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Rodney Barnes (472 KP) rated The Cloverfield Paradox (2018) in Movies
Apr 4, 2019
Hyped to be Letdown
Contains spoilers, click to show
I have enjoyed the Cloververse movies but Paradox seemed to be missing something. I thought the idea and story was great...but it moved really slow for me. The idea of there being multiple universes with people the same as you is a very good angle. This is what Paradox tackled and very well. The main characters were experimenting with particle acceleration for a power source because Earth was in the verge of collapse. They activated it and thought they had caused the disappearance of the Earht. Later they find out that they have left their Earth and found themselves on a parallel planet. They run into many challenges, including getting a fellow scientist out of the wall she got caught up in when they teleported. There were more tragic events that took place with most of the crew getting killed. Hamilton and Schmidt were the last two survivors. Hamilton and her husband had lost their kids in a house fire and she finds out the Hamilton in this parallel world still has her whole family. Before they leave she gives the parallel Hamilton a warning to help her keep her kids alive. They finally make it back to "our" Earth and they have a successful test of the accelerator. Schmidt and Hamilton leave the accelerator for Earth but when her husband is told he is livid. He told the base of operations to tell them to turn back. As they land...a huge Clover monster pops up through the clouds. I know that is telling a story over but it was agonizingly slow to get to a terrific ending. It's still worth a watch if you like the Cloververse.
Kristy H (1252 KP) rated Too Good To Be True in Books
Mar 4, 2021
A compelling and twisty thriller
Skye Starling is beautiful, wealthy, and smart. She has a good job and a group of close friends. But she's never found lasting love thanks to her horrible OCD, which she's suffered from since her mother's death when she was young. But when Skye meets Burke Michaels, that all changes. Yes, he's older, but Skye can't help falling for this handsome man who wants her. However, Burke has a secret of his own: he's married, and he's using Skye for her family's money.
"All I'm saying is that if he seems too good to be true, he probably is."
This is one of those fun, twisty thrillers that keeps you reading and guessing. It's filled with wild characters and if you're willing to slightly suspend disbelief while reading, it's a great ride. Skye is a sympathetic yet enjoyable protagonist, and Burke is complex in his own way. The book is told from Skye's point of view and interspersed with letters from Burke to his therapist. We also get the perspective of Heather, a young woman, speaking from her past, who knew Burke when they were kids.
The result is quite compelling, and I blew through this one in a couple of days. The first half is probably a bit stronger than the second, though the last half certainly unveils some crazy surprises. Some you can work out; others caught me off guard.
Overall, I went into this one looking for a fun thriller, and it delivered. It also has a bit of romance thrown in, too. It's crazy and twisty and an excellent distraction. 4 stars.
I received a copy of this book from Netgalley and St. Martin's Press in return for an unbiased review. It releases on March 2nd.
"All I'm saying is that if he seems too good to be true, he probably is."
This is one of those fun, twisty thrillers that keeps you reading and guessing. It's filled with wild characters and if you're willing to slightly suspend disbelief while reading, it's a great ride. Skye is a sympathetic yet enjoyable protagonist, and Burke is complex in his own way. The book is told from Skye's point of view and interspersed with letters from Burke to his therapist. We also get the perspective of Heather, a young woman, speaking from her past, who knew Burke when they were kids.
The result is quite compelling, and I blew through this one in a couple of days. The first half is probably a bit stronger than the second, though the last half certainly unveils some crazy surprises. Some you can work out; others caught me off guard.
Overall, I went into this one looking for a fun thriller, and it delivered. It also has a bit of romance thrown in, too. It's crazy and twisty and an excellent distraction. 4 stars.
I received a copy of this book from Netgalley and St. Martin's Press in return for an unbiased review. It releases on March 2nd.
LeftSideCut (3776 KP) rated Revenge (2018) in Movies
Sep 20, 2020
I always feel a bit iffy about rape-revenge horror - it's a sub genre that at its best can be a satisfying and empowering thrill ride, and at it's worst, can come across as cheap exploitation. Revenge is luckily in the former camp.
Lead actress Matilda Lutz gives us a badass vengeance seeking protagonist for the ages, while the other three actors (it's a damn small cast) Kevin Janssens, Vincent Colombes, and Guillaume Bouchède effectively provide the the absolute bastards we all want to see die so badly.
