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Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!

Purple Phoenix Games (2266 KP) rated Quad City Killers in Tabletop Games
Jan 30, 2021
So I am going to cut right to the chase here. I am from the Quad Cities, the area of Iowa and Illinois where the Mississippi River flows East-West instead of its normal North-South. Admittedly, the name given to the area is the Greater Quad City Area and includes around 18 actual towns and cities. I have a love for my hometown and defend it to all who think we are just cornfields and unexciting. That said, when I saw a game was being produced about serial killers roaming my own stomping grounds, I knew I had to preview it.
Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.
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 ending March 5, 2021, or through any retailers stocking it after fulfillment. -T
To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.
Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.
The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.
Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.
The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.
The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.
I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.
All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.
Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.
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 ending March 5, 2021, or through any retailers stocking it after fulfillment. -T
To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.
Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.
The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.
Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.
The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.
The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.
I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.
All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.

BankofMarquis (1832 KP) rated Rocketman (2019) in Movies
Jun 11, 2019
Strong Lead Performance
I have to admit, I thought the Freddy Mercury bio-pic BOHEMIAN RHAPSODY was just "meh" and that Rami Malek was "just o'k" as the Queen frontman (personally, I would have given the Oscar to Christian Bale for his portrayal of Dick Cheney in VICE) so I was not rushing to the multi-plex to check out the Elton John musical film ROCKETMAN. And the fact that the release of this film was "buried" in the summer and not right before "Oscar Season" gave me room to pause.
And...I would be wrong...for ROCKETMAN is a fun, fantastical fantasy musical depicting the rise and fall (by drug and alcohol abuse) of one of rock's most flamboyant showman of the 1970's.
Following the "Jukebox Musical" blueprint of something like JERSEY BOYS, Rocketman follows a young Reggie Dwight as he discovers his musical talent and grows into the Global Superstar known as Elton John.
I was happy that the filmmakers went this route (vs the bio-pic route that BOHEMIAN RHAPSODY went) for they were able to use the vast catalog of Elton John/Bernie Taupin tunes to their fullest advantage, when it made sense to drive the narrative forward - or to give the storytelling a shot of adrenaline.
This film had Elton John's blessings and he was not kind to a few people in his life - most notably his mother (an almost unrecognizable Bryce Dallas Howard in a strong turn), his father (Steve Mackintosh, who I had never seen before) and his Manager, John Reid (Game of Throne's Richard Madden). All 3 are pretty one-dimensional villains that help contribute to Elton's drug and alcohol abuse.
On the other side of the coin is his writing partner, Bernie Taupin (Jamie Bell, the original BILLY ELLIOT in a performance that I think is the best of his career) and his Grandmother, Ivy (good ol' Gemma Jones BRIDGET JONES DIARY and Madam Pomfrey in the Harry Potter films). Both of these characters are generally positive influences on Elton's life, trying to understand and support our hero on his journey.
As for our hero, Taran Egerton (the KINGSMAN films) embodies Elton with panache and zeal while showing an underlying shyness and insecurity that helps lead to his abuse issues. Egerton is EXCELLENT in this role - both in acting and singing. He doesn't so much imitate Elton John but embodies the essence of Sir Elton and his performance is quite effective. If Rami Malek deserved his Oscar for playing Freddy Mercury in BOHEMIAN RHAPSODY then Taran Egerton better be in the Oscar conversation this year.
The film was Directed by Dexter Fletcher (who was brought on to finish BOHEMIAN RHAPSODY once Bryan Singer was fired from that film for his on-set behavior), so he puts to good use his experience on the Queen movie, keeping the action moving fast, the characterizations simple (but satisfying) enough while showcasing just enough music to fill a "Best of" Album.
While BOHEMIAN RHAPSODY was a "meh" movie with a buffo ending (the recreation of the LIVE AID concert was amazing), ROCKETMAN suffers from just the opposite problem. Starting off strong and growing weaker until it ends in "meh" fashion. The fact that this film musical fantasy decided to end with a faithful recreation of the I'M STILL STANDING music video is at the heart of the issue. I understand the implied underlying meaning of this song selection, but it just doesn't pack the punch that a live concert appearance would have.
Come for the music, stay for Egerton's performance and you'll be glad you did.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank(ofMarquis)
And...I would be wrong...for ROCKETMAN is a fun, fantastical fantasy musical depicting the rise and fall (by drug and alcohol abuse) of one of rock's most flamboyant showman of the 1970's.
