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Merissa (13956 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
Night Reader Reviews (683 KP) rated Final Notice: A Political Thriller in Books
Jan 9, 2020
Honest Review for Free Copy of Book
Final Notice by Van Flesher was a very conflicting book for me. I was excited to read this book after I read over the description but found myself to be extremely disappointed. The concept was good but the way the book was written completely lost my interest. I debated a few different times about putting the book down but felt that I owed it to the author to give the book a chance. That being said, just because I did not like it does not mean that other readers would not find it enjoyable.
A company creates a watch called the VT2 and it can monitor a person's health with surprising accuracy. It also has the capability of giving a person a Final Notice when it detect a change that will ultimately lead to death. At the same time the NRA started offering a discount to senior citizens to buy guns in order to defend themselves in their families. On top of these two events, many states are being pushed to have loser laws that will make it easier for people to get guns. These three factors together line up to create a series of horrible events.
The Final Notice feature was intended to give people a chance to get their affairs in order. However, for some once they get their notice they realize with having nothing to lose they can get revenge on people who have wronged them in the past. Some seniors lash out at others, specifically younger people who insulted them in some way. Other people go after political figures that they do not agree with. People who work for the company that created VT2 even joke about how if they knew they were going to die they had a list of people that they would try to take with them. The company ends up working with the FBI and a journalist to offset the negative impact of the VT2 and market it to the public in a positive light.
Many books did not include specifics about religion but that's one does. I found that to be a nice change as it made some of the characters feel more authentic. It also tackled some hard issues, not just the gun laws but also refugees and immigration focusing on those from Syria. With how anti-gun and anti-NRA this book is I was surprised at how casually other issues are mentioned. I would think topic such as underage drinking, fake IDs, and teen pregnancy would also be shown in a more negative light and not just as a passing memory. There were also a few attempt at humor towards the end of the book that just felt weird, in fact I am not even completely sure if it was supposed to be humor. The author says " the author feel sorry..." and " the author was tempted..." and as these are the only time this writing style is used it feels out of place. Morals are also called into question a three different times over the course of this book. It makes the reader question just because you can make money off of something and it is legal does that automatically make it alright?
The target readers for this book would be adult to our supporters of gun control. High school teachers might find this book interesting to teach with topics for group discussion by the students. Also people who are against the NRA in general would probably find this books topics to be enjoyable. After much the bay I have decided to give this book a 2 out of 4. Originally, I was only going to give the book a 1 but the concept of the watch is too interesting. Many chapters or paragraph felt repetitive of previous statements and I think that was largely what turned me away from this book.
A company creates a watch called the VT2 and it can monitor a person's health with surprising accuracy. It also has the capability of giving a person a Final Notice when it detect a change that will ultimately lead to death. At the same time the NRA started offering a discount to senior citizens to buy guns in order to defend themselves in their families. On top of these two events, many states are being pushed to have loser laws that will make it easier for people to get guns. These three factors together line up to create a series of horrible events.
The Final Notice feature was intended to give people a chance to get their affairs in order. However, for some once they get their notice they realize with having nothing to lose they can get revenge on people who have wronged them in the past. Some seniors lash out at others, specifically younger people who insulted them in some way. Other people go after political figures that they do not agree with. People who work for the company that created VT2 even joke about how if they knew they were going to die they had a list of people that they would try to take with them. The company ends up working with the FBI and a journalist to offset the negative impact of the VT2 and market it to the public in a positive light.
Many books did not include specifics about religion but that's one does. I found that to be a nice change as it made some of the characters feel more authentic. It also tackled some hard issues, not just the gun laws but also refugees and immigration focusing on those from Syria. With how anti-gun and anti-NRA this book is I was surprised at how casually other issues are mentioned. I would think topic such as underage drinking, fake IDs, and teen pregnancy would also be shown in a more negative light and not just as a passing memory. There were also a few attempt at humor towards the end of the book that just felt weird, in fact I am not even completely sure if it was supposed to be humor. The author says " the author feel sorry..." and " the author was tempted..." and as these are the only time this writing style is used it feels out of place. Morals are also called into question a three different times over the course of this book. It makes the reader question just because you can make money off of something and it is legal does that automatically make it alright?
