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Nicola Jane (6 KP) created a post
May 7, 2019 (Updated May 7, 2019)
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Hadley (567 KP) rated The Ghost of Villa Winter in Books
Mar 12, 2021
A cult (1 more)
Description of environment
All of the characters (1 more)
Amateur writing mistakes
Little does the reader know when they pick up a copy of The Ghost of Villa Winter by Isobel Blackthorn that a cult is lurking about inside the pages.
We begin our journey with Clarissa ,our main character, boarding a tour bus where she lets her personality shine through, which turns out to be extremely judgmental of anyone who isn't like her, or doesn't fit into the categories she places them in. For example, the driver of the tour bus is automatically labeled by Clarissa as a bad man because he has an uneven face and a French accent, and much of the same is said about the other seven passengers, as well. When she finally manages to stop judging the passengers, readers find out that Clarissa is somewhat of a psychic: "Ghosts spoke a language of their own and if a member of the spirit world inhabited the abandoned abode, she was sure to pick up on it. She was never wrong in these matters. Only three of the thirty or more premises she'd investigated on so-called ghost tours had contained a legitimate ghost. She prided herself on her mediumistic prowess. She was apt to pick up on preternatural inhabitants of places said not to be haunted. Sometimes she thought she could singlehandedly re-write history based on information she had gleaned, but that was being arrogant. She followed her dreams and her visions and her intuition, that was all. A natural psychic and a cynic to boot. "
It turns out that Clarissa is on the tour to see if she can encounter any spirits that may be at the infamous Villa Winter; a place that is believed to have been a secret Nazi base, as well as a place for human experiments - - - the tower was also believed to have been used as a lighthouse for German U-boats - - - which, in reality, Villa Winter is an actual place that exists on the Canary Islands in Spain.
The Ghost of Villa Winter is the fourth book in Blackthorn's Canary Islands Mysteries series, but it can be easily read as an introduction to it because you don't need any background information to understand what is going on. The novel takes on the usual tropes of a murder-mystery plot (a body is found, people are stranded and trying to figure out who among them is the murderer). Agatha Christie is one of the best authors of the murder-mystery genre who loved using her knowledge of poisons in her stories - - - Blackthorn treats the tropes with the right amount of respect which makes The Ghost of Villa Winter a pretty good story.
My major complaint for the Ghost of Villa Winter are the characters, which I found every single one quite unlikable, and even by the end, I couldn't bring myself to care at all for Clarissa. The way that she judged everyone so harshly, and her viewpoint that if no one acted the way she wanted them to, she would believe something was wrong with them that needed to be addressed in a rude manner: "He was the most anxious man she had come across in a long time. Anxious, unsure of himself and preoccupied. Far too self-conscious. The way he'd aligned his plate at lunch. That was obsessive-compulsive. And he certainly couldn't handle Fred Spice. She was sure he could be charming with pretty young ladies, patronizing even, but around her he was awkward. It was clear, too, that he was broken. It wouldn't be easy being an author knowing as you aged that all of your success was behind you and your future held nothing but diminishment. Writing was one of those activities you could pursue until you dropped and many successful authors did just that. As irritating as he could be, she felt sorry for him. "
The other characters are all seen from Clarissa's viewpoint, so they come off quite annoying, but at one point it seemed like Blackthorn was trying to redeem Clarissa's negative qualities by making her an advocate for a possibly wrongly convicted man. This story line didn't come off as redemption for me, but rather to fuel Clarissa's need to be important and in the right. Blackthorn failed to make any of the characters grow above pettiness. If a reader doesn't have a character to root for, the story becomes unenjoyable - - - which is the main reason I gave the book such a low rating; the murder-mystery was interesting, but the characters were not.