Following the "Jukebox Musical" blueprint of something like JERSEY BOYS, Rocketman follows a young Reggie Dwight as he discovers his musical talent and grows into the Global Superstar known as Elton John.
I was happy that the filmmakers went this route (vs the bio-pic route that BOHEMIAN RHAPSODY went) for they were able to use the vast catalog of Elton John/Bernie Taupin tunes to their fullest advantage, when it made sense to drive the narrative forward - or to give the storytelling a shot of adrenaline.
This film had Elton John's blessings and he was not kind to a few people in his life - most notably his mother (an almost unrecognizable Bryce Dallas Howard in a strong turn), his father (Steve Mackintosh, who I had never seen before) and his Manager, John Reid (Game of Throne's Richard Madden). All 3 are pretty one-dimensional villains that help contribute to Elton's drug and alcohol abuse.
On the other side of the coin is his writing partner, Bernie Taupin (Jamie Bell, the original BILLY ELLIOT in a performance that I think is the best of his career) and his Grandmother, Ivy (good ol' Gemma Jones BRIDGET JONES DIARY and Madam Pomfrey in the Harry Potter films). Both of these characters are generally positive influences on Elton's life, trying to understand and support our hero on his journey.
As for our hero, Taran Egerton (the KINGSMAN films) embodies Elton with panache and zeal while showing an underlying shyness and insecurity that helps lead to his abuse issues. Egerton is EXCELLENT in this role - both in acting and singing. He doesn't so much imitate Elton John but embodies the essence of Sir Elton and his performance is quite effective. If Rami Malek deserved his Oscar for playing Freddy Mercury in BOHEMIAN RHAPSODY then Taran Egerton better be in the Oscar conversation this year.
The film was Directed by Dexter Fletcher (who was brought on to finish BOHEMIAN RHAPSODY once Bryan Singer was fired from that film for his on-set behavior), so he puts to good use his experience on the Queen movie, keeping the action moving fast, the characterizations simple (but satisfying) enough while showcasing just enough music to fill a "Best of" Album.
While BOHEMIAN RHAPSODY was a "meh" movie with a buffo ending (the recreation of the LIVE AID concert was amazing), ROCKETMAN suffers from just the opposite problem. Starting off strong and growing weaker until it ends in "meh" fashion. The fact that this film musical fantasy decided to end with a faithful recreation of the I'M STILL STANDING music video is at the heart of the issue. I understand the implied underlying meaning of this song selection, but it just doesn't pack the punch that a live concert appearance would have.
Come for the music, stay for Egerton's performance and you'll be glad you did.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank(ofMarquis)

Gareth von Kallenbach (980 KP) rated Logan (2017) in Movies
Jun 19, 2019
Hugh Jackman returns for his final performance of his iconic Wolverine character in “Logan” and if this is his last outing, he has picked the best of the series for his swan song.
The film takes place in the near future where an aging and broken down Logan makes a living driving a limo near El Paso.
The man who does not age and instantly heals has found his powers are rapidly fading and he has lost much of his will to live and only the fact that he is secretly watching over an aged and dementia riddled Professor X (Patrick Stewart), gives him any purpose in life.
Logan is a very angry and broken individual who wants nothing more than to purchase a boat and escape with the Professor, something that their Albino companion Caliban (Stephan Merchant) has an issue with due to his severe issues with the sun.
It is revealed that there have not been any new mutants born in over 20 years and as such, those that are left are very scarce, and considered a dying breed.
When a woman encounters Logan she insists that she take her and a young girl to a locale, but Logan wants no part of this. His suspicions are raised when a mysterious agent contacts him and tells him that he needs to let them have the girl and woman should they contact him again. Logan finds his fragile world upended when fate forces him, the Professor, and the mysterious girl to run after a deadly encounter with a large squad of troops and police.
It is revealed that the girl is part of a secret experiment that those behind it will stop at nothing to control and as such, Logan is brought into a conflict that he wants no part of.
In a bloody and violent series of confrontations, Logan must find the strength he no longer has to keep those in his care safe against overwhelming odds.
“Logan” is a darker and more violent look into the Marvel world. The film earns an R rating due to the graphic violence which underscores the intensity and danger of the world in which Logan now lives in. Jackman plays the character as a worn down individual who wants nothing more to do with his glory years and simply has grown tired of living in his former shadow.