The locations and wide shots in Revenge look stunning by the way. In between all the nasty bits(which we'll get to), it's just a stunning and vibrant film to look at, with a lot of the horror elements taking place in blazing sunshine.
As for the aforementioned nasty bits - holy shit, this film is violent. By the time the credits roll, everyone and everywhere is just covered in blood. The practical effects used are pretty great, and looks believable, even if the sheer amount of viscera is absurd at times.
It provides us with some grisly set pieces that linger on the brain, in particular, a scene where a character has to un-impale herself from a tree - it's genuinely quite harrowing.
Also, maybe give this a pass if you're squeamish about foot stuff. I don't know about you, but I always found the foot abuse in Die Hard rather uncomfortable, and this makes that look like a children's cartoon at times.
Overall, Revenge is just a smack to the face. A fairly slow build, but high octane when it gets rolling, with good performances, plenty of blood, and enough jarring sound and camera edits to make you uncomfortable. Worth a watch for horror fans, without a doubt.
Lead actress Matilda Lutz gives us a badass vengeance seeking protagonist for the ages, while the other three actors (it's a damn small cast) Kevin Janssens, Vincent Colombes, and Guillaume Bouchède effectively provide the the absolute bastards we all want to see die so badly.
The locations and wide shots in Revenge look stunning by the way. In between all the nasty bits(which we'll get to), it's just a stunning and vibrant film to look at, with a lot of the horror elements taking place in blazing sunshine.
As for the aforementioned nasty bits - holy shit, this film is violent. By the time the credits roll, everyone and everywhere is just covered in blood. The practical effects used are pretty great, and looks believable, even if the sheer amount of viscera is absurd at times.
It provides us with some grisly set pieces that linger on the brain, in particular, a scene where a character has to un-impale herself from a tree - it's genuinely quite harrowing.
Also, maybe give this a pass if you're squeamish about foot stuff. I don't know about you, but I always found the foot abuse in Die Hard rather uncomfortable, and this makes that look like a children's cartoon at times.
Overall, Revenge is just a smack to the face. A fairly slow build, but high octane when it gets rolling, with good performances, plenty of blood, and enough jarring sound and camera edits to make you uncomfortable. Worth a watch for horror fans, without a doubt.
Merissa (13765 KP) rated Night's Deep Hush (Reveler #4) in Books
May 8, 2021 (Updated Apr 10, 2023)
I received this book from the author in return for a fair and honest review.
This is the fourth part of a series and must be read in order for you to receive the full benefit.
We return to the two characters who started this series, Malcolm Rook and Jordan Lane. They are on the run from pretty much everyone and stay no longer than 3 days in any one place but it appears that 3 days is too long as Malcolm feels a 'ping' in his head that tells him they have been found. He sends Jordan out alone to get the food in the hope that it will keep her safe. Jordan knows something is up but refuses to become one of those girls so just does as she has been asked.
So, that's the start of the story. What happens to Malcolm? Will Jordan be ok? Let me just say that this story moves along at the same fast pace as the previous ones do... and Jordan is no wilting wallflower! She is not only ok, she is able to deal with Vince Blackman AND find Rook so that she knows what is going on. She also manages to get messages to her sister and Harlen so she is far from helpless which is just brilliant reading.
I loved the fact that although this story is about Malcolm and Jordan, we nevertheless see other characters that we have met in the previous books and so keep up to date with them too. Vince is becoming a character of interest so I will be watching him!
If you want a Paranormal Romance that doesn't have sparkly vampires or overgrown werewolves, then why not give the Rêve a try?
August 14, 2016
This is the fourth part of a series and must be read in order for you to receive the full benefit.
We return to the two characters who started this series, Malcolm Rook and Jordan Lane. They are on the run from pretty much everyone and stay no longer than 3 days in any one place but it appears that 3 days is too long as Malcolm feels a 'ping' in his head that tells him they have been found. He sends Jordan out alone to get the food in the hope that it will keep her safe. Jordan knows something is up but refuses to become one of those girls so just does as she has been asked.