The murder, a woman who may have been part of a cult, is found inside a nailed-up crate with a tattoo of a number on her body being one of the only clues that puts Clarissa into sleuth-mode. After believing that one of the tourists is the killer, she decides to keep the discovery of the murder between her and Richard - - - a crime author who came to Villa Winter in hopes of a book inspiration. The two slowly begin to investigate their fellow tourists to figure out who had the mind and motive to kill the young woman, but this doesn't seem to be as easy as it is in Richard's books. I did have a problem though with the ending which ends up being very reminiscent of a majority of short stories: the ending came abruptly and the pieces fell into a place that was unbelievable.
I had never read any of Blackthorn's books before, so I didn't have much of an expectation reading the Ghost of Villa Winter. Unfortunately, I came away from this one pretty dissatisfied because all of the interesting points in the story (such as the cult) are rarely shown/explored further. Also, the fact that 'ghost' is in the title, I was pretty let down with only a couple of scenes where a ghost actually shows up, one such short-lived scene: "She [Clarissa] was about to carry on when a figure appeared in one of the uppermost tower windows. Appeared, and then was gone. At least, what she thought to be a figure. Could have been a ghost. " The scenes are so short that I believe 'ghost' shouldn't be in the title because it's misleading.
With quite a few amateur writing mistakes, and unlikable characters, I don't think I will read anymore of the books in this series. I loved the idea of a cult murder and a haunting in a possible Nazi base, but too much of the focus in the story was on Clarissa's judgmental outlook on everything that it ended up not being the story it could have been. I can only recommend this book to people who want a quick murder-mystery (what most call the genre 'cozy mystery'), but for paranormal lovers, the ghosts practically disappeared within a few pages.
We begin our journey with Clarissa ,our main character, boarding a tour bus where she lets her personality shine through, which turns out to be extremely judgmental of anyone who isn't like her, or doesn't fit into the categories she places them in. For example, the driver of the tour bus is automatically labeled by Clarissa as a bad man because he has an uneven face and a French accent, and much of the same is said about the other seven passengers, as well. When she finally manages to stop judging the passengers, readers find out that Clarissa is somewhat of a psychic: "Ghosts spoke a language of their own and if a member of the spirit world inhabited the abandoned abode, she was sure to pick up on it. She was never wrong in these matters. Only three of the thirty or more premises she'd investigated on so-called ghost tours had contained a legitimate ghost. She prided herself on her mediumistic prowess. She was apt to pick up on preternatural inhabitants of places said not to be haunted. Sometimes she thought she could singlehandedly re-write history based on information she had gleaned, but that was being arrogant. She followed her dreams and her visions and her intuition, that was all. A natural psychic and a cynic to boot. "
It turns out that Clarissa is on the tour to see if she can encounter any spirits that may be at the infamous Villa Winter; a place that is believed to have been a secret Nazi base, as well as a place for human experiments - - - the tower was also believed to have been used as a lighthouse for German U-boats - - - which, in reality, Villa Winter is an actual place that exists on the Canary Islands in Spain.
The Ghost of Villa Winter is the fourth book in Blackthorn's Canary Islands Mysteries series, but it can be easily read as an introduction to it because you don't need any background information to understand what is going on. The novel takes on the usual tropes of a murder-mystery plot (a body is found, people are stranded and trying to figure out who among them is the murderer). Agatha Christie is one of the best authors of the murder-mystery genre who loved using her knowledge of poisons in her stories - - - Blackthorn treats the tropes with the right amount of respect which makes The Ghost of Villa Winter a pretty good story.
