to the hype. For about the first 3/4 of the book, I just couldn't get into it, and I almost decided not to finish it. I actually started and finished another book between starting (and finishing) this one. The book switches between present day and flashbacks to Pine Cottage; the Pine Cottage portions were far more intriguing, and I just kept wanting to flip forward to those pieces.

Thankfully, the last fourth or so of this novel is much better: things pick up, the various parts come together in fairly dramatic fashion, and the story grows much more tense and hard to put down. It's the last portion of the book that makes it difficult to give it a truly negative review, even if I did find a few parts of it a tad unbelievable.

Indeed, you definitely have to suspend disbelief a bit for this one. Quincy is a pretty good character herself, but once Sam arrives, she sends Quincy on a path that is just hard to stomach. Quincy's reactions to Samantha and the actions she takes once she arrives irked me and often, I found them almost implausible. (Also, how gullible and unaware was Jeff?) Samantha was an unlikable character and she seemed to cloud everything she touched.

So, overall, I was a little disappointed by this one. I had to slog through a lot to get to the payout at the end and even then, it all seemed a little crazy and hard to buy. I liked Quincy well-enough, but no other characters in the novel were of much redeeming, or interesting, value. The story was fairly engaging, especially at the end, but not the shocking, amazing novel I'd hoped for. Alas. On to the next one! (And most people loved this, so take my review with a grain of salt!)
  
Shadow Kingdoms of Valeria
Shadow Kingdoms of Valeria
2021 | Dice Game, Fantasy
As you’ve read in our previous reviews, we are BIG fans of the Valeria-verse games. Whether we have to recruit adventurers for quests, build a thriving village, or traverse the lands to protect its people from various Monsters, we are all about this realm. For this newest installation in the series, the tables have been flipped on us – because doesn’t it get tiring always being the ‘good guys’? Shadow Kingdoms of Valeria allows players to embrace their inner dark side and fight back against these ‘heroes’ to reclaim dominance over the lands. Sometimes, it just feels good to be bad!

Shadow Kingdoms of Valeria is a game of worker placement and dice drafting/pool building in which players are trying to amass the most VP by the end of the game. Played over a series of rounds, players will take turns moving their Warden, drafting dice, and performing various actions. To setup, place the main board in the center of the play area. Shuffle and place the Battle Plan deck, Award cards, and Champion decks in their corresponding locations. Fill the dice bag with the requisite number of dice for your player count, and draw/roll/place the listed number of dice in each of the 5 Shrines (areas) of the main game board. A specified number of Gems are placed in the appropriate Shrine, and each player places their score marker on the 0 space of the score track. Each player receives a player board, random Campaign Map, Warden and Conquest Markers in their chosen color, as well as markers for Gold, Influence, and Magic. Choose a starting player, and the game is ready to begin! The setup for a 2-player game is pictured below.

On your turn, you will move your Warden from its current location to one of the other 5 locations on the board. Whichever location you choose dictates what actions you may take this turn, and are as follows: Gem Shrine, Magic Shrine, Champions Shrine, Gold Shrine, Tactics Shrine, or your own Camp. When placing your Warden at any location (with the exception of your own Camp), you will first select one of the dice found at that Shrine and place it on an open space of your player board. You may not move to a Shrine if it has no dice! After taking a die, you may perform the action associated with your chosen location. The Gem Shrine allows you to take 1 Gem, which can be used to manipulate dice in future turns. At the Magic Shrine, you may gain 2 Magic or claim 1 Award card. Magic can be spent in the game to manipulate dice or partially refresh the Champion/Battle Plan decks, and Award cards give you VP and can be claimed once you have met their requisite conditions. The Champions Shrine grants you the opportunity to buy a Champion card. Champions can provide either Immediate, Ongoing, or End-Game effects. The Gold Shrine allows you to gain Gold (used to purchase Champions and Battle Plans), and the Tactics Shrine allows you to buy a Battle Plan to be placed in your reserve on your player board.