The target readers for this book would be adult to our supporters of gun control. High school teachers might find this book interesting to teach with topics for group discussion by the students. Also people who are against the NRA in general would probably find this books topics to be enjoyable. After much the bay I have decided to give this book a 2 out of 4. Originally, I was only going to give the book a 1 but the concept of the watch is too interesting. Many chapters or paragraph felt repetitive of previous statements and I think that was largely what turned me away from this book.
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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.
Lindsay (1812 KP) rated When I Meet You (Tree Of Life #3) in Books
May 9, 2020
When I Meet You is well done. It another story about genealogy. We are brought in with Jillian being with her dad on a trip to Denver. She does not know why. But her reaction to the steamer trunk brings us to the start of Jillian's journey in finding out who the owner is.
I enjoy the way, the author brings the past to life and the future together. Though she does it with clues given to her. We will not be able to solve the mystery until the end. Jillian also is pulled to look at her family history or at least into the steamer trunk that she was given by her mother.
The timelines go back and forth between the 1909 storyline and the present-day timeline. Could have Jillian found someone special. Norlan seems to be more occupied to feed two hundred people. Will he be able to create a menu for that many people. Will get the help he needs as well.
There are historical events. The story is mostly on the train from Ohio to Denver. Pinkerton seems to be the one mostly corresponding that is sent to a woman that is the owner of a trunk that was abandon at Denver's Union Station. Whatever happened to the owner?
I enjoy the way, the author brings the past to life and the future together. Though she does it with clues given to her. We will not be able to solve the mystery until the end. Jillian also is pulled to look at her family history or at least into the steamer trunk that she was given by her mother.
The timelines go back and forth between the 1909 storyline and the present-day timeline. Could have Jillian found someone special. Norlan seems to be more occupied to feed two hundred people. Will he be able to create a menu for that many people. Will get the help he needs as well.
There are historical events. The story is mostly on the train from Ohio to Denver. Pinkerton seems to be the one mostly corresponding that is sent to a woman that is the owner of a trunk that was abandon at Denver's Union Station. Whatever happened to the owner?
BankofMarquis (1832 KP) rated Knives Out (2019) in Movies
Jan 3, 2020
Original and Quirky...enough
KNIVES OUT was one of the films I had circled on my calendar as a "must see". It seemed to be a perfect antidote to the CGI-Fest films that are very prevalent in the multi-plex today. So...when life got in the way and I couldn't get to this film for about a month, I tried (and succeeded) in not getting this movie spoiled for me in my various Social Media feeds.
And I'm glad I went to such lengths, for I found KNIVES OUT to be a truly original and entertaining film that kept me guessing throughout the length of the film - right up to the "big reveal."
So...if you haven't seen this film...stop reading this now...go see it...and come back.
Still here (or are you back)? Okay...let's continue...
Directed by Rian Johnson (known by many as the Director of THE LAST JEDI, but I think this movie owes more of it's heritage to his breakthrough film BRICK or his Sci-Fi action flick, LOOPER), KNIVES OUT is an old-fashioned, Agatha Christie-type murder mystery complete with an oddball Detective trying to figure out "whodunnit" that features an All-Star cast of suspects as well as an Oscar winning murder victim.
As I stated above, Johnson has traversed a murder mystery-type film before in his neo-noir homage BRICK, but in this film he really let's his wings fly as he plays, marvelously, with the drawing room murder mystery pastiche. Johnson wrote and directed this film and the twists and turns and originality of his vision is apparent on screen, playing with expectations without being too clever.
He has assembled an All-Star cast of actors playing interesting characters. Jamie Lee Curtis, Michael Shannon, Chris Evans, Toni Colette, Don Johnson and Jacob Trombley all bring star power and charisma to their roles and each one COULD have been the murderer. As often happens in these types of films, each one gets A scene to shine, but only the one "whodunnit" really gets to step out.