Stewart is very good in a sympathetic role of seeing the powerful man he once was diminished due to age and mental illness as he and Logan have become pathetic shells of the once great people they were. Forced to live in seclusion and avoiding the very public they fought to save on multiple occasions.
Director James Mangold who also worked on the script clearly understands the characters and wanted to give fans a darker and more intense look into their world.
There are no grand super villains, legions of mutants, massive explosions, and abundances of FX shots to this story. Instead we get a raw and moving human story that is not afraid to let the characters drive the film. While there are plenty of action scenes in the film, they never overshadow the fact that the story is a tale of real people and not the typical comic film where viewers are deluged with constant eye candy. In fact the film actually keeps a very minimalistic approach to the visuals as much of it is set in the desert and other stark landscapes and towns.
The film does drag a bit as it nears the finale, but the payoff is highly satisfying and should delight fans.
The film is also moving in a way that one would not expect from a film in the X-men series and if this is truly the last outing for Jackman, he could not have picked a more perfect film as this is easily the best of the series.
http://sknr.net/2017/02/17/logan/
The film takes place in the near future where an aging and broken down Logan makes a living driving a limo near El Paso.
The man who does not age and instantly heals has found his powers are rapidly fading and he has lost much of his will to live and only the fact that he is secretly watching over an aged and dementia riddled Professor X (Patrick Stewart), gives him any purpose in life.
Logan is a very angry and broken individual who wants nothing more than to purchase a boat and escape with the Professor, something that their Albino companion Caliban (Stephan Merchant) has an issue with due to his severe issues with the sun.
It is revealed that there have not been any new mutants born in over 20 years and as such, those that are left are very scarce, and considered a dying breed.
When a woman encounters Logan she insists that she take her and a young girl to a locale, but Logan wants no part of this. His suspicions are raised when a mysterious agent contacts him and tells him that he needs to let them have the girl and woman should they contact him again. Logan finds his fragile world upended when fate forces him, the Professor, and the mysterious girl to run after a deadly encounter with a large squad of troops and police.
It is revealed that the girl is part of a secret experiment that those behind it will stop at nothing to control and as such, Logan is brought into a conflict that he wants no part of.
In a bloody and violent series of confrontations, Logan must find the strength he no longer has to keep those in his care safe against overwhelming odds.
“Logan” is a darker and more violent look into the Marvel world. The film earns an R rating due to the graphic violence which underscores the intensity and danger of the world in which Logan now lives in. Jackman plays the character as a worn down individual who wants nothing more to do with his glory years and simply has grown tired of living in his former shadow.
Stewart is very good in a sympathetic role of seeing the powerful man he once was diminished due to age and mental illness as he and Logan have become pathetic shells of the once great people they were. Forced to live in seclusion and avoiding the very public they fought to save on multiple occasions.
Director James Mangold who also worked on the script clearly understands the characters and wanted to give fans a darker and more intense look into their world.
There are no grand super villains, legions of mutants, massive explosions, and abundances of FX shots to this story. Instead we get a raw and moving human story that is not afraid to let the characters drive the film. While there are plenty of action scenes in the film, they never overshadow the fact that the story is a tale of real people and not the typical comic film where viewers are deluged with constant eye candy. In fact the film actually keeps a very minimalistic approach to the visuals as much of it is set in the desert and other stark landscapes and towns.
The film does drag a bit as it nears the finale, but the payoff is highly satisfying and should delight fans.
The film is also moving in a way that one would not expect from a film in the X-men series and if this is truly the last outing for Jackman, he could not have picked a more perfect film as this is easily the best of the series.
http://sknr.net/2017/02/17/logan/

Lee (2222 KP) rated Frozen II (2019) in Movies
Nov 25, 2019 (Updated Nov 25, 2019)
Just as enjoyable as the original
I'm sure you don't need me to tell you how big a hit 2013 movie Frozen was. For a long while after it was released, you couldn't go on social media, or even turn on a TV, without seeing mention of Frozen in some form. And you couldn't really avoid hearing somebody bash out their rendition of 'Let It Go', arguably one of the biggest and most recognisable songs of this decade. Frozen became the highest-grossing animated film ever and a sequel was always inevitable. But, with any sequel, there's always a high chance that they'll fail to live up to the original, simply coming across as nothing more than a cash grab. Frozen 2 had a lot to live up to!