The final location, your own Camp, is on your player board. When you place your Warden here, you are committing to perform a Battle. To do so, select which Battle Plan you wish to complete (either from your reserve, or pay Gold to buy directly from the Battle Plan line), and place it on your player board. All Battle Plans have certain dice requirements that need to be met in order to be completed. Select and manipulate which dice you want to use for your chosen Battle Plan, and add up your total Strength. Compare your Strength to your Influence marker – the lower of the two will be your total strength for this battle. Check the chart on your player board to find the number of VP you earn for the total Strength level achieved in the Battle, and immediately move your score marker the appropriate number of spaces. After performing a Battle, you get to level up your player board. During the game setup, each player receives 10 Conquest Markers that are housed on their player board, blocking/locking certain bonuses, abilities, and dice slots. After a Battle, you may remove 1 Conquest Marker from your player board (granting you a new bonus/ability for future turns), and place it on your Campaign Map. Campaign Maps have nine different slots that will grant you differing rewards. Once you have moved your Conquest Marker, return all dice used in this Battle to the dice bag, and move your completed Battle Plan card to the side of your player board. Your turn then ends and the game moves to the next player.


The game continues in this fashion, with players moving their Wardens, collecting dice, and performing actions, until one player has completed their 7th Battle Plan. The round continues until all players have had an equal number of turns, and then players add up any remaining VP. The player who has accumulated the most VP is then declared the winner!

It really should come as no surprise to you that I love this game. Beyond just the Valeria-verse theme, though, the gameplay is more strategic than I originally thought. Yes, it’s a worker placement and dice drafting game, but the underlying strategy is really what makes it great. You see, the dice in the game have 3 different elements that affect your strategy. First is the color: each color matches a Faction, and different Factions are required to complete specific Battle Plans. Next, is the actual die value: you want higher numbers to get a higher Strength, which equates to more VP when completing Battle Plans. And lastly is the discount: depending on the face value of the die, you will receive a discount towards purchasing Champions, Battle Plans, or collecting gold. The lower the face value of the die, the higher the discount, and vice versa. So yeah, maybe taking a 1 value die won’t really help in the Battle Plan, but the amount of gold it allows you to collect might be worth it. You have those 3 things to consider for dice alone! And that doesn’t even take into account which Champions you might want to buy, or what Battle Plans would be beneficial to you.

Another neat strategic element are the Conquest Markers on your player board. Everyone starts with the same number/placement of Conquest Markers, but as the game progresses, players may resolve them in various ways. There is no ‘correct’ order in which to move Conquest Markers – it all comes down to your strategy. Maybe you want more dice right off the bat, so you remove those first. Or maybe you want to be able to reserve more than 1 Battle Plan at a time, so you go for that one. It’s going to be different for every player, and it’ll be different every game. It all depends on the layout of the main board, and which dice and actions are available to you at any given time. There are so many strategic considerations throughout the entire game, and it keeps all players actively engaged.

Components. No surprise here, but the component quality is great, which is to be expected of Daily Magic Games. The cardboard is all thick and chunky, the wooden tokens nice and sturdy, and the cards are easy to manipulate and clear to read. The artwork is, in my opinion, one of the greatest things about the Valeria games, and Shadow Kingdoms is no exception. When getting the game set up, sometimes I find myself just looking through the cards and really appreciating the artwork. So all in all, great production quality here.

Does Shadow Kingdoms of Valeria climb the ranks to my favorite Valeria game? Not quite, but I have to say honestly that it’s getting there. The gameplay is solid and straightforward, the strategic implications are vast, and the components make the game feel awesome. And to get the Monster perspective in this universe is a neat twist that I otherwise would not really have thought of. If you’re a fan of the Valeria games, definitely check this one out. Or if you’re just a fan of worker placement, with some unique elements of drafting, then I highly recommend this one as well. Purple Phoenix Games gives it a mighty 5 / 6. Check it out. I don’t think you’ll be disappointed.
  
Resident Evil: Revelations
Resident Evil: Revelations
Action/Adventure
Following the disappointing fan response to Resident Evil 6 and Resident Evil: Operation Raccoon City, Capcom has taken a page from the past to present one of the more enjoyable Resident Evil games in recent memory. Resident Evil: Revelations first saw life as a Nintendo 3 DS game which now has been polished up and released it for the PlayStation 3, Xbox 360, and Wii U gaming systems.The game does not acquire any previous experience with the resident evil series although the story is set approximately between Resident Evil 4 and 5.