My major complaint for the Ghost of Villa Winter are the characters, which I found every single one quite unlikable, and even by the end, I couldn't bring myself to care at all for Clarissa. The way that she judged everyone so harshly, and her viewpoint that if no one acted the way she wanted them to, she would believe something was wrong with them that needed to be addressed in a rude manner: "He was the most anxious man she had come across in a long time. Anxious, unsure of himself and preoccupied. Far too self-conscious. The way he'd aligned his plate at lunch. That was obsessive-compulsive. And he certainly couldn't handle Fred Spice. She was sure he could be charming with pretty young ladies, patronizing even, but around her he was awkward. It was clear, too, that he was broken. It wouldn't be easy being an author knowing as you aged that all of your success was behind you and your future held nothing but diminishment. Writing was one of those activities you could pursue until you dropped and many successful authors did just that. As irritating as he could be, she felt sorry for him. "
The other characters are all seen from Clarissa's viewpoint, so they come off quite annoying, but at one point it seemed like Blackthorn was trying to redeem Clarissa's negative qualities by making her an advocate for a possibly wrongly convicted man. This story line didn't come off as redemption for me, but rather to fuel Clarissa's need to be important and in the right. Blackthorn failed to make any of the characters grow above pettiness. If a reader doesn't have a character to root for, the story becomes unenjoyable - - - which is the main reason I gave the book such a low rating; the murder-mystery was interesting, but the characters were not.
The murder, a woman who may have been part of a cult, is found inside a nailed-up crate with a tattoo of a number on her body being one of the only clues that puts Clarissa into sleuth-mode. After believing that one of the tourists is the killer, she decides to keep the discovery of the murder between her and Richard - - - a crime author who came to Villa Winter in hopes of a book inspiration. The two slowly begin to investigate their fellow tourists to figure out who had the mind and motive to kill the young woman, but this doesn't seem to be as easy as it is in Richard's books. I did have a problem though with the ending which ends up being very reminiscent of a majority of short stories: the ending came abruptly and the pieces fell into a place that was unbelievable.
I had never read any of Blackthorn's books before, so I didn't have much of an expectation reading the Ghost of Villa Winter. Unfortunately, I came away from this one pretty dissatisfied because all of the interesting points in the story (such as the cult) are rarely shown/explored further. Also, the fact that 'ghost' is in the title, I was pretty let down with only a couple of scenes where a ghost actually shows up, one such short-lived scene: "She [Clarissa] was about to carry on when a figure appeared in one of the uppermost tower windows. Appeared, and then was gone. At least, what she thought to be a figure. Could have been a ghost. " The scenes are so short that I believe 'ghost' shouldn't be in the title because it's misleading.
With quite a few amateur writing mistakes, and unlikable characters, I don't think I will read anymore of the books in this series. I loved the idea of a cult murder and a haunting in a possible Nazi base, but too much of the focus in the story was on Clarissa's judgmental outlook on everything that it ended up not being the story it could have been. I can only recommend this book to people who want a quick murder-mystery (what most call the genre 'cozy mystery'), but for paranormal lovers, the ghosts practically disappeared within a few pages.
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365Flicks (235 KP) rated Cute Little Buggers (2017) in Movies
Nov 20, 2019
What the hell exactly did I just watch? Now where will I start with Cute Little Buggers, apart from fact that its the coolest movie title I have seen in a long time.
Cute Little Buggers… Hmmmmm
Cute Little Buggers…
Right okay. Let me start by saying that there is a movie here, A pretty decent one at that. When this movie knows exactly what it is and can be, it is great (a guilty pleasure if you will) when this movie shoots for the stars and trys to be what it wants to be it falls just short for me, however if there is one thing I love and can get behind, its when a director and his crew do what they can with what they have.
Let’s crack on with the pitch… We open up this very, very, very British horror movie in a small town in the south of England that is full of your typical small town England movie characters. Characters like the put upon farmer whose son left town to make it big and for the purposes of story-line has returned this very day. Then we have said prodigal sons old flame who is with the local village asshole now but the candle still burns bright. Local law enforcement, yes you guessed it, as dumb as a box of rocks. Then of course all your regular locals. One other thing, everyone seems to be a bit of a sexual deviant. We are about to spend a day and night with these crazy madcap zany characters as Aliens (Yes I said Aliens) have come to town and are going to use Rabbits (Yes I said Rabbits) to infiltrate and kidnap the women of earth… Oh shit nearly forgot heres the trailer…
I know right the movie is as mental as this trailer looks. I was completely sold for the first half of this movie, Director Tony Jopia was taking his time to build up these characters and every member of the cast knew what kind of flick they were making (a sort of crossover between Hot Fuzz and Critters) so while you could see they were having a bit of fun it also helped the chemistry flow. My god did the movie need that chemistry so we could up the laugh-ability and like-ability factor because on an estimated budget of 25k, the digital on the scares (Tentacle Bunny Things) were pretty laughable. Now as I said I give credit to any director who goes out and makes his passion so I don’t blame Jopia for one second, it was a budget thing and he absolutely made up for it everywhere else by casting well and having a pretty solid script with some cracking one liners. Just the effects left me feeling MEH. We just wont mention the Alien cut scenes on this review.