Following the events of the first Frozen movie, Arendelle is once again a calm, happy and carefree place. Elsa and Anna are close sisters once more. Anna and Kristoff are a couple, although in a running theme throughout the movie, Kristoff is now keen to try and propose to Anna. Meanwhile, some magic from Elsa means that Olaf now has a permafrost, no longer needing his own snow cloud and able to freely go around without fear of melting. He's also extremely keen to learn - becoming more thoughtful and aware of the world, asking existential questions, and sharing new found facts with his friends.
An early scene shows a young Elsa and Anna being told a bedtime story by their parents. The story involves an enchanted forest and their grandfather, who went to the forest as king in order to make peace with it's inhabitants, the Northuldra, and to sweeten the deal by building them a shiny new dam. But a betrayal caused the elemental forces of the forest - air, earth, fire and water - to become angered, resulting in a fierce battle and the entire forest being sealed for all time beneath a magical shield of mist. Clearly this story is being told in order to set the scene for a major plot point in this sequel, so it's not long before present day Elsa begins to hear voices - a mysterious siren, beckoning her with a beautiful melody. And when the terrifying elemental spirits strike the town of Arendelle, forcing its residents to flee for safety, she remembers the story we've just heard and heads off to the enchanted forest to look for answers and a resolution, closely followed by Anna, Kristoff, Sven and Olaf.
What follows is an epic adventure involving all of the main characters as they work together, or separately at times, to try and regain order and peace to this expanding world we're being introduced to. It becomes a quest to uncover the sisters ancestry and an attempt to undo damage caused by past generations with each character deals with their own personal transformation and growth. It's all beautifully animated, as you'd expect, full of peril, action and fun. And Olaf still manages to generate big laughs in pretty much every scene he's in!
Once again, Frozen 2 boasts an impressive soundtrack of songs. At least one is extremely powerful and catchy, knocking loudly at the door of 'Let It Go' in terms of memorability (admittedly, I've already listened to it a few times since leaving the cinema!), and there are more fun songs for Olaf to sing too. Kristoff comes up short though, getting dealt the worst of the songs, but that's not to say they're not still enjoyable.
Like Toy Story 4 earlier this year, Frozen 2 is a sequel that wasn't really necessary. But, as with Toy Story, it is still wonderful to be back in the company of such great characters. Having re-watched the original Frozen the day before seeing Frozen 2, I can honestly say that the sequel for me was just as enjoyable and entertaining as the first. Highly recommended.
Following the events of the first Frozen movie, Arendelle is once again a calm, happy and carefree place. Elsa and Anna are close sisters once more. Anna and Kristoff are a couple, although in a running theme throughout the movie, Kristoff is now keen to try and propose to Anna. Meanwhile, some magic from Elsa means that Olaf now has a permafrost, no longer needing his own snow cloud and able to freely go around without fear of melting. He's also extremely keen to learn - becoming more thoughtful and aware of the world, asking existential questions, and sharing new found facts with his friends.
An early scene shows a young Elsa and Anna being told a bedtime story by their parents. The story involves an enchanted forest and their grandfather, who went to the forest as king in order to make peace with it's inhabitants, the Northuldra, and to sweeten the deal by building them a shiny new dam. But a betrayal caused the elemental forces of the forest - air, earth, fire and water - to become angered, resulting in a fierce battle and the entire forest being sealed for all time beneath a magical shield of mist. Clearly this story is being told in order to set the scene for a major plot point in this sequel, so it's not long before present day Elsa begins to hear voices - a mysterious siren, beckoning her with a beautiful melody. And when the terrifying elemental spirits strike the town of Arendelle, forcing its residents to flee for safety, she remembers the story we've just heard and heads off to the enchanted forest to look for answers and a resolution, closely followed by Anna, Kristoff, Sven and Olaf.
What follows is an epic adventure involving all of the main characters as they work together, or separately at times, to try and regain order and peace to this expanding world we're being introduced to. It becomes a quest to uncover the sisters ancestry and an attempt to undo damage caused by past generations with each character deals with their own personal transformation and growth. It's all beautifully animated, as you'd expect, full of peril, action and fun. And Olaf still manages to generate big laughs in pretty much every scene he's in!
Once again, Frozen 2 boasts an impressive soundtrack of songs. At least one is extremely powerful and catchy, knocking loudly at the door of 'Let It Go' in terms of memorability (admittedly, I've already listened to it a few times since leaving the cinema!), and there are more fun songs for Olaf to sing too. Kristoff comes up short though, getting dealt the worst of the songs, but that's not to say they're not still enjoyable.