Playing as Jill Valentine to start players must navigate and explore various locales as they attempt to locate Jill’s missing partner Chris. The game is broken down into chapters and in some chapters players will play as Chris when aspects of the storyline are told in a nonlinear fashion.
Although this sounds confusing it’s a very clever way of advancing the story without giving too much away. Players are given a scenario and then in a future mission, there given the opportunity to fill in the blanks and discover how the later or past events transpired.

The game uses an over the shoulder perspective which although a third person survival horror shooter, the game effectively mixes various styles of play as players may go to a first-person mode should they feel the need.

This is not a straight run and gun game; instead players have to use a device known as Genesis in order to scan rooms to find clues as well as much-needed objects such as keys and ammunition. Of course scanning enemies is always a good idea I just suggest that players do that only after dispatching them.

The game does have its share of puzzles that must be solved as players have to do things such as hack electrical boxes in order to gain access to various locales. Although this at times slows down the flow of the game it does provide a break from the action at times when it is most needed.

Keep in mind this was originally designed for handheld control system of the game is very streamlined and effective. Players can change weapons easily and I was able to navigate the map without any real problems aside from the fact that most of the game occurs within a very dark setting and occasionally requires you to hug the wall in order to find your way around obstacles.

Combat is very simple where you simply raise the weapon and fire your shots or toss a grenade or exploding decoy at your intended victims. While very creepy most of the enemies I encountered move very slowly and tended to have a very linear and predictable attack path. I found that firing my weapon and back stepping and using object such as table between us while reloading usually was more than sufficient to dispatch them with little to no threat.

The only times I really was challenged were moments when I was forced to be stationary or encounter enemies with no weapon available to me. The game does offer three gameplay settings so you can find one that works best for you. I left it on Normal during my review sessions.

The game’s graphics are dated and while enhanced for consoles they are coming from a handheld environment so players expecting state-of-the-art graphics are going to be out of luck.

That being said the storytelling was very enjoyable and I found myself being quickly immersed into the game more so than I had at any point in the previous two Resident Evil games.

There is also an online Raid mode for two players team up to take on waves of incoming bad guys which adds an enjoyable new dimension to the game as well as an extra level of replayability.

The voice acting game is solid and really helps propel the characters although some of the lines are stuff that B-movie cheese has made legendary.
That being said, the game definitely has a lot going for it as a must own for fans of the series or for anybody looking for a return to the basics that made the franchise what it is today.

http://sknr.net/2013/05/31/resident-evil-revelations/
  
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MaryAnn (14 KP) rated Storm Proof in Books

Nov 4, 2019  
Storm Proof
Storm Proof
Carol McLeod | 2019 | Mind, Body & Spiritual, Religion
8
7.0 (2 Ratings)
Book Rating
Go “storm chasing” through the pages of the greatest Book ever written! What storm has blown into your circumstances? Are you—or someone you love—suffering from the trauma of plans that have been washed away, relationships that have been uprooted, or security that has been devastated? Many believers have been known to ask, “God, where are You in this storm?” or, “Lord, did You send this storm into my life?” Just what does a believer do during a stormy season? StormProof: Weathering Life’s Tough Times tackles these and other tumultuous questions. Author Carol McLeod is a storm survivor—more than that, a victor—over infertility, depression, and cancer. She understands the spiritual, emotional, and physical challenges of the trials we face in our lives. A gifted Bible teacher, she provides “life preservers” of hope and faith through the eternal, practical wisdom found only in God’s Word. By examining key storms in the Bible, and the lives of those affected by them, Carol guides you to uncommon comfort for your own storms, offering the shelter of hope, joy, and faith. In StormProof, you will step out of the boat to walk the waves with Peter, knowing that Jesus always comes to be with you in the midst of your storms; you will be rocked aboard a wind-driven ship with the apostle Paul, in danger of being smashed against the rocks, but be preserved by God’s power; you will watch the gathering storm clouds with Noah, holding on to faith in God’s purposes. You will also experience Jonah’s self-inflicted tempest while affirming God’s unconditional love, sit in silence with Job and ponder his questions about the greatest storm of testing, and huddle with the disciples as their boat is swamped by surging waves—only to hear Jesus’s eternal words, “Peace, be still.” You will also hear about storms of harsh circumstances that others from recent history have encountered and overcome. Storms are common in every season of life. Yet, for a believer in Christ, the damage such storms cause can be contained, depending on how we navigate their tumultuous waves. There is a way—a triumphant way—to encounter the fierce gales of life and then exit the tempests with strength and resilience. There is a definitive way to walk through the most devastating of circumstantial tornadoes and emerge with grace, empowered for the future. There is a way to be StormProof.



