
Ivana A. | Diary of Difference (1171 KP) rated Quietus in Books
Oct 2, 2020
The description about them made me like them in a different way, all of them, yes, even Sophie. The author describes not only the physical part, but also their thoughts and how their mind works, and before you even realize it, you have this strong bond with every single one of them.
The personality of Sophie is so well described, that’s it’s almost unbelievable. All the sociopathic characteristics, the whole building of this character is so appealing to read, it makes you want to know what’s wrong and how it can be fixed, and it is told by Nick, by someone who has affection towards this person and it tells both sides of the story, how a person can make you like them and make you hate them at the same time.
The scenes are so realistic, that I felt like I was there. Each chapter is left unfinished, and it only makes you want to read more and more. The whole death-life thing made this book special to me. It made me think way deeper than just how the scene are put, or how was the description of the characters. Maybe I didn’t get the point of the story… I just wonder now. It will bother me for days, that’s for sure. It will haunt me and make me think again and again, deeper and deeper about what was the character’s purpose in this book. Why they were exactly where they were, and why did Nick went to Jersey right after his death in the first place.
All in all, this indeed was a story that has a deep meaning behind her, that reaches into people’s minds and hearts and certainly stays there for a while, like I’m certain it will stay in mine too. It is a story that makes us realize things about life, and then ask ourselves if what we believed in up until now is really true. It made me think how sometimes dead people can influence us, like Carrie influenced Nick, and Nick influenced Sophie. It makes me think how, in fact, it isn’t the dead people that influence us, but just us ourselves.
When you think about it deeper, you’ll realize we don’t change because someone is influencing, but we change because someone woke up some thoughts in us, and it’s us that realize it all and then change. Did Sophie kill herself, or they were actually there, because the whole trip was their imagination. Did they influence her, or it was only Sophie herself? I guess I’ll never answer some of those questions, but I still do think sometimes it’s us ourselves that realize some things, even though Nick and Carrie’s deaths had a purpose too. If there wasn’t a Carrie, there wouldn’t be an imaginary trip to Sophie’s hospital. And if there wasn’t a Nick, we’d never realize that she’s a sociopath.

KalJ95 (25 KP) rated the PlayStation 4 version of Doom Eternal in Video Games
May 6, 2020
Until now.
DOOM Eternal is the best FPS ever made. There, I said it. Eternal is blistering, adrenaline fuelled slingshot into your bloodstream, cranking the notches consistently to eleven, and it never let's up.
The core of Eternal is in its gameplay. The best way to describe the gunplay is a juggling of instruments that make up an orchestra, whilst you're conductor...and you're running mercilessly for your life and ammo. Its massively overwhelming to begin with, and you'll die often, but once you gather the rhythm of the dance of the Doom Slayer, it's a sight of awe, followed by psychotic grin on your face. Following in the footsteps and benchmarks that DOOM 2016 cemented, Eternal improves upon everything. The gunplay is meaty and brass, the platforming is fluid and easy to pick up, the demons and monsters all provide a challenge from the explosive beginning, to the equally as explosive finale, and when all of this is accompanied by the killer soundtrack cheering you on, Eternal is bulletproof.
Whilst DOOM 2016 feels dark in colour and tone, Eternal embraces the ridiculous and runs with it. Levels burst with bright and bonkers imagination, the effect of that first chainsaw kill where ammo flies out like confetti, and the endless ways to glory kill never gets tiresome. Add in the arsenal the Doom Slayer carries with him, it becomes a game of what gun is best for each demon. Although, the Double Barrel Shotgun is just magnificent to shoot with.
When it comes to DOOM, the narrative takes the backseat over its core idea of free movement to kill, and that's the only criticism I can give this franchise. Eternal does provide a planet hopping path of destruction through the Slayer's history, but you never feel invested in the narrative as much as you want to kill everything you see. I didn't need to know anything at all from the Slayers past, the mystery serves the narrative more not knowing. Also, I must note the amount of times my Playstation 4 has crashed due to DOOM Eternal. It really brings you out of the experience when you're almost finished on level, only to start again level all over again. I think this is however a minor fault in an otherwise superb game, and problems like this will hopefully be fixed in further patches.
I can't recommend DOOM Eternal enough. If video games were made singularly for fun, you have found the answer. I can't wait to see what id Software and Bethesda do next with this franchise.