So, that's the start of the story. What happens to Malcolm? Will Jordan be ok? Let me just say that this story moves along at the same fast pace as the previous ones do... and Jordan is no wilting wallflower! She is not only ok, she is able to deal with Vince Blackman AND find Rook so that she knows what is going on. She also manages to get messages to her sister and Harlen so she is far from helpless which is just brilliant reading.
I loved the fact that although this story is about Malcolm and Jordan, we nevertheless see other characters that we have met in the previous books and so keep up to date with them too. Vince is becoming a character of interest so I will be watching him!
If you want a Paranormal Romance that doesn't have sparkly vampires or overgrown werewolves, then why not give the Rêve a try?
August 14, 2016
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Purple Phoenix Games (2266 KP) rated Soul Raiders in Tabletop Games
Jul 5, 2021
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure which final components will be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure which final components will be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Purple Phoenix Games (2266 KP) rated Aldabas: Doors of Cartagena in Tabletop Games
May 16, 2021
I’m just going to come right out with it so I can get it out of the way. This game has some really nice knockers. Yes, it is kid-friendly – I am referencing the door knockers that adorn the Doors of Cartagena. These ornate knockers have historically signified professions held by the residence’s inhabitants and can still be found in this Colombian city today. So how does this translate into a board game? Well, let’s dive into the world of Aldabas: Doors of Cartagena.
In Aldabas, players are (loose) urban planners in historic Cartagena attempting to build their city block with the most influential people in town. By drafting the most strategic door cards the winning player is they who scores the most points at the end of the game.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place out 12 coins per player on the table, create the door offer dock, shuffle the Doors deck, and give each player five Doors and one Vault board. Each player then chooses one card from their hand to secretly place under their vault for endgame scoring. Place the shuffled Doors deck next to the Dock and deal one card to each space beneath the Dock. The game is now setup and ready to play!
On a turn the active player will take two actions. The actions are: Take Two Coins, Buy One Door, and Place One Door. Obviously, the first action has the player adding two coins from the supply to their play area (called the purse). To Buy One Door the player simply chooses one of the Door cards from the Dock area and pays its cost to the supply. The two cards on the leftmost spaces of the Dock are free, while the other cards cost coins according to their placement at the Dock. Once a card has been purchased, a new card is revealed and added to the rightmost space, sliding all other Doors cards to the left.
To Place One Door, the active player will choose a Doors card from their hand and place it on their block they are building in front of them. The Vault card acts as the bottom leftmost space, with the block encompassing a 4×3 grid above it and to the right (as shown below). Once the Door is placed, any special power it offers is triggered immediately, as are the Doors cards’ powers adjacently below and beside the newly placed Door card.
The catch here is that when placing Doors, it is illegal to place them orthogonally adjacent to Doors of the same color, and the spaces both below and to the left of the placed Door cannot be empty. Essentially, Doors need to be placed in a cone starting from the Vault. Play continues in this fashion with players taking turns until either the supply runs out of coins, a player fills up their 4×3 grid with Doors, or the Dock cannot be refilled because the Doors deck is empty. Then final scoring occurs, which is based on individual cards as well as any suit-specific bonuses offered.
Components. Again, this is a prototype copy of the game, so final components may be different in many different ways upon a successful Kickstarter campaign. That said, this game looks GORGEOUS on the table. The colors are all super vibrant, and the great knockers really pop. Excellent theme and art here carry an already-spiffy game. The game is basically a bunch of cards and some coin tokens. They are all fine quality, especially for a prototype. I have no issues at all. I love the way this looks!
So I love the way it looks, but do I love the way it plays? I think it’s a good little game. It reminds me a little of Viceroy with the color combinations and placement rules. While Viceroy is good, Aldabas is much better in almost all ways. Aldabas plays quicker and has more easily digestible rules. If you check Viceroy’s profile on BGG you will see that many users enjoy it, and it currently sits just above rank 1000. So when I say Aldabas gives a similar feel but delivers a more enjoyable game experience, I expect Aldabas to perform better in the BGG rankings, if that’s your thing.
The special powers on the Doors cards, though I didn’t really mention them, range from VPs at game end, to moving coins to and from the Vault onto Doors to make them more valuable, to gaining coins from the supply or stealing them from other players, to offering discounts on purchasing Doors from the Dock. There are some other fun rules used in scoring, but I will let you experience those on your own with your backed copy.