My Thoughts: We all go through storms in our lives, some may be a little drizzle and others may be a category 5 hurricane. Either way, we can make choices on how to deal with them. In "Storm Proof" written by Carol McLeod, the author takes us through various types of storms. In each one she gives Biblical answers and personal illustrations to give the reader the strength they may require for each type of storm.


As a 'hurricane 5" storm survivor ( I nearly lost my life to a brain infection; 5 months of rehabilitation to learn to walk again as well as other relearning issues), I can truly understand where the author is getting at in her book. I also believe that everyone should read this book. It helps to be grounded in God's word before, during and after a storm. This book will help the reader understand that perspective.


A wonderful, easy read.
  
Cut Me Free
Cut Me Free
J R Johansson | 2018 | Thriller, Young Adult (YA)
7
6.7 (3 Ratings)
Book Rating
Must read with serious subject matter
You simply just can’t imagine the terror Piper had to go through all throughout her life, and then to get out of that vicious cycle shows how strong she is. It’s sad that it had to come to severe extreme measure for her to escape but nevertheless she was able to do so is a feat in itself.

The way the characters; both Piper and Sanda are extremely well done in this book. They’re both mistrustful of others (can’t blame them) and although they try hard to learn how to integrate with society, they do tend to stand out. (Examples such as Sanda being fearful of not seeing Piper again or Piper learning how to register Sanda to school) This is so well done by Johansson. It’s very realistic of their characters and it shows how they struggle to blend in because of their fear of standing out due to their trauma. They shy away from physical contact to the point where it causes them physical discomfort. This is well written and felt by the characters accurately.


The plot itself was good as well. It just seems like wherever Piper goes horrible awful things just seem to follow. It’s serious and dark, and Piper being stalked does increase the chill factor several notches up. The idea of someone breaking into your apartment and leaving lovely goodies to freak you out is unsettling and terrifying. These moments are well written and does set the mood for the plot. There’s a moment or two where you feel so angry because of particular actions and the suffering some of the characters go through. (Yes Lily, I’m looking at you...you horrible girl you…)

I’m not sure what to think of the relationship between Cam and Piper. Sure Piper has a great deal of mistrust and puts Cam at an arm length’s distance but seriously? Romance? I know he’s trying to be friendly and has a bleeding heart for those in need but I’m not sure Piper would jump in at the chance to have a romance with him. Yes, she puts him as far away from her as possible and he tries hard to approach her through different ways but I really don’t see a romance as a thing in this story. Should there even be one? Why was there one in the first place? I found it rather unnecessary considering the serious subject matter.

This novel is nerve wracking, and props to Piper and Sanda for their inner strength. It was a good read. Not a light hearted one, but one worth the read nevertheless.
  
Frankenstein (1931)
Frankenstein (1931)
1931 | Horror
Everyone remembers the story of Frankenstein, or at least the first part. We all know Dr. Frankenstein assembles his "creation" from the bodies of the deceased and his assistant henchman brings him the brain from a criminal instead of a "normal" brain. His creation is then elevated to the heavens during a lightning storm and given the 1.21 Gigawatts of electricity he needs to regain life and drive the DeLorean back to the future! (Come to think of it, that might be a different film!) 😋

What you may not remember is the 2nd half of the film where the monster, presumed dead, wanders the countryside searching for the meaning of life and meets a young girl. The two sit by the shore trading flowers and tossing them into the water. The monster thinks it would be a good idea t toss the girl as well accidentally killing her.

After hearing about the atrocity, the townspeople form a lynch mob determined to hunt down and destroy the monster once and for all. The creature ends up at a lighthouse where his final fate is carried out.



Some other facts I may not have remember or never knew at all:

-Dr. Frankenstein's first name is Henry (I thought it was Viktor)
-Henchman' name Fritz (not Igor)
-Mary Shelley's opening writing credit is listed as Mrs. Percy B. Shelley (lame)
- The Monster's acting credit at the beginning is listed as "?" (not until the end credits is Boris Karloff given his due)
-No soundtrack during the film at all other than the opening and closing credits (I found out from the film historian DVD audio commentary in film music wasn't begun as a normal practice until sometime after this film's release in 1931)

Some other facts you may not remember is how excellent Boris Karloff really is as the monster. He takes you from hating him, to loving him, to feeling pity for him in the course of his limited screen time.