Like Toy Story 4 earlier this year, Frozen 2 is a sequel that wasn't really necessary. But, as with Toy Story, it is still wonderful to be back in the company of such great characters. Having re-watched the original Frozen the day before seeing Frozen 2, I can honestly say that the sequel for me was just as enjoyable and entertaining as the first. Highly recommended.

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Hazel (1853 KP) rated Thirteen Reasons Why in Books
May 23, 2017
Trigger Warning
This eBook was provided by the publisher via NetGalley in exchange for an honest review
Recently filmed as a thirteen-part Netflix drama executively produced by Selena Gomez, Thirteen Reasons Why was the first novel by the award-winning author, Jay Asher. It is the type of book readers will either love or hate, but it should definitely come with a warning. This story is NOT an accurate representation of depression and suicide.
Yes, suicide. A teenaged girl has committed suicide, shocking everyone who knew her. No one could understand why, but thirteen people are going to find out. Clay Jensen is the ninth person to receive a box of thirteen audiotapes from Hannah Baker. However, Hannah died two weeks ago. As she premeditated taking her life, Hannah recorded thirteen stories involving people from her school that caused her to snowball into deep depression and despair. Desperate to find out why his name features in Hannah’s story, Clay begins listening to the tapes in order, putting together the events that led to Hannah’s death.
What follows is a heart-breaking story showing the impact individuals have on other people’s lives, often without realising it. In some cases, the characters only played a minor role in Hannah’s life, whereas others caused significant damage. The saddest thing is, Clay could have helped Hannah, but she had pushed him away.
At times, Hannah seemed like the horrible person, calling all these people out on petty little things, but these things, along with the more horrible ones, all built up to create a life that did not feel worth living. It is eye opening how much a small action, comment or rumour can so drastically alter someone’s future.
Bearing in mind that depression affects everyone differently and has numerous causes, some readers may feel disgusted at Hannah’s extreme action, but this is the fault of the author. Jay Asher fails to completely describe the emotional torment that Hannah felt, and only someone who may have been through a similar situation, or worse, will fully be able to understand the impact everything has had on her mental health.
As Hannah beleaguers her listeners, the thirteen people start to feel like the victims rather than the “attackers”, which is most probably not what the author was intending. Now, these people will have to live their lives believing they caused a girl to commit suicide when really they were only 1/13th of the reason. Although, before criticising this novel, keep in mind it is a work of fiction.
What is most painful about Thirteen Reasons Why, is not Hannah’s plight, but the reaction Clay has to hearing Hannah’s story. Unlike the other people Hannah accuses, Clay is not one of her antagonists; all Hannah wants to do is to say sorry.
It is up to the reader to judge whether Thirteen Reasons Why is worthy of praise or not. Those without an understanding of depression may dislike it on account of misunderstanding Hannah’s reasons, whereas others may feel insulted that she killed herself over things that could have been eased had she told someone. Personally, I understand where Hannah is coming from, and although I would not go to the extremes Hannah did, I do not think she was selfish or stupid or any other insult that may befall her.
The reason I give this book a good rating lies in the quality of writing. Asher seamlessly alternates between two narratives – Hannah’s story and Clay’s reaction and reflection. Although the author may not have clearly expressed Hannah’s emotions, he successful emphasises the grief and despair Clay feels listening to the cassettes. My main concern is that Thirteen Reasons Why will only be short lived. Audiotapes were already obsolete when the book was published, but soon will there be any new readers who know what a tape is?
Recently filmed as a thirteen-part Netflix drama executively produced by Selena Gomez, Thirteen Reasons Why was the first novel by the award-winning author, Jay Asher. It is the type of book readers will either love or hate, but it should definitely come with a warning. This story is NOT an accurate representation of depression and suicide.
Yes, suicide. A teenaged girl has committed suicide, shocking everyone who knew her. No one could understand why, but thirteen people are going to find out. Clay Jensen is the ninth person to receive a box of thirteen audiotapes from Hannah Baker. However, Hannah died two weeks ago. As she premeditated taking her life, Hannah recorded thirteen stories involving people from her school that caused her to snowball into deep depression and despair. Desperate to find out why his name features in Hannah’s story, Clay begins listening to the tapes in order, putting together the events that led to Hannah’s death.