So final word from me on this one is that I highly recommend it and hope you give it a shot. It offers lots of strategic game play with a medium-sized table footprint, but boy it looks great on that table! Turns are fast, and everyone is in the game until end scoring, so I never felt there was a runaway winner issue. If you are like me, you will definitely want to be adding this to your collection. Big recommendations from me, I know you will enjoy it.
In Aldabas, players are (loose) urban planners in historic Cartagena attempting to build their city block with the most influential people in town. By drafting the most strategic door cards the winning player is they who scores the most points at the end of the game.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place out 12 coins per player on the table, create the door offer dock, shuffle the Doors deck, and give each player five Doors and one Vault board. Each player then chooses one card from their hand to secretly place under their vault for endgame scoring. Place the shuffled Doors deck next to the Dock and deal one card to each space beneath the Dock. The game is now setup and ready to play!
On a turn the active player will take two actions. The actions are: Take Two Coins, Buy One Door, and Place One Door. Obviously, the first action has the player adding two coins from the supply to their play area (called the purse). To Buy One Door the player simply chooses one of the Door cards from the Dock area and pays its cost to the supply. The two cards on the leftmost spaces of the Dock are free, while the other cards cost coins according to their placement at the Dock. Once a card has been purchased, a new card is revealed and added to the rightmost space, sliding all other Doors cards to the left.
To Place One Door, the active player will choose a Doors card from their hand and place it on their block they are building in front of them. The Vault card acts as the bottom leftmost space, with the block encompassing a 4×3 grid above it and to the right (as shown below). Once the Door is placed, any special power it offers is triggered immediately, as are the Doors cards’ powers adjacently below and beside the newly placed Door card.
The catch here is that when placing Doors, it is illegal to place them orthogonally adjacent to Doors of the same color, and the spaces both below and to the left of the placed Door cannot be empty. Essentially, Doors need to be placed in a cone starting from the Vault. Play continues in this fashion with players taking turns until either the supply runs out of coins, a player fills up their 4×3 grid with Doors, or the Dock cannot be refilled because the Doors deck is empty. Then final scoring occurs, which is based on individual cards as well as any suit-specific bonuses offered.
Components. Again, this is a prototype copy of the game, so final components may be different in many different ways upon a successful Kickstarter campaign. That said, this game looks GORGEOUS on the table. The colors are all super vibrant, and the great knockers really pop. Excellent theme and art here carry an already-spiffy game. The game is basically a bunch of cards and some coin tokens. They are all fine quality, especially for a prototype. I have no issues at all. I love the way this looks!
So I love the way it looks, but do I love the way it plays? I think it’s a good little game. It reminds me a little of Viceroy with the color combinations and placement rules. While Viceroy is good, Aldabas is much better in almost all ways. Aldabas plays quicker and has more easily digestible rules. If you check Viceroy’s profile on BGG you will see that many users enjoy it, and it currently sits just above rank 1000. So when I say Aldabas gives a similar feel but delivers a more enjoyable game experience, I expect Aldabas to perform better in the BGG rankings, if that’s your thing.
The special powers on the Doors cards, though I didn’t really mention them, range from VPs at game end, to moving coins to and from the Vault onto Doors to make them more valuable, to gaining coins from the supply or stealing them from other players, to offering discounts on purchasing Doors from the Dock. There are some other fun rules used in scoring, but I will let you experience those on your own with your backed copy.
So final word from me on this one is that I highly recommend it and hope you give it a shot. It offers lots of strategic game play with a medium-sized table footprint, but boy it looks great on that table! Turns are fast, and everyone is in the game until end scoring, so I never felt there was a runaway winner issue. If you are like me, you will definitely want to be adding this to your collection. Big recommendations from me, I know you will enjoy it.
Alison Pink (7 KP) rated The Scorpio Races in Books
Jan 15, 2018
The Scorpio Races tells the story of Kate "Puck" Connelly and her brothers Finn and Gabe. They live on an island and were orphaned suddenly when their parents were killed by the water horses when out on their fishing boat. The story is told by both Puck and the other main character Sean Kendrick. Sean happens to be the multiple time winner of the Scorpio Race which is held the 1st of November every year.
Of course, as you can probably guess Sean & Puck fall for each other & develop a strange kind of bond while preparing for the race. The predictability on that part of the story caused me to bring this rating down to stars.