Matthew Krueger (10051 KP) rated the PlayStation 3 version of Psychonauts in Video Games
May 8, 2020 (Updated May 8, 2020)
Im going to review the first one. This is the PS3 remaster verison review.
Psychonauts- is a platforming game developed by Double Fine Productions that first released in 2005.
Psychonauts follows the player-character Raz (voiced by Richard Horvitz), a young boy gifted with psychic abilities who runs away from the circus to try to sneak into a summer camp for those with similar powers to become a "Psychonaut", a spy with psychic abilities. He finds that there is a sinister plot occurring at the camp that only he can stop.
The game is centered on exploring the strange and imaginative minds of various characters that Raz encounters as a Psychonaut-in-training/"Psycadet" to help them overcome their fears or memories of their past, so as to gain their help and progress in the game. Raz gains use of several psychic abilities during the game that are used for both attacking foes and solving puzzles. The player can assign three of these powers to their controller or keyboard for quick use, but all earned powers are available at any time through a selection screen.
The game includes both the "real world" of the camp and its surroundings, as well as a number of "mental worlds" which exist in the consciousness of the game's various characters.
The mental worlds have wildly differing art and level design aesthetics, but generally have a specific goal that Raz must complete to help resolve a psychological issue a character may have, allowing the game's plot to progress.
Within the mental worlds are censors that react negatively to Raz's presence and will attack him. There are also various collectibles within the mental worlds, including "figments" of the character's imagination which help increase Raz's psi ranking, "emotional baggage" which can be sorted by finding tags and bringing them to the baggage, and "memory vaults" which can unlock a short series of slides providing extra information on that character's backstory.
The story is set in fictional Whispering Rock Psychic Summer Camp, a remote US government training facility under the guise of a children's summer camp.
Psychonauts is a platform game that incorporates various adventure elements. The player controls the main character Raz in a third-person, three-dimensional view, helping Raz to uncover a mystery at the Psychonauts training camp. Raz begins with basic movement abilities such as running and jumping, but as the game progresses, Raz gains additional psychic powers such as telekinesis, levitation, invisibility, and pyrokinesis. These abilities allow the player to explore more of the camp as well as fight off enemies.
Despite being well received, Psychonauts did not sell well with only about 100,000 retail units sold at the time of release, leading to severe financial loss for Majesco and their departure from the video game market; the title was considered a commercial failure. Psychonauts since has earned a number of industry awards and gained a cult following.
Its a excellent and phenomenal game and cant wait to play the second one.

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Hazel (1853 KP) rated In a Land of Paper Gods in Books
May 25, 2017
“My name is Henrietta S. Robertson. That’s my English name… My Chinese name is Ming-Mei.”
As the child of members of the Interior Alliance Mission, Henrietta has grown up between two cultures: English and Chinese. From the age of six she was sent to boarding school on a mountain in the Jiangxi Province, where four years later she remains as a small, pale, lonely girl.
For a girl as young as ten, Etta has a big imagination. She decides that God has called her to be a prophetess, and encourages the other girls in Dormitory A to join her in a Prophetess Club. This results is Etta getting into all sorts of trouble as she naively goes about inventing prophecies; all the while the Second Sino-Japanese War gets closer and closer to their mountain sanctuary.
Told mostly from Etta’s point of view, In a Land of Paper Gods is a hilarious historical novel about a young girl’s innocence. A large part of the story is about the missionary school rather than the ongoing war, therefore the focus is on Etta’s interpretation of the bible and her understanding of the differences between Western Christian and Chinese culture. However, once America joins the war effort, it is shockingly quick how the tale can go from humorous to heartbreaking.
The other character who plays a large part in this novel is Muriel, a dorm aunty, whom Etta regards highly. Muriel wanted to be a missionary but instead has found herself working at the Lushan school, keeping an eye on the ten and eleven year old girls. Although most of the book is written in Etta’s first person narrative, Rebecca Mackenzie has also included the occasional diary entry from Aunty Muriel. Since these are so few, it is not clear what their purpose is, as the story could easily continue without them.
Despite being an historical novel, In a Land of Paper Gods focuses less on fact and more on the impact the times had on a young girl. It is interesting to see the character development of Etta as she goes from a naughty, attention-seeking schoolgirl, to a young woman who must fend for herself. All the while she has her belief in God to resort to for explanations about the world she is living in. The reader also witnesses the growth of a relationship between Aunty Muriel and Etta. To begin with it is that of an adult and child, however it ends with them being equals in their suffering.
In a Land of Paper Gods is a pleasure to read. It is comically entertaining to begin with as the reader grows to love the characters, particularly mischievous Etta. It is hard to put the book down due to pure delight of the storyline, yet when the story turns darker it is just as difficult to put down, as we want to find out if the characters are going to be okay.
For some people, the Christian content will not mean anything, however it is possible to enjoy the novel without a religious background. For those, like myself, who do have a Christian upbringing, this aspect makes the story even better. Readers may recognize themselves or of their childhood in Etta, particularly her understanding of the bible.
Overall I loved this book. I was not sure what to expect, and have often found historical novels set in China to be rather dull. Therefore I was pleasantly surprised to discover how good this book was. I encourage others to read In a Land of Paper Gods, and I look forward to reading what Mackenzie writes next.