What follows is a heart-breaking story showing the impact individuals have on other people’s lives, often without realising it. In some cases, the characters only played a minor role in Hannah’s life, whereas others caused significant damage. The saddest thing is, Clay could have helped Hannah, but she had pushed him away.
At times, Hannah seemed like the horrible person, calling all these people out on petty little things, but these things, along with the more horrible ones, all built up to create a life that did not feel worth living. It is eye opening how much a small action, comment or rumour can so drastically alter someone’s future.
Bearing in mind that depression affects everyone differently and has numerous causes, some readers may feel disgusted at Hannah’s extreme action, but this is the fault of the author. Jay Asher fails to completely describe the emotional torment that Hannah felt, and only someone who may have been through a similar situation, or worse, will fully be able to understand the impact everything has had on her mental health.
As Hannah beleaguers her listeners, the thirteen people start to feel like the victims rather than the “attackers”, which is most probably not what the author was intending. Now, these people will have to live their lives believing they caused a girl to commit suicide when really they were only 1/13th of the reason. Although, before criticising this novel, keep in mind it is a work of fiction.
What is most painful about Thirteen Reasons Why, is not Hannah’s plight, but the reaction Clay has to hearing Hannah’s story. Unlike the other people Hannah accuses, Clay is not one of her antagonists; all Hannah wants to do is to say sorry.
It is up to the reader to judge whether Thirteen Reasons Why is worthy of praise or not. Those without an understanding of depression may dislike it on account of misunderstanding Hannah’s reasons, whereas others may feel insulted that she killed herself over things that could have been eased had she told someone. Personally, I understand where Hannah is coming from, and although I would not go to the extremes Hannah did, I do not think she was selfish or stupid or any other insult that may befall her.
The reason I give this book a good rating lies in the quality of writing. Asher seamlessly alternates between two narratives – Hannah’s story and Clay’s reaction and reflection. Although the author may not have clearly expressed Hannah’s emotions, he successful emphasises the grief and despair Clay feels listening to the cassettes. My main concern is that Thirteen Reasons Why will only be short lived. Audiotapes were already obsolete when the book was published, but soon will there be any new readers who know what a tape is?

Connor Sheffield (293 KP) rated Avengers: Infinity War (2018) in Movies
Apr 28, 2018 (Updated Apr 30, 2018)
Great Action (as always) (3 more)
Incredible visuals
Brilliant cast
A f*ck fest of emotions
Not as impactful (2 more)
Another film that seems to happen too fast
A f*ck fest of emotions
10 years in the making
Contains spoilers, click to show
As stated this review contains spoilers so leave now lest ye want to ruin the film!
So this films has been everything marvel has been building towards for the past decade and that in itself is truly incredible and whilst I am not as big a Marvel fan as I am DC, I can honestly say I have loved every step of the way. The films only got better with each wave of the universe and there have been some true masterpieces, Superior to the DC cinematic universe for it's continuity and it's structure, I am not afraid to admit that or foolish enough to deny that.
However at the time of writing this I have literally just come out of the screening of Avengers: Infinity War and I have to say I was impressed but also slightly disappointed. Here's why...
I was impressed with the performances, and everything that has connected the Marvel cinematic universe up to this point and the cast portray that history incredibly well. You can really tell that these characters have had all this history and even the newer cast like Black Panther, fit well into that history and the overall atmosphere of the universe.
Brolin was incredible as Thanos and the writers did something unexpected with his character that really makes the audience think about his intentions.
However, the overall impact of the film was a little lost on me and possibly me alone, for the simple reason that it all happens so fast. There's a lot of action, a lot of laughs and a lot of serious impact moments, but without spoiling names, the loss of characters in this film didn't impact me as much as I'd hoped.
But here's why that might just be me, and it really comes down to 3 words:
Comic Book Movie
No matter how hard I try, I can't escape that when I watch these films. They are comic book movies and we already know a lot of these characters have more movies to go. So I know that no matter what will happen, it will all work out one way or another in the end you'll lose some characters but will they really be gone gone, or will we see them in another film, or at least hear about them in another film.