Also, for the time period, the set design and cinematography are breathtaking in glorious black and white. You really feel you are there with Frankenstein as he creates his masterpiece and watches quickly while he decidedly begins to regret his decision.

This time of year is fun to watch the spooky and scary. In this case, this classic is both and is not that long so you can watch more than one Frankenfilm tonight!

  
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LeftSideCut (3776 KP) rated Predator: Hunting Grounds in Video Games

May 9, 2020 (Updated May 9, 2020)  
Predator: Hunting Grounds
Predator: Hunting Grounds
2020 | Action, Horror, Shooter
It's hard to rate Predator: Hunting Grounds properly. It's the kind of game that is ripe for updating on a regular basis, and it feels like there is still a lot to come (at least I hope there is!)

One of the main concerns is how long it will hold my attention for - as it stands, I'm still having fun with it, but it's hard to gauge how long that will last.
You get two choices - either you work as part of a 4-person fireteam, tasked with various objectives throughout a thick jungle setting, fighting AI controlled guerilla soldiers along the way, and trying to avoid the Predator hunting you down.
The other choice is of course, playing as The Predator, your objective being to hunt do the fireteam using the tools at your disposal. Thermal vision, flying discs, spear like weapons - lots of gadgets from the films are here to use.

As a fireteam member, 9 times out of 10, the match will end pretty quickly in my experience, with the either the Predator slaughtering the whole team within minutes, or the team shooting down the Predator. I've had a handful of games where the objectives have been completed and everyone has escaped. As the Predator, (still learning the ropes) I seem to get destroyed pretty quickly, whether info in for close range combat, or stick to the trees and try to fight long range - the game feels severely unbalanced, against both sides somehow. It's something that needs tweaking.
Graphics wise, it's not too bad. I'm seeing a lot of complaints about how it looks like a PS2 game, and that simply not true. The environments are colourful and the character models are what you would expect from a multiplayer PS4 game.
The only issue I've found along this subject is a fair few bugs littered throughout when it comes to said character models.

If you're a fan of the films, especially the first film, then you will undeniably get a huge kick out of Hunting Grounds. Going against the Predator can be genuinely tense, especially if you catch a glimpse of it jumping through the trees. It feels authentic at the very least, and the gameplay does have a visceral and frantic feel to it.

I really hope that more is added though. I'd love to see some content related to the sequels in the future, and some more variety added to gameplay. It's fun, but it feels like it could be so much more.
  
The Blair Witch Project (1999)
The Blair Witch Project (1999)
1999 | Horror
While this film is credited as being the first "found footage" film ever made, it is not true. I found several websites even saying the same thing. Not true. That award goes to Cannibal Holocaust (I am pretty sure) which was release almost two decades earlier (1980 vs. 1999).

The film begins with sort of standard documentary fare showing interviews with the Maryland locals discussing if they have heard of the legend of the Blair Witch. For those that had, they recalled their own memories of the stories they had heard from others or from their childhood. Eventually, the documentary filmmakers meet the odd-looking Mary Brown who details her first hand experience with the demon recalling its weird hairy appearance.

Heather, Josh and Michael then decide to go for an outdoor wooded adventure in an attempt to locate and document evidence of the existence of the local legend themselves, not knowing what lies ahead for them. The journey starts out pretty normal with Heather doing most of the onscreen explanations, the other two mostly relegated to replying to her whims or arguing with her about various topics.

Eventually, a few bad thing start to happen including the loss of their woodland map and hearing strange sounds during the blackness of night. They now wander the woods becoming increasingly agitated with each other and their situation when it is revealed they may be walking in circles and are no closer to completing their quest or finding their way out. They see various various stick and rock formations which are not naturally occurring which means someone else is out there with them.



I remember sitting in a darkened theatre in 1999 hearing about this film briefly before its release. Not much was known at the time, and I recall this being one of the first films to have significant internet buzz beforehand. The internet was only a few years old at the time, so this was also a relatively new concept. Modern audiences are spoiled with so much content for every film available online, that everyone almost loses the feeling of being completely surprised by a film you knew virtually nothing about going in.