For me this is a recommend but its a pretty weak one as you may have guessed. That cast all play there parts and they do play them well on just the other side of bonkers and in some cases crazy beautiful. Tony Jopia as a director definitely has something, I dunno maybe with a bit more of a budget but I will say again there is a movie here.
Cute Little Buggers… Hmmmmm
Cute Little Buggers…
Right okay. Let me start by saying that there is a movie here, A pretty decent one at that. When this movie knows exactly what it is and can be, it is great (a guilty pleasure if you will) when this movie shoots for the stars and trys to be what it wants to be it falls just short for me, however if there is one thing I love and can get behind, its when a director and his crew do what they can with what they have.
Let’s crack on with the pitch… We open up this very, very, very British horror movie in a small town in the south of England that is full of your typical small town England movie characters. Characters like the put upon farmer whose son left town to make it big and for the purposes of story-line has returned this very day. Then we have said prodigal sons old flame who is with the local village asshole now but the candle still burns bright. Local law enforcement, yes you guessed it, as dumb as a box of rocks. Then of course all your regular locals. One other thing, everyone seems to be a bit of a sexual deviant. We are about to spend a day and night with these crazy madcap zany characters as Aliens (Yes I said Aliens) have come to town and are going to use Rabbits (Yes I said Rabbits) to infiltrate and kidnap the women of earth… Oh shit nearly forgot heres the trailer…
I know right the movie is as mental as this trailer looks. I was completely sold for the first half of this movie, Director Tony Jopia was taking his time to build up these characters and every member of the cast knew what kind of flick they were making (a sort of crossover between Hot Fuzz and Critters) so while you could see they were having a bit of fun it also helped the chemistry flow. My god did the movie need that chemistry so we could up the laugh-ability and like-ability factor because on an estimated budget of 25k, the digital on the scares (Tentacle Bunny Things) were pretty laughable. Now as I said I give credit to any director who goes out and makes his passion so I don’t blame Jopia for one second, it was a budget thing and he absolutely made up for it everywhere else by casting well and having a pretty solid script with some cracking one liners. Just the effects left me feeling MEH. We just wont mention the Alien cut scenes on this review.
For me this is a recommend but its a pretty weak one as you may have guessed. That cast all play there parts and they do play them well on just the other side of bonkers and in some cases crazy beautiful. Tony Jopia as a director definitely has something, I dunno maybe with a bit more of a budget but I will say again there is a movie here.
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Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
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Erika (17789 KP) rated Avengers: Infinity War (2018) in Movies
Apr 27, 2018 (Updated Apr 28, 2018)
Predictable (1 more)
Some shoddy SFX
Contains spoilers, click to show
So, it's finally here, Happy Infinity War day!
Now, I'm even going to enter down. Seriously, don't read any further if you want the movie unspoiled.
Yes, I'm calling the film predictable, because it was. It's not necessarily a bad thing, there just wasn't anything that honestly surprised me.
For one, I completely guessed the first two people to bite the dust, based solely on the end credit scene in Ragnarok. Heimdall dies first, but not before conveniently getting Hulk out of there.
Loki dies next, but not before you think they're completely going to reverse the story arc from Ragnarok. Whew, but they didn't. Hiddles did a really fantastic job in the whole 5-10 min he was in the film.
Thanos looked pretty good, they seemed to have fixed the color on him from the whack neon purple in that first trailer. His minions were a bit weak, and overall I don't even know what their names were, however, I don't think I was supposed to care.