As the Law Enforcement on their trail, Lakeith Stanfield (GET OUT) and Noah Segan (LOOPER) play off each other well and they play off of Daniel Craig (James Bond, of course) very well. Craig plays Private Detective Benoit Blanc with some sort of Cajun-type accent that works more than it doesn't, I enjoyed his performance enough to find it charming and not annoying.
Special notice needs to be made of the performances of Christopher Plummer - as the murder victim (I'm not spoiling anything here, it's in the trailer) and Frank Oz (the famous Muppeteer and Director). Both are "old pros" who bring a grounding to the proceedings. Their performances are almost down to earth commentaries on the other characters/performances and they both helped out this film tremendously.
Finally, the film revolves around the journey that Ana de Armas' character, Maria Cabrera, is on in this film. She is the audience's eyes and ears into this story, having clues and plot points revealed to her as we, the audience, have them revealed to us. I fell in love with de Armas when she played Joi in BLADE RUNNER: 2049 and she is pleasant enough company here to search out this mystery with.
With all these pieces - and characters - to put together and move around, I did find that this film suffered a bit by "too much" and "too fast" at times that caused me not to care about certain people and circumstances (especially at the beginning), but that was quickly forgotten/forgiven as the film progressed and I was engrossed in the mystery - a mystery that I did not know how it was going to end.
And that, is unique and rare enough for me.
Letter Grade: B+
7 1/2 (out of 10) stars and you can take that to the Bank(ofMarquis)
And I'm glad I went to such lengths, for I found KNIVES OUT to be a truly original and entertaining film that kept me guessing throughout the length of the film - right up to the "big reveal."
So...if you haven't seen this film...stop reading this now...go see it...and come back.
Still here (or are you back)? Okay...let's continue...
Directed by Rian Johnson (known by many as the Director of THE LAST JEDI, but I think this movie owes more of it's heritage to his breakthrough film BRICK or his Sci-Fi action flick, LOOPER), KNIVES OUT is an old-fashioned, Agatha Christie-type murder mystery complete with an oddball Detective trying to figure out "whodunnit" that features an All-Star cast of suspects as well as an Oscar winning murder victim.
As I stated above, Johnson has traversed a murder mystery-type film before in his neo-noir homage BRICK, but in this film he really let's his wings fly as he plays, marvelously, with the drawing room murder mystery pastiche. Johnson wrote and directed this film and the twists and turns and originality of his vision is apparent on screen, playing with expectations without being too clever.
He has assembled an All-Star cast of actors playing interesting characters. Jamie Lee Curtis, Michael Shannon, Chris Evans, Toni Colette, Don Johnson and Jacob Trombley all bring star power and charisma to their roles and each one COULD have been the murderer. As often happens in these types of films, each one gets A scene to shine, but only the one "whodunnit" really gets to step out.
As the Law Enforcement on their trail, Lakeith Stanfield (GET OUT) and Noah Segan (LOOPER) play off each other well and they play off of Daniel Craig (James Bond, of course) very well. Craig plays Private Detective Benoit Blanc with some sort of Cajun-type accent that works more than it doesn't, I enjoyed his performance enough to find it charming and not annoying.
Special notice needs to be made of the performances of Christopher Plummer - as the murder victim (I'm not spoiling anything here, it's in the trailer) and Frank Oz (the famous Muppeteer and Director). Both are "old pros" who bring a grounding to the proceedings. Their performances are almost down to earth commentaries on the other characters/performances and they both helped out this film tremendously.
Finally, the film revolves around the journey that Ana de Armas' character, Maria Cabrera, is on in this film. She is the audience's eyes and ears into this story, having clues and plot points revealed to her as we, the audience, have them revealed to us. I fell in love with de Armas when she played Joi in BLADE RUNNER: 2049 and she is pleasant enough company here to search out this mystery with.
With all these pieces - and characters - to put together and move around, I did find that this film suffered a bit by "too much" and "too fast" at times that caused me not to care about certain people and circumstances (especially at the beginning), but that was quickly forgotten/forgiven as the film progressed and I was engrossed in the mystery - a mystery that I did not know how it was going to end.
And that, is unique and rare enough for me.
Letter Grade: B+
7 1/2 (out of 10) stars and you can take that to the Bank(ofMarquis)