It's not because I'm a DC fanboy or anything cos honestly I know I'd feel this way about any comic book movie. It's just not something I can seem to grasp when it comes to my feelings towards comic book movies. The whole "they made comic characters feel real and live in our reality" I get to a certain extent but that doesn't mean I'll walk out of a movie in tears over the death of even my favourite comic book character if it were to happen. Some films have that impact on me, I'm not a robot, but comic book films just don't seem to work for me when it comes to that true emotions of loss. But as I said that's just me. I was hoping infinity war would change that cos I knew this was a biggy, but sadly it didn't quite happen. It came close with certain scenes. But not quite.
So overall I give it 9/10 because it was a brilliant film. Without a doubt ONE OF the best comic movies, not the best, but certainly one of.
So this films has been everything marvel has been building towards for the past decade and that in itself is truly incredible and whilst I am not as big a Marvel fan as I am DC, I can honestly say I have loved every step of the way. The films only got better with each wave of the universe and there have been some true masterpieces, Superior to the DC cinematic universe for it's continuity and it's structure, I am not afraid to admit that or foolish enough to deny that.
However at the time of writing this I have literally just come out of the screening of Avengers: Infinity War and I have to say I was impressed but also slightly disappointed. Here's why...
I was impressed with the performances, and everything that has connected the Marvel cinematic universe up to this point and the cast portray that history incredibly well. You can really tell that these characters have had all this history and even the newer cast like Black Panther, fit well into that history and the overall atmosphere of the universe.
Brolin was incredible as Thanos and the writers did something unexpected with his character that really makes the audience think about his intentions.
However, the overall impact of the film was a little lost on me and possibly me alone, for the simple reason that it all happens so fast. There's a lot of action, a lot of laughs and a lot of serious impact moments, but without spoiling names, the loss of characters in this film didn't impact me as much as I'd hoped.
But here's why that might just be me, and it really comes down to 3 words:
Comic Book Movie
No matter how hard I try, I can't escape that when I watch these films. They are comic book movies and we already know a lot of these characters have more movies to go. So I know that no matter what will happen, it will all work out one way or another in the end you'll lose some characters but will they really be gone gone, or will we see them in another film, or at least hear about them in another film.
It's not because I'm a DC fanboy or anything cos honestly I know I'd feel this way about any comic book movie. It's just not something I can seem to grasp when it comes to my feelings towards comic book movies. The whole "they made comic characters feel real and live in our reality" I get to a certain extent but that doesn't mean I'll walk out of a movie in tears over the death of even my favourite comic book character if it were to happen. Some films have that impact on me, I'm not a robot, but comic book films just don't seem to work for me when it comes to that true emotions of loss. But as I said that's just me. I was hoping infinity war would change that cos I knew this was a biggy, but sadly it didn't quite happen. It came close with certain scenes. But not quite.
So overall I give it 9/10 because it was a brilliant film. Without a doubt ONE OF the best comic movies, not the best, but certainly one of.

Hazel (1853 KP) rated Thirteen Reasons Why in Books
Dec 7, 2018
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review </i>
Recently filmed as a thirteen-part Netflix drama executively produced by Selena Gomez, <i>Thirteen Reasons Why</i> was the first novel by the award-winning author, Jay Asher. It is the type of book readers will either love or hate, but it should definitely come with a warning. This story is NOT an accurate representation of depression and suicide.
Yes, suicide. A teenaged girl has committed suicide, shocking everyone who knew her. No one could understand why, but thirteen people are going to find out. Clay Jensen is the ninth person to receive a box of thirteen audiotapes from Hannah Baker. However, Hannah died two weeks ago. As she premeditated taking her life, Hannah recorded thirteen stories involving people from her school that caused her to snowball into deep depression and despair. Desperate to find out why his name features in Hannah’s story, Clay begins listening to the tapes in order, putting together the events that led to Hannah’s death.
What follows is a heart-breaking story showing the impact individuals have on other people’s lives, often without realising it. In some cases, the characters only played a minor role in Hannah’s life, whereas others caused significant damage. The saddest thing is, Clay could have helped Hannah, but she had pushed him away.
At times, Hannah seemed like the horrible person, calling all these people out on petty little things, but these things, along with the more horrible ones, all built up to create a life that did not feel worth living. It is eye opening how much a small action, comment or rumour can so drastically alter someone’s future.
Bearing in mind that depression affects everyone differently and has numerous causes, some readers may feel disgusted at Hannah’s extreme action, but this is the fault of the author. Jay Asher fails to completely describe the emotional torment that Hannah felt, and only someone who may have been through a similar situation, or worse, will fully be able to understand the impact everything has had on her mental health.