I think the Guardians of the Galaxy were given way too much screentime. I'm so over them. I also got a Gamora backstory that I didn't want nor need. I'm hoping she's one of the for sure dead.
I was so happy they finally addressed Red Skull, of course he was alive! My only question is, yall couldn't shell out enough money to get Hugo Weaving back in the makeup? Come on Disney.
The only characters I for sure believe are dead and gone, are Vision, Loki, and Heimdall. Gamora is up for debate. Everyone else...come on, it's a comic book movie. I do wish they'd have had the balls to let Tony Stark die.
So, at the end, we're left with the OG Avengers. Hawkeye and Ant Man are with their fams, and Thanos got what he wanted. There's also the Captain Marvel paging scene after the credits. Of course it needed to be in there.
ALSO, set up for Venom?? That was such a good idea! At least, I believe it was supposed to be a set up...
Ah right, the shoddy SFX... there are a few scenes towards the end, especially with Thor that looked so cheap. It was strange.
Anyway, I can't give it a 10 because of those shoddy graphics, and there was too much GotG.
Now, I'm even going to enter down. Seriously, don't read any further if you want the movie unspoiled.
Yes, I'm calling the film predictable, because it was. It's not necessarily a bad thing, there just wasn't anything that honestly surprised me.
For one, I completely guessed the first two people to bite the dust, based solely on the end credit scene in Ragnarok. Heimdall dies first, but not before conveniently getting Hulk out of there.
Loki dies next, but not before you think they're completely going to reverse the story arc from Ragnarok. Whew, but they didn't. Hiddles did a really fantastic job in the whole 5-10 min he was in the film.
Thanos looked pretty good, they seemed to have fixed the color on him from the whack neon purple in that first trailer. His minions were a bit weak, and overall I don't even know what their names were, however, I don't think I was supposed to care.
I think the Guardians of the Galaxy were given way too much screentime. I'm so over them. I also got a Gamora backstory that I didn't want nor need. I'm hoping she's one of the for sure dead.
I was so happy they finally addressed Red Skull, of course he was alive! My only question is, yall couldn't shell out enough money to get Hugo Weaving back in the makeup? Come on Disney.
The only characters I for sure believe are dead and gone, are Vision, Loki, and Heimdall. Gamora is up for debate. Everyone else...come on, it's a comic book movie. I do wish they'd have had the balls to let Tony Stark die.
So, at the end, we're left with the OG Avengers. Hawkeye and Ant Man are with their fams, and Thanos got what he wanted. There's also the Captain Marvel paging scene after the credits. Of course it needed to be in there.
ALSO, set up for Venom?? That was such a good idea! At least, I believe it was supposed to be a set up...
Ah right, the shoddy SFX... there are a few scenes towards the end, especially with Thor that looked so cheap. It was strange.
Anyway, I can't give it a 10 because of those shoddy graphics, and there was too much GotG.
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Molly J (Cover To Cover Cafe) (106 KP) rated The Unexpected Champion (High Sierra Sweethearts, #3) in Books
Feb 27, 2019
Y’all! Let me tell you a little something about this book right here. It’s fantabulous. That’s right. Fantabulous. Mary Connealy has been on my auto read authors list for years now. And, I always get giddy like a school kid on the play ground when I get to read her novels. This upcoming addition to her High Sierra Sweethearts series was no exception.
From the start, we are taking to the heart of the plot line, and into the lives of John and Penny. Oh sweet Penny, how I loved her! I loved her strong willed ways. And John. Lord have mercy, did I ever love him! His character really came to life for me, and I pictured myself beside him, taking each new twist and turn of being kidnapped with Penny as if I was there.
I loved the way Connealy created her characters with her trademark charm and wit. I love to get lost between the covers of one of her amazing novels because they are lighthearted and keep me chuckling on a bad day. The wit and charm of Penny and John were definitely evident in this page turner!