For Blair Witch, the added element of the "found footage" style was foreign to pretty much everyone which added to the hype and box office success of the film. Virtually the entire viewing public were not completely sure if what they were watching actually happened or this was fiction. It helped that writer/directors Daniel Myrick and Eduardo Sánchez used an unknown cast so seeing someone they recognized onscreen would not ruin the experience of believing its authenticity.

I am down on sloppy modern moviemakers most of the time these days relying so heavily on CGI and making movies look like pretty perfection rather than focusing on the most important thing for a horror film (or any film) a good screenplay and implied tension. For Blair Witch, it has been said some scenes were improvised or given a general direction but not a full script; however, that doesn't detract from the authentic nature of the situation.

The 2nd half of the film has some truly terrifying moments which happen in the background or off-screen showing you don't need to spend all your money on a CGI monster, just make it scary. The scene and keyart for the film showing the top half of Heather's head which she speaks into the camera explaining her terror and anguish is so believable and mesmerizing it send chills down my spine every time I watch it.

The film also get bagged for the ending which might be considered too short or anti-climactic; however, I think it's perfect and really the only way the movie could have gone.

  
Show all 3 comments.
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Andy K (10823 KP) Oct 18, 2019

Interesting. Haven't heard of that one. I will certainly check it out. Thanks!

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Awix (3310 KP) Oct 18, 2019

You're welcome.

Honey From the Lion (Love Across Time #2)
Honey From the Lion (Love Across Time #2)
Jackie North | 2018 | LGBTQ+, Romance
8
8.0 (1 Ratings)
Book Rating
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**
  
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Kristy H (1252 KP) rated Sociable in Books

Mar 28, 2018  
Sociable
Sociable
Rebecca Harrington | 2018 | Fiction & Poetry, Humor & Comedy
5
5.0 (1 Ratings)
Book Rating
Awkward, failed attempt at satire?
After college, Elinor moves to New York with her journalism degree and dreams of writing pieces that mean something. She sees a future with her boyfriend, Mike, also a journalist. Instead, Elinor lives in a cramped apartment with no kitchen, sleeps on a foam pad, and nannies to two slightly whiny and obsessive children. She thinks her future is looking up when she's offered a position at Journalism.ly, a digital brand a la BuzzFeed. But soon Elinor learns that her sole function there is to produce pieces that go "viral" and then she and Mike break up, pushing her into a deeper depression. Is it even possible to have the creative and romantic life she dreamed of, Elinor wonders?

I won't lie; this was a strange book. Even the narration style is odd. While it's told mostly from Elinor's point of view, we get this peculiar device thrown in at times (e.g., "the reader should know"). You get used to it eventually, but still.

In fact, the whole novel can be very awkward at times and after a while, I lost the thread on whether it was because the book was well-done (she's so well-written!) or just awkward and painful. A lot of the book features much melodrama between the characters, most of whom always seemed to be having bad days. Really, was life so terrible? There is much angst, a lot of social media usage, lots of happy hours and supposed networking, and not a lot of people to care about.

For indeed, a lot of the characters are not likable, and I found myself vacillating in my feelings for Elinor. I didn't grow up in the social media world, like she, but am immersed in it enough now that I could empathize with her--to a point. At some stages, the novel really captured some painful situations. There were some funny points, and places where Elinor could be helpless yet sympathetic. At other points, Elinor was just hapless and unable to take charge of her life in any capacity and filled me with abject terror for the future of the nation.

I was honestly baffled at times on whether the book was satiric, or a commentary on social media and journalism, or taking itself too seriously. Elinor winds up working for Journalism.ly, which is said to be similar to BuzzFeed (and many other sites), and she's told to make things go viral, which, funnily enough, she has a bit of a knack for, despite her own inability to make friends or succeed in social situations (or life, in general). Whether all of this is ironic or not, I'll never quite know.

So, in the end, I'm at a loss with this one. I really don't know how I feel. Satire? A look at a generation? A bunch of hapless unlikable people prattling on? All three combined? I can say that this was a fast read--the author drew me in, as I read it in about a day. I was left with a weird feeling when I finished. I can't say I really recommend it, but it was an interesting read at times.

I received a copy of this novel from the publisher and Edelweiss in return for an unbiased review; more at https://justacatandabookatherside.blogspot.com/.