As Hannah beleaguers her listeners, the thirteen people start to feel like the victims rather than the “attackers”, which is most probably not what the author was intending. Now, these people will have to live their lives believing they caused a girl to commit suicide when really they were only 1/13th of the reason. Although, before criticising this novel, keep in mind it is a work of fiction.
What is most painful about <i>Thirteen Reasons Why</i>, is not Hannah’s plight, but the reaction Clay has to hearing Hannah’s story. Unlike the other people Hannah accuses, Clay is not one of her antagonists; all Hannah wants to do is to say sorry.
It is up to the reader to judge whether <i>Thirteen Reasons Why</i> is worthy of praise or not. Those without an understanding of depression may dislike it on account of misunderstanding Hannah’s reasons, whereas others may feel insulted that she killed herself over things that could have been eased had she told someone. Personally, I understand where Hannah is coming from, and although I would not go to the extremes Hannah did, I do not think she was selfish or stupid or any other insult that may befall her.
The reason I give this book a good rating lies in the quality of writing. Asher seamlessly alternates between two narratives – Hannah’s story and Clay’s reaction and reflection. Although the author may not have clearly expressed Hannah’s emotions, he successful emphasises the grief and despair Clay feels listening to the cassettes. My main concern is that <i>Thirteen Reasons Why</i> will only be short lived. Audiotapes were already obsolete when the book was published, but soon will there be any new readers who know what a tape is?
Recently filmed as a thirteen-part Netflix drama executively produced by Selena Gomez, <i>Thirteen Reasons Why</i> was the first novel by the award-winning author, Jay Asher. It is the type of book readers will either love or hate, but it should definitely come with a warning. This story is NOT an accurate representation of depression and suicide.
Yes, suicide. A teenaged girl has committed suicide, shocking everyone who knew her. No one could understand why, but thirteen people are going to find out. Clay Jensen is the ninth person to receive a box of thirteen audiotapes from Hannah Baker. However, Hannah died two weeks ago. As she premeditated taking her life, Hannah recorded thirteen stories involving people from her school that caused her to snowball into deep depression and despair. Desperate to find out why his name features in Hannah’s story, Clay begins listening to the tapes in order, putting together the events that led to Hannah’s death.
What follows is a heart-breaking story showing the impact individuals have on other people’s lives, often without realising it. In some cases, the characters only played a minor role in Hannah’s life, whereas others caused significant damage. The saddest thing is, Clay could have helped Hannah, but she had pushed him away.
At times, Hannah seemed like the horrible person, calling all these people out on petty little things, but these things, along with the more horrible ones, all built up to create a life that did not feel worth living. It is eye opening how much a small action, comment or rumour can so drastically alter someone’s future.
Bearing in mind that depression affects everyone differently and has numerous causes, some readers may feel disgusted at Hannah’s extreme action, but this is the fault of the author. Jay Asher fails to completely describe the emotional torment that Hannah felt, and only someone who may have been through a similar situation, or worse, will fully be able to understand the impact everything has had on her mental health.
As Hannah beleaguers her listeners, the thirteen people start to feel like the victims rather than the “attackers”, which is most probably not what the author was intending. Now, these people will have to live their lives believing they caused a girl to commit suicide when really they were only 1/13th of the reason. Although, before criticising this novel, keep in mind it is a work of fiction.
What is most painful about <i>Thirteen Reasons Why</i>, is not Hannah’s plight, but the reaction Clay has to hearing Hannah’s story. Unlike the other people Hannah accuses, Clay is not one of her antagonists; all Hannah wants to do is to say sorry.
It is up to the reader to judge whether <i>Thirteen Reasons Why</i> is worthy of praise or not. Those without an understanding of depression may dislike it on account of misunderstanding Hannah’s reasons, whereas others may feel insulted that she killed herself over things that could have been eased had she told someone. Personally, I understand where Hannah is coming from, and although I would not go to the extremes Hannah did, I do not think she was selfish or stupid or any other insult that may befall her.
The reason I give this book a good rating lies in the quality of writing. Asher seamlessly alternates between two narratives – Hannah’s story and Clay’s reaction and reflection. Although the author may not have clearly expressed Hannah’s emotions, he successful emphasises the grief and despair Clay feels listening to the cassettes. My main concern is that <i>Thirteen Reasons Why</i> will only be short lived. Audiotapes were already obsolete when the book was published, but soon will there be any new readers who know what a tape is?