If you ask me, and even if you don’t, I’m going to tell you that I highly recommend this book with hats-off, two thumbs, and highest of 5 stars. Inspiration, hope, mercy and love are all wrapped up into another incredible cowboy story from the talented Mary Connealy. So, grab ya a copy, kick your boots off, and get ready to get wrapped up in another impeccably done novel from Mrs. Connealy!
*I received a complimentary copy of this book from NetGalley and was under no obligation to post a review, positive or negative.*
From the start, we are taking to the heart of the plot line, and into the lives of John and Penny. Oh sweet Penny, how I loved her! I loved her strong willed ways. And John. Lord have mercy, did I ever love him! His character really came to life for me, and I pictured myself beside him, taking each new twist and turn of being kidnapped with Penny as if I was there.
I loved the way Connealy created her characters with her trademark charm and wit. I love to get lost between the covers of one of her amazing novels because they are lighthearted and keep me chuckling on a bad day. The wit and charm of Penny and John were definitely evident in this page turner!
If you ask me, and even if you don’t, I’m going to tell you that I highly recommend this book with hats-off, two thumbs, and highest of 5 stars. Inspiration, hope, mercy and love are all wrapped up into another incredible cowboy story from the talented Mary Connealy. So, grab ya a copy, kick your boots off, and get ready to get wrapped up in another impeccably done novel from Mrs. Connealy!
*I received a complimentary copy of this book from NetGalley and was under no obligation to post a review, positive or negative.*
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Final Kick
Games and Entertainment
App
Enjoy the tense moments of the penalty shots as if you were playing in a Football final, competing...
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Debbiereadsbook (1303 KP) rated When The Devil Wants In in Books
Jan 30, 2018
I LOVED this!
Independent reviewer for Divine Magazine, I was gifted my copy of this book.
When faced with a murder charge, John has to choose between his freedom, and his heart.
You know how sometimes, you read a blurb for a book, and your mind writes the plot out and its all wrapped up in a nice pink bow?? And then you read the BOOK, and your version is so very wrong but you have no idea why??
This book totally surprised me, and I cannot put my finger on WHY it did! I loved it!!
John is hiding in plain sight, driving 90 minutes to get his hook ups. Matt moves to Magnolia Ridge from San Fransisco, out and proud. But Matt knows he needs to reign it in. A hook up between the guys has both of them shocked and wanting more, so much more. A shocking discovery causes John to question what he really wants.
I loved both these guys. John, so far in the closet he's in the next room, and Matt who just knows when to say what about his sexuality. They both have their say, so we get every little bit that these guys feel, together and apart. I loved that Matt took to John's closed off-ness quickly, and without question.
The murder has you crying for John, it really does. And I was WAY off base with whodunnit, let me tell ya!! Did NOT see that one coming! I really love being proven wrong.
And I need to say something about that gorgeous cover. When I saw the cover FIRST, I thought its pretty, it nice, but somehow it doesn't fit. I had the blurb before I saw the cover. And I couldn't put my finger on WHY it didn't fit, still can't, truth be told, but that's what I felt, and ya'll know I gotta tell you what I'm feeling. And I'm reading the book, my brain is registering that they are in Magnolia Ridge, that there are magnolia blossom on the cover, I swear I knew that, but still it did not make any sense WHY they were on the cover!
Then! One word, one single word was all it took, and my brain exploded! Light bulb moment does not quite cover what went through my brain at that point! It was like a nuclear bomb going off, and that cover makes TOTAL sense now! Totally the right cover for THIS book.
Is there another book after this?? I feel with what John did for Matt's birthday, and the subsequent scenes kinda left me wanting more of a certain fellow!
Anyways, loved the book, loved the cover and read it in one single sitting, so...
5 full stars
**same worded review will appear elsewhere**
When faced with a murder charge, John has to choose between his freedom, and his heart.
You know how sometimes, you read a blurb for a book, and your mind writes the plot out and its all wrapped up in a nice pink bow?? And then you read the BOOK, and your version is so very wrong but you have no idea why??