The rest of the the story is 5 star all the way however. I was particularly facinated by the many layers of the story & the sub-plots mixed in throughout. There are many intriguing characters sprinkled in...my favorite being Mr. Holly, the American come to the island to but a horse. The plot is slow at first, but in the last 1/2 of the book the pace picks up. I found myself unable to put it down for about the last 100 pages.
Of course, as you can probably guess Sean & Puck fall for each other & develop a strange kind of bond while preparing for the race. The predictability on that part of the story caused me to bring this rating down to stars.
The rest of the the story is 5 star all the way however. I was particularly facinated by the many layers of the story & the sub-plots mixed in throughout. There are many intriguing characters sprinkled in...my favorite being Mr. Holly, the American come to the island to but a horse. The plot is slow at first, but in the last 1/2 of the book the pace picks up. I found myself unable to put it down for about the last 100 pages.
The Heart-Shaped Life Daily Devotional: Choosing a Life of Steadfast Love One Day at a Time by Karen Moore is a wonderful devotion book. One page is specific to each day of the year. I have found this book to be a beautiful love centered reflection of God and His will for our lives.
This is a 365 day devotional, plus it has one for Leap Year, February 29. Each day has a title, a Scripture verse, then the devotional, and ending with a short prayer. Each devotional is centered around love how God fits into our lives and our hearts.
The colors of the cover and the inside are beautiful and eye-catching. There is a ribbon bookmark as well, which is a nice touch. In the back of the devotional is a scripture index for the texts used in the devotional. I felt the devotions did a great job having thought provoking devotions that can be read quickly for the busy individual, but leave the reader thinking about them throughout the day. Each devotion is relevant and inspiring.
Thank you to Barbour Publishing and Shiloh Run Press via NetGalley for providing this ARC in exchange for an honest review.
This is a 365 day devotional, plus it has one for Leap Year, February 29. Each day has a title, a Scripture verse, then the devotional, and ending with a short prayer. Each devotional is centered around love how God fits into our lives and our hearts.
The colors of the cover and the inside are beautiful and eye-catching. There is a ribbon bookmark as well, which is a nice touch. In the back of the devotional is a scripture index for the texts used in the devotional. I felt the devotions did a great job having thought provoking devotions that can be read quickly for the busy individual, but leave the reader thinking about them throughout the day. Each devotion is relevant and inspiring.
Thank you to Barbour Publishing and Shiloh Run Press via NetGalley for providing this ARC in exchange for an honest review.
KyleQ (267 KP) rated Halloween: The Curse of Michael Myers (1995) in Movies
Jul 19, 2020
Better then #5, but still flawed.
In a weird turn for the franchise, a cult has forced Michael Myers to impregnate Jamie Lloyd, in an attempt to end his bloodline he kills Jamie, but she hid the baby from him, the infant is found by Tommy Doyle (Paul Rudd in his introductory role), Doyle lives across the street from the former Myers house, now housing a new family of Strode's. Michael returns to Haddonfield, and death follows.
It's apparent that director Joe Chappelle is trying to harken back to John Carpenter's style of film-making. Focusing more on trying to create tension then fill the film with death scenes. Michael actually doesn't have as much screen time here. We return to him sneaking around in the shadows.
Mostly H6's weakness is in it's acting, they just fail to feel believable, thus ruining what suspense Chappelle created, then there's the weird plotline which will turn away some viewers.
This one also marks Donald Pleasence's last time as Loomis, it's sad but he's also a bit unnecessary at this point.
I enjoyed Halloween: The Curse of Michael Myers for what it was, I think if you're open to the strange plot you will too.
It's apparent that director Joe Chappelle is trying to harken back to John Carpenter's style of film-making. Focusing more on trying to create tension then fill the film with death scenes. Michael actually doesn't have as much screen time here. We return to him sneaking around in the shadows.
Mostly H6's weakness is in it's acting, they just fail to feel believable, thus ruining what suspense Chappelle created, then there's the weird plotline which will turn away some viewers.
This one also marks Donald Pleasence's last time as Loomis, it's sad but he's also a bit unnecessary at this point.
I enjoyed Halloween: The Curse of Michael Myers for what it was, I think if you're open to the strange plot you will too.