This book totally surprised me, and I cannot put my finger on WHY it did! I loved it!!
John is hiding in plain sight, driving 90 minutes to get his hook ups. Matt moves to Magnolia Ridge from San Fransisco, out and proud. But Matt knows he needs to reign it in. A hook up between the guys has both of them shocked and wanting more, so much more. A shocking discovery causes John to question what he really wants.
I loved both these guys. John, so far in the closet he's in the next room, and Matt who just knows when to say what about his sexuality. They both have their say, so we get every little bit that these guys feel, together and apart. I loved that Matt took to John's closed off-ness quickly, and without question.
The murder has you crying for John, it really does. And I was WAY off base with whodunnit, let me tell ya!! Did NOT see that one coming! I really love being proven wrong.
And I need to say something about that gorgeous cover. When I saw the cover FIRST, I thought its pretty, it nice, but somehow it doesn't fit. I had the blurb before I saw the cover. And I couldn't put my finger on WHY it didn't fit, still can't, truth be told, but that's what I felt, and ya'll know I gotta tell you what I'm feeling. And I'm reading the book, my brain is registering that they are in Magnolia Ridge, that there are magnolia blossom on the cover, I swear I knew that, but still it did not make any sense WHY they were on the cover!
Then! One word, one single word was all it took, and my brain exploded! Light bulb moment does not quite cover what went through my brain at that point! It was like a nuclear bomb going off, and that cover makes TOTAL sense now! Totally the right cover for THIS book.
Is there another book after this?? I feel with what John did for Matt's birthday, and the subsequent scenes kinda left me wanting more of a certain fellow!
Anyways, loved the book, loved the cover and read it in one single sitting, so...
5 full stars
**same worded review will appear elsewhere**
*I received a copy of this book from the publisher and NetGalley in exchange for an honest review*
I think this was one of the very first books that I requested on Netgalley and I can’t even remember why I requested it, it’s not really something that I would go for. However I requested and finally read it and now reviewing :). This is a science-fiction/dystopian Young adult book, it is hard to categorise as it felt like several genres. We follow this boy and he is known as Boy 23 and lives in ‘My Place’ he doesn’t have any human contact and has no idea of the outside world, he communicates with ‘The voice’ who tells him his schedule and is a role model of such.One night Boy 23 is bundled in to the boot of a car and dumped into the woods with a backpack and ‘the voice’ telling him to run as far away as possible. With never being outside before he doesn’t know foe from friend. Someone is out to get him but he needs to let the right people know that he exists before he is captured. This book was OK! It was fast paced with an air of mystery, however it took a long time for the big reveal and I was getting a little bored to be honest. The writing was not the greatest and the use of ‘Squizz’ and ‘yomping’ was way too much and started irritating the hell out of me. The world building was pretty non-existent, we knew that it was set in Germany but we didn’t get much more than that.
I rated this 2.75/5 stars.
I think this was one of the very first books that I requested on Netgalley and I can’t even remember why I requested it, it’s not really something that I would go for. However I requested and finally read it and now reviewing :). This is a science-fiction/dystopian Young adult book, it is hard to categorise as it felt like several genres. We follow this boy and he is known as Boy 23 and lives in ‘My Place’ he doesn’t have any human contact and has no idea of the outside world, he communicates with ‘The voice’ who tells him his schedule and is a role model of such.One night Boy 23 is bundled in to the boot of a car and dumped into the woods with a backpack and ‘the voice’ telling him to run as far away as possible. With never being outside before he doesn’t know foe from friend. Someone is out to get him but he needs to let the right people know that he exists before he is captured. This book was OK! It was fast paced with an air of mystery, however it took a long time for the big reveal and I was getting a little bored to be honest. The writing was not the greatest and the use of ‘Squizz’ and ‘yomping’ was way too much and started irritating the hell out of me. The world building was pretty non-existent, we knew that it was set in Germany but we didn’t get much more than that.
I rated this 2.75/5 stars.